-------------------------------------------------------------------------------
------MEGA MAN X6 FAQ/WALKTHROUGH----------------------------------------------
------Written by NickWhiz1 (
[email protected])---------------------
------Version FINAL------------------------------------------------------------
-------------------------------------------------------------------------------
Guide Started: August 10, 2002
Last Updated: September 24, 2003
***WARNING: VERY HEAVY SPOILERS AHEAD, PROCEED AT YOUR OWN RISK. THIS INCLUDES
THE IDENTITY OF THE "MYSTERIOUS HUNTER" (although it's dead obvious who it
is), ALONG WITH OTHER ELEMENTS CRITICAL TO THE PLOT***
_____________________________________________________________________
|NOTES:_______________________________________________________________|
|-This document is ASCII-art filled, so live with it =P |
|-This walkthrough covers all three modes, although the main emphasis |
|is on the default mode (Normal). |
|_____________________________________________________________________|
Table of Contents:
1. Introduction/History
2. Credits
3. Story
4. Controls
5. Items
6. Nightmares
7. Parts
8. Weapons
9. Armors
10. Damage Charts
11. General Notes
12. Opening Stage
13. Amazon Area (Commander Yammark)
14. Central Museum (Ground Scaravich)
15. Magma Area (Blaze Heatnix)
16. Northpole Area (Blizzard Wolfang)
17. Inami Temple (Rainy Turtloid)
18. Recycle Lab (Metal Shark Player)
19. Laser Institute (Shield Sheldon)
20. Weapon Center (Infinity Mijinion)
21. Gate's Laboratory 1
22. Gate's Laboratory 2
23. Gate's Laboratory 3
24. Optional Bosses
25. Codes/Secrets
26. Copyright
-------------------------------------------------------------------------------
1. INTRODUCTION/HISTORY--------------------------------------------------------
-------------------------------------------------------------------------------
Yes, hello, welcome to my most recent guide, this time for the, umm,
interesting title Mega Man X6 for the Sony Playstation (1). This is probably
the most rushed game I've ever played, and definitely one of the most
irritating and difficult games in the entire Mega Man universe. This guide
will ATTEMPT to help you get through it.
Oh, and just to get it off my back before I start, THE MYSTERIOUS HUNTER IS
ZERO. ZERO. ZERO, ZERO, ZERO!!! There, now I feel better.
Version FINAL(9/24/03):
I got off my lazy ass, and I finished this bugger up. Not that any of you
care, but it makes me feel better =/
Version 0.6(9/28/02):
-(I guess I'm not saving the boss strategies for last, eh?)
-Added boss strategy for Commander Yammark
-Added boss strategy for Ground Scaravich
-Added boss strategy for Blaze Heatnix
-Added boss strategy for Blizzard Wolfang
-Added boss strategy for Rainy Turtloid
Version 0.5(9/24/02):
-Added walkthrough for Blizzard Wolfang
-Added walkthrough for Rainy Turtloid
-Still no bosses yet, I'm saving those for last.
Version 0.4(9/16/02): I am lazy. I admit it. Here's a prelimiary version of
the guide. There are only a few stages done, and no bosses. The rest of the
guide is done, though.
-------------------------------------------------------------------------------
2. CREDITS---------------------------------------------------------------------
-------------------------------------------------------------------------------
GameFAQs, for hosting this guide.
Capcom for making this game, although I wish they would have spent more time to
make this game. This game had great promise.
Stephen Tang (webapprentice AT mail DOT com): For the parts equipped on Black
Zero.
You for reading this guide, and you may need it.
-------------------------------------------------------------------------------
3. STORY-----------------------------------------------------------------------
-------------------------------------------------------------------------------
It is the year 21XX, three weeks after the events of Mega Man X5.
The Eurasia colony that once orbited the Earth crashed due to the work of Sigma
and an unsuccessful attempt by Zero to destroy the colony. There are no signs
of Zero, or Sigma for that matter. Sigma got pretty beat up in X5, ya know.
There are very few humans left on the Earth. They all have to hide
underground, as the atmosphere is still not suitable for humans, or maybe
they're just scared. Either way, the Reploids of the world are trying to
rebuild the world to what it once was.
A lone Reploid walks amongst the impact site. This reploid is Gate, a
scientist. He finds something interesting on the ground. It appears to be a
piece of trash, until he discovers what it actually is...
-------------------------------------------------------------------------------
4. CONTROLS--------------------------------------------------------------------
-------------------------------------------------------------------------------
Start Button: Start game, access Weapon Select/Status screen during game play
Select Button: When used on the Weapon Select/Status screen, gives you a prompt
to quit the game
/\ Button: (X): Use Z-Saber/special weapons
(Zero): Use Z-Buster/special technique
() Button: Dash, cancel on menus
[] Button: (X): Use X-Buster
(Zero): Use Z-Saber/special technique
>< Button: Jump, accept on menus
L1: Scroll left through weapons
R1: Scroll right through weapons
R2: Use Giga Attack
Control Pad: Take a wild guess =P
These are the default controls, but you can change them in the Options menu.
More Advanced Controls:
Up Button: Grab onto ropes/vines
Down Button: Crouch
>< + () Buttons: Dash jump
>< Button on wall: Wall jump
() in air: Air dash (only works with certain armors)
>< Button in air: Double Jump (Zero only)
Air dash (X Falcon Armor only)
Mach Dash (X Blade Armor only)
Ride Armor:
>< Button: Jump
[] or /\ Button: Attack
() Button: Dash
Up Button: Jump out
-------------------------------------------------------------------------------
5. ITEMS-----------------------------------------------------------------------
-------------------------------------------------------------------------------
Life Energy: These are yellow/white capsules.
Small: Recovers 4 life energy and adds some energy to an E-Tank.
Medium: Recovers 16 life energy and adds some energy to an E-Tank.
Large: Recovers all life energy and adds some energy to an E-Tank.
Weapon Energy: These are blue spheres. They will restore energy to either your
current weapon, or (if you have no current weapon or is it at full) restore
energy to the weapon with lowest energy.
Small: Recovers 4 weapon energy to one weapon and adds some energy to the
W-Tank.
Medium: Recovers 16 weapon energy to one weapon and adds some energy to the
W-Tank.
Large: Recovers all weapon energy to all weapons and adds some energy to the
W-Tank.
X/Zero Helmet: Worth 1 extra life (can have up to 9).
Injured Reploids: Touch one to regain some life energy and get an extra life.
You may also get a Life Up, Energy Up, or part.
E-Tanks/W-Tank: You can acquire up to 2 E-Tanks or 1 W-Tank to store life and
weapon energy, respectively. Best used when they are full, otherwise they will
not recover much energy. The W-Tank will recover energy to all your weapons.
The E-Tanks can be found in Blaze Heatnix's stage and Commander Yammark's
stage. The W-Tank can be found in Shield Sheldon's stage.
Heart Tank: Permanently adds 4 bars to your life energy. Affects the character
that picks it up only.
EX Tank: Increases the number of extra lives you start with from 2 to 4. This
can be found in Blizzard Wolfang's stage.
Life Up/Energy Up: If you touch a certain reploid, you will get one of these.
At the end of the stage, it will add 4 bars of energy to either your life or
your weapons. Affects the character that picks it up only.
Parts: If you touch a certain reploid, you will get one of these. They can be
used to upgrade your systems in various ways.
Armor Parts: When you find a large green capsule, you can get one of 8 parts to
make one of 2 new armors. You must gain all 4 parts of an armor to make the
new armor.
-------------------------------------------------------------------------------
6. NIGHTMARES------------------------------------------------------------------
-------------------------------------------------------------------------------
When Gate discovers that the "piece of junk" he found at the Eurasia impact
site was a piece of Zero's DNA data (I thought you had to have blood to have
DNA o.O), he uses it to create the "Nightmares". These little multi-legged
critters are to be investigated by Gate's Nightmare Investigators so he can
gain the support of all the Reploids. Nifty propaganda, eh?
You will run into these guys in pretty much every stage. They have the
following abilities:
*They fire energy orbs at you
*They home in on you
*They can latch onto and infect Reploids, making them unable to be rescued
*(Xtreme) They can teleport and reappear on top of you
Whenever you destroy a Nightmare, they leave behind an item called a "Nightmare
Soul". You can collect these souls to increase your rank and part
capabilities. The various levels of souls:
Large Blue (right after you destroy a Nightmare): 8 points
Small Blue (let a large blue float there for a little while/destroy infected
Reploid): 4 points
Green (defeating a Nightmare Investigator/using the Dynamo trick): 200 points
Purple (if a Nightmare Investigator battle takes too long): 100 points
Once you destroy a Nightmare in a stage, you can't get any more Nightmare souls
from that Nightmare (enemy) until you reintroduce a Nightmare (level change)
into that stage.
And here are the rankings, which are dependant on the number of soul points you
have:
NOTE: These numbers may not be exact, but they're pretty close.
D: 0-199
C: 200-399
B: 400-499
A: 500-799
SA: 800-1199
GA: 1200-4999
PA: 5000-9998
UH: 9999
-------------------------------------------------------------------------------
7. PARTS-----------------------------------------------------------------------
-------------------------------------------------------------------------------
Parts can be used to increase X and Zero's abilities. There are 18 normal
parts, and 6 "limited" parts, which can only be used once per stage, for a
total of 24 parts (3 in each stage). You find parts by rescuing certain
reploids. You can equip a certain number of parts, depending on your ranking.
How many parts? Looks below:
A: 1 part
SA: 2 parts
GA: 2 parts, 1 limited
PA: 3 parts, 1 limited
UH: 4 parts, 1 limited
And, now, the parts:
Speedster (X) Quick Charge
Super Recover (X) Rapid 5 (L) Hyperdrive
Jumper D. Barrier (X) Weapon Plus (L) W. Recover
Buster Plus (X) U. Buster (L) Powerdrive
Speed Shot (Z) Saber Plus (L) Weapon Drive
Hyper Dash D-Converter (Z) Shot Eraser (L) Overdrive
Shock Buffer (Z) Saber Extend (L) Life Recover
Energy Saver (Z) Master Saber
A quick reference to the arrangement of parts on the Part Select screen. (X)
stands for an X-only part, (Z) stands for a Zero-only part, and (L) is a
Limited part.
I'm not going to go into excessive detail with these parts, just the important
effects.
===============================================================================
BOTH CHARACTERS
===============================================================================
SPEEDSTER
---------
Level: Ground Scaravich
Effect: This part increases the walking speed of your character. It can also
increase the vertical range of Zero's double jump.
JUMPER
------
Level: Blizzard Wolfang
Effect: This part increases the jumping height of your character by 50%. This
will increase the height of Zero's double jump, unlike in Mega Man X5.
HYPER DASH
----------
Level: Rainy Turtloid
Effect: This part is kind of a wildcard. It increases some stuff and decreases
other stuff. I'll just make a list:
Increases: Dash speed, dash jump distance, Mach Dash distance
Decreases: Ground dash distance, normal air dash distance.
ENERGY SAVER
------------
Level: Shield Sheldon
Effect: This part halves the amount of weapon energy required to use a special
attack. If there is an armor that reduces weapon energy requirements already,
this will replace that effect, instead of adding to it.
SUPER RECOVER
-------------
Level: Commander Yammark
Effect: This part increases the amount of energy recovered from a capsule by
50%.
BUSTER PLUS
-----------
Level: Blaze Heatnix
Effect: This part increases the amount of damage done by a buster shot
equivalent to one unit of damage to a Nightmare Investigator per hit.
SPEED SHOT
----------
Level: Infinity Mijinion
Effect: This part increases the speed that X-Buster and Z-Buster shots travel.
SHOCK BUFFER
------------
Level: Metal Shark Player
Effect: This part reduces damage by 50%, and greatly reduces recoil (pretty
much removes it altogether). It appears that putting this on an armor is
basically worthless, so only use it on regular X or regular Zero.
D. BARRIER
----------
Level: Shield Sheldon
Effect: This part doubles the invulnerability time after an attack. Useful for
getting through tough enemy areas or across spike pits.
D-CONVERTER
-----------
Level: Infinity Mijinion
Effect: This part converts damage to weapon energy.
===============================================================================
X ONLY
===============================================================================
QUICK CHARGE
------------
Level: Ground Scaravich
Effect: X's weapons will take approximately half the time to charge up.
RAPID 5
-------
Level: Commander Yammark
Effect: X will be able to have 5 regular X-Buster shots on the screen instead
of 3. Use it with the Rapid Fire option on.
WEAPON PLUS
-----------
Level: Shield Sheldon
Effect: X's special weapons will do additional damage equivalent to one unit of
damage done to a Nightmare Investigator per hit.
U. BUSTER
---------
Level: Blaze Heatnix
Effect: X will always fire fully-charged X-Buster shots or special weapon
shots, if that armor is capable of doing so.
===============================================================================
ZERO ONLY
===============================================================================
SABER PLUS
----------
Level: Rainy Turtloid
Effect: Zero's normal Z-Saber attacks will be boosted, equivalent to one unit
of damage to a Nightmare Investigator per hit. Zero's Z-Saber will turn aqua
blue when this part is equipped.
SHOT ERASER
-----------
Level: Blizzard Wolfang
Effect: Zero's Z-Saber will be able to destroy enemy projectiles. However, you
can only destroy a very few certain projectiles. There's so little projectiles
you can destroy that this isn't even worth it. Zero's Z-Saber will turn purple
when this part is equipped.
SABER EXTEND
------------
Level: Metal Shark Player
Effect: Zero's Z-Saber will create a small aura in front of it, slightly
extending the range of Zero's Z-Saber attacks.
MASTER SABER
------------
Level: Infinity Mijinion
Effect: Zero's special attacks will be boosted, equivalent to one unit of
damage to a Nightmare Investigator per hit.
===============================================================================
LIMITED
===============================================================================
SPECIAL NOTE: You must activate limited parts from the weapon select screen.
The limited part will be found right below the Giga Attack for your character.
Once you activate a limited part (unless it's W. Recover or Life Recover), and
go back to the game, the icon of the limited part will appear in the lower-left
corner. Until its duration is completed (and disappears), you may utilize the
effect. You can only use a limited part once per stage until you leave it
somehow.
HYPERDRIVE
----------
Level: Metal Shark Player
Duration: 6 seconds
Effect: Your character is not damaged by most, if not all, enemy projectiles.
W. RECOVER
----------
Level: Rainy Turtloid
Duration: Very short
Effect: Basically a full W-Tank. Using this will fully recover your weapon
energy. It won't fill up your W-Tank, though =(
POWERDRIVE
----------
Level: Blaze Heatnix
Duration: 5 seconds
Effect: The power of any attack you use will be increased equivalent to one
unit of damage to a Nightmare Investigator per hit.
WEAPON DRIVE
------------
Level: Blizzard Wolfang
Duration: 5 seconds
Effect: Your character will be able to use special weapons for free.
OVERDRIVE
---------
Level: Ground Scaravich
Duration: 8 seconds
Effect: Your character will be able to rapid fire buster shots. X will rapid-
fire NORMAL fully-charged buster shots. Zero will fire the Z-Buster (wow, what
a surprise).
LIFE RECOVER
------------
Level: Commander Yammark
Duration: Very short
Effect: Basically a full Sub-Tank. Using this will fully recover your life.
It won't fill up your Sub-Tanks, though =(
-------------------------------------------------------------------------------
8. WEAPONS---------------------------------------------------------------------
-------------------------------------------------------------------------------
The numbers in () are the maximum number of times you can use that move without
any Energy Ups, the Energy Saver part, or any armors equipped. Yes, I realize
that X can't charge special weapons without the Falcon, Blade, or Ultimate
Armor, but pretend he can, OK?
===============================================================================
X
===============================================================================
Yammar Option (Commander Yammark)
---------------------------------
Normal: (24)
X creates three dragonflies around him (costing 3 uses). These dragonflies can
fire green energy shots if you press the /\ Button. The dragonflies can also
physically inflict damage on the opponent for a limited time. If they take too
many hits, they are destroyed. It costs one use of the weapon for each
dragonfly you have to replace.
Charged: (8)
X creates three flashing yellow dragonflies around him, and they shoot yellow
energy shots automatically in random directions. This goes on for around 10-15
seconds, then it stops and you will have three normal dragonflies. The
dragonflies can not be destroyed while the charged weapon is in effect. After
you use the charged weapons, if you charge it up again, you can actually redo
the charged shot for one use of the normal weapon plus one use of the normal
weapon for each dragonfly that needs to be replaced.
Ground Dash (Ground Scaravich)
------------------------------
Normal: (12)
X creates a medium-sized rock projectile, then fires it ahead. It has limited
range, and is a slow-moving weapon. It can be used to destroy or move the
blocks created by Ground Scaravich's nightmare.
Charged: (6)
X creates a large-sized rock projectile (freezing everything around him to do
so), then fires it straight ahead. This is a medium-speed weapon, and has
really good range. It can be used to destroy or move the blocks created by
Ground Scaravich's nightmare (I think).
Magma Blade (Blaze Heatnix)
---------------------------
Normal: (24)
X slashes with a short-range flame blade, then two fireballs fires straight
ahead. This is a fairly quick attack, and has excellent range, and may also
hit multiple times.
This will actually freeze X in the air for a second if he uses it in the air.
You can actually chain multiple Magma Blades to cover an extra distance if an
air dash isn't enough. If you have Rapid Fire on, you can just hold the /\
Button and X will literally FLOAT in the air as long as the Magma Blade energy
holds out. You can use this to get unarmored X through nasty air-dash only
areas like Commander Yammark's secondary area.
Charged: (12)
X fires a large fireball straight ahead, then mutliple fireballs come flying in
heading in the same direction, around the same level that X is at. This can
definitely hit multiple times. If X is hit before he fires the first fireball,
the weapon energy is wasted. After he fires the first fireball, though, he can
be hit and the attack will continue.
Ice Burst (Blizzard Wolfang)
----------------------------
Normal: (6)
X fires a ice block forward around the same range as the Ground Dash. It's a
fairly quick attack, and you can stand on the block until it disappears after a
few seconds.
Charged: (6)
X starts to flash. While he is flashing, when he dashes, icicles will be
formed along the path of his dash, and they will then go up and down. This
effect lasts around 10-15 seconds. You can use this to destroy the ice created
by Blizzard Wolfang's nightmare (but not the ice in Gate's Laboratory or
Blizzard Wolfang's level).
Meteor Rain (Rainy Turtloid)
----------------------------
Normal: (24)
X fires a bubble straight up from right in front of him. This bubble will
bounce off the ceiling, then burst when it hits the ground again. This attack
may hit multiple times. The burst does no damage (it's barely noticeable).
Charged: (6)
X fires a bubble straight up from right in front of him that will go off the
screen, then a small rain of bubbles will come from the sky. The bubbles are
very spread out, so you may not score many hits from this attack.
Metal Anchor (Metal Shark Player)
---------------------------------
Normal: (12)
X fires an anchor upwards at an arch, then it will proceed to bounce on the
ground for a little while before being destroyed. This attack may hit multiple
times. You can have up to 2 on the screen at once.
Charged: (6)
X summons a metal squadron of Storm Eagle (Mega Man X) that flies diagonally
down in the direction you are facing. This attack may and will hit multiple
times. If X is hit at ANY time during the attack, the attack is cancelled.
Guard Shell (Shield Sheldon)
----------------------------
Normal: (24)
X creates a shield in front of him. This shield can reflect certain (very few)
projectile attacks and fire them back at the opponent. The cost is one use per
projectile reflected. Its only real use is to help destroy Infinity Mijinion.
Charged: (8)
X creates 4 shells, one at each of the corners of the screen. These shells
follow him as he moves. He can fire purple energy shots from these shells if
you press the /\ Button. This effect lasts pretty long, so take advantage of
it.
Ray Arrow (Infinity Mijinion)
-----------------------------
Normal: (16)
X fires a laser straight ahead. If he is in the air, it will angle down until
it hits the ground. If it bounces off a wall, it will then go straight up.
Charged: (6)
X will fire five large lasers straight up, covering about half the screen.
This attack can be compared to a Giga Attack.
===============================================================================
ZERO
===============================================================================
Yammar Option (Commander Yammark)
---------------------------------
Controls: Up + /\ Button while standing on the ground
Uses: 24
Description: Zero creates three dragonflies around him (costing 3 uses). These
dragonflies can fire green energy shots if you press the /\ or [] Button. The
dragonflies can also physically inflict damage on the opponent for a limited
time. If they take too many hits, they are destroyed. It costs one use of the
weapon for each dragonfly you have to replace.
Sentsuizan (Ground Scaravich)
-----------------------------
Controls: Up + [] Button while in the air
Uses: Unlimited
Description: Zero does a dashing slash diagonally down in the direction he is
facing when he uses the attack. This is the most annoying attack in the game
because, if you try to do a normal slash while jumping from a rope and trying
to get back on the rope, odds are, you may press Up and [] at the same time and
plummet to your doom. This is a definite problem in at least two areas that
require you to attack while on ropes.
Shoenzan (Blaze Heatnix)
------------------------
Controls: Up + [] Button while on the ground
Uses: Unlimited
Description: Zero does a fire slash upwards in front of him. There is a slight
recovery time after this attack while Zero puts his Saber away.
Hydroga (Blizzard Wolfang)
--------------------------
Controls: Up + X Button while on the ground to high jump
[] Button while on the ceiling to attack
Uses: 24 (when you attack, not when you jump)
Description: Zero does an extra high jump. You can't use a double jump or an
air dash if you use this. If you manage to jump to the ceiling, you will stick
to it for a little while. Pressing the [] Button will make Zero fire three
icicles straight down. You can dash while on the ceiling, but you will not be
able to restick to the ceiling. If you are hit, you will fall from the
ceiling.
Ensuizan (Rainy Turtloid)
-------------------------
Controls: Down + /\ Button
Uses: Unlimited
Description: Zero does a 360 degree spinning slash. He spins once per attack,
and it is very fast. If you are in the air, you can only spin once before you
hit the ground.
Rakukojin (Metal Shark Player)
------------------------------
Controls: Down + [] Button while in the air
Uses: 24
Description: Zero creates a metal sword in front of him, heading straight down.
If the sword hits the ground, it creates a metal anchor which will bounce for
a little while. Uses are only counted if the sword hits the ground and
creates an anchor.
Guard Shell (Shield Sheldon)
----------------------------
Controls: Select this weapon from the weapon select screen, that's the only way
Uses: 24
Description: Zero creates a shield in front of him. This shield can reflect
certain (very few) projectile attacks and fire them back at the opponent. The
cost is one use per projectile reflected. Its only real use is to help destroy
Infinity Mijinion.
Rekkoha (Infinity Mijinion)
---------------------------
Controls: R2 (Giga Attack button) on the ground
Uses: 4
Description: Zero pounds the ground, then large lasers rain from the sky. All
surroundings are frozen (except enemies) when using this attack (it's one of
the few things that can stop those trash compactors). Since it's a Giga
Attack, it affects the whole screen. Taking damage will refill the weapon
energy of this attack.
-------------------------------------------------------------------------------
9. ARMORS----------------------------------------------------------------------
-------------------------------------------------------------------------------
===============================================================================
X
===============================================================================
This is basic X, without any special armor. This is actually kind of
pointless, because you start with the Falcon Armor by default.
Attacks:
[] Button: X-Buster, charge to fire a standard fully charged shot
/\ Button: X's version of the Z-Saber, no three slash combo, kind of weak =/
Air Dash?: No
Giga Attack?: No
Charge special weapons?: No
Other Special Effects:
-What special effects? OK, if the game wasn't challenging enough for you, this
will slightly raise the difficulty.
===============================================================================
FALCON ARMOR X
===============================================================================
This is the default armor X, the one you start the game with (unless you use
the Ultimate Armor code). It is highly toned down from the Falcon Armor in X5,
but for compensation, you can charge special weapons with it, unlike X5.
Actually not that bad of a choice as a later game armor.
Attacks:
[] Button: X-Buster, charge to fire a very thin buster shot (weakened from X5,
as this doesn't go through everything)
/\ Button: X's version of the Z-Saber, no three slash combo, kind of weak =/
Air Dash?: Press () or >< Button in air. You are granted very limited
invulnerability and can actually do some damage.
Giga Attack?: X fires multiple thin buster shots up and down. Somewhat covers
the entire screen.
Charge special weapons?: Yes
Other Special Effects:
-Reduce damage done to X by 1/2
-Reduce weapon energy required for weapons by 1/3
===============================================================================
BLADE ARMOR X
===============================================================================
If you find the 4 parts for this armor (which isn't that hard), you get this
armor. Its selling points include a charged Z-Saber shot and a SWEET air dash,
called the "Mach Dash".
Attacks: [] Button: X-Buster, charge to fire a small plasma shot that will hit
the enemy multiple times (except bosses). Charge and then press Up to use the
charged Z- Saber.
/\ Button: X's version of the Z-Saber, no three slash combo, kind of weak =/
Air Dash?: Press or hold () or >< Button in air, then release. X will do a
Mach Dash, a very long, semi-invulnerable dash. Can fit through tight spots,
similar to those in Rainy Turtloid's stage. Can Mach Dash left, right, or
straight up.
Giga Attack?: X uses an ultra-charged saber and slashes, sending shockwaves
forward.
Charge special weapons?: Yes
Other Special Effects:
-Reduce damage done to X by 1/2
-Reduce weapon energy required for weapons by 1/3
PART LOCATIONS:
Head: Ground Scaravich
Body: Shield Sheldon
Arm: Infinity Mijinion
Leg: Commander Yammark
===============================================================================
SHADOW ARMOR X
===============================================================================
If you find the 4 parts for this armor (which is quite difficult), you get this
armor. Think of it as a more mobile, harder hitting version of the Gaea Armor
from X5.
Attacks:
[] Button: Fire shurikens (throwing stars) straight ahead, at 3 different
angles (randomly). Charge to use a super-charged saber shot.
/\ Button: X's version of the Z-Saber, no three slash combo, kind of weak =/.
Shadow Armor X's Z-Saber is orange =/
>< + Up Buttons: Exactly like Zero's Hydroga, except attacking (which is with
shurikens instead of icicles) doesn't cost energy.
Air dash?: No
Giga Attack?: X creates two giant crescents that spin around him for a couple
of seconds.
Charge special weapons?: No
Other Special Effects:
-Can't use special weapons PERIOD
-Reduce damage done to X by 1/2
-Reduces recoil of attacks to X (I think)
-Invulnerable to spikes, except spikes on the ceiling of Metal Shark Player's
trash compactors.
-Sticks to walls instead of falling down them
PART LOCATIONS:
Head: Metal Shark Player
Body: Rainy Turtloid
Arm: Blaze Heatnix
Leg: Blizzard Wolfang
===============================================================================
ULTIMATE ARMOR X
===============================================================================
If you use the Ultimate Armor X, you will start with this instead of the Falcon
Armor, and you will not be able to access the Falcon Armor. It's no real loss,
however, as this armor is much more powerful. It's basically the same as the
one from X5.
Attacks:
[] Button: X-Buster, charge to fire a large plasma shot that will leave behind
plasma balls that will hit enemies multiple times.
/\ Button: X's version of the Z-Saber, no three slash combo, kind of weak =/
>< Button in air: X can hover for a limited period of time.
Air dash?: Yes
Giga Attack?: X uses the Nova Strike. He slightly jumps up, then does a LONG
invulnerable air dash. He has unlimited attacks with this.
Charge special weapons?: Yes
Other special effects:
-Reduce damage done to X by 1/2
-Reduce weapon energy required for weapons by 1/3
===============================================================================
ZERO
===============================================================================
This is the standard Zero that you unlock when you defeat Nightmare Zero. He
has a new Z-Saber 3-hit combo, and he has a familiar attack as a regular
attack.
Attacks:
[] Button: Z-Saber. On the ground, it can slash up to 3 times, the third
inflicting the most damage. This attack has a slight recovery time on the
ground.
/\ Button: Z-Buster on the ground. Much strong than in X5. Medium recovery
time.
>< Button in air: Double jump, press [] Button to do a spinning slash in the
air.
Air dash?: Yes
Giga Attack?: No
Other special effects:
-None, really.
===============================================================================
BLACK ZERO
===============================================================================
If you use the Black Zero code, you will unlock Black Zero instead of Zero when
you destroy Nightmare Zero. You can also get Black Zero if you defeat
Nightmare Zero at Level 4, but due to a design oversight, that's not possible
without a Gameshark.
Attacks:
[] Button: Z-Saber. On the ground, it can slash up to 3 times, the third
inflicting the most damage. This attack has a slight recovery time on the
ground.
/\ Button: Z-Buster on the ground. Much strong than in X5. Medium recovery
time.
>< Button in air: Double jump, press [] Button to do a spinning slash in the
air.
Air dash?: Yes
Giga Attack?: No
Other special effects:
-Black Zero is already equipped with the following parts:
*Shock Buffer
*Saber Plus
*Shot Eraser
(Thanks to Stephen Tang for this list!)
-Reduce weapon energy required for weapons by 1/3
-------------------------------------------------------------------------------
10. DAMAGE CHARTS--------------------------------------------------------------
-------------------------------------------------------------------------------
For each boss, damage is measured in number of life units each hit takes away.
===============================================================================
X
===============================================================================
_______________________________________________
__________________|Y.O |G.D. |M.B. |I.B. |M.R. |M.A. |G.S. |R.A. |
|Commander Yammark | - | 2:2 | 2:2 | 2:2 | 2:2 | 2:2 | -:2 |*5:8*|
|Ground Scaravich |*5:8*| - | 2:2 | 2:2 | 2:2 | 2:2 | -:2 | 2:8 |
|Blaze Heatnix |1:2:2|*5:8*| - | 2:2 | 2:2 | 2:2 | -:2 | 2:8 |
|Blizzard Wolfang |1:2:2| 2:2 |*5:8*| - | 2:2 | 2:2 | -:2 | 2:8 |
|Rainy Turtloid |1:2:2| 2:2 | 2:2 |*5:8*| - | 2:2 | -:2 | 2:8 |
|Metal Shark Player|1:2:2| 2:2 | 2:2 | 2:2 |*5:8*| - | -:2 | 2:8 |
|Shield Sheldon |1:2:2| 2:2 | 2:2 | 2:2 | 2:2 |*5:8*| - | 2:8 |
|Infinity Mijinion |1:2:2| 2:2 | 2:2 | 2:2 | 2:2 | 2:2 |*8:2*| - |
Y.O.-Yammar Option M.R.-Meteor Rain
G.D.-Ground Dash M.A.-Metal Anchor
M.B.-Magma Blade G.S.-Guard Shell
I.B.-Ice Burst R.A.-Ray Arrow
NOTES:
*Weapons marked with * stun the Investigator when hit.
*For the Yammar Option, the first number is a shot from a normal dragonfly,
the second number is a normal dragonfly hitting the opponent, and the third
number is any part of the charged version.
*For all other weapons, the first number is one normal hit, and the second
number is one charged hit.
*The Yammar Option (normal/charged), Magma Blade (charged), Ice Burst
(charged), Meteor Rain (normal/charged), Metal Anchor (normal/charged)
and Guard Shell (charged) can hit more than once for one weapon use. The
values above are for each individual hit.
*For Infinity Mijinion, the normal Guard Shell is the damage a successful
reflected shot will do.
*Yes, the charged Ray Arrow does 8 damage to all the bosses. I don't get it
either.
===============================================================================
ZERO
===============================================================================
_____________________________________________________
__________________|Z.B. |Y.O. |Sent.|Sho. |Hyd. |Ens. |Raku.|G.S. |Rekk.|
|Commander Yammark | 4 | - | 2 | 2 | - | 2 | 2:2 | - | *8* |
|Ground Scaravich | 4 |*5:5*| - | 2 | - | 2 | 2:2 | - | - |
|Blaze Heatnix | 4 | 1:2 | *6* | - | - | 2 | 2:2 | - | - |
|Blizzard Wolfang | 4 | 1:2 | 2 | *8* | - | 2 | 2:2 | - | - |
|Rainy Turtloid | 4 | 1:2 | 2 | 2 | - | - | 2:2 | - | - |
|Metal Shark Player| 4 | 1:2 | 2 | 2 | - | *6* | -:4 | - | - |
|Shield Sheldon | 4 | 1:2 | 2 | 2 | - | 2 |*5:8*| - | - |
|Infinity Mijinion | 4 | 1:2 | 2 | 2 | - | 2 | 2:2 | *8* | - |
Z.B.-Z Buster
Y.O.-Yammar Option Ens.-Ensuizan (spinning water)
Sent.-Sentsuizan (downward aerial dash) Raku.-Rakukojin (downward aerial metal)
Sho.-Shoenzan (upward fire) G.S.-Guard Shell
Hyd.-Hydroga (high jump/ice) Rekk.-Rekkoha (ray Giga Attack)
NOTES:
*Weapons marked with * stun the Investigator when hit.
*For the Yammar Option, the first number is hitting with a shot, the second is
hitting with a dragonfly itself.
*For Rakukojin, the first number is hitting with the anchor, the second is with
the sword itself.
*Yes, Metal Shark Player takes damage from the sword part of Rakokojin, but not
the anchor. I don't get it.
*For Infinity Mijinion, the Guard Shell is the damage a successful reflected
shot will do.
-------------------------------------------------------------------------------
11. GENERAL NOTES--------------------------------------------------------------
-------------------------------------------------------------------------------
===============================================================================
GENERAL NOTES
===============================================================================
-Try not to get frustrated by this game. If you get frustrated, you are bound
to die easily.
-You can set the difficulty to either Easy, Normal, or Xtreme. The default is
Normal. If you know what's good for you, stay away from Xtreme until you can
beat Normal without any problems.
-You can set the game speed to either Slow or Normal. The default is Normal.
-When you begin a stage, you have the choice of either Zero, unarmored X, or X
with one of his completed armors. Black Zero is not a seperate armor, but
rather replaces the normal Zero.
-Crouching is a major asset in this game and may be required in some places.
-Only use Giga Attacks to escape tough situations, as they take a while to
recharge after you use them.
-Be careful about the combination of parts you equip. The parts may conflict
with the armor you are wearing or other parts you have equipped.
-Only use charged special weapons in the specified places, as they drain
energy quickly.
===============================================================================
LEVEL MAPS
===============================================================================
For the level maps, each block represents roughly one screen. This, however,
doesn't mean they are exactly to scale.
Key:
S-Start
A-Armor Piece
H-Heart (Life-Up) Piece
E-E-Tank
W-W-Tank
X-EX-Tank
M-Mid-Boss
B-Boss
P-Portal to Secondary Area
1,2,3,etc.-Portals to different areas of the stage
===============================================================================
STAGE SELECT
===============================================================================
____________ ____________
/ Rainy \ / Shield \
___________| Turtloid | | Sheldon |____________
/ Commander \____________/ \____________/ Blizzard \
| Yammark | | Wolfang |
\___________/ ____________ \____________/
/ Gate's \
| Laboratory |
___________ \____________/ ____________
/ Blaze \ / Ground \
| Heatnix |____________ ____________| Scaravich |
\___________/ Infinity \ / Metal \____________/
| Mijinion | |Shark Player|
\____________/ \____________/
_________ __________
|L1 Parts | |R1 Rescue |
|_________| |__________|
(View and equip parts) (View rescue lists.)
*You can start wherever you want, however I suggest starting with Commander
Yammark, as he is the easiest Investigator to defeat.
*The suggested order by many people is Commander Yammark, Ground Scaravich,
Blaze Heatnix, Blizzard Wolfang, Rainy Turtloid, Metal Shark Player, Shield
Sheldon, and finally Infinity Mijinion. Makes sense, because that's the
weakness circle. Unless you are using the Ultimate Armor X, I would probably
skip over Blaze Heatnix unless you are a very good player. Come back to him
later.
*If you want to unlock Zero right off the bat, you can go to any of these
levels: Ground Scaravich, Rainy Turtloid, Shield Sheldon, Infinity Mijinion.
Infinity Mijinion is the easiest, although it makes for nasty nightmares if you
then decide to follow the order. Shield Sheldon isn't that bad, as a second
option. Ground Scaravich is too random. Rainy Turtloid's stage is pretty
long, so it might not be worth it.
*With Zero, the same order applies, although, once again, I would skip Blaze
Heatnix until later, although Zero has a slightly easier time as his attacks
will do more damage to the giant red machines.
*To find out exactly HOW to unlock Zero, go to Section 22: Optional Bosses.
*To equip parts, choose the character you want to equip to, then press the ><
Button to equip. Press the >< Button while selecting an item to equip it.
Some items are X only or Zero only, and some are Limited parts. To de-equip an
item, select a part with an X on it, then press the >< Button. To de-select a
character, press the /\ Button.
*After you leave one of the 8 Nightmare Investigator stages, level changes
called "nightmares" (heh) will occur in at least one other stage. The stages
that are changed are highlighted in red until you go into and leave another
stage. A stage is affected by any given nightmare until the nightmare is
replaced by another one. Once a stage is affected by a nightmare, it can never
go back to an unaffected stage, unless you start a new game. The nightmares
will be described in each respective stage.
*While viewing the rescue lists, you will see one of four statuses for each
Reploid:
No Data (meaning you haven't rescued it yet and it hasn't been infected)
Rescued (meaning you've successfully rescued it)
Missing (meaning it was infected)
Death (meaning it was infected AND you destroyed it)
Next to each rescued Reploid, you will also see what item it is holding (if it
is carrying an item.)
*It is possible to unlock Gate's Laboratory before you defeat all 8 Nightmare
Investigators. To figure out how to, go to Section 22: Optional Bosses and
Section 23: Codes/Secrets. WARNING: If you use the method in Section 22, don't
try it unless you have defeated at least one Nightmare Investigator (except
Commander Yammark and Shield Sheldon as either player or Blizzard Wolfang and
Infinity Mijinion as Zero).
-------------------------------------------------------------------------------
12. OPENING STAGE--------------------------------------------------------------
-------------------------------------------------------------------------------
_ _ _ _
|_|_|_|B|
_ _ _ _|_|
_ _ _ _ _ _ _ _ _ _ _|_|_|_|_|_|
|S|_|_|_|_|_|_|_|_|_|_|_|
Stage Overview:
---------------
This level is basically a run-down building near the colony crash site. There
are a few hazards, but nothing too difficult.
Level Notes:
------------
-The metal blocks and the rolling metal wheels can only be destroyed by using
your Z-Saber.
-The drills near the end of the stage will drill through the X-marked ledges in
the ground, thus creating bottomless pits. That's not much of a threat,
though.
===============================================================================
BOSS: JUNK ROBOT
===============================================================================
Once you make you way into the boss room, a seemingly "dead" robot will fall
from the screen. However, this will change, as a small control orb will
appear, and make the robot come to life!
This thing is a joke. All you have to do is use the Z-Saber to attack the
control orb. Once the control orb disappears, the robot will fall to the
ground. The control orb will then reappear, and 1/4 of the robot's health will
be gone. Do this three more times and it's gone.
I won't ruin the sequence, you can watch it for yourself.
===============================================================================
BOSS: HIGH MAX
===============================================================================
Forget it. You can't hurt this guy. Just hold out for a couple of attack
rounds and he'll go away.
-------------------------------------------------------------------------------
13. AMAZON AREA (COMMANDER YAMMARK)--------------------------------------------
-------------------------------------------------------------------------------
_ _ _ _ _
|S|_|_|_|_|
_ _ _ _|_|_
|E|_|_|_|_|A|
|_|_|_|_ _ _ _ _ _ _
|_|_ _|_|_|_|_|_|_|_|
|_|_|_|_|_ _ _ _ _|P|_ _ _ _ _ _
|_|_|_|_|_|_|_|_|_|_|_|_|_|_ _
|H| |_|_|_|_|_|_|_|_|_|B|
Items:
------
Heart
E-Tank
Leg Part B
Stage Overview:
---------------
Set in a cave below the floor of the Amazon rainforest, this level does not
present many challenges, but isn't exactly a cakewalk, either.
Level Notes:
------------
-The snail transports don't really count as hazards, as you can actually jump
on top of them and ride them. You need to do so to get through the spiked
section of the cave later in the stage.
-Destroying the preying mantis robots normally will give you a quick chance to
get by, but do so quickly, because they'll rematerialize! Use the Yammar
Option in future trips to put a permanent end to them.
-When you get to the fork in the road, you can go either up or down. Unless
you have some of way of getting higher than a normal jump, you can only go
down. Come back with Zero, the Blade Armor, or something else to get up there.
-As mentioned before, you must utilize the the snail transports to get across
the spikes.
-Near the end of the spiked section, you have to make a blind jump down to
another transport. If you aren't confident about making the jump, get hit by a
moth enemy, then quickly proceed.
-The final area isn't really that bad. Just try not to fall, as you're over a
bottomless pit.
Nightmares (level changes):
---------------------------
Rainy Turtloid: In the final section, rain will start to fall from the sky. It
doesn't really have much effect, except it slightly inhibits rightward
movement.
Infinity Mijinion: In the cave sections, the screen will become completely
black, except for a couple spotlights that will cover about the middle 1/3 of
the screen.
===============================================================================
ITEMS
===============================================================================
Heart:
------
Requires: Nothing
This is easy to get, although easy to miss. When you hit the fork in the road,
take the bottom path. When you find a pit right near a Nightmare and a
reploid, go down it. You'll find the heart in the lower-left corner.
E-Tank:
-------
Requires: See below
The E-Tank is tucked away in the upper-left corner of the large room in the
left-most area of the cave. The situation is as follows:
(By NO means is this to scale. It's kind of, umm, approximate =/)
_____________________________________
| |____
| E-Tank |
| | __I_|
|_|_Iso ____| _____
| X| |
______| |_____|
|
|
| <----
|
| Z
| Snail Mantis
| | |____ |
| ____| |____|
|Ayo |
|| Mantis _____|
||____ |
| |
|
|
V
As you can see, it's in a fairly inaccessible spot. A normal dashing jump
won't be able to get it. Use one of the methods below:
With Jumper and Hyper Dash:
-(Both) This is easy peasy. Just jump onto the upper ledge, and do a dash jump
across. Problem solved.
With Jumper:
-(Both) This is slighty more difficult. Jump onto the upper ledge, hang off
the left side (where the X is), then do a dash jump across. You should barely
make it.
-(Zero) Stand where the Z is (on top of the snail), then do a double jump up
and to the left.
Without Jumper:
-(X) Stand where the I is. Fire an Ice Burst so it is mostly hanging off the
side of the ledge. Before it disappears, quickly hang on the left side of it,
then do a dash jump. You will barely make it, trust me.
-(Blade X) Follow the above procedure, but instead of dash jumping from the
left side of the Ice Burst, jump on top of the Ice Burst, jump to the left,
and, at the peak of your jump, use a Mach Dash.
-(Ultimate X) Just Nova Strike across.
Leg Part B (Blade Armor Leg part)
---------------------------------
Requires: Nothing
Once you drop into the cave for the first time, just go to the right, past the</pre><pre id="faqspan-2">
first preying mantis. Much easier to get than that pesky E-Tank.
===============================================================================
SECONDARY AREA
===============================================================================
Teleport:
---------
Requires: Any way to get higher than a normal jump
Take the upper path at the fork, and when you reach the end of the path, you'll
see a chasm with a rope at the top of it. Fall down the right side.
Secondary Area:
---------------
NOTE: I HIGHLY recommend that you don't have Infinity Mijinion's nightmare for
this area. Rainy Turtloid's may slightly slow you down, but you'll be able to
see what you are doing.
_ _ _ _ _ _ _ _
|S|_|_|_|_|_|_|B|
Items:
------
None
Reploids:
---------
None
Well, this starts out simple and innocent enough. You jump across a couple of
blocks suspended in mid-air while destroying 1 or 2 of those annoying preying
mantis enemies. Then, after destroying the second one, you see a jump where
you must make it from one column to one almost a whole screen away, and there
is a column sticking out from the top of the screen impeding a simple jump from
the top of the left column. Now what do you do?
I have a few methods to use:
-With Blade Armor X, this area is cake. For the first jump, slide down the
middle column, then use Mach Dash at the highest possible point to ensure you
make the jump. For the second jump, do the same thing, but you need to be
really high, because you have a smaller target to hit. For the third jump,
slide down the block, then Mach Dash IMMEDIATELY. You don't have much room for
error here, as you'll be coming close to the bottom of the screen.
-With Ultimate Armor X, replace Mach Dash with Nova Strike in the above
strategy.
-With Falcon Armor X, it's not nearly as easy, but it is still possible. I
would suggest that you defeat Blaze Heatnix to get the Magma Blade before
attempting this. Also, I would forego equipping the Hyper Dash, as that will
shorten Falcon Armor's air-dash. In fact, you don't really need ANY parts
here. For the first jump, use your air dash at the highest possible point. If
you are afraid of not making it, use the Magma Blade to slow your fall. More
of the same for the second jump, although you may need to mash the /\ Button to
utilize Magma Blade. The third jump is actually a pretty short dash, and if
you air dash at the HIGHEST POSSIBLE POINT, you should make it without any
help. If you need help, use the Magma Blade or Falcon's Giga Attack to give
you the extra distance you need.
***WARNING, CHEAT TRICK AHEAD. PROCEED AT YOUR OWN RISK***
-Now, if you want a TRUE challenge, come here with unarmored X. Yes, you heard
me, the only one that can't air dash. This strategy REQUIRES the Magma Blade
and for the Magma Blade to have at least 30 uses worth of energy (Energy Saver
makes this much easier). I also recommend the Jumper and Hyper Dash. For the
first jump, slide down the left wall, and about halfway down, do a dashing
jump, just barely hitting the bottom of the middle column. If you can't make
it, use the Magma Blade as before. For the next two jumps, using the Magma
Blade by itself will NOT help that much. We are going to exploit a glitch:
1. Go to "Button Configuration" on the Weapon Select screen.
2. Scroll down to Rapid Fire and press X to set it to "On".
Now we are ready. The second jump is very similar to the first, except the
target area is much smaller. If you have the Jumper and Hyper Dash, you should
be able to make this jump without having to use Magma Blade. If you have to
use it, use it JUST BELOW the peak of your jump, while coming down. This will
ensure that you have a smaller distance to cover with the Magma Blade, and
you'll still have the height you need. Now comes the third jump. Slide down
the block, then fall towards the right. Use the Magma Blade, then HOLD DOWN
THE /\ BUTTON. As long as the energy of Magma Blade lasts, you can very slowly
FLOAT in the air towards your destination. Once you have crossed this jump,
you have completed one of the supposed "impossible" achievements of this game.
If you don't believe me, I have actually pulled this off a couple times, but
died about 15-20 times in the process. It's something you really have to
practice to get it right, but you can amaze your friends with it, like a magic
trick!
***END CHEAT TRICK***
-With Zero, I assume you handle it the same way as you would Falcon Armor X,
except you don't have the Magma Blade as a crutch. I would advise against the
Hyper Dash, as that will shorten your air dash. Use the Jumper by all means,
though, because, without Magma Blade, you need as much distance as possible. I
personally have not done it yet, but you're more than welcome to try.
-As for Shadow Armor X, he's screwed, because he can't use special weapons and
he doesn't have an air dash. Oh well =/
===============================================================================
REPLOIDS
===============================================================================
Reploids are listed in the order they appear on the rescue list, not the order
they appear in the stage.
1. MAH 01404
------------
Item: Life Up
Location: This is the first reploid you encounter, before you go into the cave.
2. SUKETORM
-----------
Location: Right before you drop into the cave, you will see this guy on a high
ledge above the chasm.
3. SATTON
---------
Item: Energy Up
Location: You will find him right next to the capsule. If you don't know how
to find the capsule, head to the right when you first enter the cave.
4. YONOJI
---------
Location: When you reach the large room in the leftmost area of the cave, jump
up to the high ledge on the right to find Yonoji.
5. ISO
------
Item: Life Recover (ironic, isn't it?)
Location: Right next to the E-Tank. See above to figure out how to get that,
I'm not repasting it here =/
6. RYO
------
Location: When you reach the large room in the leftmost area of the cave, you
will find Ryo behind a preying mantis enemy, under the E-Tank.
7. YANTOMI
----------
Location: When the path forks, go up. Yantomi will be to the left when you get
up there.
8. TAHEI
--------
Location: When the path forks, go up. At the end of the path, when you see the
chasm, grab onto the rope, but do NOT go down. Instead, jump up and to the
right into the small alcove. You'll find Tahei right next to a Nightmare.
Grab him quickly.
9. ARAKI
--------
Location: When the path forks, go down. You will see a pit a little ways to
the right. Jump down it. Araki is the reploid on the right. (This is the
same room that the Heart is in.)
10. GOKEN
---------
Item: Super Recover
Location: Once the two paths converge, you will be in a wide-open area with
multiple blocks over a bottomless pit. Work your way up to the upper-left
corner, where you'll find Goken guarded by a preying mantis enemy.
11. YARS
--------
Location: Once the two paths converge, you will be in a wide-open area with
multiple blocks over a bottomless pit. On the far right, near the boss door,
you will find 3 Reploids relatively close to each other. Yars is the upper
one.
12. HANSE
---------
Location: Once the two paths converge, you will be in a wide-open area with
multiple blocks over a bottomless pit. On the far right, near the boss door,
you will find 3 Reploids relatively close to each other. Hanse is the lower
one.
13. TOSHIJI
-----------
Location: Once the two paths converge, you will be in a wide-open area with
multiple blocks over a bottomless pit. On the far right, near the boss door,
you will find 3 Reploids relatively close to each other. Toshiji is the middle
one.
14. YOSHIMU
-----------
Location: When the path forks, go down. You will see Yoshimu right along the
path, with a Nightmare hovering directly overhead.
15. KUBORINA
------------
Item: Rapid 5
Location: When the path forks, go down. You will see a pit a little ways to
the right. Jump down it. Kurobina is the reploid on the left. (This is the
same room that the Heart is in.)
16. WAHOA
---------
Location: When the path forks, go up. You will find Wahoa at the end of the
path, before the chasm.
===============================================================================
BOSS: COMMANDER YAMMARK
===============================================================================
Weapon: Yammar Option/Yammar Option
Weakness: Ray Arrow (X)/Rekkoha (Zero)
Attacks:
--------
-Commander Yammark will form small dragonflies around himself. He may form
anywhere from 3 to 6 dragonflies, depending on how much health he has left.
-Commander Yammark will launch the dragonflies at you, like missiles. You can
hit and deflect them back at him. He will take slight damage and will be
stunned if you hit him.
-Commander Yammark will level out with you, then fly in a straight line towards
the other side of the room, while the dragonflies fire straight ahead.
*(Xtreme) The dragonflies will fire at you instead of just straight ahead.
-(1/2 health left) Commander Yammark will call the dragonflies to line up
behind him and fly around the screen, attempting to fill it up. Destroy the
dragonflies.
-(1/2 health left) Commander Yammark will call the dragonflies to line up above
and below him, then he will fly from side to side, trying to hit you. Destroy
the dragonflies, otherwise you will be hit.
X Strategy:
-----------
If you have the Ray Arrow, just fire it at him, wait for him to recover, and
fire again. It's, like, too easy.
If you don't have the Ray Arrow, the charged X-Buster works just fine. Use the
Z-Saber to destroy/deflect the dragonflies, then pelt Yammark with charged X-
Buster shots. He has a small health meter, so he'll fall quickly.
Zero Strategy:
--------------
If you have Rekkoha, just use it a few times and he'll fall. You may not have
enough energy to completely destroy him with it, but that's not a problem,
because he's really easy.
If you don't have Rekkoha, the Z-Buster will do excellent damage to him. The
Z-Saber makes short work of any dragonflies he creates. The small health meter
will ensure a quick battle.
-------------------------------------------------------------------------------
14. CENTRAL MUSEUM (GROUND SCARAVICH)------------------------------------------
-------------------------------------------------------------------------------
Yes, this stage is wacky. Bear with me, OK?
_ _
|S|_|_ _
|_|_|T|
|T|_|
|_|_|
|T|_|_ _
|_|T|_|B|
T-Teleport to one of the museum areas (totem poles)
Items:
------
Heart
Head Part B
Stage Overview:
---------------
Whenever the Smithsonian goes to sleep, it has nightmares about turning into
this level. This museum actually has some pretty decent exhibits, but it's
REALLY wacky. You'll have nightmares about this level after playing through
its randomness a few times.
Level Notes:
------------
-I will go as far as to say this is the most UNIQUE level in the entire Mega
Man universe. It's the only level that can really be considered "random" (as
was advertised). How this level works is really unique:
To complete this level, you will have to go through 4 phantom totem poles, work
your way through 4 small areas, destroy the totem stump at the end of each
area, then destroy the totem poles themselves. This level is divided into 2
"halves". The first two phantom totem poles will each send you to one of 4
areas, and the second two will each send you to one of 4 other areas. In other
words, there are 8 small areas, and you can only go through a maximum of 4
areas per trip through the stage. The order that these areas are accessed
seems to be completely random, as I have not found a consistent pattern yet.
If I ever find one, you'll see it here. I will give a walkthrough of each
small area, noting if there are items or Reploids in that area. Their
locations will be in their own sections, like normal.
-To destroy the totem poles, you must destroy the 4 small heads and the eagle
head. The small heads will spin around, and when they are facing you, will
fire either a destroyable arrow (Zero) or invulnerable energy shot (X). When
they are facing away from you, they are invulnerable. When you destroy 2 of
the small heads (or if you are in Xtreme mode, when you first scroll it
onscreen), the eagle head will come out towards you. Destroy all 5 parts to
continue.
-There are two kinds of wooden blocks in this level that serve as enemies in
this area (in addition to the Nightmares). The circle blocks will fall
straight down, then roll across the ground. The square blocks will float in
your direction. They often leave behind life and weapon energy when destroyed.
Nightmares (level changes):
---------------------------
Rainy Turtloid: In some of the areas, rain will start to fall from the sky. It
doesn't really have much effect, except it slightly inhibits rightward
movement.
Metal Shark Player: In some of the areas, metal blocks will impede your
progress. Use the Metal Anchor or Rakukojin to destroy them.
===============================================================================
1ST/2ND TELEPORTS
===============================================================================
Egypt Background: No Ceiling
----------------------------
_ _ _ _ _ _
|S|_|_|_|_|T|
Items:
------
None
Reploids:
---------
1. GOLD
This area isn't very difficult. Since there is no ceiling, you can freely make
jumps. There are some spikes here, but since you can make virtually
unrestricted jumps, you shouldn't have a problem. There are no bottomless pits
here, so that's always a plus. Just watch out for the Nightmares!
Egypt Background: Ceiling
-------------------------
_ _ _ _ _ _
|S|_|_|_|_|T|
Items:
------
None
Reploids:
---------
2. ULTA
3. KOI
In contrast to the other Egypt area, this one can give you problems. Not only
do you have to contend with up to two possible nasty air dashes (since these
areas themselves are somewhat randomized, but follow the same general layout),
but you have to deal with the usual annoyances (Nightmares and blocks).
The first possible air dash is a very long one, with the middle column going
almost all the way down to the bottom of the screen. From what I can tell,
only Blade Armor X and Ultimate Armor X can make this normally. You could make
it with unarmored or Falcon Armor X if you utilize the Magma Blade trick, but
it may be difficult. Shadow Armor X and Zero are just plain screwed here.
This one is very rare, though.
The second one is much easier, and can be made by an air dash from anyone but
unarmored X and Shadow Armor X (since they don't have air dashes). Unarmored X
can make it with the Magma Blade trick, leaving Shadow Armor X left out. Don't
worry, you'll get your chance soon. This one happens quite frequently,
actually.
Aquarium Background: Going Up
-----------------------------
_
|T|
|_|
|_|
|S|
Items:
------
None
Reploids:
---------
14. REYHER
15. PHANTOM
This is an annoying little area. You are heading up a shaft with numerous
floating ledges. You can't really climb up the walls, as about half of the
walls are covered the spikes. Some of the jumps can be tricky to make, with
the placement of the ledges and the Nightmares (enemies AND level
changes) patrolling the area.
Aquarium Background: Going Down
-------------------------------
_
|S|
|_|
|_|
|T|
Items:
------
None
Reploids:
---------
10. HOME (Energy Up)
12. CHOP
In contrast, this one isn't annoying, it's just overpopulated with those
annoying wooden blocks. This creates an opportunity to get multiple items.
Other than that, it's just the usual, except there are no spiked hazards or
bottomless pits. Yay.
===============================================================================
3RD/4TH TELEPORTS
===============================================================================
Dinosaur Background: Secondary Portal
-------------------------------------
_ _ _
|_|_|_|
|_|_|S|
|P|_|T|
Items:
------
Secondary area portal
Reploids:
---------
8. MAY
9. BAD (Quick Charge)
This area is shaped like a spiral, starting near the middle-right, and ending
in the lower right. There are spiked hazards, bottomless pits, Nightmares
(enemies), wooden blocks, and the secondary portal. Navigate as well as you
can.
Dinosaur Background: Armor Capsule
----------------------------------
_ _
|_|T|
|_A_|
|S|_|
Items:
------
Head Part B
Reploids:
---------
10. AYNO
11. DUNGAR
There are SO many Nightmares (enemies) in this area, it's not even funny. They
are mostly concentrated in the upper-right, near the totem stump. This area is
like a maze, and it changes randomly every time you come in. Fear.
Space Background: Going Up
--------------------------
_ _
_|H|T|
_|_|_|
_|_|_|
_|_|_|
|S|_|
Items:
------
Heart
Reploids:
---------
6. HAVEN 7
7. TSUKI (Speedster)
This and the next area are basically the same, with bottomless pits, wooden
blocks, and Nightmares (enemies). Watch the bottomless pits for Reploids!
Space Background: Going Down
----------------------------
_ _
|S|_|_
|_|_|_
|_|_|_ _
|_|_|T|
Items:
------
None
Reploids:
---------
4. MEGAMI
5. PL 98 (Life Up)
Read above.
===============================================================================
ITEMS
===============================================================================
Heart:
------
Requires: Nothing
You will find this near the end of the area with the space background that goes
up a gradual hill.
Head Part B (Blade Armor Head part)
-----------------------------------
Requires: Nothing
You will find this in the middle of an area with a dinosaur background. You'll
know when you're in that area, because you can see it on the upper-right part
of the screen.
===============================================================================
SECONDARY AREA
===============================================================================
Teleport:
---------
Requires: Nothing
You will find this near the bottom of an area with a dinosaur background. If
you don't see the capsule in this area, you'll know that the portal is in here.
Secondary Area:
---------------
_ _ _ _
|S|_|_|B|
|_|_|
|_|_|
Items:
------
None
Reploids:
---------
16. MARS (Overdrive)
This is MUCH easier than Commander Yammark's. It's shaped like a double spiral
(I think that's the correct name of this shape). You have a few Nightmares
(enemies) to deal with, along with any Nightmares (level changes) in effect, as
well as two spiked pits in the middle of the double spiral.
===============================================================================
REPLOIDS
===============================================================================
Reploids are listed in the order they appear on the rescue list, not the order
they appear in the stage.
1. GOLD
-------
Location: The only reploid that you can find in the Egypt background area with
no ceiling. Gold's near the middle of it.
2. ULTA
-------
Location: The first reploid that you can find in the Egypt background area with
a ceiling. Ulta's near the middle of it, with a Nightmare close by.
3. KOI
------
Location: The second reploid that you can find in the Egypt background area
with a ceiling. Koi's near the 2nd of two possible air dashes (i.e. the end of
the area).
4. MEGAMI
---------
Location: The first reploid that you can find in the Space background area
going down a hill. Megami's in the first bottomless pit.
5. PL 98
--------
Item: Life Up
Location: The second reploid that you can find in the Space background area
going down a hill. PL 98 is in the second bottomless pit (I believe).
6. HAVEN 7
----------
Location: The first reploid that you can find in the Space background area
going up a hill. Haven 7 is above the first bottomless pit.
7. TSUKI
--------
Item: Speedster
Location: The second reploid that you can find in the Space background area
going up a hill. Tsuki is in the third bottomless pit, the one before the
Heart.
8. MAY
------
Location: The first reploid that you can find in the Dinosaur background area
with the secondary area portal. May is right below the portal.
9. BAD
------
Item: Quick Charge
Location: The second reploid that you can find in the Dinosaur background area
with the secondary area portal. Bad is in a bottomless pit after the secondary
portal.
10. AYNO
--------
Location: The second reploid that you can find in the Dinosaur background area
with the Armor Capsule. Ayno is in the upper-left corner.
11. DUNGAR
----------
Location: The first reploid that you can find in the Dinosaur background area
with the Armor Capsule. Dungar is just to the left of the capsule.
12. CHOP
--------
Location: The first reploid that you can find in the Aquarium background area
going down. Chop is about three levels below the top of the area.
13. HOME
--------
Item: Energy Up
Location: The second reploid that you can find in the Aquarium background area
going down. Home is one level above the bottom, with numerous Nightmares in
the vicinity.
14. REYHER
----------
Location: The second reploid that you can find in the Aquarium background area
going up. Reyher is in the upper-right corner.
15. PHANTOM
-----------
Location: The first reploid that you can find in the Aquarium background area
going up. Phantom is about halfway up.
16. MARS
--------
Item: Overdrive
Location: The only reploid in the secondary area. Mars is in the upper-right
corner, before the boss double-doors. Nightmares are in the vicinity, grab
quickly.
===============================================================================
BOSS: GROUND SCARAVICH
===============================================================================
Weapon: Ground Dash/Sentsuizan
Weakness: Yammar Option (both)
Attacks:
--------
-Ground Scaravich will push a giant rock of varying size. These come in four
sizes. The larger ones are too big to jump over normally, so use the four
ropes to get higher. You can destroy them with a certain number of hits
(proportional to the size)
*(Xtreme) If the rock is pink, it can't be destroyed.
-Ground Scaravich will stop, then fire a few small blasts at you. Nothing to
worry about.
-(1/3 health left) Ground Scaravich will stop, and throw his rock at you. He
will throw them one of two ways. The rock will either fly in the air towards
you, or bounce on the ground towards you. After it is thrown, another rock
will fall and he will either throw it or push it off the screen.
X Strategy:
-----------
Yammar Option makes short work of him. It's easier to fire at him instead of
hitting him directly with the dragonflies. Rapid fire will make short work of
the rocks as well.
Actually, I think this is probably the easiest boss to beat without a special
weapon, as all his attacks are easily dodgeable and he has a really low health
meter. The X-Buster will make short work of Ground Scaravich. Don't worry
about the rocks, just jump over them.
Zero Strategy:
--------------
Yammar Option makes short work of him. It's easier to fire at him instead of
hitting him directly with the dragonflies. Rapid fire will make short work of
the rocks as well.
Actually, I think this is probably the easiest boss to beat without a special
weapon, as all his attacks are easily dodgeable and he has a really low health
meter. The Z-Saber and Z-Buster will make short work of Ground Scaravich.
Don't worry about the rocks, just jump over them. Zero has it easier, as he
can double jump over the larger rocks as well.
-------------------------------------------------------------------------------
15. MAGMA AREA (BLAZE HEATNIX)-------------------------------------------------
-------------------------------------------------------------------------------
_ _ _ _ _ _ _
|S|_|_ _ |_|M|_|_|B|
|M|_|_| |_|
|_|_ _ _ _ _|_|
|_|A|_|_|_|P|_|
|_|_| |_|
|_|H|_ _ _ _|_|
_ _|_|_|M|_|_|_|M|
|_|_|M|_|_ _ _ _|_|
|_|_|_|_|M|_|_|_|M|
Items:
------
Heart
E-Tank (secondary area)
Arm Part S
Stage Overview:
---------------
Deep within a volcano, you come across a hidden base. The security for this
base is awfully high, as is demonstrated by the large red donut robots that are
difficult to defeat. Defeating these may bring great reward, however...
Level Notes:
------------
-If you look up "frustrating" in the dictionary, you will see a picture of
Blaze Heatnix's stage. The stage itself isn't all that hard, but the red donut
robots will drive you CRAZY. I'll do a seperate mid-boss section for
destroying those buggars.
-The torches in this level come in two varieties. One type of torch will
flicker four times, then stop for a few seconds. The other type will stay
solid for a few seconds, then stop for a few seconds. Proceed with caution.
-After you destroy the second red donut robot, you will have a choice of THREE
different paths. The two boss doors will lead to seperate battles with (take a
wild guess), while the third, more difficult one to access, will lead you
through a Reploid-filled stretch to the secondary area portal.
-The blue magma in the last couple areas of the stage is fatal, don't touch.
Nightmares (level changes):
---------------------------
Commander Yammark: Metal dragonflies will attack and surround you. Destroy
them with the Yammar Option or shoo them away with basically any weapon.
Metal Shark Player: In some of the areas, metal blocks will impede your
progress. Use the Metal Anchor or Rakukojin to destroy them.
===============================================================================
ITEMS
===============================================================================
Heart:
------
Requires: Metal Shark Player's Nightmare effect, Blade Armor, Zero (one of
these)
After you destroy the second red donut robot, you will reach a 3-way fork in
the road. The first two ways are easy to see, but the third is higher up. If
you climb up either wall, you will eventually see a gap in the ceiling. This
is the third path. Getting through there is not the easiest of challenges, but
it can be done. A rough sketch of the situation:
^
Heart |
||Hagi N | |
|||_____ _______|
_______| |_______
| |
| |
| 2 |
| 1|
| |
| |
| |
| |
| |_
| | |
| MMMM___|_|--->
^
|
|
N-Nightmare
-If you have Metal Shark Player's Nightmare effect activated, you can ride the
metal block (M) up to the top. You need to jump just before you reach the top,
or you will take a lot of damage and have to try again.
-If you are using Blade Armor X or Zero, the procedure is mostly the same for
both. Jump up the right wall to approximately where 1 is located, then do a
normal jump (DON'T DASH JUMP) to around where 2 is, then use the Mach
Dash/double jump and you should make it.
-I have heard it's possible to do this with Ultimate Armor X by using the Nova
Strike. I have not done it, but I'm sure it is probably possible. I would
imagine you would just to a little higher place than 2, then use the Nova
Strike. It's a tricky manuever, and, as of yet, I have been unsuccessful.
The Heart will be on the left ledge once you get up there.
Arm Part S (Shadow Armor Arm part)
----------------------------------
Requires: Same as Heart
This is further up the shaft, past the Heart. If you used Metal Shark Player's
Nightmare effect to get up here, there will be at least one metal block in your
way. Use Metal Anchor or Rakokojin to get rid of it.
===============================================================================
SECONDARY AREA
===============================================================================
Teleport:
---------
Requires: Same as Heart and Arm Part S
Just keep going right, past the capsule, and you'll eventually find this. You
may need to destroy more metal blocks to get all the way there if you have that
nightmare active.
Secondary Area:
--------------
_ _ _
|_|_|B|
|_|
|E|
|_|
|_|
|_|
|_|
|_|
|S|
Items:
------
E-Tank
Reploids:
---------
2. CHIBON (Buster Plus)
As you can see, this is basically a continuation of the vertical shaft you just
took to enter this stage. There are numerous torches here that act differently
than the torches you've faced. These just flicker one, stop for a second,
flicker, stop, etc. You have to be quick to get by them. At the end, you must
make your way up numerous small ledges with torches over them. The problem is,
the torches flicker VERY QUICKLY, so you'd either have to have insane timing,
or you can just wall jump up the small ledges. It's your choice.
E-Tank:
-------
Requires: Nothing
You'll just come across this while traversing up the shaft.
===============================================================================
REPLOIDS
===============================================================================
Reploids are listed in the order they appear on the rescue list, not the order
they appear in the stage.
1. CLARMON
----------
Location: When you battle the first red donut robot, you'll find this one quite
easily.
2. CHIBON
---------
Item: Buster Plus
Location: You'll find Chibon about halfway up the shaft in the secondary area.
3. KASSY
--------
Location: About halfway down the first shaft, you'll find Kassy on a small
ledge.
4. BANDO
--------
Location: Near the bottom of the first shaft, you'll see Bando behind a
flickering torch. A Nightmare is in the vicinity, so you'll have to think up
something quick.
5. YUKI
-------
Location: The room for the second red donut boss is shaped like a......donut.
Yuki is on the left edge of the ledge in the air.
6. HAGI
-------
Location: Hagi is literally sitting on the Heart, so it's hard to get one of
them without getting both of them.
7. MODS
-------
Location: Mods is on the ledge above the Heart; in fact, he is directly ABOVE
the heart.
8. TAZACK
---------
Location: Tazack is on a small ledge above the ledge that Mods is on, on the
right side of the screen.
9. FUJI
-------
Location: If you keep going up, you'll find Fuji below and to the right of the
armor capsule.
10. HATORI
----------
Item: Life Up
Location: Hatori is guarding the armor capsule. Oh wait, the Reploids aren't
enemies. OK, Hatori is sitting in front of the armor capsule. Bah, that was a
crappy joke -_-;;;
11. HAYATO
----------
Location: Good gracious, how many more Reploids are there in this stretch?
Hayato is on a high ledge to the right, past the capsule. Nightmare nearby.
12. AKKY
--------
Location: Take Hayato, move him half a screen to the right, and what do you
get? Akky! *is sick of this level -_-;;;*
13. HIGURAI
-----------
Item: Energy Up
Location: Whee! We finally made it to the portal, and there's Higurai! The
8th reploid in this stretch! *=/*
14. HAL
-------
Item: Powerdrive
Location: Remember that fork so long ago? If you take the upper boss door,
you'll find Hal near the right edge of the room.
15. KEIJI
---------
Item: Ultimate Buster
Location: Remember that fork so long ago? If you take the lower boss door,
you'll find Leiji near the right edge of the room.
16. TATSUYA
-----------
Location: Tatsuya is located on one of the ledges in the middle of the shaft, a
little below the exit from the upper boss door. There's a Nightmare like RIGHT
ABOVE IT, so grab quickly.
===============================================================================
MID-BOSSES (!): RED DONUT ROBOT THINGIES
===============================================================================
And now I direct your attention to the reason this level is so @$!#$!%!$ing
annoying, the red donut robots. You have to battle these things not one, not
twice, not thrice, not four times, but FIVE TIMES to get to Blaze Heatnix! You
must destroy each of the four green orbs on the corners of the robots to
destroy them. These will be constantly firing destructible green energy shots
at you. Their movement patterns vary depending on the arena. There are a few
general strategies to destroy these things.
-Zero has it the easiest IMO. Not only do the Z-Saber and Z-Buster do great
damage to these things, but Rekkoha (Infinity Mijinion) almost effortlessly
destroys or severely damages these things. Unless you have super placement
skills, it will probably take 2 Rekkoha to destroy each of them. To conserve
your energy, I would use 1 Rekkoha on the first, 1 Rekkoha on the second, 1
Rekkoha on the 3rd, 2 on the 4th (it's hard to beat without Rekkoha), and, if
you can, none on the last (it's the easiest)
-Falcon Armor X can use his Giga Attack (once) to take out one of these things.
The easiest way, however, is to use the charged Metal Anchor. It's easy to
OHKO these things with the charged Metal Anchor.
-Ultimate Armor X can just Nova Strike through these annoyances. You may have
a problem getting the lower orbs on the 4th battle, though.
-Blade Armor X's Giga Attack does CRAP against these guys. You'll have to beat
him the ole fashioned way, whether that be the charged Metal Anchor, or just
good ole fashioned hitting and dodging.
-Shadow Armor X, surprisingly, has a difficult time with this area. His Giga
Attack can OHKO one of these things if you manage to get yourself centered in
the robot (fire right before it hits you), but it's not reliable. Furthermore,
while you're hitting the thing with your charged Saber, you're basically frozen
there, vulnerable to attack.
-Unarmored X is in trouble here. He doesn't have a Giga Attack, and he can't
charge his Metal Anchor. Now would be a good time to reveal some non-Giga
Attack/Metal Anchor strategies. If you follow the order precisely, you'll come
here with the Yammar Option. Yammar Option is probably the best chance you'll
have here, since it can fire from a distance and deals more damage than than X-
Buster. You can try the Z-Saber as well, as it can do pretty decent damage.
I also have some specific strategies for each battle:
Round 1 (about one screen after the start of the stage)
-------------------------------------------------------
This is a fairly tame battle. It makes for a good introduction to these guys.
There aren't any additional hazards to deal with here, just you vs. the
annoying enemy. Use the indentations in the ground to your advantage, as it
may be easier to let it pass above you than to jump over it. Just be careful,
as its energy shots can nail you down there. They don't do much damage, but
they'll start piling up if you delay too long.
Round 2 (after the torch shaft)
-------------------------------
Slightly more difficult, but not nearly as hard as the battle coming up.
You're going to have a lot of running and jumping to do, as this thing will
move counterclockwise around the arena, and furthermore, YOU START RIGHT IN
FRONT OF IT. You can duck under it while on the high ledge, but you CAN'T duck
under it (or jump over it, for that matter) while on the ground.
Round 3u (the upper door at the three-way fork)
-----------------------------------------------
(It's either this battle or the one below.)
Now we're getting into the real battles. Not only do you have to deal with a
BOUNCING red robot (well, bouncing as in hitting bumps in the path), but you
also have to face a couple Nightmares. The easiest way to perform this battle
is to take your time. You are in no hurry to win this battle. If you want to
be quick, remember that, most of the time, you can duck on the other side of a
bump in the path and it will just bounce right over you.
Round 3l (the lower door at the three-way fork)
-----------------------------------------------
(It's either this battle or the one above.)
Instead of dealing with a bouncing red robot, you have to use the ropes in the
air to avoid the robot that basically guards the entire floor of this area. Of
course, it wouldn't be complete without nightmares. Enjoy.
Round 4 (right after Round 3, in the giant shaft)
-------------------------------------------------
I will come out and say this right now. You will want to throw your controller
at the television after fighting with this guy a few times. Take one part
rising fatal magma, one part Nightmares, and one part annoying red robot, and
you make instant frustration. The robot will rise out of and drop into the
magma periodically. The 2 upper orbs are no problem to destroy. The problem
comes with the bottom two orbs. You can't normally destroy these with a normal
weapon without risking getting killed by the magma. You need a weapon that can
cover most, if not all of the screen. The best weapons for this job are Zero's
Rekkoha, Falcon Armor X's Giga Attack, X's charged Ray Arrow, and X's charged
Metal Anchor. Other weapons to try include the regular Metal Anchor, Meteor
Rain, and, if you're feeling lucky, Zero's Rakukojin.
Round 5 (right after Round 4, over the blue magma pit)
------------------------------------------------------
This is the easiest area in the level. This robot acts very similarly to Split
Mushroom's mid-boss from X4. It will move around below the ledges until it is
directly under you, then it will rise up (don't worry, it won't destroy the
ledges) and attack. You can take this thing out with just about any weapon in
your arsenal. I guess the designers decided to give you a break for the level
being so difficult.
===============================================================================
BOSS: BLAZE HEATNIX
===============================================================================
Weapon: Magma Blade/Shoenzan
Weakness: Ground Dash (X)/Sentsuizan (Zero)
Attacks:
--------
-Blaze Heatnix will yell "Akuma Flame!" (or something similar), and, depending
on where he is on the screen, blue (non-fatal) magma will come. If he is on
the top of the screen, it will come from the bottom. If he is on the bottom of
the screen, it will come from the top. The magma will cover that half of the
screen.
-If the magma is high:
*Blaze Heatnix will "dive" into the magma and "swim" around in it, then pop up
randomly.
*When he comes up, he may throw fireballs at you. Destroy these with any
weapon you have.
-If the magma is low:
*(Xtreme) Drips of lava will come down.
*Blaze Heatnix will fly from one side of the screen to the other. Crouch if he
flies high, jump and air dash if he flies low (it's hard to avoid, though).
*Blaze Heatnix will fire crescents either high or low. Crouch if they go high,
jump and air dash if they go low (they're really hard to avoid low, though.)
-(1/2 health left) Blaze Heatnix will fly off screen, then fly across the
screen as a blazing invulnerable phoenix. He can (once again) come either high
or low, and from either side of the screen.
X Strategy:
-----------
Ground Dash does decent damage and stuns Blaze Heatnix, but it is a little slow
to come out. If you are hit before the attack completes itself, it is
cancelled.
The X-Buster works a dual function, as you can fire from a distance (which is
always nice) and it does sufficient damage. Be prepared to take some hits,
though.
Zero Strategy:
--------------
Sentsuizan is hard to use on Blaze Heatnix, because you can very easily run
into him or dive right into the magma. Your aim is to land on one of the
platforms while hitting Blaze Heatnix. The easiest way to do this is to get
Blaze Heatnix to pop up between two ledges, then jump slightly to the left of
the left platform, then use Sentsuizan. With luck, you should be fine. The
easiest way to do this is to experiment.
Oddly enough, any attack that does damage to Blaze Heatnix will stun him (bug,
maybe?). The best weapon is the Z-Buster, because it does good damage, allows
you to fire from a certain distance, stuns him, and destroys his fireballs (but
not the crescents). Use the Z-Buster too, if you want to.
-------------------------------------------------------------------------------
16. NORTHPOLE AREA (BLIZZARD WOLFANG)------------------------------------------
-------------------------------------------------------------------------------
_ _ _ _ _ _ _ _
_|_|_|_|_|_|_|_|A|_ _ _ _
_|_|_| |_|H|P|_|_|B|
_|_|_| |_|_|_|_|
_|_|_| |_|_|X|_|
_|_|_| |_|_ _|_|
_|_|_| |_|_|_|_|
_|_|_| |_|_|
_|_|_|
|S|_|
Items:
------
Heart
EX-Tank
Leg Part S
Stage Overview:
---------------
From one extreme to the other, we go from the fire to the fridge. All this ice
won't make it an easy trek, however. Add this to frequent avalanches and
crushing ice cubes, and you'll have a hard time keeping warm.
Level Notes:
------------
-The green wolves in this level are the Reploids. The purple ones are enemies.
-The level starts with a series of avalanches while going up a long icy hill.
While it is possible to dash jump through this entire area without getting hit
(although it's difficult), it's best to utilize any crevices and ropes to get
you above/below the avalanche and just wait until it stops, then proceed.
These avalanches hurt, so you can't take too many hits.
-After the giant hill, you reach an area with a bunch of icy pillars over a
bottomless pit, as well as some annoying wolf enemies. Nothing too hard, until
you see the avalanches that will periodically go between the pillars. Take
this area VERY slowly, as one misplaced move could send you into the pit,
meaning you die X_X.
-The Blaze Heatnix nightmare will break open an additional room to the right of
the shaft after the avalanches. This will be important later on.
-Watch out for the bouncing snowballs while heading down the shaft. These
things are really difficult to avoid, so I recommend just taking a hit and
running.
-After the shaft, you'll find yourself in a large rectangular room with two icy
walls (no wall jumping ;.;). The only way to get to the upper-right corner
(the exit), you have to rely on the falling ice cubes from the ceiling.
Welcome to Tetris. Some of these cubes will have wolf enemies on them; destroy
them quickly. Don't get stuck between two columns of ice cubes at least two
cubes high, otherwise you're stuck, and the next ice cube to fall on your head
will be your last =( There are two such areas. The second one has spikes on
the floor and ceiling, beware.
-The final shaft to the boss is a variation of the ice cube puzzles. Instead
of just one at a time, the cubes fall in solid rows, except for one gap in each
row. The gaps are random. When the current row hits the previous row, it
will solidify, filling in the gap. If you get "smashed" by a falling row, you
won't be killed, but it'll hurt. If you get "smashed" by the solidifying of a
row, you will die, so beware.
Nightmares:
-----------
Blaze Heatnix: Fireballs will rain from the sky in certain areas of the level,
which do decent damage. You can't destroy them.
Shield Sheldon: A hologram of the other character will appear, then dash
towards you. They can be destroyed with the Guard Shell (I think).
===============================================================================
ITEMS
===============================================================================
Heart:
------
Requires: Blaze Heatnix nightmare, Zero/Blade Armor
When you reach the area where the Nightmare starts, head down the hill. You
will see an opening in the wall. Go down the ladder and you will find another
opening. Go to the right. You will see two Reploids in an alcove above your
head, with the Heart next to one of them. You can't wall jump up the walls
here, so you will need a high jump here. Use Zero's double jump or the Blade
Armor's Mach Dash to get up there.
EX-Tank:
--------
Requires: Blaze Heatnix nightmare, Blade Armor/Shadow Armor/D. Barrier
To the right of the Heart, you will see a chasm. Across this chasm is a
Reploid and a Nightmare. If you go down this chasm, you enter Spike Land,
meaning, you die =(. To the right of all those spikes is the EX-Tank. There
are three reliable ways to get this. If you have the Shadow Armor, this
doesn't require explaining. Blade Armor can use a well-timed Mach Dash to get
through this. Otherwise, equip the D. Barrier, take a hit from the Nightmare,
then hop down the pit and run really quickly.
(I have not tested the Ultimate Armor's Nova Strike here. I'd imagine the
upwards momentum of this would ram you into the spikes somehow.)
Leg Part S (Shadow Armor Leg Part)
----------------------------------
Requires: Blade Armor/Zero
Once you cross the long pit with the ice pillars, you will reach a shaft where
you must go down a series of icy inclines. In the upper right corner of the
shaft, you'll see a high ledge. Use Zero's double jump or Blade Armor's Mach
Dash to get up there.
===============================================================================
SECONDARY AREA
===============================================================================
Teleport:
---------
Requires: Blaze Heatnix nightmare, Zero/Blade/Shadow Armor, D. Barrier
More fun in the Nightmare-unlocked area. You will see the portal in the upper
right corner, really high up. There are two ways to get up there. You can try
using a really high jump to make it (Zero's double jump/Hydroga, Blade Armor's
Mach Dash, and Shadow Armor's high jump can make this jump), or you can go
down, through the spiked area (where the EX-Tank is), and climb up the ladder.
Take your pick.
Secondary Area:
---------------
_ _
|S|_|_
|_|_|_
|_|_|_
|_|_|_
|_|_|_
|_|_|_
_|_|_|_ _ _
|_|_|_|_|_|B|
Items:
------
None
Reploids:
---------
14. DANTE (Jumper)
Well, this isn't that difficult. Basically, it's a long icy hill with some
wolf enemies, bottomless pits, spikes, and fireballs. If you made it this far,
you shouldn't have a problem. Near the end, you will find a rope. You can go
either left (through a small tunnel) or right (across a long spiked pit to the
boss). If you go left, you will meet the longest spike trap in the game,
guarding the Reploid Dante. This situation looks like this:
_____________________________
| |
| |___________
|
|Bambu
|_____ I I ______
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
There are a few ways to get across this:
*For anyone, equip the D. Barrier. Get a fireball to go down to the little
tunnel, take a hit, then dash across really quickly. You'll probably have to
sacrifice a life to get this.
*If you are using Blade Armor X, fire an Ice Burst to approximately the point
where the right I is. Use a Mach Dash to get out to it, then quickly use
another Mach Dash to get to Bambu. To escape, fire an Ice Burst to
approximately the point where the left I is, then use a Mach Dash to get back.
*Falcon Armor X can do the same process as Blade Armor X with the Hyper Dash
equipped, but it won't be easy.
*Shadow Armor X doesn't need an explanation.
===============================================================================
REPLOIDS
===============================================================================
Reploids are listed in the order they appear on the rescue list, not the order
they appear in the stage.
1. MORINGA
----------
Location: Near the beginning of the stage, you'll find Moringa in the first
alcove in the floor.
2. CODY
-------
Location: Cody is in the next alcove, just to the right of Moringa.
3. RYU
------
Item: Shot Eraser
Location: Ryu is right next to the armor capsule. It will take a high jump to
get up there, try Zero's double jump and Blade Armor X's Mach Dash.
4. GUY
------
Location: Guy is the left Reploid in the little area with the Heart. This also
requires a high jump to get to.
5. KEN
------
Item: Energy Up
Location: Right next to Guy.
6. NINA
-------
Location: Nina is standing right next to the EX-Tank. Danger, lots of spikes
here =(
7. BATSU
--------
Location: Batsu is on the bottom of the first ice cube area.
8. DATA
-------
Location: Data is on the bottom of the second ice cube area.
9. REGINA
---------
Item: Weapon Drive
Location: In the final ice cube area (the one with the rows of cubes), this is
the 1st Reploid in the shaft.
10. LEON
--------
Location: In the final ice cube area (the one with the rows of cubes), this is
the 2nd Reploid in the shaft.
11. CHUN
--------
Item: Life Up
Location: In the final ice cube area (the one with the rows of cubes), this is
the 3rd Reploid in the shaft.
12. SAM
-------
Location: In the final ice cube area (the one with the rows of cubes), this is
the 4th Reploid in the shaft.
13. NARUHD
----------
Location: Narhud is right above the Heart. Watch out for the lurking
Nightmare.
14. DANTE
---------
Item: Jumper
Location: Dante is the reploid across the spiked pit on the lower left of the
secondary area. For those of who that missed it the first time:
This situation looks like this:
_____________________________
| |
| |___________
|
|Bambu
|_____ I I ______
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
There are a few ways to get across this:
*For anyone, equip the D. Barrier. Get a fireball to go down to the little</pre><pre id="faqspan-3">
tunnel, take a hit, then dash across really quickly. You'll probably have to
sacrifice a life to get this.
*If you are using Blade Armor X, fire an Ice Burst to approximately the point
where the right I is. Use a Mach Dash to get out to it, then quickly use
another Mach Dash to get to Bambu. To escape, fire an Ice Burst to
approximately the point where the left I is, then use a Mach Dash to get back.
*Falcon Armor X can do the same process as Blade Armor X with the Hyper Dash
equipped, but it won't be easy.
*Shadow Armor X doesn't need an explanation.
15. GOMEZ
---------
Location: Gomez is below the portal to the secondary area. There's a Nightmare
a couple pixels to the right, so hurry up.
16. ARTHUR
----------
Location: Arthur is right below the Heart.
===============================================================================
BOSS: BLIZZARD WOLFANG
===============================================================================
Weapon: Ice Burst/Hydroga
Weakness: Magma Blade (X)/Shoenzan (Zero)
Attacks:
--------
-Blizzard Wolfang will run from side to side. Real basic =/
-Blizzard Wolfang will stop, crouch down, then try to pounce on you. Dash to
avoid.
-Blizzard Wolfang will stop, crouch down, then jump towards the wall. Wall
jump over him.
-Blizzard Wolfang will stop, then fire Ice Bursts at you. If you are X, the
Ice Bursts will be fired at an upward angle. If you are Zero, they will be
fired in a straight line. They can be destroyed.
-(1/2 health left) Blizzard Wolfang will high jump up to and stick to the
ceiling.
*(1/2 health left) Blizzard Wolfang will fire a rapid succession of 4 Ice
Bursts at you.
*(1/2 health left) Blizzard Wolfang will dash across the ceiling, forming
icicles that will fall upon you. They can be destroyed.
-(1/2 health left) Blizzard Wolfang will dash across the ground, forming
icicles. They can be destroyed.
X Strategy:
-----------
The Magma Blade works well here, as both a close-range and long distance
weapon. Be warned that it will not always stun him, but it will most of the
time. It also makes short work out of the Icicles.
The X-Buster will work fine here. Just be careful, however, because Blizzard
Wolfang's attacks are somewhat unpredictable (i.e. no set pattern).
Zero Strategy:
--------------
Shoenzan works well, but you have to get close up to him. The best way to
defeat him is to hit him with Shoenzan once, then use it against as he is done
recovering to hit him again. This way, he will basically be stuck there as you
pelt him with Shoenzan.
The Z-Buster actually destroys Blizzard Wolfang quicker, but only if you get
him to start firing the Ice Burst. Once he does that, he won't move anywhere
anytime soon, so just rapidly fire the Z-Buster and he's a goner. If he keeps
moving around, just hit him with the standard three-hit slash =/
-------------------------------------------------------------------------------
17. INAMI TEMPLE (RAINY TURTLOID)----------------------------------------------
-------------------------------------------------------------------------------
_ _ _
_ |_|_|_|_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
_ _ _ _|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|A|
|S|_|_|_|_|_|_| |_|_|_|_|_ _ _
|H|_|_|_|_|_|B|
|P|_|_|_|_|
Items:
------
Heart
Body Part S
Stage Overview:
---------------
Now that we've escaped the fire and the fridge, we're going to take a tour of
an ancient temple. The tour goes fine, until it starts raining. This isn't
normal rain, however. It's acid rain, and it hurts =/
Level Notes:
------------
-The acid rain makes this level really annoying. While you are in the acid
rain, your health will slowly but steadily decrease. There will be pods that
you can use to recover health, however. The acid rain is controlled by a
generator. This generator can be destroyed, but it has a very strong shield.
You must find and destroy 4 control orbs to disable the shield. You will have
to do this 4 times before you get to Rainy Turtloid. Here's a quick reference
guide to where to find these:
1st Generator:
Recovery Pod: Right at the beginning.
1. It's sitting there right in front of you.
2. On the floor, below a Nightmare.
3. Climb up the left ladder. It will be on the left.
4. Climb up the right ladder. It will be on the right.
Generator: In the lower-right hand corner.
2nd Generator:
Recovery Pod: Right at the beginning.
1. Staying on the ground, this can be found behind the first purple robot
enemy. I suggest jumping and air dashing over him. Otherwise, hit him when he
is attacking (i.e. not blocking). These guys take a while to destroy, however.
2. Climb up the ladder, then cross the platforms towards the left. This can be
found behind the second purple robot enemy.
3. Climb up this second ladder, then head right. The orb is (surprise,
surprise) behind the purple robot enemy. This one you have to either fight, or
take a hit and run through.
4. Jump down the wide chasm after the third orb. You'll find it about halfway
down, on the right side. You'll need to jump up pretty high to attack it.
Generator: Below the 4th orb.
3rd Generator:
Recovery Pod: Directly behind the 2nd generator
1. Once the acid rain starts, this can be found on the 4th purple platform on
the water.
2. You must cross five moving platforms to get this one. Getting from the
first to the second isn't much of a problem. Getting from the second to the
third, however, may cause a problem. You can jump and hang on the left side,
but then it will be near impossible to get to the 4th one. Stand on the top of
the 2nd platform as far right as you can, then make a semi-circular jump to the
right side of the 3rd platform. The 4th and 5th are no-brainers. This orb is
on the first purple ledge after the moving platforms.
3. After crossing the platforms with the Life energy, you'll find this one.
4. This one is wayyyyy at the end. This stretch isn't that difficult, but it
can cause problems if you are trying to rush. Take your time, and don't make
any hasty jumps that could end up with you being hit by an enemy, and falling
into the water (i.e. bottomless pit =/).
Generator: Behind the 4th orb.
4th Generator:
This area is comprised of four "floors" each with a left and right side.
Recovery Pod: This is on the top, at the edge of the left ledge.
1. On the third floor (second from the top), behind a purple robot enemy on the
right ledge.
2. On the second floor (second from the bottom), outside the spiked passage on
the left ledge.
3. On the ground floor, behind a purple robot enemy on the left side.
4. On the ground floor, on the right side.
Generator: On the second floor (second from the bottom), behind a purple robot
enemy.
Recovery Pod #2: Sitting right in front of the generator. You can only use
this one once (fill up your health for the boss battle).
Nightmares:
-----------
Shield Sheldon: A hologram of the other character will appear, then dash
towards you. They can be destroyed with the Guard Shell (I think).
Infinity Mijinion: In the rain sections, the screen will become completely
black, except for a couple spotlights that will cover about the middle 1/3 of
the screen.
===============================================================================
ITEMS
===============================================================================
Heart:
------
Requires: nothing (although the D. Barrier, Blade Armor, and Shadow Armor
really help)
In the fourth (final) acid rain area, the Heart is on the left side of the 2nd
floor (second from the bottom), beyond a narrow spiked tunnel. The easiest way
to get this is to take a hit from the control orb, then dash in. You wil have
to sacrifice a life for this. With the Blade Armor, you can Mach Dash in and
out. Shadow Armor, well, can just go in =/ With the D. Barrier, you MAY be
invulnerable long enough to get out, but I'm not sure.
Body Part S (Shadow Armor Body Part):
-------------------------------------
Requires: Blade Armor, D. Barrier
In the fourth (final) acid rain area, this can be found in the upper-right hand
corner, beyond TWO narrow spiked passages. It would be a cinch to get this
with the Shadow Armor, but, obviously, you won't have it at this point. There
are two possible solutions. The first (and best) is to use Blade Armor's Mach
Dash to get through them. The second one is to have the D. Barrier equipped,
and take a hit from one of the bats as close to the first spiked tunnel as you
can. This way, you can (quickly) attempt to dash through both spiked tunnels,
get the capsule, then sacrifice a life.
===============================================================================
SECONDARY AREA
===============================================================================
Portal:
-------
Requires: nothing
In the fourth (final) acid rain area, this can be found in the lower-left hand
corner (i.e. the left side of the ground floor). Take a hit from the purple
robot, and you can just dash through the spiked tunnel to the portal.
Secondary Area:
---------------
_ _ _
|S|_|_|
|_|_|_|
|_|_|_|
|_|_|_|
|_|_|_|_ _
|_|_|_|_|B|
Items:
------
None
Reploids:
---------
13. AI
14. NORI (Hyper Dash)
15. RENA (Saber Plus)
16. NANA
Well, what have we here? It's another acid rain area! ._. Once again, you
have to find the four control orbs to get out of here. Here's a quick chart
that, like, describes the whole area.
__________________________________________
|Floor|Left |Right |
|_____|____________|_______________________|
| 6 |Recovery Pod|RENA |
| 5 |AI |Control Orb |
| 4 |Control Orb |-----------------------|
| 3 |NORI |Control Orb |
| 2 |------------|NANA |
| 1 |Control Orb |Generator, Recovery Pod|
|_____|____________|_______________________|
Note that this whole area before the boss doors is acid rain, so there's
nowhere to hide from it until you destroy the generator.
===============================================================================
REPLOIDS
===============================================================================
Reploids are listed in the order they appear on the rescue list, not the order
they appear in the stage.
1. NASSY
--------
Location: In the first acid rain area, Nassy is at the top of the left ladder.
2. NATSUE
---------
Location: In the first acid rain area, Nassy's twin Natsue is at the top of the
right ladder.
3. AKEMI
--------
Location: In the second acid rain area, Akemi is above the ladder past the
second control orb.
4. MAYU
-------
Location: Mayu is floating (o.O) in the air near the 4th control orb in the
second acid rain area.
5. OBIN
-------
Location: Obin is floating in the air in the middle of the moving platform
puzzle in the third acid rain area.
6. MEEKA
--------
Location: Meeka is floating in the air (errr, in the water) in the third acid
rain area, near the end. There is a Nightmare nearby.
7. MAO
------
Item: Energy Up
Location: In the fourth acid rain area, Mao is on the left side of the third
floor (second from the top), on the other side of a narrow spiked tunnel.
8. SAKURA
---------
Location: In the fourth acid rain area, Sakura is on the left side of the
second floor (second from the bottom), outside of a narrow spiked tunnel (this
leads to the Heart).
9. OMY
------
Location: In the fourth acid rain area, Omy is on the left side of the ground
floor outside of a narrow spiked tunnel (this leads to the secondary area
portal).
10. ETSU
--------
Item: Life Up
Location: In the fourth acid rain area, Etsu is on the right side of the top
floor (the upper-right corner), past the first narrow spiked tunnel.
11. MIHO
--------
Location: In the fourth acid rain area, Miho is on the right side of the third
floor (second from the top).
12. YUI
-------
Item: Weapon Recover
Location: In the fourth acid rain area, Yui is on the right side of the ground
floor, on the other side of a narrow spiked tunnel.
13. AI
------
Location: In the secondary area, AI is on the left side of the 5th floor
(second from the top).
14. NORI
--------
Item: Hyper Dash
Location: In the secondary area, Nori is on the left side of the 3rd floor
(third from the bottom).
15. RENA
--------
Item: Saber Plus
Location: In the secondary area, Rena is on the right side of the top floor.
16. NANA
--------
Location: In the secondary area, Nana is on the right side of the 2nd floor
(second from the bottom).
===============================================================================
BOSS: RAINY TURTLOID
===============================================================================
Weapon: Meteor Rain/Ensuizan
Weakness: Ice Burst (X)/(should be) Hydroga (Zero)
Attacks:
--------
(I think this qualifies as the largest Robot Master/Maverick in the series so
far =/)
-This isn't really an attack, but Rainy Turtloid can't be damaged (normally)
while the two jewels are intact on his shell. You need to destroy them. You
can't attack the jewels while Rainy Turtloid is using a rolling attack.
-Rainy Turtloid will sit there and fire missiles from the two jewels on his
back. You can destroy them, but he fires so damn many of them it may not
matter.
-Rainy Turtloid will retract into his shell, then start rolling across the
screen. You'll need a pretty high jump to get over him.
*(Xtreme) When Rainy Turtloid hits the wall, he will bounce up.
-(1/2 health left) Rainy Turtloid will retract into his shell. He will yell
something (instead of just saying it), then start rolling across the screen
REALLY fast, while firing off Meteor Rains. This can be VERY difficult to
avoid.
*(Xtreme) Rainy Turtloid can use this attack from the start.
X Strategy:
-----------
To hit him with the Ice Burst, you need to first destroy the jewels on his
back. I suggest the Z-Saber for this, as it can damage the jewels and destroy
the missiles he fires. Once you do that, use the Ice Burst. The Ice Burst
will most likely not have enough energy to defeat him, but you should be able
to take a good chunk of his health by the time you run out.
If that doesn't work, try the charged Magma Blade. The fireballs can travel
right through his shell and hit him, and they will hit multiple times per
attack. The charged Metal Anchor can do this similarly, but Magma Blade is
easier to use.
If you don't have any of these, just keep using the Z-Saber and try to outlast
him. Good luck.
Zero Strategy:
--------------
You can't use Hydroga on this guy because the ceiling is too high to reach with
the high jump. Capcom's laziness (or was this intentional) strikes again.
Therefore, we're going to exploit a common weakness among bosses: the Z-Buster.
Use the three-slash combo or Shoenzan (fire) to destroy the jewels, then blast
away with the Z-Buster. If you do this quickly, you can drain at least half of
his health before his first rolling attack. Lather, rinse, repeat.
-------------------------------------------------------------------------------
18. RECYCLE LAB (METAL SHARK PLAYER)-------------------------------------------
-------------------------------------------------------------------------------
_ _ _ _ _ _ _ _ _ _ _ _
|S|_|_|_|_|_|_|_|_|_|_|_|
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _|_|
|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|
|_| |1|
|_|_ _ _ _
|_|_|_|A|P|
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
|1|_|_|_|_|_|_|_|_|_|_|_|_|H|_|M|_|B|
Items:
------
Heart
Head Part S
Stage Overview:
---------------
After dealing with fire, ice, AND acid rain, we finally head indoors, and find
ourselves in a simplistic area. There don't appear to be many hazards...wait,
what do you mean the ceiling is a trash compactor? You mean we have to get
through here without getting squashed? Aw man...
Level Notes:
------------
-Yes, that's right, almost this entire stage is littered with a giant trash
compactor, and yes, that's right, it will instantly kill you if you're not
careful. Of course, if the ceiling and floor were entirely uniform, the level
would be boring (and impossible), so the friendly people at Capcom decided to
make the floor and ceiling uneven. What this often results in is either having
to wait for the compactor to rise, running really, really fast before it comes
down, or a combination of the two. Throw in inconveniently located spikes,
tons of breakable blocks, and two (excuse my language) bastardly Nightmare
effects, and you get what is considered by many to be the most frustrating
level in the history of Mega Man. And believe me, on Xtreme mode, you will be
pulling your hair out. No joke.
-Aha, but Mr. Capcom is friendly! Instead of making you frustrate yourself
with being smashed, they give you a ride armor at the beginning! While you're
in the ride armor, guess what, you can't be smashed! Now isn't that dandy!
There goes that challenge! Oh wait, what do you mean halfway through the first
area I have to get out? Aw, that's not fair! ;.; But wait, we have a trick!
You know the part that you can't jump over with the ride armor? Backtrack a
little bit to the really big junk pile. Go up to the highest point of this
pile, and leave the armor there. But what good does that do? Look at the
compactor. It will stop right where the armor is, and this gives you enough
room to run through the ENTIRE first area without being flattened. If you
don't do this, just beware that in the indentations in the floor during the
final, flat stretch, that you must crouch, lest you want a quick non-surgery
lip-o-suction. So, when does this level get hard?
-The next area will start to make you pull your hair out. It starts out
innocently enough, with a couple of breakable blocks and a Met (small hardhat
enemy). Leftwards another screen, we see a Nightmare. Argh >_< Not only
that, but we see a raised portion of the floor AND a lowered portion of the
compactor! We're going to need to be quick to get through here, or we'll turn
into potato chips! Such is the pattern of this area. Ground Scaravich's
Nightmare effect (which I'll discuss later) makes this area even more
unpleasant. Just take your time (except when you must move quickly), destroy
the Nightmares before they can trap you in an inescapable situation, and just
avoid being squashed!
***NOTE: At the end of the second area (it's signified by a point where there
is a ladder going down and a path continuing to the left), there's a fork in
the path (oh wait, I already told you that). If you wish to continue through
the rest of the stage, go down. If you want to go to the Armor capsule and the
Secondary area, go left. I'll cover the left path in the Secondary area
section, and believe me, you'll need every bit of advice you can get.
-OK, now to the final area. Uhhh, now there's a conveyor belt, AND the level
acts like Super Mario Bros. 1? (once you scroll a screen off to the left, you
can't go back to it) You're kidding me. Don't worry, it could be worse. Oh
dear god, is that ICE? If you have Blizzard Wolfang's Nightmare effect active
(if you're following my order, you probably will), you'll see areas of the
level are covered with ice. It makes the area, uhh, slippery, and it could,
uhh, slip you right into a pancake maker =/ It can be destroyed by X's charged
Ice Burst or Zero's Hydroga. OK, next. Three moving breakable blocks that
will squash you if they pin you to the left wall of a junk pile. Lovely.
Anyways, uhhh, spikes on the trash compactor? I give up. Oh goodie, a jump
over a spike pit and past a lowered segment of the pancake maker, with a
Nightmare ready to drop me down and make me a skewer. Fun time. Proceeding...
Uhh, what is THIS? A raised section of floor, with SPIKES on the left wall?
Are you making me jump on the lowered section of the pancake maker and jump
over this section, while avoiding being pancake'd or skewer'd? I REALLY give
up. Once I make it by this, I have another over-the-spikes-and-under-the-
compactor, but this time I have to CROUCH? And the conveyor belt is STILL
moving? What was Capcom smoking when they created this level? That spike-
filled lowered section of the pancake maker that makes me run really fast to
get by it without being skewered AND sandwiched makes me think it was pretty
strong. Those Nightmares must be giving them pot or something =/ OK, goodie,
more spiked ceiling goodness, coupled with annoying breakable blocks. A couple
of Nightmares, then a really long sprint. This level is confusing me. I got
done sprinting, but there's nowhere to stop and crouch safely. What do you
mean I need to continuously wall jump on a small lowered segment while over a
pit of spikes? Who made this level? Then I need to air dash between the two
hazards, and safely crouch 1-2 more times to finally escape the compactor?
Thank Bob it's over.
-Did I say it was over? Oh no, it's not, you get to play with Mr. Sub Boss!
Scroll down a little ways to see how to beat him.
-Yay, I FINALLY get to play MSP! Scroll down to see how to beat him!
-It's over. Give yourself a pat on the back. The next level is a piece of
cake.
Nightmares:
-----------
Ground Scaravich: Blocks will appear throughout the level. The Ground Dash and
Sentsuizan will destroy the brown ones, and push the black and blue ones.
Blizzard Wolfang: In the third area, slippery ice will cover a good portion of
the floor. Destroy it with X's charged Ice Burst or Zero's Hydroga.
===============================================================================
ITEMS
===============================================================================
Heart:
------
Requires: Nothing
You'll see it right along the path, near the end of the level. You will find a
Reploid sitting right next to it. If you stay down there, you'll have to
crouch, or you will die. Fear.
Head Part S:
------------
Requires: The ability to jump across a really large pit
It's on the other side of the pit leading to the secondary area portal. Scroll
down to check how to get this. It's kind of pointless to post it twice so
close together.
===============================================================================
SECONDARY AREA
===============================================================================
Portal:
-------
Requires: Jumper/Hyper Dash OR Ground Scaravich's Nightmare OR Blade Armor X OR
other stuff
Now that we have covered the regular path, let's tackle the other part. At the
fork, we will go left. If Ground Scaravich's Nightmare effect is in effect,
you will have to use Ground Dash/Sentsuizan to destroy the blocks in the way.
What follows is probably the fastest run you'll have to make in this game. You
will need to wait until the compactor goes up, then dash/run to the other side
as quickly as possible, and you will barely make it.
*If you are playing Xtreme mode, there will be a Nightmare here, and the time
you have will be slightly shorter. Destroy the Nightmare, then wait for the
next cycle before making your move. You'll need near-perfect timing to get by.
After dropping down the chute, you'll be presented with probably the longest
jump you'll have to make in the entire game. Three Nightmares will sit on the
left side of the pit, but they are not the problem. The problem is the pit
itself. Here are some ways to get across.
*If you have the Jumper and the Hyper Dash, this jump is a piece of cake. You
can make it easily.
*Blade Armor X can make it pretty easily across this pit with the Mach Dash,
although the Jumper is recommended/almost required (the Hyper Dash might
shorten the dash, and is therefore not really desired).
*If you don't have any of these, we're going to have to manipulate a little
gift from Ground Scaravich, two stacks of blocks. It looks kind of like this:
Bl = Blue
Bk = Black
Br = Brown
__ __ __
__|Bk| |Bl|Br|
|Br|Bk| |Br|Br|
______|Br|Bk|__|Br|Br|_____
We're going to have to solve a little puzzle. Our goal will be to push one of
the black blocks to the edge of the ledge on the left side of the pit. To do
that, we're going to have to be a little creative.
1. Push the top black block on to the right with Ground Dash/Sentsuizan.
2. Destroy the middle and bottom row of blocks in the right stack.
3. Destroy the top brown block in the left stack.
4. Push the highest black block four spaces to the right, so it is to the right
of the rightmost brown block. (You may need to redestroy a brown block on the
right side to get it that far. If you destroy the rightmost brown block on the
floor, go all the way to the left, and come back. The puzzle will reset.)
5. Destroy the rightmost brown block.
6. Push the black block two spaces right. Pushing it three will drop it off
the side.
7.
a. If you are X, fire an Ice Burst so it is hanging off the extreme upper-right
corner of the block. Dash jump from here, and you should make it.
b. If you are Zero, this requires the Jumper. Hang off the right side of the
block, then dash jump as far as you can and pray.
There are probably other ways, but these are probably the best ways to approach
this.
Secondary Area:
---------------
_ _ _ _ _ _ _ _ _ _ _ _
|S|_|_|_|_|_|_|_|_|_|_|B|
Items:
------
None
Reploids:
---------
16. BAMBU
I would suggest staying in the ride armor until the very end for this one.
With the ride armor, this area is a piece of cake. Without it, you will be
stretched to your limits. Good luck!
===============================================================================
REPLOIDS
===============================================================================
Reploids are listed in the order they appear on the rescue list, not the order
they appear in the stage.
1. HEIZER
---------
Location: Heizer's hanging out right behind the first enemy you see.
2. QUAPPI
---------
Location: Quappi is sitting right in front of the wall that you can't jump over
with the ride armor.
3. ZIGZAG
---------
Location: In the final stretch of the first area, Zigzag is in the first hole
in the floor.
4. DALIHI
---------
Location: Dalihi is in the second hole in the floor.
5. MALON
--------
Location: Malon is in the third hole in the floor.
6. WRIGHT
---------
Item: Energy Up
Location: Once you drop down to the second area, Wright will be on the ground,
under the first lowered section of the compactor. A Nightmare is nearby.
7. LEINO
--------
Location: After passing through the wall of 4 breakable blocks, Leino is on the
ground, under the next lowered section of the compactor. A Nightmare is pretty
close. Try scrolling it on screen, but not Leino.
8. NAKADAI
----------
Location: Nakadai is in the large pit with three Mets.
9. MIECHA
---------
Location: Miecha is on the other side of the wall from Nakadai.
10. EIJI
--------
Location: Eiji is near the end of the second area, under a long section of
lowered ceiling.
11. TOSHI
---------
Item: Shock Buffer
Location: Toshi is on the left side of the long pit to the secondary area
portal.
12. INARIA
----------
Item: Hyperdrive
Location: Inaria is on the right side of the long pit to the secondary area
portal.
13. DEVILISH
------------
Location: In the third area, when the three breakable blocks roll towards you
on the conveyor belt, Devilish is about a screen to the right, guarded by a
Nightmare.
14. KIKUTURK
------------
Item: Life Up
Location: In the third area, Kikuturk will be after the second spike pit, right
next to a tall wall that almost goes to the top of the screen.
15. DAJANGO
-----------
Location: Dajango is right next to the Heart, near the end of the level.
16. BAMBU
---------
Location: Bambu is at the very end of the Secondary area. There is a Nightmare
really close to him. Try using a full-screen attack to destroy it.
===============================================================================
MID-BOSS: TRASH COMPACTOR W/FACE THINGY
===============================================================================
Attacks:
--------
-It drops down two "arms", one on each side of the screen. The bottom of each
of them has a non-fatal spike.
-It drops small indestructible bombs from its right side.
-It will drop down a cylinder thingy with 6 cannon-like things on it, three on
each side.
*If it drops down on the left, the bottom-right cannon (a blue one) will pull
out a non-fatal spike, then sweep to the right side.
*If it drops down in the middle, one of the blue cannons on the corresponding
side may fire a series of destroyable missiles at you.
*If it drops down in the middle, one of the pink cannons on the corresponding
side may fire a laser on you. I see the missiles more often than this.
-It will retract its arms, then proceed to act like a trash compactor. If you
don't crouch, you will die, simple as that =\
Strategy:
---------
Attack the pink cannons. If you destroy all three of them, the boss is
destroyed. Pretty much any attack you do will do the same damage, so just do
that thing where you destroy it.
===============================================================================
BOSS: METAL SHARK PLAYER
===============================================================================
Weapon: Metal Anchor/Rakukojin
Weakness: Meteor Rain (X)/Ensuizan (Zero)
Attacks:
--------
-Metal Shark Player, seeing as he is a shark, uses swimming as his main mode of
transportation. He can either swim above the trash on the floor or below it.
*If he is going to swim above, he will jump straight up just slightly, then
swim along the floor. Once you have jumped over him, he will stop and return
to being upright.
*If he is going to swim below, he will jump diagonally up so he is above you,
then dive. He will not yell anything when he does this (this is important).
He will then swim below (you can see his fin, don't touch, you'll take damage),
then he'll jump straight up out of it, almost to the top of the screen.
-Metal Shark Player will jump diagonally up so he is above you, then dive into,
but not below, the ground. He WILL yell when he does this (see, I told you it
was important.)
-Metal Shark Player will jump straight up about halfway, then throw a Metal
Anchor towards your current position. These anchors will then bounce around
the floor for a little while before exploding. They cannot be destroyed
(except if you touch one), and he can have up to 2 on screen at once.
-(1/2 health left) Metal Shark Player will jump towards either wall, then
create a clone of a Maverick from a previous game. They are indestructible,
and will attack you with their signature attacks.
*Sting Chameleon will appear, lash his tongue at you, disappear, reappear,
lash, etc.
*Magna Centipede will appear on the ceiling, then fire sets of 3 Magnet Mines
at you.
*Blast Hornet will appear, then fire sets of 3 small hornets at you. You can
destroy these. Destroying one of them will cause him to fire a 2nd set at you.
X Strategy:
-----------
X won't have too many problems with this battle. Even if you miss with Meteor
Rain, it's possible that it will hit MSP when it bounces off the ceiling.
It's best for you to just keep moving throughout this battle. Standing still
won't accomplish much. There's not much I can say about this battle. Just
watch out for those stupid Metal Anchors, as they're like impossible to destroy
without having to take a hit.
Zero Strategy:
--------------
Zero doesn't have many problems here, either. Even without Ensuizan (which
makes this ridiculously easy), you won't have much of a problem. As usual, if
you don't have Ensuizan, your best bet is the Z-Buster.
While MSP is using his cloning attack, just pelt him with the 3-slash combo.
Ensuizan gives him an insanely long invulnerable time while he's using that
attack.
-------------------------------------------------------------------------------
19. LASER INSTITUTE (SHIELD SHELDON)-------------------------------------------
-------------------------------------------------------------------------------
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
|S|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|B|
_|_|_|_|_
|A|_|_|H|P|
Items:
------
Heart
W-Tank (secondary area)
Body Part B
NOTE: All items are found by proceeding down instead of right at the fork.
You'll know what I mean when you get to it.
Stage Overview:
---------------
After our last lovely adventure, which we could summarize as "Do you want to
become a pancake? Land," we go forward to another technology center, a reserach
institute for lasers. Unfortunately, most of the doors here are locked shut.
What are we to do?
Level Notes:
------------
-After the last hellish experience, Capcom decided to be friendly and give us
an easy area, but they are not going to make it THAT easy on us. We're going
to have to use some basic geometry to get through. The locked doors throughout
the stage are triggered by lasers. The general premise of each area is to flip
the mirrors to reflect the laser to the door so you can go onto the next area.
These lasers can hurt you, but only the tip of them and at the point of
reflection off a mirror.
-The first part with the invisible platforms is ridiculously easy. Just land
around where the Mets are and you won't have a problem :\ Also, the platforms
are a little slick, so be careful.
-Now, how exactly do we go about opening the doors? The trick, as I said
before, is to flip the mirrors to reflect the laser(s) to hit the doors. To
flip the mirrors, just fire at them. They will rotate to the next position
with each hit. Each mirror takes a different number of hits to rotate all the
way around. I'll even be nice and go step-by-step with you:
1st Door:
Just stand under the mirror. The laser cannon will rotate to fire straight
down. The laser will reflect off the mirror.
2nd Door:
Don't concern yourself with the first laser, it won't help you in any way.
Destroy the two shield enemies (when they raise their shield to attack), and
jump over the spike traps. Stand between the second spike trap and the mirror.
The laser cannon will rotate to fire down-right. The laser will reflect off
the mirror, opening the door.
3rd Door:
This laser cannon is fixed in the straight down position. Destroy the shield
enemies, then hit the right mirror twice. The mirror should be facing up-left.
This will reflect the laser to the lock, opening the door.
4th Door:
Now you have three mirrors to deal with, and a fork in the road. The laser
cannon is fixed in the straight right position.
*Hit the first mirror four times. This will make it face down-left.
*Hit the second mirror three times. This will make it face straight up.
*The third mirror is dependant on which way you intend to go.
-If you want to go to Shield Sheldon, hit it twice. This will make it face a
down down-left (or south-southeast, if you will).
-If you want to go to the rest of the stage and the Secondary Area, hit it
three times. This will make it face straight down.
Nightmares:
-----------
Commander Yammark: Metal dragonflies will attack and surround you. Destroy
them with the Yammar Option or shoo them away with basically any weapon.
Ground Scaravich: Blocks will appear throughout the level. The Ground Dash and
Sentsuizan will destroy the red ones, and push the black ones. Be careful, as
the red ones will explode on impact, causing damage.
===============================================================================
ITEMS
===============================================================================
Heart:
------
Requires: nothing
In the path to the Secondary Area (see below), you will see it on a bed of
spikes below a visible platform, with Nightmares nearby. Get hit by one of the
Nightmares, quickly jump down and get the Heart, then find your way onto the
right-most invisible platform. Having the Shadow Armor helps as well.
Body Part B (Blade Armor Body Part):
-------------------------------------
Requires: nothing
In the path to the Secondary Area (see below), after opening the final door,
you'll fall down a shaft. You will see a wall on your left. Jump through the
wall. You will see a Reploid and the capsule across a bottomless pit. With
the Jumper and/or Hyper Dash, you can make this jump easily, but otherwise,
jump for around the middle of the pit. You should land on an invisible
platform. From there, it's a simple jump to the target.
===============================================================================
SECONDARY AREA
===============================================================================
Portal:
-------
Requires: Patience
At the fork in the road (4th door), go down. You'll be in a whole new area of
lasers. This presents a whole new challenge. The purple laser cannons can
only be activated by having a laser fire at them (similarly to the locks
earlier in the stage). You will have to string together a few lasers in order
to open the final door. As before, I have a walkthrough, but this time, it's
seperated by activating each purple laser.
Laser #1:
The blue laser cannon is fixed in the straight left direction.
*The topmost mirror is fine where it is. Don't mess with it.
*Hit the middle mirror three times. This will make it face straight left.
*Hit the bottom mirror four times. This will make it face up up-left (or
north-northeast). You'll know it'll work if it hits the purple laser.
Laser #2:
The purple laser cannon will rotate to fire.
*Hit the mirror right above the shield enemy twice to make it face straight
down.
*Hit the mirror down-left of it four times to switch it from straight down to
straight up.
*Hit the mirror below the small platform (up-left of the 2nd one) four times to
switch it from straight up to straight down.
*Hit the last mirror (directly next to a fixed blue cannon) once to make it
face up-right.
Laser #3:
The purple laser cannon will rotate to fire, but the blue one won't. Be happy,
as this is the last laser puzzle you will have to do.
*Ignore the first mirror.
*Hit the mirror right above it once.
*Hit the (final) mirror on the far left three times. It will face down-right.
Destroy the shield enemy, then go down the shaft once the door opens. You will
land on a platform. You can either go right to find the portal, or go left
through the wall to find the Body Part for the Blade Armor.
Once you destroy the shield enemies on the right, you will see a large spiked
pit with no platforms on it. Jump out to the right, however, and you will find
that there are two invisible platforms and one visible one, as well as some
Nightmares, a pair of Reploids, a Heart, and the portal. Take care of each as
you need to, then jump through the portal. Whew!
Secondary Area:
---------------
_ _ _ _ _ _ _ _ _
|S|_|W|_|_|_|_|_|B|
Items:
------
W-Tank
Reploids:
---------
9. JIN
10. MATAMARU
11. TAIJI (Energy Saver)
12. OMI 1213
13. HIM (no, not the villain from The Powerpuff Girls)
14. KENZ (D. Barrier)
15. SO1 (Weapon Plus)
16. TACK
As you can see, there's plenty to do in this area. Half of the level's
Reploids are in here, as well as plenty of lasers, ropes, and Nightmares. You
all remember how ropes work, right? Hold up, then jump towards them and you'll
hang on them.
The W-Tank is in a spiked pit near the first laser. Take a hit, then jump in.
To get the 2 Reploids above it, use one of the following: a hit by the shield
enemy, then quickly climbing up (D. Barrier helps); Blade Armor's Mach Dash;
Zero's Hydroga; X's Shadow Armor.
The rest of the area is fairly self-explanatory. Make sure to grab each
Reploid before the Nightmares get them, and holding up while you're on the
ropes might help, because you might get hit a lot. If you get hit while on a
rope, and you're not holding up, you fall. In this case, you die. Woo.
===============================================================================
REPLOIDS
===============================================================================
Reploids are listed in the order they appear on the rescue list, not the order
they appear in the stage.
1. KAZU
-------
Item: Life Up
Location: Kazu is really hard to miss. He is floating (why? I dunno) over the
first spiked pit.
2. TEMPOLE
----------
Location: Tempole is chilling on the 2nd invisible platform over the first pit.
There is a Nightmare closeby, so get him quickly.
3. MIHOKU
---------
Location: Mihoku is sitting on the 2nd invisible platform over the second pit.
As with Tempole, there is a Nightmare preparing for dinner. Send it to bed
hungry.
4. SIROMARU
-----------
Location: Siromaru is guarding the capsule in this area. He's floating to the
right of it.
5. MOCHI
--------
Location: When you go through the wall to the capsule, Mochi is in the upper-
right corner.
6. MARL
-------
Location: In the room with the secondary portal, Marl is sitting on the left
invisible platform.
7. DAI
------
Item: Energy Up
Location: In the room with the secondary portal, Dai is sitting on the visible
platform.
8. GHOSN
--------
Location: In the room with the secondary portal, Ghosn is sitting on the right
invisible platform. Get this one quickly, as Nightmares are lurking really
close to it.
9. JIN
------
Location: In the secondary area, Jin is below the first laser cannon.
Nightmare nearby.
10. MATUMARU
------------
Location: This and Taiji are real pains to get. You will see them in an alcove
with spikes above the W-Tank. Recommended ways of getting up there: getting
hit by the shield enemy, then quickly climbing up (D. Barrier helps); Blade
Armor's Mach Dash; Zero's Hydroga; X's Shadow Armor. Matumaru's on the left.
11. TAIJI
---------
Item: Energy Saver
Location: See Matamaru. Taiji is on the right.
12. OMI 1213
-------
Location: Omi 1213 can be found near the 3rd laser (2nd past the two reploids
in the alcove.)
13. HIM
-------
Location: Him is directly in the line of fire of the left of two lasers firing
on a rope over a bottomless pit. (The lasers don't affect these guys, thank
God.)
14. KENZ
--------
Item: D. Barrier
Location: The secondary area ends with a long bottomless pit with multiple
ropes. Kenz is between the first and second ropes. Go as far as you can on
the first rope to get him.
15. SO1
-------
Item: Weapon Plus
Location: SO1 is above the 3rd rope over the long bottomless pit, directly in
the line of fire of a laser. Nightmare nearby.
16. TACK
--------
Location: Tack is down near the bottom of the screen near the end of the
bottomless pit. Jump to get him, then airdash to the ledge on the right.
===============================================================================
BOSS: SHIELD SHELDON
===============================================================================
Weapon: Guard Shell/Guard Shell
Weakness: Metal Anchor (X)/Rakukojin (Zero)
Attacks:
--------
-NOTE: Shield Sheldon is only vulnerable when he is not wearing his shelves.
-Shield Sheldon will inititally appear, then teleport to a different area of
the screen.
-If Shield Sheldon appears in one of the two lower corners, he is going to
throw his two shells at you. He will throw one shell straight forward, then
almost immediately throw the other one at a 45 degree angle upwards. Just
crouch and you'll be fine.
-If Shield Sheldon appears at the top middle of the screen, he will withdraw
into his shells, then bounce around the room in a pseudo-figure-8 pattern. If
you've played Mega Man X, just think of this as the Armored Armadillo attack.
-If Shield Sheldon appears in the middle of the screen, he will clone himself.
The lighter, less solid one is the clone, and cannot be damaged.
*If the two appear in the upper corners, they are going to throw their shells
in a symmetric pattern and they will bounce around the room. Most of the time,
crouching in one of the corners will help you avoid it. After this attack,
they will reconverge.
*If the two appear in the lower corners, they will just fling their shells over
themselves and reconverge.
-(1/2 health left) If Shield Sheldon appears in the middle of the screen, he
may surround himself with Guard Shells, then proceed to float around the room.
Any attack that hits the Guard Shell will be reflected in the standard Guard
Shell way (a small ball of energy).
-(1/2 health left) If Shield Sheldon appears in the middle of the screen, he
will fire four shells to the corners of the arena, then will fly from one shell
to another. It's relatively random which way he will fly. If you hit the
shells with any type of attack, they will fire small blue energy blasts at you.
X Strategy:
-----------
If it wasn't for his Guard Shell attack (the one where he forms 4 Guard Shells
around himself), this would be a very good boss to start the game with, as he
has the easiest stage in the entire game, and this fight is generally easy.
Crouch under his initial attack while you pelt him with the X-Buster. For the
rest of the moves, you'll probably need to stay moving while charging up the X-
Buster for the next opportunity to fire.
His final two attacks will definitely have you on your toes. The Guard Shell
attack covers around 1/4 of the screen, and it even makes wall jumping + air
dashing over it difficult, which is why I recommend not starting with him.
Of course, if you have the Metal Anchor, just pelt him with it when you get the
chance and this battle is a piece of cake.
Zero Strategy:
--------------
At least for the first part of the battle, Zero will have an advantage.
Rakukojin does insane damage and stuns him, and the Z-Buster is strong as
usual. You might not have to worry much about his first wave of attacks.
The second half of the battle is going to be hard, though, about as hard as X.
As with X, the Guard Shell attack is very difficult to avoid, and any slash
attack you attempt will get reflcted right back at you (although it's still
possible to damage Sheldon when he's using this).
If you have Rakukojin (which I strongly recommend), you can easily thrash him
in 4-6 shots, making this a short and (relatively) painless battle.
-------------------------------------------------------------------------------
20. WEAPON CENTER (INFINITY MIJINION)------------------------------------------
-------------------------------------------------------------------------------
OK, I'll be the first to admit this level is not flat. Pretend it is, OK?
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
|S|_|_|_|_|_|_|_|M|_|_|_|_|_|_|_|M|P|_|_|_|B|
Items:
------
Heart (secondary area)
Arm Part B (secondary area)
Stage Overview:
---------------
Our journey is almost over, but one more small obstacle stands in our way.
Actually, it's a large obstacle. A massive obstacle. This obstacle is
"Illumina", a specially-designed weapon of mass destruction. You are charged
with the task of destroying it. Can you do it?
Level Notes/Mini-Boss Strategy:
-------------------------------
-This is a unique stage, as the entire stage is basically a mini-boss battle
against the giant robot Illumina. In order to destroy Illumina, you must
destroy her (Infinity Mijinion refers to it as a "she") two power cables.
While you are making your way through the stage to the power cables, Illumina
will be performing some kind of attack on you, while dealing with Nightmares
and the "squadrons" of fighter planes.
-For the first half of the level, Illumina will fire energy rays towards your
position. As long as you don't stand still for a long period of time, you will
have approximately zero problems with this part.
-Destroying the cables is a relatively uncomplicated task: Just pelt the
control orb. The best weapons for this are any basic slashing weapon and the
Meteor Rain/Ensuizan (which will stun Illumina). For the first cable, you will
have to deal with Illumina rapid-firing those energy rays as well as a constant
stream of fighter squadron enemies. Don't rescue the Reploid there just yet,
as you may need to recover health if you take too much damage.
-The second half of the level is more dodging Nightmares and fighter squadron
enemies, as well as a new attack from Illumina. Now, Illumina will send three
small bots to the foreground, then constant-fire a tracking laser. If you are
caught by the tracking laser, it will stop for a couple of seconds, then the
bots will fire lasers at you. Keep moving to make sure the tracking laser
doesn't stop. If it does stop, simply jump/crouch (depending on where the bots
will be aiming) to avoid the crossfire. You can destroy any of these bots, and
if you do, they won't regenerate for a long time, reducing the threat.
-The second cable will be either easier or harder than the first one. If
Illumina decides to continue attacking with the three bots and tracking laser,
it will be no problem at all. If Illumina decides not to, two walls will drop
down from the top of the screen. Laser pods will open up along each wall, then
they will start randomly firing at you. The only way to guarantee not taking
damage from this is to destroy the power cable, or stun it with Meteor
Rain/Ensuizan (which destroys the walls).
-After you destroy the second power cable, Illumina is finished. At this
point, the portal to the Secondary Area will appear. You will be left with a
choice. You can either enter the portal, or proceed forward another few
screens (no major threats anymore) to Infinity Mijinion.
Nightmares:
-----------
Blaze Heatnix: Fireballs will rain from the sky in the second half of the
level, which do decent damage. You can't destroy them.
Metal Shark Player: In some of the areas, metal blocks will impede your</pre><pre id="faqspan-4">
progress. Use the Metal Anchor or Rakukojin to destroy them.
===============================================================================
ITEMS
===============================================================================
Both items are found right inside the Secondary Area. When you go through the
portal, just go to the left and you'll find them. I promise.
===============================================================================
SECONDARY AREA
===============================================================================
Portal:
-------
Requires: Ownage of Illumina
Once you destroy Illumina's second power cable (destroying Illumina in the
process), the portal will appear right above you.
Secondary Area:
---------------
_ _ _ _ _ _ _ _
|*|_|_|_|_|_|_|B|
|_|_|_|
*-Start, Heart, AND Armor Piece =X
Items:
------
Heart
Arm Part B
Reploids:
---------
8. SHEN
9. FANTAON
10. GITAL (Life Up)
11. METAL (Master Saber)
12. RDD
13. GRANTSU (Energy Up)
14. KURONO (the hardest to get in the entire game)
15. DAVIE
16. SOSALIES
At first glance, this looks fairly innocent. A few Nightmares, some ropes, and
over half of the level's Reploids. The arrangement, however, makes this one of
the most frustrating areas in the entire game. If you're not worried about the
Reploids, then this is easy, but if you want the Reploids, then you've got a
large task ahead of you.
The troublemakers are the three reploids in the lower-right corner (GRANTSU,
KURONO, DAVIE). The problem comes from the fact that a Nightmare is RIGHT ON
TOP OF KURONO. Meaning, if you don't get him basically the instant he comes on
screen, you're screwed. Now, if you're just going for all items, you don't
need to worry, as he (thank the Lord) doesn't have an item, but if you want all
128 Reploids, you must suffer the frustration. There are a couple of ways to
go about this.
*Come in with the Blade Armor, work your way down to the lower level, then use
use a Mach Dash through all three Reploids and eat the life that you'll lose
(it's a net gain of +2 lives, so don't complan).
*Work your way to the upper-right corner, then just drop straight down to the
left of the ledge. You may need to arc your drop a little to the right to grab
this bugga.
You don't really need to worry about the other two as much, because although
there are Nightmares close by, they're not in as bad of a situation as KURONO.
Also, if you have Blaze Heatnix's Nightmare effect active, you get to deal with
fireballs too. HOORAY.
===============================================================================
REPLOIDS
===============================================================================
Reploids are listed in the order they appear on the rescue list, not the order
they appear in the stage.
1. ZERDAN
---------
Location: Zerdan can be found over the first bottomless pit in the stage.
Nightmare alert.
2. FFF
------
Location: FFF is guarding the first power cable. Nightmare alert.
3. DORAGOH
----------
Location: You may miss this one if you're not paying attention. Doragoh can be
found in the 3rd pit after the first power cable. You don't have to sacrifice
a life for this, by the way.
4. PARALLA
----------
Item: D-Converter
Location: Paralla is chilling out high on the screen about halfway through the
second power cable section. You'll need a fairly high jump to get to Paralla,
so you may not get it the first time you come here. Nightmare alert.
5. MARION
---------
Location: Marion is the left guard of the second power cable. Nightmare alert.
6. VIRTUF
---------
Location: Virtuf is the right guard of the second power cable. Nightmare
alert.
7. TEKK
-------
Item: Speed Shot
Location: Tekk is guarding the double boss doors to Infinity Mijinion.
Nightmare alert.
8. SHEN
-------
Location: In the Secondary Area, Shen is the first Reploid found in the upper
half of the area. Nightmare alert.
9. FANTAON
----------
Location: In the Secondary Area, Fantaon is the second Reploid found in the
upper half of the area. Nightmare alert.
10. GITAL
---------
Item: Life Up
Location: In the Secondary Area, Gital is found somewhat below Fantaon (I
think). Nightmare alert.
11. METAL
---------
Item: Master Saber
Location: In the Secondary Area, Metal is the third Reploid found in the upper
half of the area. Nightmare alert.
12. RDD
-------
Location: In the Secondary Area, RDD is the second Reploid found in the lower
half of the area from the left. Nightmare alert.
13. GRANTSU
-----------
Item: Energy Up
Location: In the Secondary Area, Grantsu is the left-most of the three Reploids
in the lower-right corner. High Nightmare alert.
14. KURONO
----------
Location: In the Secondary Area, Kurono is the middle of the three Reploids in
the lower-right corner. Ridiculously extreme Nightmare alert.
15. DAVIE
---------
Location: In the Secondary Area, Davie is the right-most of the three Reploids
in the lower-right corner. High Nightmare alert.
16. SOSALIES
------------
Location: In the Secondary Area, Sosalies is guarding the double boss doors to
the Secondary Area boss. High Nightmare alert.
===============================================================================
BOSS: INFINITY MIJINION
===============================================================================
Weapon: Ray Arrow/Rekkoha
Weakness: Guard Shell (both)
Attacks:
--------
-NOTE: This is the most annoying Maverick in the series so far. Seriously, he
is =/
-Whenever you hit Infinity Mijinion with a slash attack, a successful Guard
Shell reflection, or take away 1/4 of his energy, he will be deflected towards
a wall and will almost always create a clone. These clones will constantly
create destroyable bubbles made of, uhh, icky stuff o.O You can destroy the
clones with 4-5 Z-Buster shots or a lot of X-Buster shots, and the bubbles with
almost anything. Also, when you hit him with a Guard Shell reflection, a green
sphere appears in the spot where he was. Hitting it causes a green line to go
towards one side of the screen. I don't know exactly what it's for, but it may
have something to do with his attack pattern. I don't think they're ropes,
etiher :\
-Infinity Mijinion will stop somewhere in the air, and create some of those
annoying bubbles.
-Infinity Mijinion will teleport to the top middle of the screen, then fall
straight down into the ground. This will cause two orange energy balls to
travel the floor. With them will come a rain of Ray Arrows from the sky.
These balls are reflectable by Guard Shell.
-Infinity Mijinion will fire off 3 sets of 8 spread-shot orange balls that will
fly in the cardinal and secondary directions (up, down, left, right, up-left,
up-right, down-left, down-right). These are reflectable by Guard Shell as
well.
-Infinity Mijinion will fire a laser that will travel slowly in the air. If
you are below this laser, it will fall quickly onto you. If you are above this
laser, it will fly straight up at you.
-Infinity Mijinion will start to flash, and fire off constant spread-shot
orange balls (these can't be reflected) while recovering energy. Unless you
are on Xtreme mode or are using the X-Buster against him, you will rarely see
this attack.
-(1/2 energy left) Infinity Mijinion will fire a faster laser that will travel
in the air and drop down/fly straight up on you.
X Strategy:
-----------
I will say this right now: Unless you have the Ultimate Armor or are playing as
Zero, there is no truly easy way to go about this battle. The Guard Shell will
only come in handy in a couple instances, so I recommend not having it active
until the appropriate times.
The easiest way I have found is to use the Yammar Option. You can literally
rapid-fire with it, dealing damage to Mijinion as well as pelting his bubbles
and the clones. The charged version works pretty nicely as well, but the
regular is probably better as you get more control over what you are hitting
and you can score more hits in a shorter period of time.
Just don't use the X-Buster, as he'll likely recover around halfway through the
battle.
Zero Strategy:
--------------
Zero has it easier here. He can keep the Guard Shell up while he performs any
of his other attacks (that don't require energy), plus he has the Z-Buster.
You already know how well the Z-Buster works against bosses, and Mijinion is no
different. Also, Zero can hack and slash all of those annoying bubbles (mass-
spamming Ensuizan on the ground helps big time).
Only thing I recommend is not hitting him with any Z-Saber attack, as that will
most likely create a clone, and you only want him to create clones when he
loses 1/4 energy, trust me. Remember that the clones die from 4 close-range Z-
Buster shots.
-------------------------------------------------------------------------------
NOTE: If you plan as playing as X through Gate's Lab, I recommend that you have
the Blade Armor completed, as well as at least the Jumper, Hyper Dash, and Life
Recover parts, as well as all 8 weapons. Trust me, you WILL thank me later.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
21. GATE'S LABORATORY 1--------------------------------------------------------
-------------------------------------------------------------------------------
_ _ _
_ _ _ |_|_|B|
_ _ _ _ _ _ _ _ _|_|_|_|_|_|
_ _ _ _ _ _ _ |_|_|_|_|_|_|_|_|_|_| |_|_|_|
|S|_|_|_|_| |_|_|_ |_|
|_|_|_|_|_|_|_|
|_|_|_| |_|_|_|
Items:
------
None (were you expecting any?)
Stage Overview:
---------------
Finally, after surviving the rainforest, a random museum, annoying red donut
bots, avalanches, acid rain, pancake makers, lasers, and Illumina, you've made
your way to Gate's Laboratory. Ironically, it was built under the Eurasia
crash site. Coincidence? I THINK NOT. In any case, if you thought the first
8 stages were hard, you have no idea what is coming...
Level Notes:
------------
-Here it is, the first level of Gate's Laboratory. In all honesty, this stage
is relatively easy (compared to the insanity-driven second level) except for
the first major obstacle, but I'll cover that in a second. To start off on
your adventure, make your way to the right (no hazards, yay!) and fall in the
big hole in the ground. Yes, I'm serious. JUST JUMP ALREADY. I promise
nothing bad will happen, YET.
-After losing contact with Alia, walk to the right. You see a tall wall of
spikes. You wonder "What's that doing there?" You then see the top of it.
Yes, you do have to get up there. Now, the big mystery, how? That is the
question.
*If you are using X, you MUST have the Ice Burst and the Jumper. Fire the Ice
Burst so it lands a little distance away from the spike wall (use your
judgement here), jump on top of it, then jump as high as you can, air dash (or
hold right if you are using unarmored X) and pray.
*With Blade Armor, use the above strategy, then use Mach Dash and pray.
*If you have Shadow Armor, you are extremely lucky. Just jump up the spiked
walls. Or, you can position yourself under a non-spiked part of the ceiling,
do the high jump (sticking to the ceiling), then dash to the next platform.
Makes good practice...
*...because that's how you do it for Zero. Use Hydroga, then dash off the
ceiling to the next platform. If you're really good, you can double jump to
each one as well.
-After this, the next few sections are fairly easy. After conquering the spike
shaft, you'll slide down a series of icy hills while dodging the lasers from
Shield Sheldon's stage, as well as bats. If you got by the spikes, you will
survive this part, I PROMISE.
-Next area is a vertical shaft full of lasers and enemies (mostly bats). At
this point, I don't need to cover things like this extensively, mostly because
it's not very hard (if you've made it through the game up to this point). The
horizontal section after that up to the door is fairly self-explanatory, too.
However, I recommend destroying all of the enemies quickly, as the damage will
pile up if you don't. Trust me, it will.
-Once you go through the door, you'll meet this level's "true" hazard, the
rising flames. The flames will rise, then fall, rise, fall, etc. in a
sinusoidal pattern. You may remember something similar from Blaze Heatnix's
stage (except it constantly rose), and you'll remember that there, it was
instant death. It is here, as well. For the first room, unless you can
quickly jump to the right (Jumper + Hyper Dash), just wall jump to the top of
the room, wait for the fire to lower, then jump across and proceed.
-The next area is fairly self-explanatory as well. When you go right, you'll
see a gap in the ceiling, and the fire will start to rise. Climb through that
gap, and go up. You'll be safe from the flames while up there. Destroy the
enemies, then comes the fun part. Wait for the flames to return to the top,
then slowly climb down the ladders as the flame goes down. You will have
plenty of time to get through this part, trust me.
-The final area before the boss is quite annoying. You have to deal with
constantly rising fire, while climbing up iced hills and avoiding spikes. For
the bottom floor, dash jumping will probably be the best way to get up the ice
hill. Just be careful that you don't end up flying into the spiked wall on the
left. Climb up the ladder, destroy the enemy above you, go towards the left,
climb up the ladder, destroy the wolf enemy, head right, avoiding the spikes,
and you'll be at the boss! Unfortunately, it's the hardest boss in the game :(
===============================================================================
BOSS: TWIN NIGHTMARE CELLS
===============================================================================
Weakness: Metal Anchor (X)/Rakukojin (Zero)
Attacks:
--------
-The Twin Nightmare Cells (called Nightmare Mother by some people) are only
vulnerable when their eyes are not in the direct center of their respective
cells. Each eye accounts for half of the boss's life.
-They will spin around the room very slowly, stopping after each movement.
They can do this either clockwise or counter-clockwise. X will have to wall
jump over them, whereas a well-placed double jump will do it for Zero.
*(Xtreme only) They will spin around without stopping, and periodically fire
small energy spheres at you. They will only stop to perform one of their
attacks.
-Their final movement will be for one or both of them to shift to another
position to form a certain arrangement. At this point, each eye will perform
one of 4 attacks, depending on the arrangement:
*Blue Orbs - The eye will fire 3-4 blue orbs towards your position, one at a
time. When they hit the ground, they will travel along the ground in whichever
direction you are in for a short time.
*Electric Spheres - The eye will fire 3-4 electric spheres that will split and
travel left and right. Occasionally, the spheres will create a lightning bolt
that will travel to the ground. This is probably the hardest attack to dodge.
*Fireballs - The eye will fire numerous fireballs in an upward arc towards you.
This attack is relatively rare.
*Fire Floor - The eye will fire a large fireball straight down, causing the
entire ground to burn for a period of time. This can get annoying, as you will
be forced to one of the walls, where you are very vulnerable to either the blue
orbs or the electric spheres.
-If both Cells are on one side of the screen, they will perform one of the
following combo attacks:
*Top - Fire Floor (the eye will be facing downward), Bottom - Blue Orbs
*Top - Blue Orbs, Bottom - Fire Floor (the eye will be facing downward)
*Both - Blue Orbs
-If both Cells are in opposite corners, they will perform the following combo
attack:
*Top - Electric Spheres, Bottom - Blue Orbs
-If both Cells are on the floor, they will perform one of the following combo
attacks:
*One will use Fireballs, the other will use Blue Orbs.
*Both will use Blue Orbs.
-If both Cells are on the ceiling, they will perform one of the following combo
attacks:
*One will use Fire Floor, the other will use Electric Spheres.
*One will use Fire Floor, the other will use Blue Orbs.
*One will use Blue Orbs, the other will use Electric Spheres (most common, I
think).
*Both will use Electric Spheres.
-(1/2 health left) They will spin around without stopping. They will only stop
to perform one of their attacks.
-When one eye is destroyed, the eyes will maintain their normal attacks (for
the most part), but with two major differences. The first one (obviously) is
that only one of the cells will be using their attack. The second one relates
to the empty cell. Depending on the final orientation of the cells, the empty
cell will move as follows:
*If the cells are in opposite corners, the empty cell will generally remain
stationary (good thing, too)
*If the cells are both on the top or on the bottom, the empty cell will move up
and down for the duration of the attack.
*If the cells are both of the same side, the empty cell will move left and
right for the duration of the attack.
X Strategy:
-----------
This battle is hard for either player, but they each have their advantages and
disadvantages. X can fire his Metal Anchors from a long distance, allowing him
to more easily avoid attacks, but he's not as maneuverable, and if the Metal
Anchor runs out, you're basically screwed.
X will have to resort to wall jumping to get over the Cells while they spin.
When the attacks come up, just do your best to try to avoid them. Obviously,
the hardest attack to avoid is the Electric Spheres, as the lightning bolts
they fire are completely random. I have found that standing under the eye that
fires them may lower the chance of you taking multiple hits, although it's
basically completely random.
You will almost definitely need either a full E-Tank or the Life Recover part
to get through this.
Zero Strategy:
--------------
I honestly think Zero has a harder time with this battle. While Zero can more
easily avoid attacks and can double jump over the cells while spinning, his
fighting style (close-range combat) is very difficult to use under these
conditions. Basically, every time you use Rakukojin, you're almost guaranteed
to get hurt, so it basically degenerates into trading hits, and normally, Zero
comes out on the losing end. Also, since Rakukojin has fairly bad recovery
time, you are definitely more likely to get hit.
The only suggestion I can make is to not take many hits while you're not
attacking, as you'll probably need to save that energy up in case you get hit
while attacking. I would say not use the Rakukojin, but you want this battle
to end as quickly as possible (trust me), so it's your best option.
You will almost definitely need either a full E-Tank or the Life Recover part
to ge through this, even moreso with Zero.
-------------------------------------------------------------------------------
22. GATE'S LABORATORY 2--------------------------------------------------------
-------------------------------------------------------------------------------
NOTE: Unless you really know what you are doing, I would NOT recommend coming
in this level with any X other than the Blade and Ultimate Armors. There is a
part in the level which is almost impossible to make it past with unarmored,
Falcon, or Shadow Armor X.
===============================================================================
AREA 1
===============================================================================
_ _ _
|_|_|B|
|_|_|_|
_ _ _ _ _ _ |_|_|_|
_|_|_|_|_|_|_|_|_|_|_|
|_|_|_|_|_|_|_|_|_|_|_|
|_|
|_|
|S|
Items:
------
None (were you expecting any?)
Stage Overview:
---------------
After taking out a pair of really big robotic cells, you dig deeper into Gate's
Laboratory...
Level Notes:
------------
-OK, now that you've defeated those annoying cells, you press onward. The
first thing you come across in this area is a spiked shaft with ropes, with
those annoying blocks from Ground Scaravich's stage. Now, should you not want
to deal with those blocks, you will dash up/across these ropes as quickly as
possible, so they don't get a chance to materialize and damage you. That's an
order (well, not really, but it's a good idea =/).
-Once you head a little more right of this shaft, you'll reach a fork in the
road. You can either follow the path you're on, or go up and follow that path
to the right. If you go up, you'll face a large number of Nightmares. If you
go down, you'll fight a few Nightmares, more of those blocks, and those large
missile enemies. I recommend the top route, because at the end of it, past a
large wall of Nightmares, is a full life capsule, which you will definitely
want to get. Trust me.
-OK, the paths will remerge (if you're on the top path, go back a little ways
from the full life capsule, then go down). Going right a little bit further,
you'll start to pull your hair out. Not only do you have to deal with
Nightmares and spikes, you have moving platforms, those totem poles from Ground
Scaravich's stage, and those spark enemies that travel along the ground. There
are two ways to approach this part:
1. Work your way all the way to the right, go up, then work your way to the
left.
2. Take the shortcut. What do I mean by shortcut?
The shortcut is to jump up to a moving platform above the large gap you see
when you first come into the room. To achieve this, you will need Blade X,
Shadow X, or Zero. First, use your Mach Dash (Blade)/double jump (Zero). You
will see the platform, and it will head up. Now, time your next Mach
Dash/double jump so you catch the platform, effectively skipping most of this
part. Shadow X can just climb up the spiked walls.
The problem with this section is the totem pole in the upper-left corner. You
have to destroy it while on the moving platform. The only problem is that the
moving platform goes all the way up to the ceiling, so unless you want to take
a large amount of damage by getting smashed on the ceiling (it's not fatal, but
it hurts), you have to "hang" (wall jump) on the side of the platform. If
you're X, this is how you'll probably deal combat with it. If you're Zero,
however, you can stand directly in front of the totem pole (there's barely
enough platform there for you to stand on without falling into the spikes).
You may take a few hits, but it makes things easier, as Zero will have to get
in close to destroy it. Just use Kuuenzan (normal aerial spinning slash) to
wipe that thing out of existence.
-Heading upwards from here, you'll encounter another totem pole or two, then
one of the most annoying, God-forsaken jumps in the entire game. You will see
three moving platforms, moving under a spiked ceiling. The left and right
platforms move horizontally, and the middle platform moves vertically (and
crashes into the ceiling). The trick is to jump off of the middle platform to
the left, between the spikes, and make it below where the left platform is
moving. Lovely, isn't it?
First, to get up there, you once again have two options.
1. Work your way all the way to the right, go up, then work your way to the
left.
2. Use a double jump/Mach Dash to jump up to the middle platform, in a way
similar to how you did it before.
Now, once up there, it is safe to stand on the middle platform for a little
while, but hang off to the left when it gets too high. Wait for the left
platform to be almost past the lower spikes, then quickly jump and air dash
through. If you timed it correctly, you will dash through and either not hit
the left platform, or hitting it won't cause you to drop into the spikes. This
may take a few tries, so don't get discouraged if you don't get it the first
time (it took a while for me to get it right the first time).
-Once you get past that, just go up the ladder and through the doors.
Congratulations, you've made it through the first half of the most annoying
level in the game. But wait, there's still a boss to battle! And you've
already faced him at least once so far...
===============================================================================
BOSS: HIGH MAX
===============================================================================
Weakness: None
Attacks:
--------
-High Max will create two barriers, one in front of him, and one behind him.
You can destroy these.
-High Max will fly across the bottom of the screen, then straight up one of the
walls. You cannot crouch under this as you could before.
-High Max will charge up, and fire a large energy orb across the bottom of the
screen, then up the wall. This is a very large attack, so you'll have to
double jump or wall jump over it. If you destroy this, it will create four
small blasts that will fly towards your position one at a time.
-High Max will charge up, then fling his two barriers past the edges of the
screen.
*They may reappear on top of you, then converge and smash into the ground.
Crouch and dash under this.
*They may fly in quickly from the two sides of the screen, converge in the
middle, and smash into the ground. Crouch and dash works here, too.
-High Max will fly to the middle of the screen, then fire off constant large
energy orbs at you. This attack is fairly hard to dodge, but it leaves him
vulnerable to attack. This is a rare attack, you won't see it often enough to
worry about it.
-(2/3 energy left) High Max will charge up, converge his two barriers, and
throw them straight ahead. They will fire four small energy blasts as they go
over your head.
X Strategy:
-----------
In order to damage High Max, you need to hit him with a fully-charged X-Buster
shot or the fully charged slash with the Blade Armor, then hit him with a
special weapon. Valid special weapons are any weapon except the Guard Shell.
I would say that this battle is harder than the other one, only because of
those dumb barriers. They basically block off all of your X-Buster shots,
forcing you to wait until he fires them off to pelt him.
Of course, if you have the Shadow Armor (God help you if you picked the Shadow
Armor), charged slashes will stun/damage him, which is always nice :)
Any way you take this, this is going to be a very long and tedious battle.
Don't feel ashamed if you need an E-Tank or the Life Recover part.
Zero Strategy:
--------------
To damage High Max as Zero, you need to hit him with Sentsuizan, Shoenzan,
Ensuizan, or Rakukojin, then pelt him with the Z-Saber (or the Z-Buster, if you
can get him low enough).
You Zero players have it made here, as High Max is CAKE when you use Zero. All
you need to do is get under him when he flies on-screen, use Shoenzan when he
gets a little lower, then pelt him with Ensuizan (which will do damage,
strangely enough) or a very small jumping slash. With luck, you won't take any
damage throughout this battle, although you may take a few hits. Much easier
than with X, in my opinion.
===============================================================================
AREA 2
===============================================================================
_ _ _ _ _ _
|S|_|_|_|_|1|
Items:
------
None (were you expecting any?)
Stage Overview:
---------------
Now that High Max is finally gone, you can continue on...
Level Notes:
------------
-Guess what? This stage is easy! Well, at least the first part is. All you
have to do is go to the right, and fight a few of those fighter squadrons from
Infinity Mijinion's stage and those big metal wheels from the opening stage. I
trust you remember how to deal with those, right? *coughsaberattackscough*
Once you make your way through here, you'll jump into a portal. What you come
across next will depend on who you are playing as:
If you are playing as X:
------------------------
_ _
|1|_|_ _ _
|_|_|_|_|_ _ _ _ _ _ _ _
|_|_|_|_|_|_|_|_|2|
If it wasn't for the ridiculously difficult jumps you have to make in this
area, it wouldn't be that bad. General overview: First half of the stage is a
winding corridor with some spikes and those large purple robots. Second half
of the stage is an acid rain area with the large purple robots and the fighter
squadrons. There is one jump is particular that will frustrate many people to
no end:
| |
| |
|___|
__ __
| | O | |
|__|* |__|
O - Control Orb (destroy this first)
Granted, this is nowhere near drawn to scale, but it gets the point across.
With Blade Armor X or Ultimate Armor X, this is a piece of cake. Just Mach
Dash/Nova Strike across (Falcon Armor's air dash doesn't make it, if I remember
correctly). Now, as for the other armors, you'll have to manipulate your jump
a little bit. I would recommend packing the Jumper and Hyper Dash for this.
Slide down to the very bottom of the right side of the platform (where the *
is). From there, make a dashing jump to the other side. With luck, you should
be able to make it. Shadow Armor X has a slightly easier time with this, as he
will be able to stick to the side of the platform, allowing him a slightly
easier time getting in just the right position to jump. From there, the rest
of the level is cake. There is a jump somewhat similar to this in the second
generator part, but it is tons easier than this one.
NOTE: If you're daring, you can try the Magma Blade glitch with this, although
you may not have enough Magma Blade to make it all the way across. But should
you try it, hang off the middle "ledge", then drop down, holding right, start
launching the Blades and pray.
If you are playing as Zero:
---------------------------
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
|1|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|2|
Return of the trash compactor. That's about all I can say about this area.
There are three seperate compactors.
-The first one is not much of a problem at all. You will have to do some
crouching, but you should be able to easily jump over or destroy the big metal
wheels (some of them will even get destroyed by the compactor itself)!
-The second one gets a little lower to the ground, so you will almost always be
crouching. The major hazard here is the large purple robots. If they pound
the ground and send an energy wave towards you, and you're crouching to avoid
getting crushed, and you get hit, you stand up and die. Let the compactors
kill those things. At one point, you may need to hang on the side of a pit
while waiting for the compactor to rise. I say practice it now...
-...because you'll need it here. The third compactor goes all the way to the
ground. Your only refuge is a series of bottomless pits. To avoid getting
crushed, you need to hang along the sides of these bottomless pits while facing
the fighter squadron enemies. The gaps will progressively get larger. You'll
know you've reached the final pit when you see a large stretch of ground
heading right. You'll have to wait until the compactor goes up, then dash to
the right as fast as you can. You should (rather, you'd better) make it.
Both characters:
----------------
_ _ _ _ _
|2|_|_|_|B|
More fighter squadron enemies. This is your last chance to get some energy
before your big confrontation with...
===============================================================================
BOSS: GATE
===============================================================================
Weakness: None
Attacks:
--------
-This isn't really an attack, but note the arena. You are above a bottomless
pit. Note this, because it's not that hard to end up jumping in and dying =\
-Gate is impervious towards ALL of your attacks. Lovely, eh?
-Gate will fly towards your current position. Nothing too bad here. Just use
some strategy to lure him into places where you can simply jump over him. I
recommend luring him to the two platforms in the bottom corners. This way, you
can just keep air dashing over him.
-Gate will fire off one of 5 different colored orbs towards your current
position. He will either shoot them singularly (the red and blue ones are
ALWAYS single) or in groups of 3 or sometimes 4. They can be destroyed once
they have reached their attack positions. Destroying them releases 3 small
clouds to the left and to the right. These clouds are the only things that
will do damage to Gate.
*Red - This will slow you down and randomly disable moves that you try to make.
By far the most deadly of the orbs.
*Blue - It's kind of like a black hole. It will try to suck you towards
itself.
*Green - This one will slowly home in on your position.
*Purple - These will release multiple Nightmares. No Nightmare Souls, though
;.;
*Orange - These will fire small orange energy blasts at you.
-(1/2 energy left) Gate will make a giant purple energy slash, which will
destroy any platform it touches. Do not be in a place where one of the
platforms was destroyed, because when it regenerates, it will crush you,
killing you instantly.
-When Gate takes damage, he will be stunned. All orbs currently on screen will
disappear, and you can even jump through him without being hurt.
-Here's the strategy I normally use to make my life easier against Gate:
I use the four platforms on the bottom. You start out on the one closest to
the left. Gate will fly towards this position. Jump/air dash over his head
and get to the platform that is near the middle of the screen. If Gate fires
an orb, he will fire it here. If he doesn't, quickly go down to the platform
in the bottom-right corner. Gate will fly towards here. Jump/air dash over
him towards the bottom-most platform. If he fires an orb, he will fire it
here. If not, quickly go to the leftmost platform (the one where you started).
Lather, rinse, and repeat. Sometimes he will delay firing orbs, so watch out
for that.
X Strategy:
-----------
See the above strategy.
X has a bit of a problem with those orbs. They normally take a couple of Z-
Saber slashes or X-Buster shots to destroy. If you are using the Blade Armor,
a charged Z-Saber slash should do the trick. If you are an X6 god and came
here with the Shadow Armor, the charged slash will most definitely work (in
fact, I think the Shadow Armor has the easiest time with this battle,
ironically).
You may need to use an E-Tank or the Life Recovery part for this battle. Don't
feel ashamed if you do.
Zero Strategy:
--------------
See the above strategy.
Zero can destroy the orbs relatively easy here. A quick 3-slash combo will do
the trick. If you stand far enough away, the 3rd slash will normally destroy
the clouds that are released in your direction. Obviously, the best time to
destroy an orb is when Gate is RIGHT next to it. This way, the clouds will hit
Gate and disappear before they hit you. Remember that if you see a Red or Blue
orb, destroy it ASAHP (as fast as humanly possible). Otherwise, you will be a
very unhappy person.
You may need to use an E-Tank or the Life Recover part for this battle. Don't
feel ashamed if you do.
-------------------------------------------------------------------------------
23. GATE'S LABORATORY 3--------------------------------------------------------
-------------------------------------------------------------------------------
_ _ _ _ _
|S|_|_|_|_|
|_|
|_|_
|_|1|
|P|
|P|
|P|
P-Take a wild guess (hint: It's not new to Mega Man games)
_ _ _ _ _ _ _ _ _ _ _ _
|1|_|_|_|_|_|_|_|_|_|_|B|
Items:
------
None (it's the last stage, were you expecting any?)
Stage Overview:
---------------
Gate is now dead, but it's not over yet. Sigma is still around, but not quite
in the capacity as normal. Looks like his scheme in X5 did a number on him,
leaving him heavily drained of the Sigma Virus. Despite this fact, he's still
dangerous, and you have to beat him again. Go for it!
Level Notes:
------------
-This is it, the final stage. After the ridiculousness of the last two stages
(between insane level designs and overpowered bosses), this stage is relatively
easy.
-The first area is fairly easy. You'll jump over a few bottomless pits, then
go down a chasm with spiked walls. If you've made it this far, you won't die
on this area. Seriously, you won't.
-After this, you will be reunited with your friends, the 8 portals. If you've
ever played Mega Man before, you know what these are for. If you're new to the
series, this is the part where you must defeat the 8 bosses again. Here's the
mandatory diagram:
Commander Yammark
Blizzard Wolfang
Blaze Heatnix
Metal Shark Player
Ground Scaravich
Rainy Turtloid
Shield Sheldon
Infinity Mijinion
-After defeating all 8, a gold portal will appear on the top-most platform.
This will take you to the second half of the stage.
-This last stretch is basically a compilation of enemies. You will face off
with Nightmares, Mets, bats, the purple robots from Rainy Turtloid's stage, and
the large missile enemies that have populated the series since X4. Overall,
not too challenging, just be careful as they can swarm on you really, really
quickly.
-This would be a good chance to make sure your E-Tanks are full, for a worst-
case scenario. It's very possible you won't need them, but it might be wise to
get them full, just in case.
===============================================================================
BOSS: SIGMA
===============================================================================
Weakness: Metal Anchor (X)/Rakukojin (Zero)
Attacks:
--------
-NOTE: Damn. Sigma looks like he has a MAJOR hangover.
-Sigma will be constantly walking towards you. Just thwack him a few times to
knock him back.
-When Sigma becomes stunned (either with the Metal Anchor/Rakukojin or enough
normal hits), he will fly backwards, and multiple energy orbs will fly from him
towards your position.
-Sigma will create a green barrier that will take up the entire height of the
screen that will fly towards you. The only way to destroy this is to keep
hitting it until it disappears on its own.
-Sigma will fire a small energy shot at you. It moves very quickly, and can be
hard to avoid if you're not prepared for it. He will normally use this attack
multiple times in a row.
-(1/2 health left) Sigma will fire multiple large energy blasts at you. They
will come in quick succession, and will be either high, low, or in the middle.
The high ones will go over your head, but you must crouch to avoid the middle
ones, and double jump/wall jump to avoid the low ones. They come very quickly,
so you will probably take some hits.
X Strategy:
-----------
X has it fairly easy here. All you really have to do is mass-spam Metal Anchor
and he'll be finished in no time.
If you want to go for the home-run shot, charge up the Metal Anchor, face left,
then unload. With a good shot, you can instantly kill him. Just make sure he
doesn't hit you, as you can't defend AND your attack will get cancelled.
Zero Strategy:
--------------
Rakukojin may be Sigma's weakness here, but I would say the Z-Buster is a wiser
choice of weapon. You can pound him into the ground in 30 seconds with
constant Z-Buster shots. If you want to use Rakukojin, by all means do so, but
the Z-Buster is so much quicker and efficient.
===============================================================================
BOSS: SIGMA (again)
===============================================================================
Weakness: Ground Dash (X)/Sentsuizan (Zero)
Attacks:
--------
-NOTE: This has been the easiest Sigma fight in the series so far, and this
form is almost as easy as the first one.
-Sigma is only vulnerable when his mouth is open.
-Sigma will fire off green pods (they look more like eggs =\) that will turn
into enemies. Most of them will turn into small skull heads that will fire
small energy blasts at you. One of them will turn into a thin platform with a
spike (non-fatal) on the bottom of it that may try to crash into you. These
give off health and weapon energy when destroyed. If not destroyed, they will
eventually vanish.
-Sigma will open his mouth, then a green X will appear on the floor on
whichever side you are on. Move to the other side, because he will fire a
giant green beam that will take up that half of the arena. Dash back over to
that side when it's done, because he will then fire one that will take up the
other half. Or, you could just stand right next to him and not have to worry =
/ When Sigma uses this attack, all green skull heads will be destroyed. He
will most often use this attack at least twice in succession.
-Sigma will open his mouth, charge up a blue energy orb, then fire off a LARGE
green beam straight ahead. Crouch under this or stand right next to him. When
Sigma uses this attack, all green skull heads will be destroyed.
-(1/2 energy left) Sigma will open his mouth, then fire a small blue orb either
up or down (depends on where you are). After this hits the floor/ceiling, it
will split into two HUGE orbs that are almost impossible to avoid. If the
small orb goes up, stand directly below it to avoid the giant ones. If the
small orb goes down, jump over it JUST before it hits the floor to avoid both
it and the large ones. When Sigma uses this attack, all green skull heads will
be destroyed.
X Strategy:
-----------
You'd imagine that after the horror that is X6, that the final boss would be
the hardest of any Mega Man. That title still belongs to Mega Man 7, as this
guy is a pushover. He has that lovely trait of virtually no invulnerablility
time when hit with a weapon outside of Ground Dash/Sentsuizan, so hitting him
with a slashing weapon (the Z-Saber or the charged Shadow slash will do nicely)
will do more damage than usual, as it will hit multiple times.
I would stay under his head the whole time, only moving to attack when he opens
his mouth and when he uses his final attack. Make sure to shoot down the green
pod enemies, as some of them will drop items. If you've made it this far, you
will have no problems with this battle. Enjoy whichever ending you get! (X
has two.)
Zero Strategy:
--------------
That lovely trait mentioned above comes into play even moreso with Zero. Pelt
him with Kuuenzan (the spinning jump slash) and you'll see what I mean. He
won't be able to take much of that. This is even easier than with X, as he can
own the green pod enemies much faster, and being able to double jump gives him
more defense power against his attacks. Don't let up with the assault, and he
will be gone. Enjoy the ending! (Zero only has one.)
-------------------------------------------------------------------------------
24. OPTIONAL BOSSES------------------------------------------------------------
-------------------------------------------------------------------------------
There are three bosses that you have the option of doing battle with or not.
All three can be battled by visiting and completing any of the 8 Secondary
Areas.
-------------------------------------------------------------------------------
The first time you complete a Secondary Area, you will face off against
Nightmare Zero.
===============================================================================
BOSS: NIGHTMARE ZERO
===============================================================================
Weakness: Z-Saber
Attacks:
--------
-Nightmare Zero will dash towards you. This is his main mode of
transportation.
-Nightmare Zero will bring out his Z-Saber, and do the standard slash attack on
you.
*(1/2 energy left) When he slashes, a slash-like projectile will fly towards
your current position.
-Nightmare Zero will fire 2 shots from his Z-Buster, slash (firing a slash-like
projectile towards you), then repeat.
*(1/2 energy left) Instead of a 2nd round of 2 shots then a slash, he will
instead fire a Z-Buster flurry at you.
-Nightmare Zero will teleport. He does this randomly, but always does it after
you stun him.
-Sometimes, after reappearing from a teleport, Nightmare Zero will fire a large
Crescent Shot at you at a varying speed. Unlike the instant-kill variety used
by Maverick Zero in X5, it won't kill you, and you can crouch under it.
*(1/2 energy left) Right after firing the Crescent Shot, he may fire a flurry
of Z-Buster blasts at you. If the Crescent Shot moves really slow, you are
basically guaranteed to get hit.
-Nightmare Zero will pound the ground, firing numerous Z-Buster-like blasts
from the ground. This is the exact same attack that he used in X5, and is
considered his "Giga Attack".
X Strategy:
-----------
Since you will be doing this battle early in the game, it won't be that hard,
and to be honest, it isn't. He uses mostly the same attacks from the encounter
from X5, but he has less health and the attacks don't do much (except the Giga
Attack).
Since this is an obviously badly-made copy, he is actually weak to his own
weapon, the Z-Saber. Giving him a good slash while he's standing still will
stun him and make him teleport. Repeat this around 6-8 times, and he's owned.
-------------------------------------------------------------------------------
After a reuniting cutscene, Zero will become an official playable character.
Feel free to use him at your leisure.
-------------------------------------------------------------------------------
Now, if you were daring enough to complete a Secondary Area again, you will
face High Max. This time, you can defeat him, but you must have one of a
certain number of special weapons. For X, any weapon but Shield Sheldon's
should do the job. For Zero, you need any ability except those from Commander
Yammark, Blizzard Wolfang, Shield Sheldon, or Infinity Mijinion.
===============================================================================
BOSS: HIGH MAX
===============================================================================
Weakness: None
Attacks:
--------
-High Max will fire three sets of four blasts from his palm towards your
current position.
-High Max will create a barrier around himself. This barrier can't be
destroyed. He will then swoop over the ground and then fly up. You can crouch
under his swoop.
-High Max will flash, create a giant energy orb in front of him, then fly down
and across the screen quickly. Wall jump over it.
-High Max will charge up, and fire a large energy orb across the bottom of the
screen, then up the wall. This is a very large attack, so you'll have to
double jump or wall jump over it. If you destroy this, it will create four
small blasts that will fly towards your position one at a time.
-(1/3 energy left) High Max will fly to the middle of the screen, surround
himself in a large energy orb, then fire a set of four small blasts. They will
then fly towards your current position one at a time. This is a similar effect
to if you destroyed one of his large energy orbs. The only difference is that
is a continuous attack. You are bound to take plenty of hits from this attack,
but by now, he's at low health, and he's completely vulnerable to attack.
X Strategy:
-----------
Capcom obviously wasn't thinking when they created High Max. You can easily
get into battle with him without any special weapons, but you'll be basically
stuck, as you won't be able to do any damage to him. You'll just have to
either kill yourself off or do a quick Start + Select.
In any case, in order to damage High Max, you need to hit him with a fully-
charged X-Buster shot, then hit him with a special weapon. Valid special
weapons are any weapon except the Guard Shell.
High Max's pattern is relatively tame for the first 2/3 of the battle. It's
very possible to get through it without getting hit. To avoid the rapid-fire
palm blasts, dash to the left/right between each set. To avoid the two energy
orb attacks, wall jump over. To avoid his swoop, just crouch. Take every
opportunity you can to deal damage to him.
When he gets to the last 1/3, it starts to get insane. At this point, he's
completely vulnerable, so pelt him with anything in your arsenal. He'll
eventually die, I promise ;)
Zero Strategy:
--------------
To damage High Max as Zero, you need to hit him with Sentsuizan, Shoenzan,
Ensuizan, or Rakukojin, then pelt him with the Z-Saber (or if he's low enough,
the Z-Buster). If you want to try the Z-Buster, stun him right after he stops
flashing from his "giant orb punch" attack (you'll know which one this is).
The Z-Buster does quite the number on him.
High Max's pattern is relatively tame for the first 2/3 of the battle. It's
very possible to get through it without getting hit. To avoid the rapid-fire
palm blasts, dash to the left/right between each set. To avoid the two energy
orb attacks, wall jump over. To avoid his swoop, just crouch. Take every
opportunity you can to deal damage to him.
When he gets to the last 1/3, it starts to get insane. At this point, he's
completely vulnerable, so pelt him with anything (well, almost anything) in
your arsenal. He'll eventually die, I promise ;)
-------------------------------------------------------------------------------
Should you survive this relatively difficult battle, you will gain access to
Gate's Lab, no matter how many Investigators you have defeated. I would
recommend beating everyone, however, as you will probably get use out of most,
if not all of your weapons/abilities, and it wouldn't hurt to assemble at least</pre><pre id="faqspan-5">
the Blade Armor (not too difficult) if you plan on attacking it as X.
-------------------------------------------------------------------------------
Subsequent travels to Secondary Areas will pit you up against an old foe...
===============================================================================
BOSS: DYNAMO
===============================================================================
Weakness: Meteor Rain (X)/Ensuizan (Zero)
Attacks:
--------
-Dynamo will fire off 5 spinning blades, one at a time, each towards your
position at that time. When all 5 have been fired, they will, one at a time,
fly towards your position, then off the screen.
-Dynamo will jump to one of the two corners, then pound the ground with an
electric punch, filling the entire room with electric beams. The only safe
spot is above him. When you see him ready to use this, jump onto the wall
directly above him.
-(1/2 energy left) Dynamo will spin his sword in front of him, then fire off
the 5 spinning blades again. This time, they've learned a new trick, so
they'll fly towards your position, then fly towards you again even if not all 5
have been fired off yet.
-(1/2 energy left) Dynamo will jump high in the air, then do a slashing attack.
X Strategy:
-----------
Dynamo is beatable without the Meteor Rain, but I don't see why you wouldn't
use the Meteor Rain on him. In fact, there's a little trick here.
If you hit Dynamo with the Meteor Rain, he will be stunned. Hit him with any
other weapon at this point (Meteor Rain again works best), and he will jump
towards the other side of the room, leaving a green Nightmare soul behind.
Jump on it for 200 free souls. You can do this up to 3 times per battle.
Zero Strategy:
--------------
Dynamo is beatable without tEnsuizan, but I don't see why you wouldn't use
Ensuizan on him. In fact, there's a little trick here.
If you hit Dynamo with Ensuizan, he will be stunned. Hit him with any other
weapon at this point (Ensuizan again works best), and he will jump towards the
other side of the room, leaving a green Nightmare soul behind. Jump on it for
200 free souls. You can do this up to 3 times per battle.
-------------------------------------------------------------------------------
25. CODES/SECRETS--------------------------------------------------------------
-------------------------------------------------------------------------------
===============================================================================
UNLOCKING ZERO/GATE'S LABORATORY EARLY
===============================================================================
Defeat Nightmare Zero. See Section 22: Optional Bosses (i.e. the section
above).
===============================================================================
A THIRD WAY TO ACCESS GATE'S LABORATORY
===============================================================================
The first two ways to access Gate's Laboratory are to defeat all 8 Nightmare
Investigators (the normal way) and to defeat High Max in a secondary area (see
Section 22: Optional Bosses). The third way is to obtain 3000 souls before
using either of the above methods. I suggest Ground Scaravich's stage, as it
has a ton of Nightmares.
===============================================================================
ULTIMATE ARMOR X/BLACK ZERO
===============================================================================
When you are on the screen that says "New Game", "Continue", or "Option", input
one of the following codes, then select New Game:
Ultimate Armor X: Left, Left, Left, Right
If you use this code, you will start with Ultimate Armor X. You will not get
the Falcon Armor, period.
Black Zero: L1, L1, L1, R2
If you use this code, once you unlock Zero, he will be in his upgraded (black)
form, similar to the version in X5.
===============================================================================
MAGMA BLADE GLITCH
===============================================================================
To make normally unmakeable vertical jumps and air dashes, try using the Magma
Blade. Equip the Magma Blade, then do the following:
1. Go to "Button Configuration" on the Weapon Select screen.
2. Scroll down to Rapid Fire and press X to set it to "On".
If you hold down the /\ Button, X will literally float due to the Magma Blades.
It's really slow, and takes a lot of energy, but it's useful for that extra
little boost you need.
(This glitch is detailed further in Commander Yammark's secondary stage.)
===============================================================================
QUICK NIGHTMARE SOULS
===============================================================================
To get up to 600 additional Nightmare Souls, fight Dynamo (he appears in
Secondary Areas after you have unlocked Gate's Lab). Stun him with the Meteor
Rain/Ensuizan, then hit him again. He will jump to the other side of the
screen, leaving behind a green Nightmare soul worth 200 souls.
It's quickest to do this through Infinity Mijinion's stage. Both the main
stage and Secondary Area are short, so it won't take very long to get very high
in souls.
-------------------------------------------------------------------------------
26. COPYRIGHT------------------------------------------------------------------
-------------------------------------------------------------------------------
This document is protected under U.S. and international copyright laws.
This document is ©2002-2003 NickWhiz1. This document is for personal use only.
Any commercial publishing, reproducing, or selling for profit is prohibited.
You may not use it on your site without expressed written permission from the
author.
As of now, the following sites can legally post this FAQ:
*GameFAQs (www.gamefaqs.com)
*NickWhiz1's Small Page (nickwhiz1.cjb.net)
_____________________________________________________________________
|END GUIDE____________________________________________________________|