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===============================================================================
== MEGA MAN X8: PARADISE LOST GUIDE
===================================
written by Tim, Jaxel, and Alpha Axl
last updated on 01/05/04
>>
[email protected]
::
http://megaman.retrofaction.com
----------------------------------
==================
// INTRODUCTION //
==================
Welcome to Mega Man Network's official walkthrough/guide for MEGA MAN X8, the
eighth installment in the Mega Man X series. Use the index below as a reference
guide or your browser's Find command to navigate the guide sections, and check
out
http://megaman.retrofaction.com/mmx/guides/ to find HTML versions of this
guide along with guides for all of the other games in the Mega Man X series.
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====================
// SECTION INDEX //
====================
1. Mode Explanation/Controls
2. Game Overview
3. Recommended Order
4. Power-Up Uses and Locations
5. Chip Development & Metals
6. Armor & Weapons
7. Hunter Ranking
8. Noah's Park Stage
9. Troia Base Stage
10. Pitch Black Stage
11. Primrose Stage
12. Metal Valley Stage
13. Dynasty Stage
14. Central White Stage
15. Inferno Stage
16. Booster Forest Stage
17. Jakob Elevator Stage
18. Gateway Stage
19. Sigma Palace Stage
20. Intermissions
21. Secrets and Tips
22. Credits
23. Legal Info
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================================
== 1. MODE EXPLANATION/CONTROLS:
================================
There are three difficulty modes in Mega Man X8: Easy, Normal, and Hard. Aside
from the obvious, each one is different in terms of storyline and various bat-
tles. Below is a brief rundown on the various modes of gameplay, what they
include, and what they exclude.
Easy Mode
- Start game with all life powerups
- No rare Metals to find; you gain upgrades as you complete stages
- All enemies/bosses at half strength
- Cut Man battle not present in Optic Sunflower's stage
- Game ends after defeating Sigma
- Cannot get Ultimate Armors by continuing a save file
Normal Mode
- Self-explanatory
Hard Mode
- Extra cutscenes after Vile battle and during Sigma fight
- All enemies/bosses have 2x health and are better defenders
For the purposes of the walkthroughs, it will be assumed that Hard Mode is
being used, therefore boss strategies will be listed accordingly. It is worth
noting, of course, that if you start on Normal, get 100% with X, save and con-
tinue into Hard Mode, and gain the Ultimate Armor, that the game is far easier
if you use the Nova Strike to wipe out the bosses. >:)
The controls are listed in the game manual, but if you happen to be renting the
game, and are too lazy to check the button assignments from the option menu,
here's a quick crash course in the control setup (all button listings are their
default assignments).
Left Analog Stick/Control Pad - Move character/Aim (Axl)
L1/R1 - switch weapons
L2 - Character Change/Tag Assist
R2 - Double Attack
Triangle - Special Weapon (X)/Special Attack (for Zero's techniques)
Circle - Dash/Select Item
Square - Attack (hold with X to charge; hold with Axl for rapid-fire)
X - Jump (Jump twice with Axl to hover, or with Zero to double jump)
Right Analog Stick - Move character/Aim (Axl)
Select - Go to R&D Lab (from Stage Select screen)
Start - Start Game/Pause
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== 2. GAME OVERVIEW:
====================
Raise your hand if you remember Mega Man X7. Yes, that game with its bad mix
of 2D and 3D segments, and... well, let's just say X7 was bad. Now that I've
helped you dredge up painful memories of that game, let's settle into X8, which
is, to say the least, a major improvement. In fact, X8 feels more like a ramped
up version of the first three SNES X titles (and this is what we call a good
thing).
Mega Man X8 is 2D sidescrolling action, rendered in 3D graphics. It's somewhat
the same style as X7's 2D segments, only better (in my opinion). Fully-realized
character sprites are present as opposed to cel-shaded models, and the only
3D parts of the game are the two vehicle stages (Avalanche Yeti and Gigavolt
Man-O-War). The generic progression is standard Mega Man fare - you complete an
intro stage, reach a stage select where you take down eight Mavericks, then go
on to challenge Sigma (or in this case, the final boss *after* Sigma). I really
suggest playing X1-X3 or even X4 or X5 to get the feel for the game, because
the learning curve, while not very steep, is more on par with the early games
in the series.
As with just about every Mega Man game, you can select which order you want to
tackle the Mavericks in - the best recommended order is listed below, but take
note that there are several variations on this. For instance, Optic Sunflower
is a good choice, but if you're interested in a "speed run", your best bet is
to eliminate Earthrock Trilobyte first (more on this later in the guide). As
you complete stages, you'll gather "Metals", which are like P-Chips, Zenny, or
whatever other monetary units you might consider them as. You use these at the
R&D Lab to buy items. Most items require a large "rare Metal" before you can
forge them; you'll find these in the various stages (and of course, the guide
lists the locations in the stage walkthroughs). After completing a stage, you
will see the "Weapon Get" screen, where the weapons and skills you acquired
from the defeated boss are shown. As per the usual, X gains an emulated copy
of the boss weapon, Zero gains a Saber Tech skill, and Axl gains a new gun to
use (the plus side of Axl is that he never runs out of ammo).
Now, enough of this mindless babble on the structure of the game, and on with
the rest of the guide.
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== 3. RECOMMENDED ORDER:
========================
Keeping with the tradition in the Mega Man X series, there are eight enemy Mav-
ericks for you to take down. However, each character has their unique weapons
to use, so refer to the following chart to figure out which one you should use,
depending on which character you're fighting with.
-------------------------------------------------------------------------------
MAVERICK WEAKNESS w/ X WEAKNESS w/ ZERO WEAKNESS w/ AXL
======== ============= ================ ===============
Optic Sunflower ------- Green Spinner ---- Youdantotsu -------- Blast Launcher
Dark Mantis ----------- Shining Ray ------ Tenshouha ---------- Ray Gun
Gravity Antonion ------ Shadow Runner ---- Rasetsusen --------- Black Arrow
Earthrock Trilobyte --- Squeeze Bomb ----- Juuhazan ----------- Spiral Magnum
Gigavolt Man-O-War ---- Crystal Wall ----- Zekkyyoudan -------- Bound Blaster
Avalanche Yeti -------- Thunder Dancer --- Raikousen ---------- Plasma Gun
Burn Rooster ---------- Drift Diamond ---- Hyouryuushou ------- Ice Gattling
Bamboo Pandamonium ---- Melt Creeper ----- Enkoujin ----------- Flame Burner
-------------------------------------------------------------------------------
Keep in mind that most of the Mavericks will fall to skillful combination of
the X-Buster (or Z-Saber/Axl Bullets) as well as good timing with the Double
Attack, so you can go in any order you really want. In fact, if you're playing
on Easy Mode, Dark Mantis is actually easier than Antonion, so consider start-
ing there. Another good choice is Sunflower - he's easy to beat on all three
modes as well.
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== 4. POWER-UP USES AND LOCATIONS:
==================================
Here is a brief list of all of the major item locations, such as the Neutral
Armor capsules, Zero's weapons, and other helpful items. Refer to the stage
guides for more detailed descriptions.
Power-Up Use Location
======== === =========
Foot Parts H ------ Gain invincible dash ----- Burn Rooster's stage
Buster Parts H ---- Three-way charge shot ---- Optic Sunflower's stage
Body Parts H ------ Activate X-Drive --------- Dark Mantis' stage
Head Parts H ------ Faster charge speed ------ Avalanche Yeti's stage
Foot Parts I ------ Jump higher than usual --- Bamboo Pandamonium's stage
Buster Parts I ---- Powerful laser attack ---- Noah's Park stage
Body Parts I ------ Halves damage taken ------ Earthrock Trilobyte's stage
Head Parts I ------ Jump to damage enemies --- Gravity Antonion's stage
Foot Parts U ------ Move faster -------------- Beat game with 100% of X's items
Jump higher
Invincible dash
Buster Parts U ---- Gain Plasma Shot --------- Beat game with 100% of X's items
Body Parts U ------ Cuts damage by half ------ Beat game with 100% of X's items
Eliminates recoil
Head Parts U ------ Enables uppercut move ---- Beat game with 100% of X's items
D Glaive ---------- Massive lance weapon ----- Dark Mantis' stage
B Fan ------------- Defensive Fan weapon ----- Gravity Antonion's stage
K Knuckle --------- Melee combat weapon ------ Gravity Antonion's stage
T Breaker --------- Powerful Hammer weapon --- Burn Rooster's stage
S Blade ----------- Huge battle sword -------- Buy at Chip Lab in New Game +
Life-Ups ---------- Increase life meter ------ Buy at Chip Lab
Weapon-Ups -------- Increase Weapon meter ---- Buy at Chip Lab
L. Bottle Half ---- Restore some energy ------ Buy at Chip Lab
L. Bottle Full ---- Restore more energy ------ Buy at Chip Lab
E. Sub-Tanks ------ Full life refill --------- Optic Sunflower's stage
Dark Mantis' stage
W. Sub-Tank ------- Full weapon refill ------- Burn Rooster's stage
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== 5. CHIP DEVELOPMENT & METALS:
================================
Mega Man X8 breaks tradition with the usual style of the X series games. First
and foremost, you no longer find items like Heart Tanks and Sub Tanks as actual
pick-ups within the stages - the Metal system in play here replaces all that.
Metals are items dropped by enemies that you use as in-game currency, similar
to the P-Chips of the Classic series, or the Zenny used in the Legends and
Battle Network games (and more recently, MMX: Command Mission). Metals come in
various sizes:
- Blue Metal: worth 1 Metal
- Gold Metal: worth 5 Metal
- Red Metal: worth 50 Metal
- Purple Metal: worth 100 Metal
- Super Metal: worth 2500 Metal (gain from defeated bosses)
After you beat a stage (or you exit one, or press Select on the stage select
screen), you have the "Chip Dev" option. This is the lab where you buy parts to
upgrade your characters' abilities.
When you first start off, there will be a lot of ??? spaces. These are filled
in throughout the game by collecting items known as "rare Metals". These large
metals usually require some amount of work to get, and are often cleverly hid-
den. There are two main types of rare Metal:
- White Rare Metal: triangle-shaped, can be used to make items for everyone, X,
or Axl.
- Special Rare Metal: cylinder-shaped, can be used to make Zero's items.
The flip side is that items forged by a rare Metal are often prohibitively
expensive, so unless you want to waste time blasting that giant Mechaniloid in
Trilobyte's stage, it's a good idea to take advantage of the infinite Metal
trick (see Tricks & Secrets). There is one rare Metal, though, in Trilobyte's
stage, that discounts the prices by 10%.
Here's a quick list of all the items that can be bought throughout the game.
Those requiring a rare Metal are marked with an asterisk (*). Also note that
once you purchase the three Navigator Weapons, upgrading them is the same as
upgrading X, Zero, or Axl (they use the same items). In the list below, the
item will be listed first, then a description of the item, its normal price
followed by its price after the Metal Discount is used.
KEY:
All = anyone can use it
A = Axl's item
Z = Zero's item
Item Use Cost/After Discount
==== === ===================
Life Bottle half (all) ---- restore some LE -------------- 150 /
Life Bottle full* (all) --- restore more LE --------------
Life Charge (all) --------- fill Life Sub Tank -----------
Retry Chip 1 (all) -------- retry a stage ----------------
Retry Chip 2 (all) -------- retry a stage ----------------
Retry Chip 3 (all) -------- retry a stage ----------------
Weapon Bottle half (all) -- restore some WE --------------
Weapon Bottle full* (all) - restore more WE --------------
Weapon Charge (all) ------- fill Weapon Sub Tank ---------
Prickle Barrier (all) ----- can touch spikes 1x ----------
Spare Energy (all) -------- survive critical hit ---------
Alia Buster (all) --------- makes Alia playable ---------- 40,000 / 36,000
Layer Rapier (all) -------- makes Layer playable --------- 40,000 / 36,000
Pallet Bullets (all) ------ makes Pallette playable ------ 40,000 / 36,000
Life Tank* (all) ---------- gives a Life Sub Tank -------- 1,000
Weapon Tank* (all) -------- gives a Weapon Sub Tank ------
Hyper AT (all) ------------ AT Gauge fills quicker -------
Escape Boost (all) -------- escape from enemies easier ---
Metal Generator* (all) ---- generate Metals by running ---
Metal Discount* (all) ----- discount prices by 10% -------
Life Up (all) ------------- increases life meter ---------
Life Up +1 (all) ---------- increases life meter ---------
Life Up +2 (all) ---------- increases life meter ---------
Double Barrier (all) ------ doubles hit recovery time ----
Speedy Recovery (all) ----- speeds up recovery gauge -----
Weapon Up (all) ----------- increases weapon meter -------
Weapon Up +1 (all) -------- increases weapon meter -------
Weapon Up +2 (all) -------- increases weapon meter -------
Chain Combo (all) --------- makes for easier combos ------
Super Recover (all) ------- recover more energy ----------
Spike Walker (all) -------- slows down slide speed -------
Weapon Converter* (all)---- depletes WE instead of LE ----
Shock Absorber* (A/Z) ----- eliminates recoil ------------
Shield Armor* (A/Z) ------- halves damage ratio ----------
Saber Skill +1 (Z) -------- adds 1 move to Saber combo ---
Saber Skill +2 (Z) -------- adds 1 move to Saber combo ---
D Glaive* (Z) ------------- Massive lance weapon ---------
K Knuckle* (Z) ------------ Melee combat weapon ----------
B Fan* (Z) ---------------- Defensive Fan weapon ---------
T Breaker* (Z) ------------ Powerful Hammer weapon -------
S Blade* (Z) -------------- Huge battle sword ------------
Note: Will finish this damn part later.
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== 6. WEAPONS & ARMORS:
=======================
A major issue with MMX7 was how Axl was somewhat of a copy of X with a few new
weapons - this is not the case with X8, thankfully enough. Read below for info
on the weapons and armors seen in the game.
MAVERICK WEAPONS
================
X gets emulated copies of the primary weapon, Zero learns a new Saber technique
that is often the boss' secondary attack, and Axl gets a new firearm for each
boss defeated. Since each character is well-balanced out (X is powerful, but
somewhat poor on defense initially, Zero has a very short dash, but can perform
quick evasive moves, and Axl's overall the quickest of the three), it serves
each one well to have different weapons. Below is a list of the weapons, tech-
niques, and firearms, along with descriptions of how each functions.
++ X's Weapons
==============
> Weapons earned from defeated Mavericks:
- SHINING RAY
A weapon harnessing the power of light. It can be fired in 8 directions.
- SQUEEZE BOMB
A gravity-based weapon. Creates localized black holes that suck up enemy
fire.
- SHADOW RUNNER
A darkness-based weapon. A boomerang with homing capabilities.
- THUNDER DANCER
An electrical weapon. Bullets will automatically ricochet to the next tar-
get.
- MELT CREEPER
A flame-based weapon. Sends flames crawling across the ground.
- DRIFT DIAMOND
A weapon that harnesses the power of ice. It freezes opponents to absolute
zero.
- CRYSTAL WALL
A weapon that uses the power of rock. A shield that can deflect enemy fire.
- GREEN SPINNER
A weapon that uses the power of wood. It shoots gigantic missiles.
> X's alternate weapons:
- X-BUSTER
X's standard weapon. It's capable of powerful charge shots.
- X-DRIVE (Hermes Armor only)
The armor's abilities increase greatly as long as there is energy left.
- GIGA CRASH (Icarus Armor only)
Sets off a giant explosion that instantly wipes the screen of enemies.
- NOVA STRIKE (Ultimate Armor only)
An ultra-powerful air dash attack.
++ Zero's Saber Techs/Weapons
=============================
> Techniques earned from defeated Mavericks:
- TENSHOUHA
Push Down and the special weapon button while grounded to fire a wave
attack.
- JUUHAZAN
Push the special weapon button while grounded to attack barrier-protected
foes.
- RASETSUSEN
Push the special weapon button in the air to slash, then push down+left,
down, or down+right to spin.
- RAIKOUSEN
Push the special weapon button while dashing to execute this dashing slice.
- ENKOUJIN
Push Down and the special weapon button while in the air to execute a flam-
ing attack from above.
- HYOURYUUSHU
Press Up and the special weapon button while grounded to freeze enemies in
their tracks.
- ZEKKYYOUDEN
Deflect energy shots fired by enemies.
- YOUDANTOTSU
Push the special weapon button and Right or Left while grounded to break
enemies' barriers.
> Zero's alternate weapons:
- Z-SABER
Zero's standard weapon. It's capable of devastating combos.
- D GLAIVE
A lance that allows for longer glaive attacks. Spin it to deflect enemy
fire.
- S BLADE
A giant sword with legendary attack power. It can break enemies' barriers.
- B FAN
A fan offering high attack and defense capabilities. Deflects energy bul-
lets.
- T BREAKER
A super-powered hammer. Don't worry about enemies' barriers and pound 'em.
- K KNUCKLE
A great weapon for close-up attacks. Gain access to lots of awesome fight-
ing moves.
++ Axl's Firearms
=================
> Firearms earned from defeated Mavericks:
- RAY GUN
This laser can pierce through enemies.
- SPIRAL MAGNUM
These powerful bullets can pierce any surface. Shoot right through walls!
- BLACK ARROW
These arrows home in on targets. They hurt enemies even if stuck in walls.
- PLASMA GUN
These powerful shots cover a wide range and can break enemies' barriers.
- FLAME BURNER
This fearsome flamethrower roasts foes like marshmallows.
- ICE GATTLING
This ice-derived ammo will make your enemies chill out.
- BOUND BLASTER
These shots reflect off walls, floors, and other surfaces for maximum cov-
erage.
- BLAST LAUNCHER
This weapon launches time-activated grenades.
> Axl's alternate weapons:
- AXL BULLETS
Axl's standard weapon. It's capable of rapid fire shots
- COPY SHOT
Use this shot to retrieve DNA cores from enemies to imitate them.
- A TRANCE
Gain the ability to transform into enemy mechaniloids!
UNLOCKABLE ARMORS
=================
Another bonus is that each character has their own extra armor (none of which
are accessible until you've bought each character 100% of their extra upgrades,
though Axl has a secondary requirement - you must defeat Lumine with Axl to
get his). Also, since Zero can only get 95% in any initial playthrough, his
Black Armor will be unlocked in a new game plus if you buy the S Blade as his
final item.
> X's Ultimate Armor
This armor gives X a high jump, the Plasma Shot upgrade for his X-Buster,
the ability to charge weapons faster, and the ultra-powerful Nova Strike
(powerdash move from X4-X6), and... well, in Normal, it reduces everyone to
less than 5% health, and in Hard, reduces them to about 15% health (all but
the final bosses, because those are scripted battles in Hard).
To get it, simply buy all of X's upgrades (get him to 100%), then beat the
game, save the data, and continue. You can select it on the Armor selection
screen, or go back to the Neutral Armor and use that.
> Zero's Black Armor
Good old Zero gets the proverbial short end of the stick with this armor, in
a manner of speaking. It increases his power, but halves his defense. There
is a way for you to circumvent this by equipping him with the S Blade, after
which life will be peachy due to the awesome attack power of the weapon.
You can get this using one of two methods: (1) Beat the game and upgrade
Zero to 100% (have him at 95% when you save your clear data, then buy the
S Blade in New Game Plus to earn it), or (2) Beat the game's Hard Mode, and
upgrade Zero above 90% after that (I think the game takes pity on you for
not having it already with this quirky method).
> Axl's White Armor
I'm not sure what this is. Axl's armor turns white, blue, and pink, presum-
ably to resemble Lumine. I believe this does the same stat effects that the
Black Armor does for Zero, but this has an added side effect of making any
DNA Core activation good for as long as you want (within the confines of a
stage).
To get it, you have to buy all of Axl's items (get him to 100%), then take
him into the final stage. When Lumine performs Paradise Lost, switch to Axl
and hammer away so that Axl scores the killing blow (using a Double Attack
for this is best, since you die unless you kill Lumine in 30 seconds). When
you save your clear data and continue, Axl's new armor will be available
after beating the intro stage.
RIDE ARMORS
===========
Of course, the good old Ride Armor makes a return as well, and has three new
forms you can play with (technically, there are four, but...)
> Cyclops Ride Armor
This one is a powerful mecha that was designed to overcome electrical acci-
dents and hazards at large facilities. It can take two forms: the blue one
possesses a Electro-Magnetic Napalm blast which can stun enemies, and the
brown, more basic model, possesses standard punching capabilities. While in
this armor, you can walk (very slowly...), dash, air-dash, dash jump, and
charge up to release a rapid-fire punch attack. It's found only in the Boost-
er Forest stage.
> Sirius Ride Chaser
Who here remembers Attack of the Clones? With that opening segment where Obi-
Wan and Anakin were chasing Zam around the city? This is pretty much the same
thing, minus some of the more dramatic elements. The Sirius is used in the
Dynasty stage, and your chosen characters will use them to chase Gigavolt
Man-O-War through the skyways of Megalopolis (nice throwback to MM1 there).
You can use Jet Boosts to accelerate (which uses weapon energy) in an effort
to keep up with your target.
> Barius Ride Chaser
The Barius is a Ride Chaser similar to the ancient Cheval and Adion models
in that its inherent purpose is for high-speed cruising at ground level. It's
used in the Central White stage to reach the environmental center. While on
the Barius, you can fly over gaps by dashing, and fire different types of
weapon fire - X fires pea shots, Zero fires a spread shot, and Axl can rapid
fire.
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== 7. HUNTER RANKING:
=====================
Ranking is achieved via a point system, which in turn is based on the number of
objectives completed within any given stage. This includes time factors, amount
of damage taken, combos you scored, enemies defeated, etc.
The point system is as follows:
Rank Points
==== ======
AAA 241+ - "You are the greatest Maverick Hunter in history!" :P
AA 201-240 - Very good job
A 101-200 - Great job
B 51-100 - Average job
C 1-50 - you need major improvement
D 0 - you get this if you really sucked, or exited a stage.
More information on stage requirements is forthcoming.
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== 8. NOAH'S PARK STAGE:
========================
> BOSS: Giant Mechaniloid (3 phases)
> RECOMMENDED CHARACTERS: X/Axl/Zero
> MISSION OBJECTIVE: Investigate disturbance at Jakob Site and collect data.
> POWER-UPS: 2x Rare Metal, Buster Parts I
After receiving word about the Maverick signal, you'll begin as X inside the
jungle of Noah's Park. Move along defeating the enemies and picking up the
Metals that they drop. Past a few waterfall pits, bees, and missile enemies,
you'll encounter the first mini-boss.
_______________________________________________________________________________
++ GIANT MECHANILOID I ++
=========================
As X, jump the first set of three shots and work on firing charged shots at
the Mechaniloid's head. When it starts moving backwards, get in close so the
incoming claw attack doesn't get you (if it does, hit L2 for a Tag Assist).
Five charged shots to the head will bring it down.
_______________________________________________________________________________
When the mini-boss is beaten, continue to the right to trigger a dialogue
sequence, after which you'll control Axl. He can hover in the air and shoot in
multiple directions; use this to your advantage as you avoid the enemies in the
area. Hover across the pit, and you'll reach the first rare Metal of the game.
Tough break, however, as you can't grab it just yet.
RARE METAL #1
=============
When you return to this area, use either Zero to double jump or X with the
Foot Parts I to grab a ledge where the rare Metal sits. You can redeem this
one at the R&D Lab for a Weapon Bottle Full.
Back to the stage, head to the right, destroying the crabs, bats, and missile-
firing enemies, and proceed to the stone gate. Head inside and hang out on the
left-hand side of the room. Alternate between firing diagonally and straight to
destroy all the bats as they fly down, and collect the Metals and energy left
behind when you have beaten them all. Exit this room through the gate, and
proceed a little ways to trigger another cutscene, after which you'll take
control of Zero. Zero has his trademark triple slash and double-jump to aid him
in combat. Above you is a rare Metal, but you can't get it just yet.
RARE METAL #2
=============
Once you get the Head Parts I upgrade, equip it on X and return here. Use
Zero to double jump (or X with Foot Parts I also) to grab hold of a ledge
above you, then have [X] crack the rock above with a headbutt. Jump up again
to collect the rare Metal, which you can redeem at the R&D Lab for Axl's
Shock Absorber.
Back to the stage, however, head to the right and drop off the edge, switching
to Axl before the next mini-boss fight triggers (it's easier with Axl).
_______________________________________________________________________________
++ GIANT MECHANILOID II ++
==========================
The mechaniloid attacks from behind a waterfall this time, and can be a great
deal more difficult. First, it'll deploy two small mechaniloids. You can
destroy both of them and work on dodging the boss' remaining attacks (which
consist of deploying more crab mechaniloids, and sending its claw to try and
dive-bomb you), or take the cheap route. Destroy one of the mechaniloids and
just keep hopping over the remaining one while staying underneath the boss.
When it emerges from the water, have Axl fire upwards to damage it. Repeat
this until it is dead.
_______________________________________________________________________________
Head to the right to trigger another dialogue sequence, after which you'll be
left in control of Zero again. Keep going to the right to fight a host of small
Mettaurs, weird giant mechaniloids, and Bladeys. Eventually, you'll reach a
high ledge that Alia will contact you about.
LIGHT CAPSULE
=============
It's just not your day, is it? You'll have to come back for this one as well,
because the door is locked at this point. Come back here after defeating one
Maverick, and the door leading to the capsule will be open. Step inside to
get the Buster Parts I upgrade.
Use Zero's double jump to reach the high ledge, and fight the large Bee at the
top (or you can skip it because it deals a lot of damage). Go forward and enter
the next door to engage in another bee-slashing fest. After this, you'll take
control of X again. Have X destroy the next group of enemies by charging his
X-Buster. Drop down and head right into the corridor, and destroy the remaining
enemies. Hit the panel with your weapon to trigger the compressor walls, then
leap up and head right into the next room. Use Zero to double jump to the area
above you, then clear the enemies and hit the next switch. Drop back down and
collect the full-life refill and the red Metal, then enter the door to reach
another dialogue sequence. Head through the boss hatch as Zero to fight the
Mechaniloid for the final time.
_______________________________________________________________________________
++ GIANT MECHANILOID III ++
===========================
The Mechaniloid employs a barrier shield in this round, which can be broken
either with Zero's triple slash, or X's Charge Shot. For a quicker time, have
Zero break it, then switch to X so you can hit the head with a fully-charged
shot. Repeat this strategy until the Mechaniloid has under 10 units of life
left. Break its shield a final time, then leap up and hit R2 to initiate the
Double Attack shockwave. Make sure the wave hits the head, so you can use
the combo attack to finish off the boss (which boosts your rank and gives you
a special "EXF" symbol on the "stage cleared" screen).
_______________________________________________________________________________
Remember that Boba Fett lookalike from X1 who reappeared in X3, and who swore
to haunt X until he died when he was destroyed again? Yup, Vile's back, and
he's got a bone to pick with you. Apparently, however, he's too busy to do so
right now (because he knows what's coming to him), so he cackles about this
plan for a new world, kidnaps Lumine, the director of the Jakob Project, and
runs off. Get your results, and head back to the Hunter Base. After a few cut-
scenes, you'll reach the Stage Select. Move to the upper right and choose Optic
Sunflower first.
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=======================
== 9. TROIA BASE STAGE:
=======================
> BOSS: Optic Sunflower
> RECOMMENDED CHARACTERS: X/Zero (Zero/Axl for rare Metals)
> MISSION OBJECTIVE: Investigate why the "Helios" program has gone haywire.
> POWER-UPS: 3x Rare Metal, Buster Parts H
This stage is a set of training scenarios. The fun part is that what items you
get (as well as the actual difficulty of the stage) depends on how well you
perform in the training. So, if you want the easiest possible combination, just
perform poorly on all the scenarios. The first one is just beyond the door in
front of you. The only enemies in this stage appear in the training areas.
Scenario 1: Destroy as many Bulbrites as you can (Destroy 90+ to S-Rank)
Scenario 2: Destroy the falling Bulbrite (10 seconds to S-Rank)
Scenario 3: Destroy the floating Bulbrite (5 seconds to S-Rank)
Scenario 4: Destroy the two jumping Bulbrites (10 seconds to S-Rank)
Scenario 5: Destroy the gigantic Bulbrite (10 seconds to S-Rank)
Scenario 6: Destroy the flying Mechaniloid (10 seconds to S-Rank)
Scenario 7: Destroy the two sentinels (10 seconds to S-Rank)*
Scenario 8: Destroy the giant mechaniloid (40 seconds to S-Rank)
* If you've defeated two or seven Mavericks, Vile may appear during this part
instead of the two sentinels. Time taken to defeat him won't count against
you, and gives you an automatic S-Rank (I think).
It should be noted that it is immensely easier to gain S-Ranks on all of the
scenarios if you beat the game once, continue, and purchase the S Blade for
Zero. In fact, the only way to really avoid S-Ranking is to die at some point
during the stage, once you have this weapon.
The rest of the stage consists of just traveling from one training area to the
next, picking up Metals along the way. If using Pallette, she'll contact you
in one of the rooms with a tall vertical wall on the right-hand side.
LIGHT CAPSULE
=============
Climb the wall and use an air-dash to the left from the ledge leading to the
hatch to reach the area, then use X's Squeeze Bomb to break the wall down
leading to the capsule. Step inside to get the Buster Parts H upgrade.
A little further along in the stage, you'll reach an area where you'll have to
work at climbing up a staggered left-hand wall. There's another item to be
gotten here, as well.
RARE METAL #1
=============
This one's easy. About midway through the stage, you'll have to climb up a
set of staggered ledges to reach the next doorway. About halfway up, use an
air-dash (or Axl's hover) to reach a ledge where this one sits. This one can
be redeemed at the R&D Lab for Zero's Weapon Converter.
The only really tough parts of the level are a section where you need to either
hover or carefully air-dash across segments of staggered ceiling, and the spike
section towards the end. This one's configuration will change depending on your
scores in the training simulations. The best advice is to simply time your air
dashes well, and use Axl's hover ability. The good thing is that some of the
spike traps have invisible walls on the sides that give you a bit of breathing
room when lining up your dashes.
When you've cleared the final scenario, you'll reach a room where your spoils
of battle will appear, including Metals, Energy refills, and one of the two
items below, provided you fulfill the requirements.
RARE METAL #2
=============
You have to complete at least 5 scenarios with an S-Rank to get this one. Re-
deem it at the R&D Lab to gain a Life Sub-Tank.
RARE METAL #3
=============
You'll need to S-Rank every scenario for this one. Redeem it at the R&D Lab to
gain the Metal Generator, which generates Metals simply by you running.
Finally, if you're playing on Normal or Hard Mode, you'll see a final warp just
inside the boss hallway. No matter what navigator you're using, they'll all
contact you to give information about a mysterious packet of data called "CM"
that's been downloaded. Head into the teleport to...
.. battle Cut Man? It's Cut Man from the Classic series, right down to the
8-bit music, and slightly 3D-rendered version of his room. Cut Man's old 8-bit
sprite is used, and even flips around in cool Paper Mario style. Hardly any
kind of threat, dispatch him to reach the boss chamber where you'll take on
Optic Sunflower.
_______________________________________________________________________________
++ OPTIC SUNFLOWER STRATEGY ++
==============================
Optic Sunflower's weakness is the Green Spinner (or the corresponding charac-
ter's equivalent), but you'll have to make do with your default weapon for
now. Axl's Bullets can do decent damage to any opponent, so I suggest using
him when you want to score some quick hits. Sunflower's trademark move is to
dissolve and reappear somewhere else in the room, so your best chances of
hitting him are when he's on the ground. If you can, avoid the other attacks
he uses by dash jumping (use Tag Assist if you get caught in one of his pris-
matic bubbles) while striking him repeatedly. When Sunflower goes into Hyper
Mode, he'll utilize a powerful seeking laser attack. Dash jump around like
mad while you try to shake the lock-on, and keep hitting him when you can. If
you need to recharge, keep switching characters out so you can let the other
heal a bit. Try to nail Sunflower with a Double Attack for the final hit to
earn the boosted rating and the "EXF" as part of your records.
_______________________________________________________________________________
After returning to the base, X will start to revert back into X7 mode with his
pacifism, but Axl fortunately breaks him out of it. Back at the Stage Select,
move onto Dark Mantis (upper right).
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=========================
== 10. PITCH BLACK STAGE:
=========================
> BOSS: Dark Mantis
> RECOMMENDED CHARACTERS: Zero/Axl
> MISSION OBJECTIVE: Enter the military facility and stop weapons production.
> POWER-UPS: 3x Rare Metal, Body Parts H
Before going into detail on the walkthrough, it should be noted that the Light
Capsule is the only item that can be gotten before using Axl to get into the
Generator room. The ledges will appear after that, and they'll be a lot easier
to get once you use Gigavolt Man-o-War's weapon to turn the lights on. From the
start, move forward past the lasers and Dark Mettaurs to reach the first passage
in the wall. Move through it, and drop down through the shaft (slide down if
you don't want to take damage), and head left into the next passageway. Avoid
the sensors and head through the gate to reach a cadre of sentinels who have
been alerted to your presences. Shoot/slash your way through them to take them
all out, and grab the refills and metals when you're finished.
When you reach the large room with the spotlights, maneuver past them until you
see a lone guard standing. Have Axl defeat it with the Copy Shot to pick up a
DNA Core, then at the end of the road (before the drop), air-dash over to a
ledge. Climb up, transform, and press Special Attack to perform a salute to the
sleeping guard. He'll let you into a room with the generator, from which you
can gain the majority of the items here. Only problem is, you need the Thunder
Dancer, which you get from Gigavolt Man-O-War. Come back here when you have it,
and getting the items will be made easier.
RARE METAL #1
=============
You have to have already defeated Earthrock Trilobyte, and you need to use X
to charge the Crystal Wall. Stand to the right of the triangle-shape on the
floor, then charge the weapon to "mine" the rare Metal. Redeem it at the R&D
Lab for another Life Tank.
RARE METAL #2
=============
After turning on the lights, backtrack along the path you came until you see
ledges high above you. With either Zero or X (if you have the Foot Parts I
equipped), jump up and travel along the ledges to eventually reach the Metal.
Redeem it at the R&D Lab for Axl's Shield Armor.
RARE METAL #3
=============
This is in the same room, right before the exit. Use either X with the Icarus
Foot or Zero to jump up to a ledge, then jump up to another one just barely
obscured by the ceiling to reach the out-of-view Rare Metal. Redeem it at the
R&D Lab for Zero's D Glaive.
After entering the next door, you'll face another group of sentinels who just
want to beat you up. Zero's best for just hacking away at them, but X's charged
shot can clear a bunch out in one blast. Eliminate them how you see fit, and
collect the goodies that appear once you've terminated them. Be cautious - as
the passageway ahead is completely dark, and you have to rely on a slow floating
Bulbrite (unless you're good and memorize the layout of the passage). Jump over
the first spike pit (pretty much directly in front of you, and move forward
until you see an electrical trap. Blast it, and dash jump to clear a nicely-
hidden spike pit in front of you, then drop off the block to reach solid ground.
From here, just run forward to clear the entirely-darkened area, and grab the
refills in the next corridor. Ahead of you is the third elevator shaft, as well
as the final item of the stage.
LIGHT CAPSULE
=============
You don't need the lights on for this one. (If using Pallette to navigate, she
will comment on the height of the shaft). Simply climb up the right side of
the elevator shaft to reach a passage leading to the capsule. Enter it and the
Body Parts H will be yours (and they'll help in the upcoming battle).
After you grab the capsule, slide down the right-hand wall in between the laser
beams (or just drop and switch out to recover the damage), and fall into the
passage leading to the right. Move past the sensors and take out the last two
sentinels to reach the boss gate.
_______________________________________________________________________________
++ DARK MANTIS STRATEGY ++
==========================
Dark Mantis can be easily taken down with X's Shining Ray or Axl's Ray Gun;
hitting him with the Tenshouha is a bit difficult given how close you have to
be for it to connect. Mantis likes to leap along the walls and fire down his
Shadow Runner and Black Arrow attacks. Shadow Runner is easily avoided, but
the Arrows stick on the ground for a short time, forcing you to air-dash
over them. The Shining Ray has a wide field of range, making it the optimum
weapon to use. When Mantis goes into Hyper Mode, he'll fly into the center of
the room and swipe his huge blade at you. Watch the direction he starts to
swing it in, and dodge accordingly. For the final hit, try to finish him with
the Double Attack for the boosted rank.
_______________________________________________________________________________
After returning to the base, you'll see a somewhat cute cutscene between Zero,
Pallette, and Layer. Seems Layer has the hots for Zero, heh heh. And... Zero's
totally aloof to the whole thing. Hmph, anyway. Gravity Antonion's next, so
hit the top-center square and select your players.
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======================
== 11. PRIMROSE STAGE:
======================
> BOSS: Gravity Antonion
> RECOMMENDED CHARACTERS: X/Axl
> MISSION OBJECTIVE: Check the mysterious tower atop the antigravity lab.
> POWER-UPS: 2x Rare Metal, Head Parts I
Antonion's stage should be fairly reminiscent of Gravity Man's stage, for those
veterans of Mega Man who date back to the good old days of Mega Man 5 (or if
you've gotten pretty good with the Anniversary Collection...). The basic trick
here is navigating the puzzles to find the teleports while manipulating gravity
switches. The first few are easy, and are designed to get you into the hang of
it. As you move through the stage, you'll have more than one type of switch and
you'll have to plan your moves a bit more carefully. Unless you wind up totally
trapping yourself, you usually have one or two seconds of time to get yourself
out of any bind you may be walking into when switching the gravity.
RARE METAL #1
=============
Climb up the wall and either use a well-timed dash jump or Zero's double jump
to grab the side of the large block near the top. Climb on top of it and
stand by the wall, using X's charged Crystal Wall to unearth the Metal. Re-
deem it at the R&D Lab for Zero's K Knuckle.
If using Layer as your operator, she'll alert you to a Reploid with copyable
DNA in the third room. Switch to Axl and use Copy Shot (Triangle by default) to
capture a DNA Core from one of the Runnerbombs, then switch back to X. Use him
to clear the rest of the stage up until the mini-boss. Follow the directions
below to clear it easily.
Just past the next teleport is one of two battles - either the block mini-boss,
or a battle with Vile (Vile appears randomly after two Mavericks have been
beaten, and again after another five Mavericks have been beaten). If you get
Vile, just pelt away at him with your default weapon until he goes away. If you
get the blocks mini-boss instead, refer to the below strategy.
________________________________________________________________________________
++ SPIKE PUZZLE STRATEGY ++
===========================
This mini-boss consists of six moving spiked blocks, and is easy to deal with
once you memorize its pattern. Because of Axl's ability to hover, he's the
character of choice to use here.
--------------------------------
|[ 1 ][ 2 ][ 3 ][ 4 ][ 5 ][ 6 ]|
| |
| |
| |
| |
> >
>------------------------------>
entrance exit
Using this diagram, picture the room, and the six blocks at the top. When each
one falls or rises, a large spike will protrude from the end that the block is
traveling in, so you need to work around the spikes as well as the blocks. At
the start, Block #6 will descend. Dash Jump on top of it as it falls, and stay
on the wall as the others descend. Next, Block #3 will ascend. Hover over to
it and drop into the gap in the floor. After all the blocks have risen back,
Block #2 will descend. Jump on top of it and cling to the wall, and wait for
the sequence to finish. At this point, the blocks will start to move a bit
faster. Block #6 will descend again, but don't make a move for it. Jump off
the wall when Block #3 descends, and quickly drop into the gap. Now, you can
just run back and forth between the gaps of Blocks #3 and #4 as the others go
up and down repeatedly. Keep running so you don't get smashed by the spikes,
and just wait it out until the blocks reset to the ceiling.
________________________________________________________________________________
After completing the puzzle, collect the goodies that are left behind, and head
through the hatch to reach another warp. Take it to a new room, where Pallette
will alert you to an extra warp. Use Axl to take out the shield cannons, then
hit the two gravity switches in the room to change the gravity field.
LIGHT CAPSULE
=============
After switching the room configuration around so you're facing the spike pit,
switch to Axl and use the Runnerbomb DNA Core that you picked up earlier. Run
across the spikes and drop into the first pit to reach a gravity warp leading
to the capsule. Step inside to get the Head Parts I.
After exiting the capsule area, switch back to Axl and change into his Runner-
bomb Form again. Climb out of the spikes and head right, hitting the switch at
the top-left. Wait there for a block to come crashing down, then climb your way
back out of the spike pit and hit the switch on the left-hand wall. Change back
to X, and drop into the warp at the bottom-right.
The next room consists of some moving block puzzles. Defeat the shield cannons
and hit the switch to rotate the room. From here, keep moving to the right, and
switch in and out of Axl's Runnerbomb Form when you're dropping off the screen.
Grab the red and purple Metals in the room, and enter the warp at the far end
of the room. The next area is even larger, and there's a precious Rare Metal to
be had here. Make sure you have enough of Axl's weapon energy left - you'll need
it.
RARE METAL #2
=============
Work the switches and drop from block to block. Move quickly, and switch to
Runnerbomb Form when you're dropping off in case you land in the spikes. The
Rare Metal is sitting on some spikes to the left, opposite of the exit warp.
Redeem this at the R&D Lab for Zero's B Fan.
If you have energy left, make a run for the warp across the room (it should be
one level up), and switch back to X once you've exited the area. The last sec-
tion is one more staircase structure leading to the boss gate. Defeat the enemy
Mechaniloids for Metal and energy refills before heading in to challenge Gravity
Antonion.
_______________________________________________________________________________
++ GRAVITY ANTONION STRATEGY ++
===============================
Gravity Antonion can be beaten easily with the default weapon, but X's Shadow
Runner is easier to hit with, and Axl's Black Arrow is good for hitting him
when he's moving about the area at rapid speed. Antonion's main move is to
either scamper around the room or create large blocks and (a) hurl them at
you, and (b) reverse the gravity field in an attempt to make the blocks land</pre><pre id="faqspan-2">
on you. After taking off about half of his life, Antonion will create a large
black hole in the middle of the room that absorbs attacks - this will sort of
force you to attack differently, making Axl a better choice at this point.
Once forced into Hyper Mode, Antonion will unleash a rapid-fire burst of
gravity blocks. Dash back and forth to avoid the attack when you see it com-
ing, and continue to hammer him when you get the chance. For a boost in rank,
take Antonion down with a Double Attack.
_______________________________________________________________________________
Three Mavericks down and Alia has no clue what's going on. Everyone chatters
about these copy chips and what they can do, and Axl somehow takes offense that
Pallette suggests that since Axl is a prototype, there's the offhand chance of
him going Maverick (Axl's a bit touchy, it seems). After that's all over with,
head over to the R&D Lab and buy some stuff like Life and Weapon upgrades, then
return and select Earthrock Trilobyte as the next boss - he's in the lower-left
corner.
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==========================
== 12. METAL VALLEY STAGE:
==========================
> BOSS: Earthrock Trilobyte
> RECOMMENDED CHARACTERS: X/Axl
> MISSION OBJECTIVE: Quell the Reploid rebellion at the Metal mine.
> POWER-UPS: 3x Rare Metal, Body Parts I
Don't be intimidated by this giant mechaniloid, because he is rather easy to
avoid. Just keep dashing and using X's charged shots, and you will have little
trouble.
RARE METAL #1
=============
When you arrive at the rib cage (should be a few seconds into the level) jump
on top on the marrow matter, and hop from bone to bone. The metal is high in
the air on the last one (Zero's a good choice for trying this one). This one
can be made into a Life Bottle Full at the lab.
Keep running from the Mechaniloid, leaping over the crates and blasting the
enemies. Jump up a few cliffs, and run against some conveyor belts, and you'll
eventually reach a switch where you're forced into a mini-boss battle.
_______________________________________________________________________________
++ MECHANILOID I STRATEGY ++
============================
X is your man. The lever at the top of the cliff is what you are aiming for.
Wait briefly next to him. Once he lower's his view, dash up the top of the
cliff, and fire (note: this works best NOT using the Buster Parts I). Repeat
this process until he goes running off in to the distance. Note that you can
score some easy metal by shooting him as he storms off (but why would you
want to, when you can get infinite metal later? Read Tricks & Secrets for more
info.
________________________________________________________________________________
RARE METAL #2
=============
You can reach this one after the Mechaniloid has begun fleeing. On your way
back down, have Axl stand at the edge of the cliff above the Light Capsule,
and hover off to the left to grab a beam. Continue hovering to the left until
you reach the Rare Metal. This one will give you Zero's Double Barrier when
bought from the Chip lab.
LIGHT CAPSULE
=============
Once the mechaniloid starts going in reverse, look for the capsule just below
the first cliff. It was originally blocked up, but the rocks have been des-
troyed by the giant mech's rampage. Use Melt Creeper to blast away the gas
tanks (Storm Eagle?), and the Body Parts I will belong to you.
RARE METAL #3
=============
This one you need the Crystal Wall for, and some Buster part to charge it up.
Come back to this stage and defeat the Mechaniloid again, then chase it. When
it runs over a wooden plank that breaks under its weight (it has two chunks of
gold metal), drop into the pit and use a charged Crystal Wall to raise the
Rare Metal from the ground. This handy one gives the Metal Discount, an item
which reduces the prices of the items by 10%.
Continue chasing the Mechaniloid all the way to the start of the stage, where a
new path will be open for you. Inside, you'll face either the Crystal Wall mini-
boss or Vile.
________________________________________________________________________________
++ CRYSTAL WALL GENERATOR ++
============================
If you do not meet up with Vile, you will encounter the Crystal Wall. It will
start out by doing a left, then right pattern, which is very easy to avoid.
Simply jump over, and adjust the speed of your jumps to the speed of the Cry-
stals. Soon, it will soon switch off to coming from all four corners of the
room. Stand in the center, and jump when the pair on the bottom start coming
for you. After Trilobyte gets bored (I guess), the next door will unlock.
________________________________________________________________________________
Say hello to the giant Mechaniloid again! Run to the ledge and ride up the lift
to begin the next battle.
________________________________________________________________________________
++ MECHANILOID II STRATEGY ++
=============================
Same fight, the only difference is you must go back and forth between two
levers instead of one. Use the original strategy, but be certain to wait until
the crane moves back to its original position before using the lever again.
Also be sure to alternate between the two, and jump to avoid his plasma shots.
If it gets especially angry, it'll grab you (use Tag Assist), punch you, or
use that giant fire beam, which is a bit trickier to avoid. Keep hitting him
and you'll prevail.
________________________________________________________________________________
No breaks here. Head on through the door to reach the stage boss (he's a funny-
looking one...)
________________________________________________________________________________
++ EARTHROCK TRILOBYTE STRATEGY ++
==================================
Depending on who you're using, use the weapon you got from Antonion to destroy
his armor shell, and continue to hit him from there. Of the three characters,
Zero does the most damage with the Juuhazan, but he's left open to attack for
most of the move. X is best for dodging the bullets that reflect off of the
walls, so switch between the two, using X's Squeeze Bomb to pass through the
Crystal Walls he erects. When he goes into Hyper Mode, he'll begin rapidly
using the Crystal Wall. This could have been a very hard fight, but the dev-
elopers seem to have forgotten the fact that a very similar attack was used
for the mini-boss, making the learning curve minimal. Use X to climb and jump
the intial batch, and shoot through them with charged X-Buster shots, or
Squeeze Bomb. If you have Axl, use his hover towards the end to avoid the
smashing attack, or have Zero wipe him out with Juuhazan. Of course, you could
try for the Double Attack, but chances are the gauge isn't full. If it is, go
for it, and get the boost in rank plus the EXF mark.
________________________________________________________________________________
Four down, and four more to go. Alia's finished analyzing some of the data from
the new generation Reploids, and what she finds isn't what you call good news.
Seems all these Reploids contain data that bears a disturbing resemblance to
that of Sigma...
Oh COME ON, if you didn't think he was behind it by now...
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=====================
== 13. DYNASTY STAGE:
=====================
> BOSS: Gigavolt Man-o-War
> RECOMMENDED CHARACTERS: X/Zero
> MISSION OBJECTIVE: Stop the targets and restore the city management program.
> POWER-UPS: N/A
Attack of the Clones, anyone? First off, be prepared to experiment, and endure
frustration if you plan to beat this level (though once you get the hang of the
level, and forget everything you learned in Driver's Ed. about tailgating, it
becomes easier). With that being said, make sure the two characters you take
into the level have a decent amount of weapon energy (So haul yourself to the
Lab and buy the Weapon Up items). X and Zero are the best ones to use for this
stage, so upgrade them first.
When you first enter the level, Gigavolt will speed past you. Immediately start
boosting (Triangle) to catch up, and grab that first Boost Refill. Your goal is
to collect these as you come across them and use them to stay on Gigavolt's
tail. Keep firing away to score hits, and watch the condition of his ship. When
it starts really flaming and smoking, you're almost done. As for navigating the
stage, it can get tough in some areas. If you go for a bit without collecting
any Boost Refills, switch to your sub character and use his energy. After the
first segment, Gigavolt will fly through an annoying spiraling area. Push hard
up on the D-Pad, and don't try to shoot through the surrounding promotional
material, because you will lose. Keep collecting Boost Refills, even if it means
giving us a few pellets in your life meter. You need speed. If you ever fall
behind, and your shots are not connecting, aim just above Gigavolt's head.
When you reach the tunnel area, this is another good place to score some cheap
hits on Gigavolt. Make sure you pull to the right in order to collect the Boost
Refill. After a vertical chase segment, it'll begin again close to the start of
the stage, but alarms and red lights will start going off, making it a bit more
difficult. Your goal, of course, is to defeat him before it gets to this point.
After it cuts to a cutscene and the screen turns white, it's time for a battle.
________________________________________________________________________________
++ GIGAVOLT MAN-O-WAR STRATEGY ++
=================================
X's Crystal Wall should be all you need. Just fire it directly in front of
him, and it'll block his electric attacks and damage him at the same time.
Rinse and repeat, switching out to Zero so he can destroy the jellyfish that
Gigavolt spawns. When he starts using his Hyper Mode attacks, switch to Zero,
and pay close attention to the floor. A few areas will starting lighting up,
get away from those spots at once. After he has unleashed his lightning att-
ack, start spiraling with Zero, but be certain to find a safe haven when you
see the floor light up again. Be patient, and this annoying boss should be no
problem.
_______________________________________________________________________________
With five Mavericks down, X voices his suspicions about Sigma's involvement in
this plot. Gogo Captain Obvious, huh? More conversations ensue, and whee, then
you can select your next Maverick. By the way, if you haven't done it already,
now's a good time to take advantage of that infinite metal glitch and buy all
of the chip shop upgrades. Avalanche Yeti is next, so move bottom-center and
select.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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===========================
== 14. CENTRAL WHITE STAGE:
===========================
> BOSS: Avalanche Yeti
> RECOMMENDED CHARACTERS: X/Zero
> MISSION OBJECTIVE: Restore power to the environmental control system.
> POWER-UPS: 1x Rare Metal, Head Parts H
This is another Ride Chaser level, but much more fast-paced than the Dynasty.
Like that stage, it will require quite a bit of trial-and-error, but it gets
easier as you practice. X and Zero are the best bet for the mini-boss and Yeti,
but you might consider Axl since his rapid fire can take care of the constant
flow of enemies with ease. You'll start off racing forward. Maneuver using the
D-Pad or the Left Stick while blasting at the enemies, and use the blue ramps
while dashing (Circle) to fly over the crevasses. Eventually, the music will
change and you'll reach a mini-boss.
________________________________________________________________________________
++ FLYING SHIP I STRATEGY ++
============================
How frustrating. Make sure X is charged. Start by zooming towards the mini-
boss and unleash your charged shot. Switch out to Zero at once, and start
pelting him with saber fire. When the mini-boss lifts in to the air, back off
a little bit to avoid the bombs he throws at you (Zero works best at destroy-
ing these). Once he touches back down, repeat the process. If you're quick
enough, you can wipe him out before he even gets the chance to drop bombs.
________________________________________________________________________________
After defeating it, the stage gets much worse. Pay extremely close attention to
the ramps after you clear the zig-zagging section with the Bulbrite traps. Take
the first if you want, but the second ramp is imperative (or else risk a very
harrowing ride with tons of ramps and pits). Shoot the Bulbrite in front of it
and hang a hard right to enter the cavern on the right-hand side. In here, stay
in the center and blast away to destroy the bombs. Once you exit, you'll have
to leap across two more ramps before the second mini-boss.
________________________________________________________________________________
++ FLYING SHIP II STRATEGY ++
=============================
This is more or less the same fight as before, though the ship has a lot more
HP, and he adds a ramming move after dropping the bombs. When he does this,
watch to see what side he settles on, then pull hard in the opposite direction
to dodge. Again, X's charged shots work well (and if you're good, can hit the
boss during its ramming move) from a distance, and Zero's spread works great
up close. Avoid the new attacks and the more prolific Volt Scatter, and you'll
take him down.
________________________________________________________________________________
After defeating the mini-boss again, you'll reach the last part of the stage,
which is on foot (and the area the two items are located in).
LIGHT CAPSULE
=============
Yeah, you knew they were going to stick this at the end of the stage. After
your bike crashes, run forward until you reach the vertical wall just before
the boss gate. Have Zero climb it, and use the double jump to reach the outer
edge, and pull yourself up. Use either the Tenshouha or Shining Ray to melt
the ice cubes, and the Head Parts H will be yours!
RARE METAL #1
=============
Everyone says you need Axl to reach this one, but there is a way to reach it
using Zero. Start from the very edge of where the Light Capsule is, jump out
to the left, then air-dash. Quickly, while in mid-air, perform Raikousen, and
the lightning attack will thrust Zero farther to the left, allowing you to
grab the ledge and collect this without making a return trip. Forging this at
the Chip Lab will give you Zero's Weapon Converter.
When you're finished, simply drop and continue to the right to reach the boss
gate, where Avalanche Yeti awaits you.
________________________________________________________________________________
++ AVALANCHE YETI STRATEGY ++
=============================
Avalanche Yeti is pathetically easy if you have X and Zero. X's Thunder Dancer
will actually home in on Yeti when he's above ground, so employ the same kind
of strategy you use on Blizzard Buffalo (MMX3), and stay on the walls until
Yeti comes in your direction. Air Dash off, and hit him, then run to the other
wall, and repeat. Zero's better for handling the snowflakes, as the Raikousen
is a time-delayed move, and leaves him open to counterattack. Once Yeti goes
into Hyper Mode, his speed increases, and he's much more prone to socking you
with an uppercut. Stay close to him while he's energizing, pop off another
shot with the Thunder Dancer, and you should be able to finish him off with
a Double Attack after that.
________________________________________________________________________________
The group returns to base, and Layer asks X why Zero seems so downtrodden. X
explains about Zero's past, and Sigma's attempt to use Zero to destroy the world
(see Mega Man X5). That'll teach Layer not to ask questions, or something.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=====================
== 15. INFERNO STAGE:
=====================
> BOSS: Burn Rooster
> RECOMMENDED CHARACTERS: X/Axl
> MISSION OBJECTIVE: Investigate and stop the uprising at the disposal center.
> POWER-UPS: 3x Rare Metal, Foot Parts H
This stage looks difficult, but it just takes a bit of practice. The main hazard
is the two sections of auto-scrolling (not as bad as Blaze Heatnix, though). To
get all the items in this stage, you'll have to come back here twice. X is a
good choice to start off with, and Axl is invaluable once the platforms start
speeding up. Take your time, hop from crate to crate while avoiding the laser
beams further down, and you'll eventually reach the bottom. Run into the hallway
and simply hop over the guard, and head through the gate.
________________________________________________________________________________
++ BURNING BULBRITES STRATEGY ++
================================
If you have Body Parts H on X, just stand there, and you won't get hurt. If
not, have Axl stand in the far side, towards the door, and rapid fire. Spray
your shots towards the upper right (or left, depending on where you're stand-
ing) area of the screeen. After you've taken care of the flaming Bulbrites,
the door will unlock and you'll have access to the middle area of the level.
________________________________________________________________________________
For the next part, make sure you have no glare on screen so you can make out the
seemingly endless spikes in this area. Drop down and move to the left, where
you'll find two Batontons on the ceiling.
RARE METAL #1
=============
You actually need to reach the bottom of this area first, and use Axl to copy
the Flyer's DNA Core. Let yourself be killed by the spikes to respawn at the
top, and return to this area. Start on the second or third step, and transform
into a Flyer. Jump, and press Jump again at the peak to start gliding forward,
and you should glide into a little hole in the wall, where the Rare Metal is.
Grab it and use it at the Chip Lab to get Zero's T Breaker weapon.
Depending on whether or not you choose to exit the stage now, either come back
to the middle section, or try and glide your way out of the hole. Either way,
continue on, and and drop off the edge. Watch on the right side, and air-dash
immediately after you clear the spiked wall to land on safe ground. Climb up the
next section, dash jumping in between the spikes, and drop down again on the
other side. Defeat the two sentinels with the freezing guns, and continue on
your way down to reach one of the electrical traps.
RARE METAL #2
=============
Unfortunately, you need to revisit this stage to grab this one, after you've
gained the T Breaker (you need to physically purchase it, not just find the
Rare Metal). Once you have, you need to use Zero with the weapon, and hit the
floor with Triangle (so it's a Juuhazan-enhanced strike), which will crack and
break the floor. Drop and do the same to a storage crate, and claim the next
Rare Metal, which can be used to make X's Weapon Converter.
LIGHT CAPSULE
=============
As you moved past the Freezers, you probably saw the capsule behind a wall.
Keep heading down until you reach the wall on the far left-hand side, and
start climbing up (or if you still have some Flyer energy, use that to fly to
the top). There are some staggered spikes on the way up, so just jump between
the segments to reach the capsule. Enter it and you'll get Foot Parts H.
Keep working your way down to the bottom (there are more and more spike pits as
you progress - keep in mind that a Prickle Barrier is a good thing to have just
in case). When you reach solid ground, you'll encounter the Flyer I mentioned
above, as well as the gate to the second mini-boss. You might encounter Vile in
this one, otherwise, it's a mere rehash of the first one (see above). When you
clear either encounter, head through the door, and down the hallway to reach
the start of another scrolling platform section.
RARE METAL #3
=============
This one is above you, and you have to be quick. Dash jump from the start to
reach one of the higher platforms, and keep heading up even if the screen
starts to scroll (it'll stop if you head up). Stand on one of the platforms
and use Axl to hover (you can barely make it with an air-dash) over to another
ledge. Climb up and jump over the sentinels to claim the Rare Metal, which
can be redeemed at the R&D Lab for a Weapon Tank.
Dropping back down, navigate the much-faster platform section. Start off with
Axl, and have him hover in the center of the screen if you find yourself being
rushed. You can also have him fire Axl Bullets and get the same effect. Once you
get to the lower portion of the area (several platforms line up in a horizontal
row), switch to X. Axl can not move while using his weapons, and you will need
to be shooting and dashing at the same time. Eventually, you'll reach a complete
straight row of platforms - drop onto any of them to be carried down to the
lowest depths, where Burn Rooster is apparently throwing a temper tantrum.
________________________________________________________________________________
++ BURN ROOSTER STRATEGY ++
===========================
This Maverick is so pathetically easy with the Drift Diamond that it's barely
a challenge. Hit him until he flies to the background, and just watch for the
flame attacks. When he jumps back, he'll come down right on your position, so
move out of the way. The platforms might start shifting positions during the
fight, so adjust for that. Keep hitting him until he goes into Hyper Mode,
which is also easy to avoid. He'll stand in the center and breathe flames at
one of the walls - you can avoid it by simply standing behind him, and nailing
him when he drops his flame shield. Take him out with a Double Attack, and
watch the really funny death animation.
________________________________________________________________________________
You're not out of it yet, Maverick Hunter. The reactor has gone critical (but it
apparently cools down as you're able to revisit the stage... anyway), and the
magma flow is quickly backing up the main flow chamber. Now you have to work
your way back up the way you came with platforms that wobble and drop as you
land on them. There's lots of metal to be had, but you should focus more on
getting away from the rapidly-rising magma. X is best for this part, because his
dash jumps seem to carry him a bit farther. Make it to the top, and grab the
large Metal to end the stage.
Back at the base, Alia warns ominously that this could be just the beginning.
Oooh. After some more commentary from peppy old Axl, you'll return to the stage
select screen. Move onto the Booster Forest, where you'll meet up with the
warm and fuzzy (total lie) Bamboo Pandamonium.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
============================
== 16. BOOSTER FOREST STAGE:
============================
> BOSS: Bamboo Pandamonium
> RECOMMENDED CHARACTERS: X/Axl
> MISSION OBJECTIVE: Find out what the Mavericks want with the rocket center.
> POWER-UPS: 3x Rare Metal, Foot Parts I
This entire level is a Ride Armor facility. A few general tips before starting:
- Ride Armor has a charge attack, but it works only at close range.
- You can dash jump and air dash.
- Despite the sprite animations, you can jump again immediately after landing.
- Like all other Ride Armors, it takes damage instead of you. Use it wisely.
- If need be, eject and take on minor enemies to conserve Ride Armor energy.
When you first begin, you'll head past a couple of crates and conveyor belts.
Ride the slanted one up, defeat a few more enemies, and you'll encounter the
Cyclops armor sitting for the taking. Grab it and cross a few pits to reach a
semi-circular area. Head around the bend, and eject from the Ride Armor. Switch
to Axl and use the Copy Shot to destroy the blue Mechaniloid in front of you,
and pick up its DNA Core for later use. Get back in your Ride and keep moving.
After moving past a plethora of Mettaurs, pits, and Flamethrower mechaniloids,
you'll reach another bend. Head around and defeat the last few enemies (if you
time your hits right, you can score a fresh Ride Armor right before the mini-
boss encounter ahead. Eject from the armor so it can slide on the conveyor belt,
and grab it again before it falls into the pit. In the next room, you might
fight Vile (if you haven't fought him twice already). If Vile doesn't appear,
then you'll square off against an army of Ride Armor foes.
________________________________________________________________________________
++ RIDE ARMOR ARMY STRATEGY ++
==============================
Eject from your Ride Armor, switch to Axl, and climb the left-hand wall. From
this vantage point, aim diagonally at the floor and fire away to ensure some
hefty combo numbers (you can't get hit up here). If you prefer the hard way,
use X and try to fire as quickly as you can at the armors as they come at you
one by one. Eventually, you'll wipe out all of them, and score some Metals,
energy, and Double Attack refills.
________________________________________________________________________________
Exit the room (after you've hopped back in your Ride Armor), and you'll meet
two bomb-carrying Bulbrites. Eliminate them and head over to the platform that
has a switch. Eject from your Armor and trigger the switch so the platform
rises, then take out the Ride Armor in your path.
LIGHT CAPSULE
=============
Stand as far left as you can on the raised platform, and dash jump out into
space. Hit Up + Jump at the peak of your leap to eject from the Ride Armor,
and immediately punch the Jump button again to make Axl hover. Now simply
hover over the spiked wall to reach the capsule. Enter it and the Foot Parts
I will be yours.
After the capsule, ride up the platform again, and exit your Ride Armor. The
next helpful item is below you, and you don't require the armor for it.
RARE METAL #1
=============
Remember that blue enemy you had to copy earlier in the stage? You'll need to
transform into it to get this one. Fall down into the area below and head to
the left to find a narrow tunnel. Transform, and yes, use the "Morph Ball"
ability to roll into the passage where the Rare Metal is (Metroid, anyone?).
This one will give you X's Weapon Converter.
Exit the tunnel and jump back up to a ledge blocked by two large objects. Climb
the wall, jump off, and hover as Axl to grab the edge of the ledge you left your
Ride on, and reclaim it. Dash jump to the right and land on that platform, and
punch your way to a new path.
This section consists of some conveyor belts. Jump onto the first one, and exit
the Ride Armor so it passes under you. Move forward to leap back into it and
IMMEDIATELY air-dash to land on the ledge to your right. Exit again and move
forward until you see another switch. Hit it to lower a platform, then go back
and retrieve your Ride Armor.
RARE METAL #2
=============
Move forward with the Ride Armor, and let it sit on the platform you lowered.
Eject again, and try to hit the switch again with normal weapon fire (X can
hit it). Ride up and smash the blocks, then head into the alcove and use a
charged Crystal Wall on the floor emblem to retrieve the Rare Metal. This one
will give you Axl's Double Barrier.
Hop back in your ride, and take a long jump to the right, followed by an air-
dash to reach the next ledge. Head inside for another fight with some Ride Arm-
ors, and exit once you're done. Circle around the bend in the next area, and
take a flying dash jump off the edge to (hopefully) land on a ledge with another
spiked conveyor. Eject, and let your Ride be carried up, and quickly follow it
as it goes up the shaft. Move right, and QUICKLY jump back in when it comes
back into the foreground.
RARE METAL #3
=============
Head left once you get back on the ledge, and drop back down the elevator
shaft, and you'll crash through part of the floor and wind up back on the
lift platform. Ride it up along the path as you travel in the background, and
snag the Rare Metal as it's right in your path. This one will give you Zero's
Shield Armor.
Afterwards, head right and carefully work on creating a set of stairsteps up to
the boss gate. If you can't, that's fine, but it's more fun pounding on the boss
with Ride Armor.
________________________________________________________________________________
++ BAMBOO PANDAMONIUM STRATEGY ++
=================================
Pandamonium is laughable. The Melt Creeper is fine and all, but Axl's Flame
Burner is even better. Of course, if you kept the Ride Armor all the way to
the end, you can pound him into scrap in but a few seconds. Keep the heat on
him (literally), and stop only to dodge the missiles. When he uses this move,
a small cloud appears where they are going to land or rise from. Keep roasting
him until he goes into Hyper Mode, then run to the far right of the screen to
dodge his incoming ramming attack. When he calms back down, either beat him
into submission with the Ride Armor, set him on fire again, or use the tried-
and-true Double Attack.
________________________________________________________________________________
What's this? Alia makes the observation that Sigma doesn't seem to be control-
ling the new generation Reploids like mere puppets, rather, they all seem to
BE Sigma himself, alluding back to her earlier discovery of Sigma-like data in
their copy chips. The collective lightbulb goes off, and Sigma reveals himself.
Unfortunately, his transmission and boasting is interrupted. Fortunately, you
can still reach him from his base on the moon. You'll have to take a ride on
the massive Jakob Orbital Elevator first, though. Stock up on weapons and other
items, as the final battles are just ahead.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
============================
== 17. JAKOB ELEVATOR STAGE:
============================
> BOSS: Vile mk-III
> RECOMMENDED CHARACTERS: Zero/Axl or X/Zero
> MISSION OBJECTIVE: Reach the satellite using the Elevator and find Sigma.
> POWER-UPS: N/A
Try not to get caught up in the rockin' music here, because it's quite a spiffy
tune. This stage isn't even really a "stage", so to speak, as it's simply a
vertical ascent up the Orbital Elevator, with multiple enemies along the way.
If using a team of Axl and Zero, have Axl attack the aerial enemies and Zero
for a ground troop assault at the floor stops. If in Hard Mode (or if you just
want to use X), bring Zero along for the whole trip and use the D-Glaive for
its range, and have X attack (Buster Parts I is great here) the multitudes of
soldiers. Dodge and attack the best you can, switching out multiple times to
give your characters time to heal. As you near the top, you'll (usually) be
informed of an ambush waiting for you. Joy. Ride to the top and get ready for
the third fight with your old friend, Vile.
_______________________________________________________________________________
++ VILE MK-III STRATEGY ++
==========================
This fight with Vile is pretty much the same as all the others, except that
he actually has a life meter this time, a definite weakness, and he has a lot
more room to maneuver. His tracking fireball attack is the same, so you'll
just have to live with that as best you can. Whenever he pauses, have X att-
ack with the Drift Diamond (or the corresponding ice weapon for either of the
other characters) to inflict heavy damage on him. Vile will continue to att-
ack in the same fashion until he goes into Hyper Mode, at which point he'll
occupy the center and start a powerful rotating lightning attack. The bolts
have brief safe points that you can dash in and out of, but X's Foot Parts H
gives him the ability to shadow dash, so the lightning isn't that big of a
threat. When Vile calms down, continue to pelt him, and finish him off with
a Double Attack.
_______________________________________________________________________________
After Vile has fled once again, Zero will comment that with Vile and Sigma back
at it, it's just like old times. Sigma's presence has been detected at the Gate-
way orbital facility, so your next job is to head there and investigate.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=====================
== 18. GATEWAY STAGE:
=====================
> BOSS: Sigma I
> RECOMMENDED CHARACTERS: X/Zero
> MISSION OBJECTIVE: Sigma detected at supply relay point. Investigate.
> POWER-UPS: N/A
This stage is a hallway, basically, that leads to the boss teleport room. The
thing that makes this one unique is that each teleport has a different color
which corresponds to the appropriate Maverick. The color chart, as well as an
approximation of the capsule locations, is listed below.
Gold: Optic Sunflower
Black Teleport: Dark Mantis
Pink: Gravity Antonion
Orange: Earthrock Trilobyte
Blue: Gigavolt Man-O-War
White Teleport: Avalanche Yeti
Red: Burn Rooster
Green: Bamboo Pandamonium
TELEPORT ROOM CHART
==================================================
| |
| Mantis Yeti |
| |
| |
| [L] |
| [W] [A] |
| |
| |
| Rooster Man-O-War |
| |
| |
| Sunflower |
| |
| |
| Trilobyte Pandamonium |
| |
| |
| Antonion |
| |
| |
[E] |
==================================================
KEY:
====
[E] = Entrance/Exit
[L] = Life Refill
[W] = Weapon Refill
[A] = Attack Gauge Refill
After you've defeated the eight copy Reploids, your navigator will alert you
to the facility self-destructing. (Time Bomb Set! Evacuate Immediately!)* Head
exactly the way you came in, dashing the whole way since the floor will start
collapsing. As you reach the exit, Sigma will trap you, and you'll have to
fight him (at least it's not timed) to escape.
_______________________________________________________________________________
++ SIGMA I STRATEGY ++
======================
Sigma's pretty easy. X's Shadow Runner works best on him (if you brought Axl,
then the Dark Arrow's good too; if you brought Zero, stick to the Z-Saber or
the D-Glaive), but I would caution you to watch out for his Saber attack -
unlike X1 (anyone notice the striking similarity to his X1 form?), his attack
comes completely untelegraphed. The rest of the time, Sigma hovers in the
air trying to use a laser attack. Get under him when he does this, and keep
pelting him with the Shadow Runner to cause significant damage. If X starts
taking heavy hits, switch out to Zero and hack away with your Saber. Actually
this method is preferred since halfway through the fight, Sigma will start
using barrier shields that are easiest to crack with Zero's triple slash.
Once you whittle him down enough to where he goes into Hyper Mode, Sigma will
engulf the floor in flames. At this point, keep jumping and slashing until
you get him down to about 10 units, then finish him off with a Double Attack!
_______________________________________________________________________________
Lucky you! Sigma was just another copy Reploid! Escape back to the Base for
another cutscene, where Alia will alert you to Maverick readings from the moon
itself (I distinctly remember saying "Mavericks in Space!" or "Mavericks on the
Moon!" would've been an appropriate subtitle for this game - guess I was right
after all).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
==========================
== 19. SIGMA PALACE STAGE:
==========================
> BOSS: Sigma II, Lumine I, Lumine II
> RECOMMENDED CHARACTERS: X/Zero or X/Axl
> MISSION OBJECTIVE: Defeat Sigma: the cause of this whole incident.
> POWER-UPS: N/A
Since when did the Moon have spike pits? Anyway, the first part of this stage
involves a trek across a spike and enemy-infested lunar surface. If you're
good, most of the enemies can simply be avoided anyway - your only goal is to
make it to the gate at the end of the area. Head inside for the final battle
against Vile.
_______________________________________________________________________________
++ VILE MK-III STRATEGY ++
==========================
I'll just bet you were wondering if Vile was ever going to employ some good
old Ride Armor, weren't you? Vile doesn't so much use it this time as he does
keep it around for a good old pounding, as you can easily knock him off of
the mech (in fact, it's the only way you can damage him). Once you do, use
the same strategy as before, using X to pelt him with the Drift Diamond (or
the Hyouryuushou/Ice Gattling, depending on your character). After a couple
of hits, he'll hop back on the Ride Armor. Repeat until he has been defeated,
and move on.
_______________________________________________________________________________
NOTE: If playing in Hard Mode, the next area will be different, as a new cut-
scene occurs here. Your secondary character will warp in and have a brief con-
versation about defeating Vile, then be completely pwned by a not-exactly-dead
Vile, meaning you'll have to take on the next segment alone. I suggest having
the character you're best at be the one for the final leg, because this next
section is chock-full of spikes and Sigma copies.
After exiting Vile's room, move to the right to encounter the first copy Rep-
loid. It'll transform into Sigma, and use his Saber attack if you get close
(There are a total of 13 Sigmas in this area, for reference purposes). Defeat
it and climb the wall to face another one. Climb up the next wall for another
one, but this one utilizes a Virus Fireball attack. Zero can hack it back at
Sigma for damage; otherwise, just dodge it. Keep ascending up until you face
two Sigmas (one with a Saber, the other with the Fireball). Defeat them, and
climb into the next room that has massive spikes. Ascend the left wall and air-
dash to safety, then continue right into another spiked area. There's another
Sigma on the far right-hand ledge, but you can avoid this one by timing your
air-dash so you land on the lower ledge.
The next room has another Sigma and a large energy refill, so defeat the Sigma
and grab it if you need it. Slide down the wall into the next room and air-dash
over the spikes, then continue left for another Sigma. Slide down the wall
again, air-dashing over the next set of spikes, to face two more Sigmas. Keep
heading right for another life refill, then drop and continue right some more
for another Sigma fight. Air-dash between the three ledges to avoid hitting the
spikes in this area, then head into the next room where you really have to time
your jumps between the vertical spike segments. Make it to the top, and inch
over into the next area to the left. Air-dash to the platform, then, if you
have Zero, double jump over to the next left-hand ledge. With X (with Icarus
Foot), just jump and air-dash, and hover with Axl. Now, with either X or Zero,
you can make the final jump to the right with a long air-dash, or by hovering
with Axl. Defeat the final two Sigmas and head into the gate to reach the inner
sanctum of Sigma's Palace. From here, it's just a simple trek to reach him
where he (is THAT Sigma?) sits on his throne.
_______________________________________________________________________________
++ SIGMA II STRATEGY ++
=======================
This is the *real* fight against Sigma. Although he has a number of potent
attacks, once you learn to avoid him, he's rather simple to beat (he's a bit
tougher on Hard Mode, but you can wipe him out with the Nova Strike). His
first couple moves involve generating giant rings that will travel across the
room - avoid these by clinging to the wall. When he stops (you'll get a feel
for the timing), dash over and hit him with X's Shining Ray (if you have him;
otherwise the Z-Saber or Ray Gun will suffice). Eventually he'll disappear;
give him a few seconds, then dash out of the way, because he'll come down
right on top of you. Hit him from behind with whatever weapon you're using,
then back off and wait for him to repeat the pattern.
After you take either half or 1/3 (the latter in Hard Mode) off his meter,
he'll grab you by your face (and if in Hard Mode, initiate a story sequence
where your secondary character returns). If in Normal, quickly hit L2 for a
Tag Assist, then resume the fight. Sigma will pretty much go wild at this
point, doing multiple sword strikes, leaping attacks, and a laser which en-
gulfs the opposite wall in flames (X w/ Icarus or Zero can jump above Sigma's
head at this point). Eventually, Sigma will also use a barrier shield; hit
it with whatever you use to break it, then keep blasting him. One of Sigma's
final, and deadlier, moves is a giant fireball that no man can avoid (X takes
damage even if you shadow dash through it). Switch out characters if you get
hit, and just keep pounding him until he bites it. I don't suggest trying to
finish him off with a Double Attack; save it for the real final battle.
_______________________________________________________________________________
For all of Sigma's big talk, it turns out he was just a pawn as well, because
the real mastermind behind the plot was none other than Lumine! After a short
cutscene, the first battle against Lumine will begin, and he'll use every one
of the Mavericks' Hyper attacks. Get ready.
_______________________________________________________________________________
++ LUMINE I STRATEGY ++
=======================
The key to beating Lumine lies in exploiting the weaknesses he takes on when
using various Maverick weapons, for instance, hitting him with the Shadow
Runner when he starts using Antonion's attack. He repeats pretty much in a
set sequence - Antonion, Trilobyte, Mantis, Yeti, Pandamonium, Rooster, Man-
O-War, and Sunflower - so use your weapons accordingly. X is best for this
phase of the fight, and you need to stay on the move, as Lumine constantly
moves around, except when using Rooster's attack. Avoid all of them exactly
as you would when fighting the Mavericks, and eventually, you will be able to
take Lumine down.
_______________________________________________________________________________
After another cutscene, Lumine will really go Maverick on your asses, and take
the form of a winged creature (this remind anyone of Seraph X?), and the final
battle will commence.
_______________________________________________________________________________
++ LUMINE II STRATEGY ++
========================
Lumine has a wide repertoire of laser-based attacks, and the trouble is that
he can make himself invulnerable during most of them. Have X fire off charged
shots (if using Icarus Buster, fire off the half-charged one, as the fully-
charged shot seems to barely put a dent in his life meter). Jump over him
when he flies at you, and spend the rest of the time running back and forth
to dodge the spread laser attacks. The ring ones have safe spots that you
can dash through, and with some fancy footwork, you can dodge the slow-moving
lasers that appear later in the fight. Of course, if you've beaten him once
already and have X's Ultimate Armor handy, just mop the floor with Lumine by
Nova Striking him (two attacks will leave him at 1HP).
After whittling about 3/4 off his meter, Lumine will perform a move (ironic-
ally enough) called Paradise Lost. The battle alters a bit at this point,
and this is the part you want to use Axl for. The sky will darken, and Lumine
will appear randomly (anyone remember the annoying battles w/ Dr. Wily in
his disappearing saucer routine? Yeah, this is the X-series version) around
the arena, guarding himself with his wings. Have Axl (or X with a charged
shot) break the shield, then wait for Lumine to reappear. This time he'll be
vulnerable. Knock off a few shots, and repeat. The next time he's vulnerable,
finish him off with Axl leading the Double Attack (you can just pound him,
but this is quicker, and good practice for Hard Mode where you only have 30
seconds to defeat him).
_______________________________________________________________________________
Shock, shock - Lumine's surprised (like all uber-evil villains) that you kicked
his ass. Scroll through the text if you want, listen to the pity story, then
watch Axl get bitchslapped by some weird tentacle thing that erupts from the
chest of the dead Lumine. The final ending scene will play out with X and Zero
riding home on the elevator (and if you have been playing Hard Mode, wait out
the credits for a rather eerie ending for Axl).
If you were playing Normal Mode, and had Axl at 100% prior to the battle, you
will get his White Armor by saving your clear data, then starting a new game
from that file (if you didn't have 100%, you'll get the armor once you do. The
same goes for Zero, except Zero only requires 100% of his items - no need to
physically beat the game with him).
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== 20. INTERMISSIONS:
=====================
As the manual itself points out, sometimes new missions will appear throughout
the game. These depend on two factors - how long you're taking, and how many
times your sorry self has seen the "Continue" screen. The first one you'll get
is the Noah's Park one, and you get them in random order after that. So if you
want them all, as well as an easy way to get Metal aside from the (ridiculous-
ly) easier way described in the Tricks & Secrets section, go for it. Here's a
list of the Intermissions, and the goals for each. As far as I know, the only
stages that have Intermissions are those listed below.
Noah's Park
===========
The goal here is to destroy as many of the crab mechaniloids as possible. While
doing so, you'll have to fend off multiple bladeys, Bulbrites, and that annoy-
ing claw from the intro stage boss. As you defeat more, you'll deal with more
enemies onscreen, until you reach 200. After that it resets at the starting
pace and builds up again. Needless to say, Zero + S Blade = very high score
potential.
Troia Base
==========
This opens up a new scenario called "On Parade" in the Troia Base training sim-
ulators. It consists of a ten-minute timed segment against the eight Mavericks
(with the Gateway stage serving as the testing ground). You can earn tons of
Metals here depending on your speed, so it's best to wait until X has the Ult-
imate Armor, so you can Nova Strike them into oblivion. Defeat all eight, and
the simulation ends.
Central White
=============
The environmental research center has somehow been blocked off by huge chunks
of debris (how these chunks qualify as Mavericks is beyond me, however). Any-
way, mount up your Barius and blast away (Axl is a great choice for this one).
Collect as much Metal as you can, and try to beat your record times. To my know-
ledge, this is the only Intermission besides the Troia Base one that actually
has an ending point.
Inferno
=======
This one's intriguing. Apparently the designers thought the player didn't get
enough of the aggravating platform segments in the stage, so the point of this
Intermission is... simply to climb down another set, while collecting the Metal
strewn about the platforms. Personally, I've never reached the bottom, so I
don't even know if there is one...
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== 21. SECRETS AND TIPS:
========================
There are a few nifty secrets and tricks in the game that can be exploited for
fun or other useful stuff. Others are just interesting items worth noting.
1. (RIDICULOUSLY) EASY METAL
This trick is just too easy, really. One has to wonder if it was put in the
game intentionally, because it just seems impossible to have been an over-
looked bug. Anyway, first defeat Trilobyte, then visit Mantis' stage with X
and Axl. Get to the generator room, and have X use the charged C. Wall to</pre><pre id="faqspan-3">
gain a rare Metal that he can turn into a Sub-Tank. Go back to the R&D Lab,
and buy the Sub-Tank. Now use Chip Delete for however much Metal you have
until you are under 50 units. Now go towards the top and buy a Sub-Tank
fill. Watch the upper right corner for your Metal counter to disappear, then
you can go and buy anything you want, provided you've found the rare Metal.
Enter a stage, pick up a piece of Metal, and watch your counter start rapid-
ly climbing all the way to 9,999,999 (you can hit START to make it go right
to the max amount). In other words, infinite Metal, and you never have to
waste time gathering massive amounts to buy the three final items.
2. NEW GAME +
Similar to other games such as Chrono Cross, or even more recent Mega Man
titles (such as X7, or the three Zero series games), you can choose to save
your clear data into Normal or Hard Mode, and start a new game with all of
your Metals and upgrades from the previous playthrough intact. This is also
the only way to go about acquiring the S Blade for Zero, unlocking the three
extra armors, as well as unlocking the three Navigators as playable charac-
ters.
3. UNLOCKABLE NAVIGATORS
If you complete the game in Normal Mode, save your file and play again.
Go to the R&D Lab and four new items will be available (sort of). Zero can
get the S Blade (the final item required to level him up to 100%), and the
three ??? items in the "ALL" category will be made available at certain
points throughout your new game. Whichever navigator you used most in the
last game will now have a weapon available. Buy it for 40,000 Metal (if you
use the infinite metal trick, cash won't be an issue), then defeat four
Mavericks using another Navigator to unlock their weapon, and the last four
using the third Navigator to get the final weapon. Buy them all, and press
Triangle on the R&D screen to make the X, ZERO, and AXL parts change to
ALIA, LAYER, and PALLETTE. Buy all of the upgrades for each of them, and
go select a stage. Press Triangle when asked to select a character, and you
will be able to select the Navigators as characters! Just note: Alia can't
use X's Neutral Armor (but she's a powerhouse anyway...), and there is no
story-related text when playing as them. I'm not sure if completing a game
with them unlocks anything else, as I haven't done it yet.
4. ALTERNATE ENDINGS
Depending on who you use to score the final hit on Lumine, a small part of
each ending will be different. In X's ending, he questions whether or not
what Lumine considered "evolution" was valid. Zero ponders over whether or
not Sigma is finally dead, and Axl's Hard Mode-exclusive ending is a bit
more foreboding. Axl is shown still unconscious, and the hole left where
Lumine struck him begins to faintly glow purple...
5. ALTERNATE INTRO SEQUENCES:
As you complete milestones in the game progression, the way the introduction
to the game is done will also be different. When you first start out, with
no memory card data saved, the intro is green, and silhouettes of X, Zero,
and Axl appear, and they cooperatively announce "Capcom!". Also, at the tit-
le screen, X will announce the title.
After completing Normal Mode, the intro changes to red sparks, has a differ-
ent sound effect, and this time it's Lumine's voice that announced the Cap-
com part. Zero then voices the title instead of X.
Upon completing Hard Mode, the intro is the same in color and sound, only
this time, the three Navigators (Alia, Layer, and Palette) can be heard on
the "Capcom" part, and Axl announces the game title.
As if that wasn't enough, after you go and buy the three Navigator weapons,
and level each one up to 100%, silhouettes of the three Navigators appear
instead of X, Zero, and Axl.
6. SPEED RUN ROUTE
Being the Metroid fan that I am, I've gone over the game a few times and
drawn up a speed-efficient route that clears Normal and Hard Modes with the
full 100%, in as little time as possible. Refer to the chart below for the
item order (Note that you need only get X to 100% in Normal for his Ultimate
Armor - you can earn Axl and Zero's in the Hard Mode game).
[START NORMAL MODE] [SAVE CLEAR DATA TO HARD MODE]
Noah's Park Noah's Park
- N/A - N/A
Troia Base R&D Lab
- Weapon Converter (Z) - S Blade (Z)
Pitch Black - 1st Navigator Weapon
- Body Parts H (X) Primrose
Primrose - K Knuckle (Z)
- Head Parts I (X) Metal Valley
- B Fan (Z) - N/A
Metal Valley Dynasty
- Life Bottle Full - N/A
- Double Barrier (Z) Central White
Noah’s Park - Shock Absorber (Z)
- Weapon Bottle Full R&D Lab
- Shock Absorber (A) - 2nd Navigator Weapon
- Buster Parts I (X) Inferno
Pitch Black - Weapon Tank
- Life Tank Booster Forest
R&D Lab - Double Barrier (A)
- *9999999 Metal trick* - Shield Armor (Z)
- Buy all available items Troia Base
Dynasty - Buster Parts H (X)
- N/A - Life Tank
Central White Troia Base
- Head Parts H (X) - Metal Generator
Inferno Pitch Black
- Foot Parts H (X) - Shield Armor (A)
- *Copy flyer, & die to spikes* - D Glaive (Z)
- T Breaker (Z) R&D Lab
R&D Lab - 3rd Navigator Weapon
- Forge T Breaker (Z) Jakob
Inferno Gateway
- Double Barrier (X) Sigma Palace
Metal Valley
- Body Parts I (X)
- Metal Discount
Booster Forest
- Foot Parts I (X)
- Weapon Converter (X)
Jakob
Gateway
Sigma Palace
- *Use Axl for final hit*
If you're *really* timing yourself, pay no attention to the game clock, as I
think that times you from the minute you start the game (as opposed to, say,
Metroid, which only times you while you're physically moving about). I would
simply recommend timing the gameplay segments, since buying all the upgrades
is a bit of a lengthy process. But if you want bragging rights, go ahead.
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===============
== 22. CREDITS:
===============
Though my name appears at the top, I didn't write this guide completely by my-
self. Here's a quick list of the people who helped compile all of the info
used in this guide, including walkthrough help and tricks and so forth.
>> Magnet Man - 9,999,999 Metal trick :o
>> Jaxel & Alpha Axl - assistance with writing stage walkthroughs
>> DarkMoonDragon - compiling item list on GameFAQs
>> Ptx - Yeti Rare Metal time saver
Have something gameplay related that isn't in here, or a novel new way of beat-
ing a Maverick and/or new game secret? E-mail me at
[email protected] with the
details.
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=============
== 23. LEGAL:
=============
This guide must always be shown in full form with credit given to the author,
and a link must be given to Mega Man Network (
http://megaman.retrofaction.com).
Mega Man, Mega Man X, and all associated characters/games are copyright to
Capcom Co., Ltd.
===============================================================================
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