Rockman X2 - Soul Eraser for GBC
General FAQ
FINAL Version 1.01- 05/05/2002
Written by pokeeiyuu
[email protected]

Contents
========
Version History
Controls
Menus
 Initial Menu
 Continue Screen
 Option Screen
 Button Config Screen
 Sound Test
 Irregular selection screen
 In Game Start Menu
 Weapons Screen
 Parts Screen
Shop
Rockman X
 Weapons
 Upgrades
Zero
 Weapons
 Upgrades
Tanks(E-tanks & Heart)
Bosses
Thanks
Copyright Information

Version History
===============
FINAL Version F1.01 (050502)- Changed E-mail address. FAQ is now closed.
FINAL Version 1.00 (300701)- Defeated Soul Eraser Boss Attack. Corrected Boss
Attack Description and noted Soul Eraser Irregular patterns in Boss Attack
mode. Corrected Sonic Ostreague and Shining Tiguard's behavior after being
hit by their weakness. Added more to Velcana behavior. Added Shotokan Capsule
location.
Version 0.73 (280701)- Defeated Extreme Mode. Added Irregular patterns in
Extreme mode. Added X's charged weapon forms. Added all bosses weaknesses for
X(except Galeth).
Version 0.51 (270701)- All acquired information logged. Have beaten X and
Zero Missions in sequence, both ways and have unlocked Extreme Mode.

Controls
========
Directional Control- Moves X/Zero Left, Right, Up and Down Ladders, hold onto
certain walls

B Button-
X- Fires X-Buster, hold to charge X-Buster, Fires Irregular Weapons, hold to
charge
Zero- Slashes Z-sword, press rapidly for a three-slash combo.

A Button-
Jumps.
Speeds through dialogue.

Down+A or tap direction twice(on ground)- Dash
A (air)- air dash (X requires Boot Parts)
 Up+A(air)- air dash upwards, X only(requires Boot Parts)

Select- dependent on setting, changeable in button config options
If set to Buki Change, then X can change weapons using the Select key. Will
do nothing for Zero.
If set on Scramble Change, then pressing Select will switch between X and
Zero, if possible.

Start- pauses game and goes to in-game menu screen.

Menus
=====

Initial Menu
------------
Extreme- Unlocked by defeating game in one save file
X Mission- Begin New Game with X
Zero Mission- Begin New Game with Zero
Continue- Continue old game
Option- Brings you to option screen
Boss Attack- Unlocked by defeating Extreme Mode

Extreme
Both X and Zero go after all 8 of the Irregulars and Velcana, Galeth and (you
guessed it!) Sigma. You can scramble change at all times between the two of
them with the exception of the prologue when the path splits and Boss Stage 4
where you destroy Velcana. Enemies may employ new techniques. Heart tanks are
received by the one who grabs it and weapons are yielded to whoever deals the
final blow to the boss.
Defeating Extreme yields Boss Attack on the Initial menu.

X Mission
X goes up against the Irregulars Electricity Namazuroth, Launcher Octopard,
Shining Tiguard and Burnin Naumander before striking against Velcana.

Zero Mission
Zero goes up against the Irregulars Wire Hechimaru, Explodes Horneck, Sonic
Ostreague and Screw Masaider before attacking Galeth.

After defeating either X's or Zero's mission, you have the option to save
your clear game data and continue on the other mission from the beginning.
All that is transferred from mission to mission is your souls(the monetary
units) and the Irregular weapons you acquired are given to the new character
in their usable form. If you complete the second mission, you will unlock the
Extreme option on the Initial menu.

Boss Attack
Both X and Zero can go up against one set of Irregulars from either GBC Game,
Soul Eraser or Cybermission. Both X and Zero have all of the weapons from the
Soul Eraser Irregulars and all equippable parts except for X Armor, but no
upgrades. X and Zero each have 32 life. There is no point to this mode. Iris
just challenges you to see how quickly you can topple all eight of the chosen
game's Irregulars. To fight the Cybermission Irregulars, go in the left
Teleporter at the start; for the Soul Eraser Irregulars, the right. Soul
Eraser Irregulars use their normal mission patterns.

Continue Screen
---------------
If you went through any save point in your last game, you can opt to continue
from the last save point that you passed through. Otherwise, the numbered
selections are possible save files while the exclamation point allows you to
delete save files.
You will be able to see in your saves: what weapons are acquired, what
upgrades have been received, E-tank status, number of extra lives, current
souls, and time elapsed.
If you delete all of your save files, you will still have any options that
you unlocked.

Option screen
-------------
Button Config- Go to Button Config screen
Sound Test- Go to sound test
Modoru- Return to previous menu

Button Config screen
--------------------
Select Button-Buki Change/Scramble Change
If set to Buki Change, then X can change weapons using the Select key. Will
do nothing for Zero.
If set on Scramble Change, then pressing Select will switch between X and
Zero, if possible.

Auto Charge- If turned on, X will charge his X-Buster if B is not held down.
Press B to fire current charge. This cannot be used to charge Irregular
Weapons. This has no effect on Zero.

Rensha- If turned on, X will shoot repeatedly if B is held down. Rensha will
not split level four and five bolts, but will instead rapid fire the charges
that are there. When using this mode, X cannot charge any weapon, X-Buster
and Irregular weapons alike. This has no effect on Zero.

Modoru- Return to previous menu

Sound Test Screen
-----------------
BGM- Listen to Background Musics
SE- Listen to Sound Effects
Modoru- Return to previous menu

Irregular Selection Screen
--------------------------
Going from left to right: (X/Zero)
Shining Tiguard/Wire Hechimaru, Launcher Octopard/Explodes Horneck,
Electricity Namazuroth/Sonic Ostreague, Burnin Naumander/Screw Masaider,
Velcana/Galeth
If you go down, there are three options in the lower right from top to
bottom: Save, Option, Parts.
Parts brings you to the shop screen.
If you are in extreme mode, the X Irregulars will be shown in the first row;
the Zero Irregulars, the second. After defeating all irregulars, the boss
stage will be shown by Sigma.

In Game Start Menu
------------------
Missile- Brings you to Weapons screen
Person in circle- Brings you to Parts Screen
D-pad- Brings you to Button Config Screen
Person- Shows you what armors you have collected
Bended arrow- Returns you to battle
Z/X- Switches between Zero and X (only shown if possible)

Weapons Screen
--------------
This shows you the weapons you have collected, along with E-tanks, Souls,
Extra Lives, and Time elapsed since start.

Weapons are aligned in three rows on the left. Listed: X's weapon/Zero's
weapon
Row 1: X-Buster/Z-Saber, GigaCrush/Zero Final
Row 2: Ray Blade/Rising, Marine Tornado/Fish Fang, Triad Thunder/Triad
Thunder, Fire Wave/Fire Wave
Row 3: Strike Chain/Lightning, Home Bee/Earth Geyser, Sonic Slicer/Dash,
Tornado Fang/Drill Crush

Descending on the right are E-tanks status, number of extra lives, souls
collected, time elapsed, and finally the Exit. E-tanks may be selected for
use whenever you are damaged no matter how full they are. They are not usable
when empty.

Parts Screen
------------
This shows the parts that you have purchased in exchange for souls and allows
you to equip them. The order of the parts is the same as in the shop. A fully
Armored X can only equip 2 parts. If X has not collected all of his upgrades,
he may equip 4 parts. Zero can always equip 3.

Shop
====
All of these parts can be selected from the item menu. Part prices in souls
are in parentheses.

First row- Common Parts
Hyper Dash(1000)- Invincibility during Dash as well as increasing dash range
Super Recover (200)- Increases recovery from Energy Capsules
Energy Saver (100)- Halves weapon energy usage except for Gigacrush
Damage Barrier (100)- After taking damage, invincibility time is increased
(????) Unavailable if Extreme Mode unlocked
(????) Unavailable if Boss Attack unlocked

Second Row- X Parts
Buster Plus 1 200 - Increases power of X-Buster Shots and colors them purple
Buster Plus 2 200 - Increases power of X-Buster Shots and colors them red
Speed Shot 100 - Faster X-Buster Shots(Levels one through three) and colors
them green
Ultimate Buster 500 - Immediate Level Three X-Buster Shots
Hyper Charge 1000 - Halves all charge times
Armor 2000 - All of the X-Armor upgrades

Third Row- Zero Parts
Saber Plus 1 200 - Increases power of Z-saber and colors it light blue
Saber Plus 2 500 - Increases power of Z-saber and colors it light purple
Ultimate Saber 800 - Lets Z-saber hit three times if swung while standing
still. Cannot press B button rapidly to combo if this is equipped

Rockman X
=========
Upgrades
--------
Foot Parts- Found in Electricity Namazuroth stage
Enables Airdash (horizontal and vertical) as well as breaking of blocks with
your feet
After the first save point, there is a vertical corridor that you must climb.
When you reach the opening to the right, skip it and continue up the left
wall. One screen up, you will find another opening on the right. The Boot
Parts capsule is hidden there.

Body Parts- Found in Launcher Octopard stage
Enables Gigacrush and halves damage taken
It's where the heart tank used to be in X1 on the SNES. After the second save
point, you'll probably notice some missiles floating in the water. If you
take the whirlpools up, you can see a ship that is firing them. Destroy this
ship. This will also make a hole in the ocean floor right below the ship.
Drop through that hole and you'll reach another save point. Beyond this save
point is a room with spike floors and a sea serpent. Destroy the sea serpent
while avoiding the spiked floors. Proceed to the right through the doorway
after it's defeated. The capsule is right in front of you against the wall.

Head Parts- Found in Shining Tiguard stage (Need X's Fire Wave)
Enables breaking of blocks with head
The capsule is in plain view. After the second save point, there are floating
platforms that you have to ride. The second set of floating platforms is a
set of three. At the end of this you should see some wood platforms. The
bottom panel is cracked and discolored. Hit it with a Fire Wave bolt and you
should be able to jump over to the capsule.

Arm Parts- Found in Burnin Naumander stage(Need Foot Parts and Head Parts)
Allows for two additional Buster levels as well as the charging of Irregular
Weapons
It's exactly where it was on the SNES. But this time it's much easier to get.
After the first save point, before you reach the lava, you'll see some dark
blocks overhead.  You can destroy those with your helmet and boots. Since the
Foot Parts in this version allow vertical air dashes, all you have to do is
jump and vertical air dash to break the blocks. Grab the wall and continue to
destroy blocks to reach the capsule.

"Shotokan Upgrade"- Found in Boss Level Three
Allows usage of Hadouken and Flaming Shouryuken by X
It's the last stage of the X Mission and the Third Boss Stage in Extreme
Mode. After meeting both Velcana and Galeth, you are taken here immediately.
After the second save point, you will reach a large vertical corridor after
which you will meet Velcana. Near the top of the corridor is a lone grey
block among the purple blocks behind the electrical barrier. Despite probably
learning that all electrical current is instant death, air dash through the
wire and to the grey block. You will pass through the block. Continue down
the corridor and you will find a capsule. This will only appear if you have
found all of the X-armor. To execute this, charge all the way to level five
and then press Up for a Shouryken or Down for a Hadouken when releasing the B
button. These are ground only techniques.

Weapons
-------
All X-weapons are selected by selecting it in the subscreen and exiting or
with the Select button (if in Buki Change mode). Pressing B will fire the
selected X-weapon.
All X-weapons barring the X-Buster have individual energy bars of 28 units.
All X-weapons with such a bar except for the Gigacrush use two units of
energy per shot.
All X-weapons with such a bar except for the Gigacrush may be charged after
acquiring the Arm  Parts. If charged, the X-weapon will have a different form
and expend four units of energy per use. The charged form can only be used
when X has reached charge level four and he is flashing pink.
The Gigacrush can only be activated when its energy bar is full and will
expend the whole bar when used.
Weapons are listed by name, abbreviation in parentheses, which boss it's from
and the color that X becomes when using it.

X-buster-Blue X
Three initial charge levels, two more gained with Arm Parts
Level 1(No flashing)- your usual blue plasma cannon
Level 2(Light Blue flashing)- a slightly more energetic plasma cannon
Level 3(White flashing)- a wider swath of plasma energy
The following are available only after receiving the Arm Parts
Level 4(Pink and blue flashing)- a level two bolt of plasma followed by an
energetic level three bolt. If the two are fired quickly in succession, they
will split into two level one plasma shots, going at 45 degree angles upwards
and downwards from the horizontal plane.
Level 5(Pink and white flashing)- a level three bolt of plasma followed by an
energetic level three bolt of plasma. If the two are fired quickly in
succession, they will split into four level one plasma shots, going at 45 and
30 degree angles upwards and downwards.

Gigacrush(GC)- (Body Parts Upgrade), Blue
X releases all the energy he has gathered in a large burst. Stops time.
Gigacrush energy is gained by taking damage. Every bar of damage taken
contributes one bar to Gigacrush energy. Energy cannot be gained by damage
taken while in a ride armor.
Note that if this is done in the air, the air dash count is reset.

Ray Claw(RC)-(Shining Tiguard), Light Yellow
Creates a slash wave in front of you, extending one X width. The wave stays
until it hits something or until X is hit.
In its charged form, Ray Claw becomes a set of twelve shining sparks. These
can fire straight from the X-Buster and at angle of 30 degrees above and
below the horizontal.

Marine Tornado(MT)-(Launcher Octopard), Light Purple
Creates a temporary vertical tornado of water when fired. This tornado, which
is one X width and full-screen height, will stay at the point of launch for
half a second.
The charged form of Marine Tornado is Fish Fangs. Four piranha are
simultaneously launched at 30 and 45 degrees above and below the horizontal.

Triad Thunder(TT)-(Electricity Namazuroth), Light Blue
Fires three electrical spheres in front of you. They are fired straight ahead
and at 30 degree angles upwards and downwards.
When charged, X will release energy and six electrical spheres will fly from
him both upwards and downwards vertically and at angles of 45 degrees in
front of and behind him. Note that if this is done in the air, the air dash
count is reset.

Fire Wave(FW)-(Burnin Naumander), Red
Fires a fire bolt in front of you. If fired so there is no ground immediately
in front of you, this firebolt will go forward for one X width before
descending at a 45 degree angle. If it strikes the ground, it will create a
firewall that will move forward. If there is ground immediately in front of
X, the firewall will appear directly in front of X. This firewall will
continue until it hits a wall or an enemy it cannot defeat in one hit. The
firewall is twice the height of X and becomes three X widths.
Fire Wave, when charged, allows for the summoning of fiery rocks from the
sky. This summoning will last for five seconds during which eight rocks will
come down. The first rock will appear onscreen until one second after
initiation.

Strike Chain(SC)-(Wire Hechimaru), Green
Fires a chain in front of you one X width, capable of grabbing items as well
as pulling X slightly toward a wall if it strikes a wall.
Charged up, the Strike Chain becomes larger with a longer range of two X
widths.

Home Bee(HB)-(Explodes Horneck), Brown
Fires a bee which will slowly home in on onscreen enemies. Up to two bees may
be fired at one time. Bees are capable of taking out multiple weak enemies.
If there are no enemies onscreen, they will move off screen in the direction
that they were fired or that they were moving at the time of enemy
destruction. They will no longer home if they have been on a screen where
there were no enemies to home.
Home Bee becomes a three-bee rotating shield around X if fired when charged.
This shield will not become effective until half a second after firing as the
bees need time to get around X. The shield will last for 5.5 seconds or until
it has taken enough damage.

Sonic Slicer(SS)-(Sonic Ostreague), Dark Purple
Fires a blade that will bounce off of walls at an upward angle of about 14
degrees. If a blade strikes an outward facing corner of a wall, it can
slingshot past the corner with no speed change at a 14 degree angle. Up to
two blades may be fired at one time. Blades will exist for 6.5 seconds or
until they hit an enemy or go off screen.
X can use the launch version of Sonic Slicer when charged. After a delay of
half a second while an energy point is formed, a Sonic Slicer will fly upward
from X's charged blaster and after going off screen, four Sonic Slicers will
descend from above. Two will be adjacent to X's position when firing and the
other two will be two X lengths forward and behind that point.

Tornado Fang(TF)- (Screw Masaider), Orange
Fires a drill that splits into three drills stacked on top of each other. So
in X terms, the three drills will fire at buster height, head height and foot
height and will totally cover X's front if fired on the ground. If X is
moving vertically and the Tornado Fang is fired, the three drills will be at
different heights. If he is ascending and the Fang is fired, the upper and
middle drills will be closer together. If he is descending and the Fang is
fired, the lower and middle drills will be closer together.
Tornado Fang creates a large, one X width drill attached to X's Buster Arm
when charged and fired. This drill lasts for 5.5 seconds.

*All angles in the above section are taking the horizontal and vertical
planes as zero degrees where applicable.

Zero
====
Upgrades
--------
Foot Parts- Found in Wire Hechimaru Stage
Allows Zero to break blocks with his feet. (Useless in normal missions)
After the first save point, you will find a vertical corridor with elevators
rising through the floor. If you fall through that hole in the ground and
veer right, you will land on a lower ledge. The Boot Parts capsule is there
in that room.

Head Parts- Found in Sonic Ostreague Stage
Allows Zero to break blocks with his head. (Useless in normal missions)
After the first save point, you will be descending underground in some sort
of building. At the end of the first section is a ladder going down. If you
dash jump off of that ledge you will see another ladder. Grab it and climb
up. The Head Parts capsule is there.

Arm Parts- Found in Screw Masaider Stage (Need Lightning)
Gain Zero Final weapon
After the second save point, you will acquire a Ride Armor. If you hit any
cracked floors, you will fall through to the next level. Fall through at any
point and then proceed to the left. Eventually you will reach a ledge that is
too small for your Ride Armor. Jump out and you will find that there are some
blocks in the way. Use the Lightning weapon and hope that it strikes the
blocks. Through that passage is the Arm Parts capsule.

Body Parts- Found in Explodes Horneck Stage (Need Drill Crush)
Halves Damage taken
After the second save point, you will be fighting on the roof of a building.
Near the end of this route, you will see a rotating gun, a flame thrower and
another rotating gun on a set of stair-like platforms. If you destroy these,
you will continue to the next area. DO NOT DESTROY THESE yet. Continue to the
right. You will see some large silver blocks that do not look "right."
Destroy these with the Drill Crush and you will be able to move beyond them
to the Body Parts capsule.

Weapons
-------

Z-saber
Short range slashing weapon. All Z-saber slashes strike a whole Zero width in
front of him except when jumping, clinging to the wall, or climbing a ladder.
When jumping clinging to the wall or climbing a ladder, the Z-saber reaches
half a Zero width in front of him. All slashes can strike above Zero within
the small range of right above him. All slashes are colored light green.
If B is tapped quickly and Zero is standing still, Zero will first execute an
overhead slash, then a side arm slash from "back to front", finishing in a
side arm slash from "front to back" which has Ultimate Saber properties. In
this way, he creates a three hit combination strike.
If Zero is standing still and Ultimate Saber is equipped, he will execute a
side arm slash from "front to back".
If Zero is starting to move forward or does not have Ultimate Saber equipped
and is standing still, he will execute a overhead slash, striking in front of
him.
If Zero is walking or dashing, he will execute a weaker side arm slash from
"front to back"
If Zero is jumping, he will execute a side arm slash from "front to back".
If Zero is clinging to a wall, he will execute a "front to back" side arm
slash with his free arm.
If Zero is on a ladder, he will execute an overhead slash with the correct
arm.
*Note in this section that any instance of "front" and "back" in quotation
marks refers to the depth plane of the Gameboy. So "front" refers to things
coming "out" of the screen while "back" refers to things going "into" the
screen.

Zero has a single weapon energy bar of 28 units which all of his energy-using
techniques draw from. Weapons that can be used without accessing the weapons
screen have directions below. All others must be selected from the weapons
screen. Upon selection of those weapons, they will activate immediately.

Zero Final- (Arm Parts upgrade)
Zero rushes forward, sword slashing, slashes his opponent and then does a
rising uppercut slash before teleporting back to his original position. Stops
time. Will stop at first obstacle or enemy hit. Uses 20 weapon energy units.

Lightning- (Wire Hechimaru)
Zero rears up as he lets out energy. Eight lightning bolts strike from above
over the course of 5.25 seconds. The bolts appear to be randomized, though
the first bolt will strike where Zero is standing. Zero can be hit out of
this move. Ground only. Uses four energy units.

Earth Geyser- (Explodes Horneck)
Zero teleports in and pounds the "ground" releasing energy. Smoke rises
starting from behind Zero and eventually rises across the screen striking all
enemies onscreen.  Stops time. Uses 10 energy units.

Dash- (Sonic Ostreague)
Zero rushes forward, slashing all the way off screen and then teleports to
his original position. Will stop at first obstacle hit, but will damage all
enemies on the same level as him. Stops time. Uses four energy units.

Drill Crush- (Screw Masaider)
Press Down+B while airborne.
Zero draws the Z-Saber and points it downward. The Z-Saber crackles with
energy. Range is the Z-saber itself. This technique continues until Zero
lands on the ground, grabs a wall or is hit and may be directed left and
right while in the air. Air only. Does not use weapon energy.

Rising- (Shining Tiguard)
Press Up+B while on the ground.
Zero draws the Z-Saber, and swings it, from drawing, in a counter-clockwise
motion before extending it to his side and rising with it. The hit radius of
this technique is half a Z width even though it appears as though it should
be greater. This technique will continue for as long as the B button is held
down or until Zero hits the apex of his jump, which is the same as a normal
vertical jump(1.1 Z height). Ground only. Does not use weapon energy.

Fish Fang- (Launcher Octopard)
Press Up+B while airborne.
Zero jump slashes, creating two light blue piranha which fly at downward
angles of 45 degrees and 14 degrees from the vertical. Air only. Uses four
energy units.

Triad Thunder- (Electricity Namazuroth)
Zero releases electrical energy in the form of six spheres above himself: two
vertically, two behind and two ahead at 30 degrees from the vertical. Ground
Only. Uses four energy units.

Fire Wave- (Burnin Naumander)
Press Down+B on the ground.
Zero swings his Z-Saber, and a fire bolt comes out. His Z-Saber has Ultimate
Saber properties (triple hit) and is also colored red for this technique. The
fire bolt starts a 45 degree descent after traveling one Z-length. If the
fire bolt strikes the ground, a fire wall will be created. If you are
standing with ground directly in front of you, a fire wall will be created
immediately in front of Z after he has finished his Z-Saber swing. The fire
wall will continue to travel forward until it hits an obstacle or an enemy
that it cannot defeat in a single hit. This firewall is about 1.8 Z heights
and one Z width. Ground only. Uses four energy units.

Tanks
=====
There are two E-tanks in the game. However, in normal missions, you can only
get one.

E-tank- found in Burnin Naumander Stage(requires Boot Parts)
If you knew where it was in X1 on the SNES, you know where it is. After the
first save point, you'll come to a complex of platforms with miners on them.
There is a wall to the left of that. Air dash up to the wall and climb it.
You will find blocks that can be destroyed by your upgraded boots. The E-tank
is beyond them.

E-tank- found in Wire Hechimaru Stage
After the second weather control orb, you can will find a floating rocket
platform. Jump onto it and then jump left to climb the wall to the left. Or
if you're X, just air dash upwards and grab the wall. If you jump to the
right, you will find some platforms floating in the sky. On the left platform
is a 1-Up while on the right platform is the E-tank.

Heart-tanks are found in every Irregular stage and will add two units to your
life bar. Both X and Zero begin with 16 life units and may have a maximum of
32 units.

Shining Tiguard-
After the first save point, with the ride armor, Break down five barriers. At
this point if you dash and float upward you will see another breakable wall
high above the ground. Destroy it with the ride armor and there is the heart
tank.

Launcher Octopard-
After the first save point, there are a number of whirlpool machines that
will float you in the water. At the third one, which is located right after a
high ledge, ride it upward. To your right you should be able to see a
platform above the water. You should reach it by jumping from the apex of the
whirlpool. It does help if you have the Boot Parts though.

Electricity Namazuroth-
After the third save point, you will go through a two pairs of doors. It's in
plain view. But to get it you have to hurry as the water in that portion
kills you if you touch it.

Burnin Naumander-
Again it's in the same exact place as in X1 on the SNES. After the first save
point, when you get to the miner platform area, go all the way to the right
staying as low as possible. The Tank is visible in the lava.

Wire Hechimaru-
If you climb the left wall immediately after teleporting in, you will hit a
small nook where the Heart Tank is.

Explodes Horneck-
After the first save point, you will see a ladder and platform below you.
Jump off of the platform and you can hit set of three large spy bug
platforms. The third one holds the Heart Tank in plain view.

Sonic Ostreague-
After the second save point, you will ride the bikes for a second time. After
the first door, there is a series of three jumps and then a long "valley" you
ride through. After the valley is a possible jump. If you don't take the
jump, you will hit the Heart Tank as well as a wall.

Screw Masaider-
After the second save point, when you get the Ride Armor, DO NOT descend
immediately. Watch out for the cracks in the ground. If you fall or jump on
them, you will fall through. You want to go all the way to the right. When
you get there, dash jump and hover up to the top. You will need to abandon
Ride Armor to get the Heart Tank. It's on a ledge up there.

Bosses
======
Irregulars are listed with Japanese Name, American Name, weakness, their
behavior and their weakness' effect on them. Their behavior is split into
three sections. The first is general attacks, second is attacks gained at
half life if any, and third is attacks gained in Extreme mode. All weaknesses
are X-weapons only as Zero weapons do not have the same ability to disrupt
Irregular attacks.

Skull Machine
Weakness- X-Buster/Z-Saber
This is the boss of the prologue. Both X and Zero can fight this one. It has
three modes of attack. First it can spit out little skull ships. These skull
ships will very slowly home in on you if you don't destroy them. It can spit
out six of these ships at once. The Skull Machine can also spit out a spiked
disc. You can stand on this disc as well as destroy it. Finally it will spit
out a wide blue laser. The boss will move from side to side tracking your
position. It will stop before making any attack. The mouth is the vulnerable
spot and can be hit by jumping and attacking. If hit by a charged shot or
slash before attacking, the mouth will stop its attack.

Shining Tiguard (Neon Tiger)
Weakness- Tornado Fang
Shining Tiguard will jump side to side finally resting at the top of the
screen. Once there, he will either shoot out three ray sparks or will home in
on your position and drift towards you with claw extended.  If he shoots
three ray sparks, he will drop to the ground and will most likely drift
towards the other side. If he drifts towards you with claw extended, he will
jump after landing to the side that you are on.
After half of his life has been taken away, Shining Tiguard will shoot out
five ray sparks instead. If he lands on the ground in any way, he has a new
attack. He will rush at you flashing with claw extended. When he reaches
where you were, he will do a rising uppercut. Then he will return to the wall
to continue the pattern.
In Extreme Mode, Shining Tiguard can opt to rush you slowly while flashing.
This attack can only occur after half of his life has been drained. Four
times, he will rush to the position you were at when he began each rush.
The Tornado Fang stops all of Shining Tiguard's attacks cold and will blast
him towards the wall behind him where he will fall to the ground after
recovering from the drills.

Launcher Octopard (Launch Octopus)
Weakness- Ray Claw
Launcher Octopard can leap towards you and stop above you in midair to use
Marine Tornado. This has a vacuum effect. If you are caught during this, he
will use his tentacles to drain 5 units of energy, but he cannot heal himself
using this. He cannot be hit while executing Marine Tornado. He will also
shoot missiles at you in pairs while standing on the ground. These will
launch from him at horizontal and 30 degrees above horizontal. These missiles
are destroyable.
When you have whittled away his energy to half or less, he can use Fish Fang.
He will throw out two piranha which will stop in the air behind him and above
him. These piranha will straight line home on your character's current
position when they start moving. His Fish Fang is destroyable. He will also
be able to shoot missiles at you while jumping. He will usually shoot one set
from the ground and then another from the air which will travel at 30 degree
angles above and below the horizontal. Note that if he is rising and fires,
the higher missile will be at a smaller angle; if he is descending, then the
lower missile will be at a smaller angle.
In Extreme Mode, after Launcher Octopard has lost half of his life, he will
gain a new way to do the Marine Tornado. He will start spinning on the ground
and move towards your position. When he is at your horizontal position, he
will begin to create a Marine Tornado. This Marine Tornado will draw you in,
but he will not drain your life. He will just keep you next to him the whole
time. Again, he is invincible when covered by the Marine Tornado.
X's Ray Claw will cut off Launcher Octopard's tentacles when you hit him with
it once, disabling all versions of his Marine Tornado and Fish Fang. Note
that while the tentacles are falling off, he can stop flashing and become
vulnerable. After being dismembered, Launcher Octopard will then use missiles
as his only form of attack. While jumping up and down, he will fire off four
sets of two missiles and then leap at you.

Electricity Namazuroth(Volt Catfish)
Weakness- Ray Claw
Electricity Namazuroth has four different attack modes at the start. First,
he will try to jump on you and will bounce afterwards. Second, he will jump
at you and then fall like a rock from the sky if he gets above you. Third, he
will spit out a single electric orb that will crawl along the surface of the
fighting arena. Fourth, he will throw out a pair of orbs. These orbs which
cannot hurt you will then float to the floor and the ceiling and conduct
three bolts of lightning between the two of them. During this period,
Electricity Namazuroth will also be sucking you towards him.
Finally, Electricity Namazuroth will try to fry you with Triad Thunder if
he's at half life or lower.  He will summon forth some lightning bolts to
strike him. These lightning bolts are damaging. After they have and he has
powered up, he will then throw out three sets of Triad Thunder in front of
him. The electrical spheres will go horizontally, and at 27 and 45 degrees
above horizontal from Electricity Namazuroth's Mouth. Electricity Namazuroth
must complete all three volleys prior to any movement.
In Extreme Mode, Electricity Namazuroth learns a new trick with his Triad
Thunder. He can still use the same Triad Thunder triple set, but now he can
aim a little better if he wants to. He can opt to do 5 sets of three orbs
each. Each orb will home in on your last location when fired even if you are
behind him. So each orb in a set of three can go to a different location if
you were dodging well.
The Ray Claw of X will cancel all of Electricity Namazuroth's attacks with
the exception of the crawling orb and his Triad Thunder.

Burnin Naumander(Flame Mammoth)
Weakness- Marine Tornado
Notice that the floor of Burnin Naumander's room is a conveyor belt. Burnin
Naumander can change the direction of the belt while on the ground by raising
his arms and trunk. Burnin Naumander will attempt to jump on you. His highest
jump is 4/5ths of the screen. If you are above him, you can avoid getting
hit. However on the left side of the room, you cannot get to a safe area by
clinging onto the wall. The top X length of the wall is unclimbable and so
you can be hit when Burnin Naumander jumps. The right side wall is fine and
can be climbed all the way to the top. When he lands on the ground, there
will be an earthquake. If you are on the ground when he lands, you will be
stunned. However, you can be clinging to the wall and not feel it. Burnin
Naumander also throws oil and fire bolts while grounded. Oil is "harmless"
and will arc to the ground after being thrown from his trunk. The farthest
distance that Burnin Naumander can throw oil is one screen. It will disappear
after a short time. Fire bolts are shot in sets of four or five from his arm
blaster. Upon firing they will fly from his blaster level before descending
to the ground in a 45 degree angle. He will attempt to strike X with them and
home them in to X's position when fired. But at farthest, they can reach
distances of one full screen and will never get higher than his blaster
level. If a fire bolt hits a spot of oil, then it will become a half X height
fire wall with some duration. Burnin Naumander is committed to throwing all
off his fire bolts in the direction that he is facing.
In Extreme Mode, Burning Naumander gains the ability to burn you from above.
He will fire off four fire spheres up into the air which come down one by one
on your current position after he has fired off all four. He can combine this
with other attacks after he has finished firing off the fourth sphere. These
fire spheres cannot burn oil. Burnin Naumander also gains the ability to
create little firewalls in the air just by shooting. He can fire off 4 of
these in a row only after his life has been drained to half.
Marine Tornado will halt Burnin Naumander's jumps. He will bounce off of the
Marine Tornado and will not land in an earthquake if he was jumping at the
time. This will also cancel any attack that he is making at the time.

Wire Hechimaru(Wire Sponge)
Weakness- Fire Wave
Wire Hechimaru will spin his wire claws, nullifying any shots and slashes
directed at him at this time. He will usually use this to preface any attack.
He can also try to hit you with his wire claws. This attack goes 4/5ths of
the screen width and can be executed on the ground or in the air 1/2 screen
above the ground depending on where you are. If he is close enough to a wall
to hit it, he will draw himself toward the wall and bounce off. With regard
to any claw attack, only the claw and not the chain can harm you. He will
also fire his claw upward and while going up to the top of the screen, shoot
four seeds at you in an upward arc that explode on contact with any surface.
The fourth seed of this attack will not explode if it hits any surface, but
will instead instantly grow into a small vine. This vine will damage you if
touched, but can be destroyed. If you decide not to destroy these vines,
there is a maximum of two of them onscreen at once. If two of them are
onscreen, he cannot use his seed attack. Vines can also be destroyed by Wire
Hechimaru summoning lightning.
After half of his life has been expended, Wire Hechimaru can begin summoning
lightning. He will slowly turn red and the sprout on his top will become a
lightning spike. He will do a little dance and after that, three lightning
bolts will come down one at a time to attempt to smite you. They can come
down at three possible distances from Wire Hechimaru: 1 Zero width away, 2
Zero widths away and 4 Zero widths away. He can also direct it behind him at
the same distances. Lightning will not strike twice in the same place during
a single strike. Wire Hechimaru is invincible from the time that he begins to
turn red until all three bolts have come down. If he was already red, then he
will be invincible from the time that he changed his sprout to a lightning
spike until all three bolts have come down.
In Extreme Mode, Wire Hechimaru's claw chain can damage you. His lightning
bolt attack will also have 4 bolts that can hit you anywhere on the screen.
This time they can strike twice in the same place.
X's Fire Wave interrupts all of Wire Hechimaru's attacks with the exception
of the lightning strike.

Explodes Horneck(Blast Hornet)
Weakness- Sonic Slicer
Explodes Horneck has two types of attack: bees and his stinger. For the first
half of the battle, Explodes Horneck can fire off two bees that will hover
for a short while. These bees can be destroyed easily in one shot or slash,
but will home in on your current position when they start flying. Second,
Explodes Horneck will show his stinger and will home in on your current
position to attempt to sting you. After this he will return to the upper half
of the screen. He flies around up there a little too.
The second half of the battle, Explodes Horneck can fire off three bees at
once. Explodes Horneck will also try to sting you in this phase too. But if
you dodge him, he will home in on your position and attempt to hit you while
flying in a straight line before returning to the top of the screen.
In Extreme Mode, Explodes Horneck gains the ability to fire off bees with his
blaster. The bees can appear in the top half of the screen now and will still
hover before homing in on your current position.
Sonic Slicer hurts Explodes Horneck and drops him to the ground. It cancels
his sting rushes quite nicely.

Sonic Ostreague(Overdrive Ostrich)
Weakness- Strike Chain
This battle takes place on a hilly field with no walls to cling to. Leaping
over Sonic Ostreague can be difficult. He has multiple attacks. He can rush
you while on the ground and he can bounce-jump towards you. Both of these are
prefaced by Sonic Ostreague lowering his neck. For the rush, he can opt to
leave the screen or to stop his momentum depending on where you are when he
runs. When he bounce-jumps, he will always leave the screen. If he leaves the
screen, you will see his shadow running in the background. This shadow will
eventually leap towards you. He will track your current position until he
appears on screen and attempt to land on you. Finally Sonic Ostreague can use
his Sonic Slicer. He will leap into the air with arms extended and then stop
and fire off his Sonic Slicers. If he has more than half of his life left, he
will fire a single Slicer directly at you. If he has less than half of his
life remaining, he will fire three Slicers off screen above him. The center
slicer will home in on your position with the other two Slicers being two
character widths to each side when they finally drop from the sky.
In Extreme Mode, Sonic Ostreague gains the ability to fire off multiple Sonic
Slicers at all times. He will never do the single Slicer attack. He will
always fire off at least two, usually three Sonic Slicers into the air. One
will home in on your current horizontal position with the others at around 2
character widths to each side. However, when they reach your current height
level, one of them will stop and home in on your current position. Sonic
Ostreague is stationary until all Slicers have exited the screen.
Strike Chain will stop Sonic Ostreague in his tracks. It will also make him
immediately use his Sonic Slicer in the off screen version.

Screw Masaider(Tunnel Rhino)
Weakness- Home Bee
Screw Masaider will rush you and hit the wall. Note that this does not drop
you from the wall. He will also use the Tornado Fang in groups of two at his
head and chest level. These can be dashed under.  When half of his life has
been drained, when he rushes the wall, he can flash and fire up two stones
into the air. These stones will then drop to the ground. These will occur at
around 1/3 and 2/3 the way across the screen.
In extreme mode, if he has less than half of his life, he can also drill six
Tornado Fangs into the ground. These Fangs will then alternate, popping up
from the ground and the ceiling, appearing wherever your horizontal position
was when they popped out. They will just go in a straight line vertically.
Home Bee will stop Screw Masaider's charges and any drilling that he is doing
at the time.

Sigma Dog
"Weakness"- Tornado Fang/Ray Claw
Sigma's dog, for lack of a better name, will usually attempt to rush you
first thing. He will use this rush attack whenever he is on the ground. He
can also leap at you in an attempt to attack you. He will also leap from wall
to wall, before coming down in the same way. If he is stopped on the ground,
he can fire singular flame arcs which will arc downward before coming up in
the area where you were when it originated. When stopped on the ground, he
can also bark out sets of 3 lightning spheres, which will go upward before
arcing downward toward wherever you were when he barked them out.
In Extreme Mode, he can bark out lightning spheres that will stick to the
wall. He can bark out either one or two spheres that will home in on your
vertical position. The two sphere set can be any distance apart from half an
X height to one whole X height. These spheres cannot go any lower than half
an X height above the ground. He can bark out two sets before one set
dissipates.
Of the three Irregular weapons that will do damage to the dog (Ray Claw,
Sonic Slicer, Tornado Fang), Tornado Fang and Ray Claw do equal damage. In
their normal forms, they will remove four life per hit, but in their charged
versions, they will remove six life per hit.

Sigma Tank
"Weakness"- Fish Fang/Drill Crush\Tornado Fang/Ray Claw
Sigma Tank isn't so bad if you have the right weapons. You land in a room and
run forward. Finally a floating pillar materializes and Sigma Face comes at
you. There are three sections to Sigma Tank, two of which can take damage.
Starting from the bottom:
There is the yellow drill. This drill will inflict huge damage if it hits
you. If you strike it with most weapons, nothing will happen. If you hit it
with the Ray Claw or the Z-Saber, you will push back the Sigma Face and will
also move any existing projectiles to the right also, whether they are yours
or his. (more on that in a few)
Above that is a Yellow Face. This Yellow Face will fire blue missiles upwards
which will home in on your current position while falling from the sky. This
occurs only if you hit the Yellow Face or if the upper Blue Face has been
destroyed. If the upper Blue Face has been destroyed, then the Yellow Face
will go berserk with the blue missile attacks.
At the top is the Blue Face. The Blue Face shoots out sets of three electric
sparks at you which home in on your location at the time of firing. Happily,
there is no change if the Yellow face has been destroyed.
Each face takes half of the life bar to kill(16 bars each). The whole machine
will advance until it hits the left side, at which point, it will stay for a
long while before pulling back. Note that as the apparatus moves, all
projectiles in the air are affected. So if there is a blue missile in the air
and the face is moved back somehow, the blue missile will also move backward
towards the Face as far as the face has been moved back. Also note that
behind the faces and drill, there is an area where you cannot be hit by the
apparatus until it rears back, but you can still be hit by missiles and
sparks and it is difficult to get to and out of without getting hit.
In Extreme Mode, Sigma Tank does not seem to have acquired any new tricks
which is just as well since he can be hard enough as it is.
For Zero, the weapon of choice is Fish Fang. If thrown correctly, Fish Fang
can damage both faces simultaneously.
For X, the "best" weapons are the Tornado Fang which is X's most damaging
weapon and the Ray Claw to push back the whole machine.

Velcana
Weakness- Rayclaw/Sonic Slicer
Velcana has multiple modes of attack. She will float back and forth over the
field over the course of the battle and can teleport also. She will attack
using her wand to fire four types of projectiles. She can drop a relatively
innocuous iron spiked ball, which will move across the floor until destroyed.
Projectile A, which is a dark bouncing ball with an A on it, if it hits you,
will make the walls of the room spikes and disable your A button, thus making
it impossible to jump.  This is usually used in tandem with spike balls and
other projectiles. Projectile B is a bright blue orb that will home in on
your current position. If this strikes you, your B button is disabled and the
floor will become spikes. A platform will also form in the exact center of
the room. While this projectile is in effect, ice spikes will form on the
ceiling and the floor and will "fall" attempting to strike your current
position. The fourth projectile is a fireball thrown at your current
position. This fireball will split upon hitting the ground and run across the
floor in both directions.
In Extreme Mode, Velcana only gains the ability to swoop down upon you and
harm you.
X's Ray Claw does no damage, but will double Velcana over for a short time
stopping her assault and make her teleport to the other side of the screen.
The Ray Claw can also be used to hit the spiked ball. When hit by the Ray
Claw, the spiked ball will fly upwards. If it strikes Velcana, she will
double over and teleport to the other side of the screen. To damage her, use
Sonic Slicer.

Galeth
Weakness impossible
Galeth has only two modes of attack. He will leap toward you and will then
materialize a tridentate spear out of his energy and throw it at a 45 degree
angle to the side you were on when he started materializing the spear. After
it has landed, the spear is still dangerous until it has dissipated. Galeth
will then continue in his arc after his spear throw has landed and
dissipated. Galeth can also leap off screen. When this occurs, he will throw
a set of four tridentate energy spears from the sides of the screen. These
will come down at about a 45 degree angle attacking the point where you were
when it began its onscreen flight. Each spear will dissipate prior to another
one being launched. If you attempt to strike him from the front, a shield and
spear will materialize. Galeth will then throw the spear in his usual 45
degree fashion. This occurs if you strike him while he is jumping forward and
while he is on the ground. If he is jumping off screen, you can try to strike
him from the front and the shield will materialize, but no spear will be
thrown.

Sigma
"Weakness"- Marine Tornado/Sonic Slicer
Sigma has three modes of attack. The first is where he rushes at you to swipe
you with his claws. He will usually stop right in front of you and strike
you. The second attack is where he throws five sparks from himself in a
semicircle above him. One by one these sparks will fire towards your last
position. The final attack is a thrown spark wall. He will throw two electric
walls 1.5 X's high in succession. Depending on where you are, it can be on
the ground or at midscreen.
After losing half of his health, Sigma gains a teleporting attack. He will
teleport from view and then suddenly reappear above your current position. He
will drop down quickly with claws extended.
Of the Irregular Weapons, Marine Tornado and Sonic Slicer damage him the
most.

Sigma Armor
"Weakness"- X-Buster/Z-saber
Happily, after confronting Sigma the first time, your life is restored
completely, but not your weapon energy or your E-tanks. This battle comes
immediately after defeating Sigma.
Sigma has two modes of attack for the first half of the fight. Each mode is
correlated to a armor color set. Though he has to stay on the right side of
the screen for the first half of the battle, Sigma can dash forward to half
screen in all armor colors and will only change colors after finishing
attacking. When his armor is multicolored, he will fire off two sets of 5
sparks at your current position. There is a short pause between sets and
usually a speed change as well. When his armor is a single color, sparks will
appear all over the battle field. These sparks will then home in on your
position when they started to move.
To harm Sigma throughout the fight, you must correlate colors to Hunters. If
Sigma is in multicolored armor, then X's level 3 or above charged shots, Ray
Claw(uncharged) and Marine Tornado(charged) can hurt his armor. You cannot
split charges 4 or 5 and expect to harm him. His vulnerable spot in these
armors is from the lion head in his chest down to the knee. To hit that area,
you will have to jump, airdash upward and then fire off your X-Buster shot or
Ray Claw. Marine Tornado, charged, can be fired from the ground. If Sigma's
armor is a single color, then Zero's Z-Saber can damage it. This time his
vulnerable area is the knee of the armor. In other words, you just have to
jump with Zero and slash and you will damage Sigma if you hit him. After 4
hits of either weapon, Sigma will appear in midair stunned. Now you can
actually take off life bars, but only with the X-Buster, Marine Tornado,
Sonic Slicer, Tornado Fang or the Z-Saber. Charging of all weapons is
recommended except for Sonic Slicer, which takes too long to hit after
charging.
After you have removed half of Sigma's life, he will change strategies. He
can still use his spark abilities but has gained many new attacks as well as
the ability to attack from the left side of the screen. These attacks can be
used in any armor color. He can fly upward off screen and then come back down
to ground level. This will cause an earthquake even though he doesn't seem to
touch the ground. He can stay partially off screen and fire off four large
energy shields that take up much of the upper part of the screen. He can fly
upward off screen and come back high in the air, firing a one X width green
laser downward. He'll usually do this up to four times. He can also dash with
an energy shield in front of him across the screen and then back. This is
usually prefaced by Sigma shaking while on the ground.

Thanks
======
Obviously to GameFAQs for posting this, my first FAQ
To servbot20 and neozerox on the Rockman Extreme 2 message board for
explaining how to damage Sigma Armor
Rajiv B (who I believe emailed me under two names) for emailing me where the
Shotokan "Densetsu Waza" capsule was located and the airdash reset quality of
charged Triad Thunder

Copyright Information
=====================
This Document (c)2001-2002 Daniel Richard Reyes (pokeeiyuu)
This Document may be reproduced without alteration for personal and private
use only.
As of 27/07/2001, Posting of this Document may only occur at GameFAQs.com

Rockman X2- Soul Eraser (c)2001 Capcom
Gameboy is a trademark of Nintendo