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FAQ/Walkthrough by Adori

Version: Final | Updated: 06/21/12

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Table of Contents

1.	Controls			(CTRL)
2.	Weapons				(WPNS)
3.	Upgrades			(UPGR)
4.	Workings of the Walkthrough	(WOTW)
4a.     Abandoned Reploid Factory 	(ABRF)
4b.     Overdrive Ostrich		(OVOS)
4c.     Wire Sponge			(WRSP)
4d.     Wheel Gator			(WHGT)
4e.     Bubble Crab			(BBCR)
4f.     Flame Stag			(FKST)
4g.	Morph Moth			(MHMH)
4h.     Magna Centipede			(MGCN)
4i.     Crystal Snail			(CRSN)
4j.	X-Hunter Strategies		(XHST)
4k.     X-Hunter Stage 1		(XHS1)
4l.	X-Hunter Stage 2		(XHS2)
4m.	X-Hunter Stage 3		(XHS3)
4n.     Sigma Stage 1			(SGS1)
4o.	Sigma Stage 2			(SGS2)
5.	Damage Chart			(DMCH)
6.	Contact Information		(CNIN)


It seems like every day is longer than the last...

After doing Mega Man X3 and the original X in 2004, I had briefly considered
doing an X2 FAQ, but brushed it aside for the time being. Admittedly, I had, at
the time, not felt that X2 was as great as it's predecessor or successor.

Come New Year's Eve 2005, however, I suddenly got to the urge to play it again.
And when I did, I came to the stark realization that I could go through with
this. And so I did. This here is the collection of much data analysis that I
have gathered over the past nine days, so use it well.

                              1. Controls (CTRL)

Here are the basic controls of this game. These are the default control scheme,
however; you CAN change them though on the title screen.

A - Dash, dash in mid-air
B - Jump, jump up walls, slide down walls
X - Nothing. Zilch. Nada.
Y - Shoot with buster, hold down to charge shots,
L&R - Change weapons (They are in an order though)
Left - Move left
Right - Move right
Start - Menu Screen
Select - Nothing. Zilch. Nada.
A + B - Faster jump on walls

Menu Screen
D-Pad - Scroll through weapons and Subtanks
A - Use Subtank
B - Nothing. Zilch. Nada.
Y) - Nothing. Zilch. Nada.
X - Nothing. Zilch. Nada. (Getting repetitive, huh?)
Start - Leave screen, choose weapon, Exit button
Select - Nothing. Zilch. Nada.

B - Jump, Float
A - Attack
Right - Move right
Left - Move left
Up + B - Jump out of armor

                               2. Weapons (WPNS)

Crystal Hunter
Regular: X will toss out a bubble-like substance, which, should it hit a
         regular enemy or Overdrive Ostrich, will freeze them. In the case of
         the ordinary enemies, they will stay like that for a while before
         unfreezing and breaking apart. At the same time, however, you can step
         on the ice block and use it as a support to get to high places.

Charged: Temporarily slows down time for both X and all onscreen opponents.
         Allows you to make moves with ferocious accuracy as opposed to the
         regular speed.

Bubble Splash
Regular: X will spurt out a number of bubbles that will move a bit in the
         direction that he is facing, and they will then begin to rise up by
         the conventions of gravity.

Charged: X will form a Bubble shield around him which is only completely
         vulnerable from the bottom (falling on spikes or an enemy). It will
         suck up weapon energy as it goes, and can only be stopped by switching
         weapons in the menu. Any enemies that come into contact with it from
         the side will, however, take damage.

Silk Shot
Regular: X will shoot out a piece of junk that will go a short ways, drop onto
         the ground, and explode on contact, splitting into four pieces that
         each go in a different diagonal direction.

Charged: Much like before, X will summon a much bigger piece of junk. When he
         shoots it, though, it will go a longer distance before finally falling
         on the ground and shattering.

Spinning Wheel
Regular: X will unleash a wheel that will fall down if not on solid ground,
         then will move away from X, cutting through anything and everything
         that is in it's path before eventually dissipating.

Charged: X will unleash a burst of energy, which will promptly explode. The
         eight individual shots will spread out in a hexagonal pattern.

Sonic Slicer
Regular: X will send out two sonic waves that will ricochet around the room
         until they either fade out or hit an enemy.

Charged: X will launch multiple Sonic Slicers skywards, and they will then
         fall down in a "Sonic Slicer Rain".

Strike Chain
Regular: X will send out a grappling chain that can hit enemies. When an enemy
         drops an item, the Strike Chain will grab that item before retracting.
         Furthermore, if you strike a wall with it, the Strike Chain will take
         you over there.

Charged: X will shoot out a BIGGER Strike Chain that does MORE damage. Bigger
         and better.

Magnet Mine
Regular: X sends out a mine straight ahead that will explode on contact.
         Furthermore, it can latch onto a wall, and will detonate if a foe
         walks into it.

Charged: X sends out a slow gravity well that will head along for a while
         before fading away. It also has the effects of absorbing some enemy
         attacks, due to it's huge gravity, drawing attacks towards it.

Speed Burner
Regular: X will shoot out a burst of fire. Depending on where you are, the fire
         will furthermore spread along the actual floor itself to the end, or
         fading out before it does so.

Charged: X will Dash forward with a burst of fire. During this time, he is
         COMPLETELY invincible, even to spikes. It can still be used even after
         you have used your Dash for a Jump up already.

                              3. Upgrades (UPGR)

Overdrive Ostrich

Heart Tank
Requirements: None/Really Fast Reflexes (Alternatively Arm Upgrade + Speed
Burner, and/or Leg Upgrade)

Once you get the Speeder Bike, drive along, knocking down all the raised
pillars and making sure that you manage to be able to drive onto the tops of
cliff faces. Continue until you are able to get into the building, then
progress as normal until you see a spike bed in front. Get onto the spike bed,
and at the front, there'll be a Heart Tank.

If that's too difficult to you, there's another way to get it. Go to the left
of the spike bed, charge up the Speed Burner, and Air-Dash + Speed Burner Dash
to the end (although of course, you'll get yourself killed after grabbing the
Heart Tank). Yet another alternative is to just jump onto the overhead ledge,
then drag yourself down and either Air Dash or Speed Burner all the way to the
end again.

Leg Upgrade
Requirements: Spin Wheel

Near the end of the level, after the Heart Tank spike pit and the two
Scorpions, Dash Jump over to the right wall. You should see eight grey blocks
here. Use the Spin Wheel on them, and they'll break the blocks. Inside, you'll
find a Light capsule, so enter after Light's brief talk and you'll get the Leg

Wire Sponge

Heart Tank
Requirements: None

Right at the start of the level where you teleport in to, turn around and climb
up the wall to your left. There should be a hidden cranny in there that will
contain the Heart Tank.

Requirements: None

When you come across the surveillance cameras that pop up from the ground,
continue on until you get to the fourth of them. When you do, jump on top of
it, and wait for it to rise up, then Dash-Jump onto the wall to your right.
Climb up, then jump off the tree onto the platform to it's right. Continue on,
jump onto the next platform, then head to the far right to get a SubTank.

Wheel Gator

Arm Upgrade
Requirements: None (Leg Upgrade recommended)

After you've gone through a slew of DinoTanks and gone down two ladders at the
beginning of the level, you should notice just before going down again that
there is a hole in the ceiling above you. Jump onto the right wall, climb up,
and Jump off the wall, THEN Air-Dash your way to the left wall in the hole.
This can be done without Air-Dash, but it's extremely and exceedingly difficult
to do. After you've latched on, climb up, go to the Light capsule, and enter
after talking to Light.

Heart Tank
Requirements: Arm Upgrade, Speed Burner (Leg Upgrade recommended)

Go through the stage as normal until you go up the ladder from the bridge below
the ship. You should see a spike bed to your left, and a Heart Tank on the
ledge above. Ouch.

In any case, you'll need to walk right and get up onto the first different
elevation on this floor. Now, in order to grab the Heart Tank, you need to be
able to get high enough to climb up onto the ledge, but Dashing from the lower
elevation will not give you enough height; as thus, you need to Dash from the
higher elevation.

However, that presents another problem; the Dash won't be able to cover the
distance alone. However, if you use the secondary effect of the Speed Burner, X
will Dash in the direction you're facing with a fire shield, NO MATTER if you
have already Dashed. As thus, what you need to do is either Dash-Jump to the
left and then Speed Burner your way across the room, or else jump, Air-Dash,
and then Speed Burner your way across the room.

Either way, it IS very difficult, and you may very likely die a few times
before getting it. However, it is possible; all you need to remember is to
start climbing as fast as you can after you finish Speed Burning across the
room, or else you'll fall/drag into the spikes.

Bubble Crab

Requirements: Bubble Splash, Arm Upgrade

Easily the hardest SubTank to get, if you don't know what you're doing.

Once the Giant Fish comes out of his hiding place at the beginning of the
level, go right along the first half of the ocean floor until you come to one
of the large cliffs, where the bottom part is dust and sand, with a small room
containing a small energy capsule and a large weapon energy capsule, and the
top part of the cliff is grey rock and has a room with a large energy capsule,
and a hidden entrance.

Once you are there, charge up and activate the Bubble Splash. Jump up, and you
should see the SubTank hanging on a ledge. Now, once you get back to the
bottom, position yourself so that you are slightly to the right of the edge of
the ledge. Jump again to the top of the water.

Now, ONCE you get to the top of the water, you have a free EXTRA Jump. X's head
has to have surfaced abovewater before you can get this extra jump. However,
when you do have it again, USE IT and grab onto the ledge, and climb up. Once
you get up there, you'll be rewarded with the SubTank.

Heart Tank
Requirements: Bubble Splash, Arm Upgrade

Another difficult item to get. When the Giant Fish first comes out, follow him
a ways until he goes to the one floor that will open up. When that happens,
wait for the Giant Fish to go under, then head to the wall right of where the
floor was, with your Bubble Splash charged. Use the Bubble Splash now, and
climb up most of the wall.

From here now, you need to Dash-Jump up to your left. You should see some
floating rockets, so try to grab the right one. It's really hard to describe
where on the right wall you're supposed to jump from, but you should figure it
out from trial and error. How high the rocket is at the time can also be a bit
of a pain, admittedly, but is solvable by constantly redoing it.

Once you DO get on a floating rocket, wait for it to go up a bit, then jump
onto the top right wall. Climbing up, you'll find the Heart Tank.

Flame Stag

Requirements: None

At the start of the level, head right and climb up the volcano walls. A giant
elephant-like robot will start coming down and trying to hit you. Jump onto the
platform on it's back instead, and then wait for it to rise until you are able
to jump onto a high wall to the left. Here, go left and grab the SubTank.

Heart Tank
Requirements: None (Spinning Wheel preferred)

Once you make your way into the volcano, go onto the metal platform at the
bottom, which will activate the lava flow. On your way climbing up, you'll
notice a Heart Tank that is being guarded by a Bar Waying. Destroy the Bar
Waying, using the Spin Wheel for a quick effect, then grab the Heart Tank.
Whether you make it out of there alive is a different story, but at least
you've got the Heart Tank.

Morph Moth

Heart Tank
Requirements: Crystal Hunter

Fight your way through the first three Zombies that are present in this stage,
until you get to a GreenShield. Whip out the trusty Crystal Hunter, then use it
the first time to knock the shield out of the GreenShield's hands. Use it a
second time on him, and he'll freeze up, creating an ice block. Get on top of
the ice block, then Dash-Jump onto the wall to your right. Climb up onto the
ceiling, and head up to the top, and the Heart Tank will be.

Body Upgrade
Requirements: Spinning Wheel

Take out the trio of Zombies and the single Greenshield that will plague your
path for the very beginning of this level. Inside, Dash your way across until
you come to the second orange bar in the foreground. When you see this, go as
far right from the bar as you can without actually jumping or climbing up, then
unleash the Spinning Wheel on the floor straight there. It'll carve a hole in
the floor. Drop down, and go to the capsule to get your upgrade.

Magna Centipede

Heart Tank
Requirements: None (Speed Burner + Arm Upgrade possibly recommended)

Once you make your way through the initial onslaught of PurBars and security
spotlights, look around. You should see a grey security block hanging off the
ceiling right next to a path going upwards. You should JUST be able to jump up
and grab a hold on the grey security block, then climb up from there and get
the Heart Tank.

If you can't get onto the security block, then head right onto the higher
elevation, then turn around, and charge up your Speed Burner. Jump to the left,
then let loose the Speed Burner, and you'll dash right onto the security block.
Climb your way up from there.

Requirements: None (Leg + Arm Upgrade + Speed Burner recommended)

Make your way through the first set of block puzzles. At the end, you should
see a single grey block hanging from the ceiling (if you were slow, though, it
won't be there). Wait for it to drop down, then jump on it before it starts
moving right. Once it's right over the pit, however, Dash-Jump up to the right
and onto the wall, and climb up the path going up. Up top is a SubTank.

Alternatively, if the block isn't there, stand on the ledge, not straight
before the pit, but the one just before that. Charge up the Speed Burner, then
Jump, Air-Dash right, and use the momentum from the Speed Burner to get
yourself the rest of the way over there.

Crystal Snail

Heart Tank
Requirements: Ride Armor

Early on, once you get into the Ride Armor, go back up the first patch of ice,
and drop down the hole; don't worry, it's not a bottomless pit. Go to the left
to fall onto the ledge down there. Now, face left, then move yourself as far
left as you can go without actually falling down. Now, press and hold your Jab
Button, then press the Jump Button. Release the jab button, and you'll fly off
to the left, while hovering.

Eventually, though, you'll begin to fall donw. When this happens, wait until
you're about halfway down, then have X get out of the Ride Armor (Up + Jump
button), while still going left. The momentum should just be enough for him to
get on the far wall, so climb up and then claim what is yours; the Heart Tank.

Head Upgrade
Requirements: None

Shortly after you fight the mini-boss, you'll have to rush downhill against
time and dodge a giant block of green ice. Once you do this, there'll be a
ravine that you wull need to cross. Instead of going to the other side,
however, drag down the left wall. You'll find a secret path down here with a
few CrysCannons. Destroy them, then head inwards to find the capsule for your
Head Upgrade.

                          4. Workings of the Walkthrough (WOTW)
It has been 6 months since the destruction of (Sigma) and little has changed.

The Maverick revolt started by Sigma is over, but Mega Man X and the new
generation of Maverick Hunters have yet to destroy all of Sigma's followers.

Lead by information gained by Dr. Cain, Mega Man X and the rest of the
followers have tracked the last of the Mavericks to an abandoned Reploid
factory. There they hope to wipe out the last of the resistance.

Little do they suspect that real war is about to begin...

Mega Man X vs. X-Hunters!

How the Walkthrough Works

The most recommended order of bosses in this game is this;

Overdrive Ostrich
Wire Sponge
Wheel Gator
Bubble Crab
Flame Stag
Morph Moth
Magna Centipede
Crystal Snail

Thus, this is the order of the walkthrough that I am making. In addition,
Violen, Serge, and Agile, all of whom may be encountered during the regular
duration of the game, have their seperate boss strategies outlined in a section
after the main eight stages. Lastly, set boss strategies in a level are within
the stage's walkthrough itself. In the actual boss strategies, I'll also lay
out their weaknesses, and create two seperate strategies; one for how to deal
with them without the weapon that they are weak to, and one with (unless you
are at the point in the game where you are SUPPOSED to have all eight
additional weapons).

The other important thing to note is that within several of X2's levels, there
are sections that split up into two possible paths that you can take. When this
happens, I'll divide each path into a subsection for the level. Subsequently,
when you get to the part where there lies an X-Hunter door nearby, I'll chart
off the next little bit from there until you get to the exit of the X-Hunter's
door; therefore, if you DO fight an X-Hunter, you know where to take off from
again once you head outside by the header "X-HUNTER EXIT".

                      4a. Abandoned Reploid Factory (ABRF)

The game will start off with X driving his Swoop Bike into an enemy Cannon
Driver. Watch out for the crippled Maverick; even though you can take it out
with a single charged shot, it can still deal a good amount of damage. Once
you're done taking it out, head on right and you'll come across an enemy called
a Bar Waying (I don't name these guys, Capcom does). It'll extend down,
blocking you off until you can destroy it. You'll generally need to have quick
fingers to Dash your way past before it latches on the floor, so I recommend
staying and shooting at it; it's harmless in itself, being unable to cause any

Continue on, and you'll encounter two small enemies called Scrivings (and
because of their names, folks, and really how difficult it is to deduce an
enemy from the names given in the credits, I'll be giving them my own generic
names from now on aside the three already mentioned). Take them out by dodging
them when they jump around, and destroy another Bar Waying. Repeat this
procedure once more, taking out another pair of Scrivings and Bar Waying.

Proceed once more, and you'll run into some weird purple helicopter-like dude,
who I'll just call a purple propeller from now on. Drop down a few ledges, and
make sure that you avoid the junk pile at the bottom. Once on solid ground
again, you'll be smack-dack on a purple propeller assembly line. Head through
the first two devices, then take care of the purple propeller hovering above.
Progress through another device, and take out the one hovering above, and the
one on the ground still, whether it's activated or not yet.

Now that that's done, take the still right-bound path, and you'll come upon a
crane. Let it grab you and deposit you to the right of it's original position,
but when it releases you, sway yourself to the right and grab onto the wall.
Head up so as to not fall into the junk pile. Having done that, climb up the
far right wall, and go up the ladder. You'll see a Wall-Driver, whom will go up
to the top and try to pull the walls together. Jump onto one of the two walls
and climb your way up to the top, then wait for the Wall-Driver to close the
walls completely so you don't accidentally fall down.

Once done, proceed right 'til you get to the hole in the floor. Grab the energy
capsule if need be, then drop down into the giant hole. You'll fight off
against the introduction boss, aka...

Strategy: This is probably THE easiest boss fight in any Mega Man X game. MAOH
THE GIANT from X3 is harder than GM is.

In any case, it is my prime duty to write a strategy. Gigantic Mechaniroid's
main and only weakness is his head, but it can be taken out with only four
charged shots, which is pretty easy. However, at the end of his arms are two
spiked balls. They'll flail around, and if they hit you, will damage you and
knock you in the direction it itself was headed. If you fall to the ground, the
two feet that the Mechaniroid jumps up and down on may hit you.

That's all there is to fighting the Gigantic Mechaniroid, in any case. The only
other part where he can damage you is by coming into contact with you with his
head; furthermore, GM's head may lurch down the slightest bit when he jumps, so
if you're right under his head, it may come into contact with you for a brief
moment. Either way, it's ridiculously easy to defeat the Mechaniroid, so there
should be no problems.

After, a foreboding cutscene. Ooooo.

                          4b. Overdrive Ostrich (OVOS)

Head down the slope at the start, and dash your way onto the pillar; you can
shoot them down, but for now, just stay up on top 'til the Unicycle enemy
passes, then go down from there and continue until you come upon a Scorpion.
When it's waving it's tail about, you'll really need to keep an eye out, as
it'll get ready to throw small bombs. Other than that, it'll shoot lasers at
you out from it's eyes, but you should be able to jump over that easily.

Instead of going down the ladder, take out your Spin Wheel from Wheel Gator and
use it on the weak rocks to your right in the wall. Once it's done it's job, go
over and jump up the high ledges, and enter the door.

Once you've finished off the Scorpion, go down the ladder; the barricade you
see to the right you won't be able to break through until later. Charge up two
shots to take out each of the Unicycles that you happen to come upon in your
downward path, until you hit the bottom floor. Continue right, and you'll get
on a speeder bike.

This next part is a bit difficult to do, so I'll do my best to describe it. Use
the Y button as usual to eliminate the three Unicycles that will come at you
when you go uphill, but once the trio have been eliminated, hit the A button to
jack up the speed BEFORE you finish going uphill. Otherwise, if you press the A
button when going straight, you'll hit the wall on the other side (if you can,
get your bike so that it's straight down on the top, then press A and B to dash
and jump over the ravine).

On the other side, press onwards using your Speeder Bike, and eliminate the
other two Speeder Bike enemies (I love Star Wars references). Once you get to
one of the ledges that's already gone down, don't bother to dash or anything.
You'll destroy the sand generator, albeit at the price of your bike. Head
forward some more, destroying two Unicycles on your way, until you come to
another ledge that is standing upright; shoot it down, then go all the way left
until you find another unused Speeder Bike on a high hill.

Right now, you'll have a really difficult part to do. Once you get to the
second pillar, you need to eliminate the Unicycle enemy before it. Right once
you get ONTO the pillar, you need to Dash, then the slightest of seconds later
press the Jump button before you get off. Failure to execute it properly will
get you ALMOST up to the top of the next area, but not quite. And if you DO,
you need to start shooting, as there'll be a straightward pillar up top, so
make sure you press Y after you've finished hitting the A and B buttons.

You still won't be done yet once you get to the top. Take out a lone Unicycle
out in the desert, and once you get into the building, watch for another

Sure, you'll have to eliminate it, but it's also a sign that you'll soon need
to jump up again, and ONCE MORE AFTER THAT. If you complete it with success,
you'll be on a bunch of spikes. Now you'll need to pull off a bunch of turning
maneuvers if you want to get to the end, retrieve the HEART TANK, and go the
other way without crashing your vehicle and dying, but it is OK, as you have
the Heart Tank now. However, if you do continue, head back to the end, try to
turn right at the edge so that your momentum will move you off the ledge. That
way, you'll be headed in the direction you need.

Ignore the two Scorpions if you have your Speeder Bike (eliminate them if you
don't) and turn left AND right at the edge so you don't run into the walls.
Continue on, and crash your bike on the Scorpion. Go through the boss door
before any harm can be done to you from the Scorpion (eliminate them if you
don't have your Speeder Bike). From here on in, go inside. Stand ON the bottom
half of the rocket, and wait for it to launch. You'll face off against...

Power: 3800 rp
Speed: 9900 rp
BUSTER: Much of playing Overdrive Ostrich is a Dashing game. How so? He has two
ways of running around on the main part of the stage. The first one will be a
straightforward dash, where he'll keep himself to the ground and chase after
you. You CANNOT win a Dashing game when he does this. The alternative to
beating him at his own game is to Charge up the X-Buster, and when he does Dash
at you, get to high ground, turn around and Jump/Dash-Jump over his head. He'll
take a while to stop and turn around, giving you the chance to fire off a shot
at him.

The other way that Overdrive Ostrich will run around is really awkward high
jumps, where he'll literally jump a foot above you. The way to beat him here is
(as always) first charge up your Buster, then seek low ground. When Overdrive
Ostrich jumps, he jumps pretty high, and if you're at lower ground than he is,
it'll be really easy for you to Dash under him. He'll take the same motion of
turning around at a sluggish pace, so you can shoot him once more and damage

Alternatively, if you try to Dash far away from Overdrive Ostrich (and
sometimes even if you don't), OO will go into the background and run as a black
speck across the desert. When he jumps up, start Dashing either which way;
he'll try to land on you.

As for actual attacks that Overdrive Ostrich possesses, the first is where he
will throw a purple ring at you (his Sonic Slicer). It's pretty small though,
and since it isn't FAST or anything of the sorts, you shouldn't have too much
of a problem with dodging it unless you're preoccupied elsewhere. His other
(and more commonly used) attack is to jump in the air, wave his arms and legs
about, and call down six Sonic Slicers that are a lot faster than the regular
attack. However, there is some space in between each SS, so if you have quick
eyes, you should be able to move out of the path of a Sonic Slicer into the
sanctuary inbetween.

Other than that, Overdrive Ostrich isn't really too difficult of a boss. You
might suffer some setbacks with his Sonic Slicers, but as he'll run at you more
often than not, you should be able to whittle his life bar down until he is

CRYSTAL HUNTER: Although I don't believe it's secondary effect to be very
useful (since it slows down both you and Overdrive Ostrich), it has it's
moments, and it doesn't cost very much weapon energy.

With that out of the way, the main effect of the Crystal Hunter is awesome, as
it freezes Overdrive Ostrich in his tracks literally for a few moments.
Additionally, just before he unfreezes himself, you have a span of time that
you can hit him with another Crystal Hunter (although it doesn't refreeze him
again). The only unfortunate side effect of this is that he will jump up and
perform his Sonic Slicer rain attack, which may sometimes be hard to hit him
with the Crystal Hunter again before he can start performing.

You got Sonic Slicer!

                             4c. Wire Sponge (WRSP)

Before I start with the walkthrough for this stage, I wish to describe the
WeatherCrystal, and which weapons influence it how.

The WeatherCrystal can be encountered throughout the level. It controls the
weather, but destroy it will NOT stop the weather. Instead, you must influence
it's actions by hitting it with various weapons.

Crystal Hunter - Dark & Misty
Strike Chain - Normal
Bubble Splash - Rainy & Windy
Speed Burner - Bright & Sunny

Turn your Reploid ass around at the start, and climb up the wall to the left.
At the top, there should be a hidden nook inside the wall. Contained within is
a free HEART TANK, so don't pass this one up. Go down, then start your trek
right and eliminate a SunToad with a charged shot. Continue on, and take out
another SunToad. Now get up onto the platform, but don't bother destroying the
WeatherCrystal; while the weather will change if you have the right weapons,
the weather will merely continue on if you blast it and break it.

In any case, continue on, and you'll run into some surveillance cameras that
pop up from the ground. The only way that they can do any harm is by sending
out missiles, and it'll take so long that there's no way you should still be
around to be damaged. Instead, jump over the tops of the first two over the
ledge, and continue as normal until you get to SurvCamera #4. Get on top of
this camera's head, and Dash-Jump onto the wall to your right. Climb up to the
top, and eliminate a SunToad up top.

By this time, the weather should be rainy, so it'll impede you somewhat. Dash-
Jump onto the next ledge, and Charge up for a shot at another SunToad. Head up
to the second overhead ledge and take out a second SunToad. Your reward will be
a SUBTANK, which lies right behind the SunToad. For those of you whom are new
to the game, a SubTank will collect any waste energy that you grab after your
life bar is itself already full, but only to an extent of storage. Proceed
onwards, dashing down and to the right to find a bunch of elevators moving up.

Instead of going along with the elevators headed upwards from the entrance,
wait until the next elevator is above you, then drop down onto the elevator at
that. You should see an entrance to the right. Go inside the entrance shaft,
and you'll face off against the X-Hunter.

*Refer to Agile-Serges-Violen section for strategy

After you win, you'll have to come out the way you came in, so proceed on with
the normal path.

Get onto the elevator, and move away from the center to the right side. The
reason? There'll be two sets of Scrivers on either side of the elevator shaft,
and they'll both jump towards the center, so try to avoid contact (you can,
however, shoot them with a charged shot once they hit the center and collect
the spoils). After you fight off the single Scriver, make sure you stick to the
right, as the elevator will head into a spiked ceiling at the top.

Up top, you'll come to another SunToad. Continue over top of a cliff and past a
spike pit, and you'll face off against one more SunToad in front of a
WeatherCrystal. Head on, and you'll see a Leech Harvester come across, which
will then drop an orb onto the ground that will hatch into a vine. Continue to
move forward, ignoring the LH for now, and on the other side, eliminate a
SunToad while dodging two more Leech Harvesters. Jump over another pit, and
head through the tree trunk.

Here, you'll encounter two more Harvesters which will actually drop Leeches.
What do these Leeches do? Nothing more than latch onto your head if you get too
close, fudge up your jumping skills, and call upon lightning to come down in a
straight line on you. In other words, you want to avoid them, so save up a
Charged shot for when they begin to hatch, then let it loose on them to destroy
them. Now continue on past another Weather Crystal, and you'll run into another
Leech Harvester + Leech. Destroy both of them so they cannot cause you any more
of an annoyance, then Dash Jump over three spike pits, ignoring the
surveillance cameras and one Leech Harvester that you'll see.

You'll come upon a bigger spike pit. Jump onto the wooden pillar in the middle,
then continue your way once you make it over completely. Inside the building,
climb up two ladders, then dodge the Scriver that will jump from the ledge
above and head up where it came from. Having made it over, eliminate another
Scriver, then destroy the Scorpion that guards the boss door. Once that's done,
head through the dual set of doors to face off against...

Power: 6400 rp
Speed: 4800 rp
BUSTER: Straight off the bat, Wire Sponge will probably swing his vine around,
which will deflect anything that you can throw at him. After a while, he'll
stop swinging his vine and shoot it forward a long ways before retracting it.
At the start of the battle, you'll have to figure out his timing, let loose the
shot just before he stops swinging the vine and sends it forward, and jump up
onto the left wall and get out of harm's way, then get down and charge up for
another round of vine and X-Buster.

If, later on, Wire Sponge is at the VERY END of either side of the room,
however, you can just stand still at the opposite end of the room, stand still,
totally be out of harm's way when Wire Sponge goes on the attack, and shoot him
down. On an extra note, it should also be observed that it is not only the
grappler part of Wire Sponge's vine that damages on contact; if you try to Dash
over the grappler and onto the vine, and then jump back over the grappler, you
WILL be damaged by the vine.

On the occasion, Wire Sponge will also extend his vine into the wall itself
(providing that he is close enough; his vine will still only be able to go as
far as per se the norm. Thus, if you're already out of harm's reach and Wire
Sponge doesn't move, you should not be worrying about this attack). It should
be noted that when this happens, his vine DOES NOT HARM ON CONTACT. Instead,
you can jump over the hook, then over the subsequent Wire Sponge.

Furthermore, on the RAREST OF OCCASIONS (or if you decide to let him live for
God know's how long after he begins to bring out his lightning attack), Wire
Spong will either do a very short jump or about a mid-jump and do the same
grappling-to-the-wall attack. When he lets go of the wall, he can either drop
straight down, or kickback a bit.

In other attacks, Wire Sponge will also sometimes grab the ceiling and rise up
a random amount. From his hanging point, his head will open up and he will spit
out mini-vines; these do no more than harm you if you run into them, and can be
taken out with a half-charged X-Buster. However, if you don't eliminate them
quickly, they can be annoying. For the most part, though, it'll always be a
fast side battle.

Aside from grappling side walls, however, Wire Sponge does NOT use his vine to
move left or right. He does NOT swing when hanging from the ceiling. Instead,
all he will take are short hops that are sufficiently high enough so as to
allow you to Dash underneath him, thus avoiding contact with him.

Once you've downed Wire Sponge's life bar sufficiently enough, he'll close his
eyes, begin to look constipated, and his body will turn red. Once this happens,
he'll let out three or four bolts of thunder. Although you COULD ideally avoid
the thunder by following the tried-and-true statement of 'lightning never
strikes the same place twice' (his thunderbolts will never hit the same place
twice) by going where there already was a thunderbolt in the same series of
bolts, you would be a lot safer by sticking straight next to the wall.

Eventually, Wire Sponge will fall; he shouldn't be TOO difficult if you can get
the timing for his vine attacks down pat.

SONIC SLICER: While Wire Sponge's attack patterns stay the same with the Sonic
Slicer, EVERYTHING changes for you. Here's how.

The most important thing to note is that the Sonic Slicer can and WILL break
through Wire Sponge's vine shield. HOWEVER, there is an exception; if you go
straight up to Wire Sponge and fire the Sonic Slicer at his shield, it will
stop him from swinging it around, but it won't harm him at all. One of the ways
to counter this is to shoot a very short ways away from him and wait for the
Sonic Slicer to go and slice through his defenses. The other way is a lot
trickier; Wire Sponge's shield is not an actual part of his body. Therefore,
you can still harm Wire Sponge if you hit his body instead of the shield. While
one COULD hit him from behind with a Sonic Slicer (Wire Sponge turns around if
you jump behind him), it is possible to dash straight up to Wire Sponge, put
yourself right in front of the shield, and then fire to harm. This is because
the X-Buster will go through the shield, and sic the Sonic Slicer straight on
Wire Sponge.

The second part is much less important, but also a bit notable if, bluntly, for
whatever reason you suck at changing weapons. The vines are immune to Sonic
Slicer, so if for whatever reason you can't open the menu screen and change to
the regular X-Buster to eliminate them, you might want to stick with the
regular X-Buster for the most part.

And that's about it.

You got Strike Chain!

                             4d. Wheel Gator (WHGT)

Your first direction will obviously be right. You'll see a MavGen soon that
will have an endless stream of Bluebirds coming out of it. As long as you stay
on the lower elevation, the Bluebirds will go over your head, sail harmlessly
out of the way, and allow you to shoot at the MavGen until it explodes. Once
that's done, continue on inside the building, and once you climb the stairs,
you'll come in contact with a DinoTank. These guys are built pretty heavily, so
a full Charged shot along with some extra regular Buster fire will be required.

Once you've crossed the top floor, eliminating a trio of DinoTanks, go down the
first ladder and take out another DinoTank. Repeat once more on the ground, and
head right. You should see a shaft above at the end here, but don't bother
getting it right now; it's utterly impossible without the Leg Upgrade, which
you can get later. Instead, head down and board the MiniElev, and let yourself
brush against the wall. You'll fall down onto the second MiniElev, which will
take you left all the way to the end. Go up, charge a shot, and let 'er loose
on the GreenShield, and follow up with some rapid Buster fire after that. With
the pattern of how to defeat a GreenShield in mind, drop down and take out
another one.

Now that we're finished here, continue on and drop down the hole to the left.
Run to the right, taking out another pesky DinoTank, and drop down another bit,
then head left to find a Ride Tank. Get in, then go and stab the block to the
left to break open a hole in the wall. Go down onto the lower bridge of the
ship. You'll come into contact with another DinoTank off the bat, so take it
out and progress right, where you'll fight a RideTank. A good way to beat these
guys is to Dash right up to them and quickly jab them, and then follow up with
another jab to finish them. With the first one out of the way, continue and
you'll fight another DinoTank and RideTank. Once they've both been eliminated,
float over to the other side (Jump + Hold Jump Button), and Dash-Jab into
another RideTank. Kill one more DinoTank, and end off the marathon run with a
fourth and last RideTank.

Having finished off your brief excursion in a Ride Tank, get out (Up + Jump
Button), and head up the ladder. The Heart Tank you see to the left is yet
another item that cannot be obtained until you get the Leg Upgrade. Instead,
start moving right again, taking out another DinoTank before coming up to a
MiniElev going up. Charge a shot up, and when you get in shooting range of the
GreenShield, blast him. If you need to jump, do so, but jump right after that,
because one jump will cause the MiniElev to change directions (down), so a
second one is required to bring it back up.

Up top, Dash right before you meet your doom at the hands of a spike ceiling,
and get on the second MiniElev. Be sure to save up some charged shots (even
half-charged works), because three Bluebirds will come down from the ceilings
to fly at you. At the end of the road, there'll be a GreenShield waiting for
you, so make sure you Charge up another shot after the initial onslaught of
Bluebirds. Once he's out of the way, go and drop down on the MiniElev.

Take out just one of the GreenShields, ignoring the other one. When you first
see a path to exit off to the left, however, ignore it. Instead, let the
MiniElev take you up to the top, where there'll be a door to your right. Get
off as soon as you can, and enter to fight your X-Hunter.

Take out just one of the GreenShields, ignoring the other one, as he likely
won't be able to hit you. When you see a path to the left, exit off the
MiniElev and take it. Use the difference in elevation to defeat the GreenShield
one-handedly that guards the left, then climb up the walls 'til you get up to
the top. Head right over the ledge, and you'll face off another MavGen just
like the one at the beginning of the level. This time, however, you won't have
a difference in elevation to save you, so continously charge up green shots and
fire them until you take out the MavGen; the half-charged shots WILL be able to
destroy the Bluebirds, so no sweats.

With that out of the way, Charge up, and head outside. You'll face two
Bluebirds and a DinoTank right off the bat, so wait until they're all aligned
up to take them out with one shot. Charge up again, and head right, where
you'll face the same situation again. When they're all down for the count, drop
down the side of the roof.


With Normal and X-Hunter paths interlinked again, head down the slope to your
right, and Dash-Jump over the first two MavGens to land a bit below, with
another hallway to your left. Now, UNLESS you need to get your energy levels up
desperately (in which case you can just head and take out a bunch of
Bluebirds), you should head left now, with a Charged shot ready. Drop down to
the floor below, and immediately shoot the Cannon Driver, and start charging
up. The uncrippled Cannon Driver will shoot out of two holes. The upper hole
cannot harm you as long as you stay down, but the lower can. However, the
bullet from the lower hole can also be destroyed with a half-charge, meaning
that you should stick to a pattern of charging up and destroying the bottom
bullets, letting the rest of the blast hit the Cannon Driver. Once the Cannon
Driver is done for, head through the dual set of doors to face off against...

Power: 9800 rp
Speed: 1800 rp
BUSTER: Many people treat Wheel Gator with the most utterest of contempts, the
most greatest of fears, the largest of determinations, and I can see where they
do come in from.

Wheel Gator's main form of attacking is to drop underneath his pool of blood.
From there, he will often unsuspectingly leap out of the waters and chomp on
whatever happens to be in his territorial waters. When Wheel Gator does this, X
must struggle to escape Wheel Gator's grasp ala pressing the four face buttons
really fast. A, B, and Y buttons on their own CAN get you out of Gator's grasp,
while the X Button (on the default control scheme, mind) is fairly useless.
However, if you can mash all four buttons at once really fast (not just A, B,
and Y; X must also be mashed), you can escape Wheel Gator before he goes too
far on his bloodsucking-scheme, sometimes escaping with only a single bar of
life fast.

However, there is a way to circumvent this; when Wheel Gator goes underwater,
he will send spinning wheels up the wall. They will go up the side wall that X
is on (or in the direction of X, if he is in the pool itself), and cling to the
ceiling about halfway before falling. The first wheel will come from inside the
pool and then go to the wall, while the second one, if any, will start STRAIGHT
AT THE WALL and go up. There are two constants to note here about Wheel Gator
that will help make exploiting his pattern MUCH easier;

Wheel Gator will ALWAYS ALWAYS ALWAYS chuck at least one wheel when he goes

Before Wheel Gator is able to strike, the last wheel he sent up MUST fall from
the ceiling first. It does not necessarily have to have hit the blood yet, but
it cannot still be hanging from the ceiling. According to my experience (aka a
hell of a lot of battle data collecting, along with several years of
playthroughs before this), he will NEVER strike before the wheel falls.

As such, once the wheel goes up the side wall, get down immediately, then climb
up immediately; Wheel Gator will then be unable to ever chomp on you, unless
you make your own personal mistakes. Furthermore, because Wheel Gator can send
wheels up starting at the corner, I recommend you keep your eyes on the corners
instead of on the pool. You should, after all, be able to detect one coming
from the pool and still respond to it fast enough even if your eyes are on the

However, these are not Wheel Gator's attacks. Every once in a while, Wheel
Gator will stand upright in the water, and his shoulders will begin to glow. He
will then send Spin Wheels that will bounce up and down to your side, and go up
the wall and ceiling. There is a trick to this, though; there will always be a
small area where X can stand, stay under the wheels when they bounce over his
head, AND be out of harm's way when the wheels fall from the ceiling.

There is an exception to this, though; later on, when almost dead, the wheels
can BOTH do as described in the previous paragraph, and may also stick in the
side wall for a second, then pop back out in X's direction. As such, be careful
when this begins to happen, as you will not have the luxury of a safe spot. You
will have to move around some more.

Wheel Gator's final attack consists of him beginning to whirl and twirl around
as he moves forward in a green blur. His snout will strike the wall, which will
crack. If you touch this section of the wall that has been damaged, it WILL
HARM YOU, so make sure that when you jump on the walls again, you don't touch
it. As for Wheel Gator himself during this attack; he is never immune to
attacks. You can just jump over his blur and then attack him from behind, or
even hit him from the front. A final observation is that he strikes the
position where you were when he turned into a blur; thus, if you were climbing
the walls, he's going to pretty much render one wall very difficult to climb,
so try not to be on the walls all the time when he's above blood.

The last thing of note is that at times Wheel Gator will turn a bluish-green
color, when he's getting ticked off. He is immune when his snout is open, but
ONLY when his snout is open; the rest of the time that he has his bluish-green
aura, he is still vulnerable to attacks.

STRIKE CHAIN: There are only two things of special note about fighting Wheel
Gator with the Strike Chain.

The first thing is about his period of invulnerability when he has his snout
open and his bluish-green aura. He is STILL invincible even to the Strike
Chain; however, the Strike Chain will cause him to instantly snap his snout
shut, so you can follow up with another use to cause him damage.

The second is that the Strike Chain can cause an awesome combo. When you hit
Wheel Gator with the Strike Chain, he will flinch for a second, and usually
will try to submerge once more. HOWEVER; once he gets back into face again and
he's stopped turning, there is a split second where you can Strike Chain him
again and it will connect. Once that field of a split second (actually more
like quarter second) passes, he will already have gone down far enough to avoid
the attack. The awesome thing about this? You can repeat it several times
without letting him submerge so that you kill him quickly.

You got Spin Wheel!

IN-BETWEEN: With the Spin Wheel, you can grab several power-ups right now. The
first (out of necessity) is the Leg Upgrade in Overdrive Ostrich's, now
accessible with the Spine Wheel. With the Leg Upgrade, you can go and get the
Arm Upgrade from Wheel Gator's stage. Check the Upgrades section for more
details (mainly because to do so in the main walkthrough would mess things up a

                             4e. Bubble Crab (BBCR)

Love the music.

Anyways, head right once you begin along the rocks, killing off four Bat
enemies. At the end, drop off the cliff and down into the water where you'll
face off some Torpedo Fish. They're pretty much like the Bluebirds; they'll
dash at you, but if they don't come into contact with you, will fly straight
by, and can be taken down with a single regular shot. Head left from here, and
drop down a small hole.

Down below, you'll see a Giant Fish exit from your left. Drop down after it,
but stay back from it; fighting the Giant Fish is pretty useless and offers no
reward, except for a few bars of health if you're fighting an X-Hunter here.
Instead, drop to the bottom of the sea floor, and start heading right. You'll
begin to face off against some Tentacles, which are basically electric eels.
Obviously, you won't want to come into contact with them, so save up some
charged shots, face off against them, and head on a ways.

Once your elevation starts heading up again, go around to the right side of the
second rock pile, and then drag down to find a secret entrance into the pile.
Grab a hidden energy capsule, then head back out, and continue your journey.
You'll have to make use of a floating rocket, so get on it as a midway point
between rock ledges, then head onto the next rock ledge. Dash onto a second
floating rocket, then wait for it to float up to it's highest point. Jump to
your right, and climb up the wall.

If, by chance, you're fighting an X-Hunter, don't enter the door. Instead, drag
down on the wall that you just came up on, and jump over left to a higher
position on the left wall. Continue to climb up, then head right onto solid
ground again. Run up right until you come to a Three-Prong that's hanging off
the wall, and eliminate it. Climb up the wall. The Giant Fish is blocking your
way off, but that's OK; all you have to do is just come into contact with the
head, lose your three bars of health, gain temporary immunity, and use it to
climb over the Giant Fish and then up onto the wall through the X-Hunter Door.

Go through the door, and the water will begin to drain out. Head through the
second wall, and you'll face off against a Three-Prong. These guys shoot lasers
out in three different directions, and can be pretty annoying when you're
climbing walls. Eliminate it, then continue on down and right past a Scriver.
Start climbin' now, and shoot a Scriver and Three-Prong. Continue on, and get
on solid ground again.

Turn around and eliminate another Three-Prong, and then go up the wall, shoot
the Scriver, and jump over to it's former position. Take out another Three-
Prong, then set up another new position by taking out another Scriver/Three-
Prong duo. Once more through the breach, and you're in free reign of the upper


Now that you've finished up, jump over to the right wall, climb up, and head
down and over the boss door. Head through the second door to take out...

Power: 6000 rp
Speed: 4800 rp
BUSTER: Before I can outline Bubble Crab himself, I must tell you about his
stage. His stage is part water, and during the battle, the water levels will
rise up and down as the tides change. This influences the battle as, true to
Capcom form, X will jump much higher when the water is up instead of when the
water is down.

The first attack that Bubble Crab uses is where he spits out a whirl of Green
Bubbles. Because of their very nature, they can only go as high as the water
goes up, and when the water is at it's highest level, they only go about 3/4ths
of the way up before finally going through the wall.

The second of Bubble Crab's attack consists of him dropping his bubble shield
if he has it up, and then activating his shoulder blades so that they gain
green energy pincers. If X falls on them, they'll hurt. Furthermore, Bubble
Crab can jump straight up while equipped with his energy pincers. Because his
pincers extend ABOVE his body, he can jump so that his body is somewhat half
above water, half in the water; thus, it would be in your interest if you want
to dodge his attack to jump over the water, instead of exposing yourself to
Bubble Crab openly.

Another attack that Bubble Crab will use is where he will send up three bubbles
that will float up at the top of the water, going along with the water levels.
If X gets in the way of one of them, it will hurt. However, that's not the only
problem; if you try to blast one, each bubble has a mini-Bubble Crab in them,
which will fly towards X and try to explode on contact. As such, it is
advisable to try and destroy these bubbles when the water level is high for two
reasons; the first is that you can sink far enough so that they won't be able
to follow you enough, and the second is that if you can tap the B button for
the right amount of time, the height of your jump will allow you to fire a shot
at a bubble, but you won't continue to rise, thus meaning the mini-Bubble Crab
will never be able to attack you.

These same bubbles will, if you leave them be for a long time, break apart, and
all the mini-Bubble Crabs will dash towards you at once. This brings me to
Bubble Crab's last attack, which he very rarely uses. Bubble Crab will send out
around five mini-Bubble Crabs that will bounce around the room until they are
either destroyed or have hit you. Needless to say, you'll want to destroy them
ASAP. However, they are pretty easy to destroy; regular Buster fire can destroy
them, and a single charged shot could take out a group of aligned mini-BCs.

The last thing of note is Bubble Crab's shield. I'll take the time to say that
trying to destroy it by Buster fire is ineffectual; it simply takes too much
power to nullify it. As such, it is really recommended that if you want to take
Bubble Crab out quickly, you'll want the Spin Wheel.

SPIN WHEEL: Spin Wheel is certainly an effective way to clean up the battle
quickly. The weapon is able to puncture through Bubble Crab's shield, meaning
you can dash right up to him and sic a Wheel on him. Better yet, since the
Wheel lasts a while, if Bubble Crab stays in the same place for too long, he'll
continuously get hurt by the Wheel every time his flinching stops.

Admittedly though, having the upgraded Arm Buster will help. The secondary
function of the Spin Wheel will send out eight shots from X's position in a
hexagonal shape. If you're using it on bubbles, everything gets destroyed. And
it pierces Bubble Crab's shield as well, so you can use it to kill two birds
with one stone.

You got Bubble Splash!

                             4f. Flame Stag (FKST)

You'll start off on a rocky ledge, so walk and jump your way right until you
get to a giant volcano. You should notice that parts of the wall have
fractures; ignore that for now, and climb up until you see a WarPhant that is
floating up and down to your left. When it looks poised to strike, jump off and
onto the WarPhant's back (yes, there's a safe spot on there). With that done,
the WarPhant will begin to rise up. You should notice a ledge to the left at
the top. Jump onto the ledge, head left, and you'll find the SubTank for this

Turn back right now, and then Dash-Jump to the wall you just came back from,
and get to the top. In here, drop down the path into the actual volcano.
Continue right and you'll face off against a trio of Three-Prongs hanging from
the wall, take them out, but do NOT GO ONTO THE METAL PLATFORM. Once you do,
the volcano will begin to activate. Instead, switch to your Spinning Wheel, as
you'll want it for later, then dash onto the metal platform.

In your climb up, start off by getting onto the ledge to the right, then climb
up the wall until you get to the ledge with the small energy capsule and large
weapon energy capsule. Instead of bothering to get that, instead continue on
the left wall, then switch to right, left again, and right again. You should
see the Heart Tank to the left for this level. The problem is that it's guarded
by a Bar Waying, and the lava is coming up. Solution? Run up the Bar Waying and
hit it with a Spinning Wheel, and it'll be destroyed fast, giving you ample
time to grab the Heart Tank then start climbing back up. Once you get outside
at the top, either head left for the energy capsule (the lava flow will stem
off), or then head right without collecting some fuel for your new SubTank from

Now that that's done, head right along the rest of the volcano. It'll be a
short-lived walk as you come to a lava pool. From here on in, you'll need to
Dash-Jump onto a pillar that will sink into the lava on contact, and then Dash-
Jump from that pillar onto the next twice more 'til you get to the wall at the

Climb up around the wall until you spot a WarPhant coming to get you, then
trick it into hitting the wall while jumping on it (if by chance the WarPhant
goes inside the volcano or else hits the lower fracture in the wall, walk
around a bit to get a new one). Jump on the WarPhant's back, and wait for it to
rise until you see a second fracture in the wall. Jump off it's back, and trick
it into destroying the second fracture.

Inside, climb up through the hole above you, and head right to enter the door.

Trick the WarPhant into breaking the lower fracture in the wall, then grab the
Capsules. Head right, and you'll find yet another lava pool. From pillar to
pillar, there are five in all, so make your way across 'til you finally get to
some solid ground again.


Head up until you see what look like exhaust pipes, then begin to charge up a
shot. Continue on until you get to the left ledge, then wait for a Salamander
to come floating down and ignite the pipe just above you (it'll be high enough
so it can't harm you), then head up after the fire leaves the pipe. On the next
left-ledge, wait for another Salamander, and shoot it before it can make it's
way over to you.

Now head up a bit to the next right ledge, and take out the Salamander that
will attack. Next left ledge, repeat the process. By now, there won't be any
ledges left, but there will be one more Salamander on your journey up. When you
see it, let yourself drag down the wall, and let loose when it gets in your
path. From there on in, continue up the rest of the ways until you get outside.

Now that you're out here, head down to the right, and enter the first door.
Continue on to face off against...

Power: 3600 rp
Speed: 7000 rp
BUSTER: Flame Stag is actually pretty easy once you can figure out just what
the hell you should do at all times.

Flame Stag's stage is another one of those gimmick boss-stages. Instead of
following the set norm, his is really tall. Using this, he'll often times jump
on a wall, jump higher onto the other wall, back and forth in a diagonal
pattern until he gets to the top, then repeat the same thing in reverse until
he gets to the bottom. Additionally, he doesn't actually "flinch" when attacked
with Buster Fire; that is to say, while he'll take harm and have his temporary
invincibility, it won't stop what he's doing.

Because of this, he can be a bit intimidating if you're trying to send him
Earth-bound with a Charged shot while you're hanging up on the walls. But that
doesn't mean he's hard at all, not by a long shot. In any case...

Flame Stag has three ways of getting up on the wall. The first way is that he
will do a simple jump onto the wall, often over X's head if you're in the
corner. The second way is that he will Dash forth 'til he gets to the exact
corner of the room, leaving behind red flames that will damage you if you fall
into them. From there on in, he'll then jump around. Later on, Flame Stag will
gain a blue fire instead; however, it doesn't change damage in any case,
although I believe Flame Stag is able to dash a bit further than usual with his
blue flames.

There is only ONE real difference between blue flame and red flames, and that
is when Flame Stag is in blue-flame state, he has the power to Dash straight up
at a wall corner. I dub this attack "The Rocket", because he can go up a LONG
ways with it (up off the screen), so it's recommended you jump off the wall
before he can hit you. The third way that he has of getting up on the wall is
doing his Dash, then jumping up onto the wall like in his first way of getting
on, instead of heading to the corner and then starting.

The last attack of Flame Stag's is also somewhat noteworthy. Instead of Wall-
Climbing, Flame Stag will instead take a stand and throw flames at you.
Whenever he does this, he will always throw flames in two different directions.
The first will be on the ground, where it will then skate along the floor until
it dies out or hits a target (ala X). The second direction will be through the
air until it hits the wall, where it will henceforth skim upwards, taking out
whomever might be in the way (also ala X). Overall, so long as you can stand
away far enough, it's quite easy to win.

BUBBLE SPLASH: There are two noteworthies here about the use of the Bubble
Splash. The first is that it causes a complete Flinch effect against Flame
Stag; therefore, if you hit him while he's doing his dancing and prancing
around the walls, he WILL fall down to the ground, keeping you safe for the

The second is that you can pull off an endless combo on Flame Stag. When you
hit him with the Bubble Splash and keep close to him, he'll begin to throw his
flames at you. You can manipulate this by sending more bubbles while he's still
in flinch state, jumping over his first flame, and watching as the bubbles you
just sent hit him as soon as he goes out of flinch state, and then repeat the
pattern over again until he finally goes down. To do this, dash away from him
after you spray bubbles at him, wait for him to send his first flame, dash over
it, spray him, then rush away while the bubbles hit him.

You got Speed Burner!

With the Speed Burner, you can now go and get the Heart Tank from Wheel Gator's

                             4g. Morph Moth (MHMH)

Head right once you start, and you'll see a blue Maverick hanging above in the
air. Destroy the Zombie by making sure to hit it's head, or else if only the
body is destroyed, the head may spout out bullets. With that done, continue on,
and you'll come upon a retinue of two more Zombies and a GreenShield. Take them
out with one charged shot (and then some), then continue on until you get
inside the actual building.

In here, dash past the two hanging Zombies, and wait for them to fall down
before turning around and shooting them down from afar. Repeat the same thing
for the next pair, and head on past the orange bar. DO NOT CLIMB OVER THE WALL!
Instead, take out the Spin Wheel, and sic it on the floor. It'll destroy
portions of the floor, opening a secret entrance. Head down and go activate the
capsule. After Dr. Light talks, get in, and you'll receive the Gravity Crush.
Basically, have the Gravity Crush equipped, and take damage with it on. It'll
fill up, and when it's full, you can use it to destroy all the enemies within
your range of sight.

But anyways, head back up the wall and into the main part of the stage, then
continue pressing onwards. You'll have to destroy two more pairs of Zombies, so
do that and proceed to fight what I call an "Alpha-X1", AX1 for short (not
because of BobandGeorge, but because the AX1 is made up of several parts from
X1 enemies, and Alpha can be meant as beginning, ala X1). You have to shoot it
down so that first it's Metool hats are destroyed, then it's head, then it's
body (or you could alternatively shoot it with a Charged blast and destroy it
all at once).

Progress, and you'll come to a bunch of ledges sticking out of the wall. Jump
onto the first right one, and Dash-Jump between each ledge until you get to the
top-right one, then get up onto solid ground. Take out the Zombies and the AX1,
(take the time to charge up a shot) then continue on until you come into a room
with lots of junk parts and an exhibit glass.

This junk robot is only vulnerable on his torso region, so you'll want to
Charge up a bunch of shots and let them loose on it until it begins to stop in
one place, and then sinks. When this happens, a Pink Parasite will come out,
jump around a bit, and then try to resubmerge to get into the Junk Robot. When
it does this, you want to shoot it until it falls, and repeatedly destroying
the Junk Robot. If you have the Arm Upgrade, you can charge up a full shot
while waiting for the Pink Parasite to come out, shoot it with both shots, then
charge up another regular shot that will completely take out the Pink Parasite.

While in the Junk Robot, Pink Parasite has a few attacks. The first is taking
little hopes back and forth around the room, which can easily be dodged. The
second attack that Junk Robot uses is where it rises up nearly all the way to
the top of the screen, then slams down Earth-bound to where X is; this is also
easily dodged, so long as you can Dash out of the way. A third, more uncommon
attack that usually doesn't get used unless you dilly-dally around, is where
Junk Robot will go in front of X, and spit pieces of garbage out of the hole in
his chest. Either way, this boss is pretty easy to defeat.

Bubble Splash also seemms to work really well against both the robot and the
Pink Parasite, dealing a one-hit kill to the latter.


Continue on out the right side, and you'll face off against a regular Parasite.
Make sure to avoid these guys, because if they latch onto you, they'll either
make you shoot or jump on their own accord, and won't stop until you've shaken
them off through lots of motion. After you make it past this first Parasite,
destroy the Zombie, drop down, and head down the ladder.

When going down the ladder, eliminate the first GreenShield that you see to
your right, then jump onto the ledge he was on. Destroy the single Zombie in
the next room, then head through the door to face the X-Hunter. Afterwards,
exit out the way you came.

Free-fall down once you get on the ladder (unless you want some Energy, in
which case, free-fall for about one and a half seconds before grabbing a hold
on the ladder again). Once on the bottom floor, head right, and take out a
pesky Parasite. This here area has a bunch of (non-fatal) spikes all around,
but there is a safe way to venture through here without harm; Dash Jump onto
the first high platform you see at the start (the gravity in this area is
slightly lower than usual, so no problems).

Once on the top, eliminate another Parasite and an AX1, then head right some
more and destroy two more Parasites. Jump onto the next platform, take out a
Parasite, then Dash-Jump here in an extreme-right direction. With luck, you
should land at the end of this section, so go down the ladder to the room

Down here, start left, and take out the initial Parasite and AX1. However,
charge up as high as you can, because once you continue, you'll run into two
AX1s and a Parasite to boot, all close to each other. Once you have had your
fun in destroying them, charge up again, and progress, slaying all the annoying
Parasites that'll be in your way. At the end, head down the ladder to the next
basement floor.

Back at the ranch, proceed on your way right, taking out a few Parasites that
dare to intervene in your path. Charge up, and drop into the large room to have
a deja vu battle against another Pink Parasite + Junk Robot combo. Don't worry
though, as it's exactly like the same battle, so no new boss strategy. Once you
exterminate it, continue on, and start charging your Buster up. You'll have a
single corridor left, but it's a long corridor with one heck of a lot of
Parasites. Four or five charged shots and a bunch of dead foes later, you'll
notice a Cannon Driver on the bottom, guarding the Maverick door. Provided you
don't use it wastefully in the battle ahead, using the secondary effect of the
Speed Burner is what you probably want to do; it will let you Dash through the
Cannon Driver without taking any damage, and you can then go through the dual
doors to face off against...

Power: 3200 rp
Speed: 8800 rp
BUSTER: Morph Moth is an interesting boss battle in itself (besides having a
tall stage, much like Flame Stag before him). For the first part of the battle,
you'll fight Morph Moth in a cocoon-like state in a regular confined
environment, then, after you whittle him down to around half his health, he'll
hatch and become the actual Morph Moth, and his room will double in length.

As a cocoon, Morph Moth will hang from the ceiling, vulnerable to most many
attacks. However, it has it's own naturally ingrained techniques. The first
thing that CMM can do is sway back and forth, throwing out junk and garbage
after a while at either end of the arena. You CAN tell which side he is going
to start throwing at first; it is the same direction that he makes his first
sway, and his first sway that is actually more than half a second long. With
this information in mind, you should position yourself to gain a few seconds
each time he does this so that you can attack him once more than being in the
wrong spot.

The second attack that Morph Moth will do is drop onto the ground, start
whirring around, and then moves to the left corner, to the right corner, to the
middle, then starts hanging in the middle of the screen again. Alternatively,
he can go from right to left to center, and he can go from left-right/right-
left twice instead of once before returning to the center. During this time,
Morph Moth is nigh upon invincible, and he generates junk that will pop up off
from the floor. Basically, the place where you want to be while he is doing
this is high up on the wall, completely out of harm's way.

His third attack in a cocoon is easily the most disliked. A line of junk will
radiate out from Morph Moth to one end of the room, and it will then rotate
clockwise or counterclockwise. The most annoying part of this is how fast it
is, and how annoying it is for X to dodge; basically, you have to Dash-Jump
onto a wall, Dash-Jump from there to just over the cocoon, then Dash-Jump under
Morph Moth and back onto the same wall again, repeating the pattern until Morph
Moth stops the attack. It IS possible to interrupt this attack (by eliminating
all of the junk coming out at once time), but if you miss even a single piece
of garbage, the line will merely replenish itself and keep on coming.

It should also be noted that attacks number one, two, and three will always
happen one after the other, in a circular pattern. ALWAYS. In any case, after
you finally take out about half of Morph Moth's life bar, he'll shed his cocoon
and become the real deal.

Before I start rambling on about Morph Moth's two new attacks, let me tell you
this; faced with a choice between taking the brunt of an attack or coming into
contact with Morph Moth himself, TAKE THE ATTACK. Both attacks do a single bar
of damage to X. Morph Moth does around six. Obviously, you'll want to take the
path that is more conservative of your health.

In any case, Morph Moth will for the most part fly around his arena, usually
staying on the bottom half in your own sight. His first way of attacking will
be where he will drop a sort of pixie dust that merely damages you, and doesn't
have any side effects of paralysis. While on the bottom half, the dust will be
clustered together in groups of five or six, if he's dropping it from the top
half, there'll usually be space in between each part of dust.

His second attack consists of Morph Moth stopping in the air, from where he
will then shoot out a laser beam in one direction that won't rebound or
anything. Strangely enough, he'll do this one of two ways; he'll either just
shoot the direction he's facing, or he'll look down and actually try to aim at
X. In the case of the latter, it IS admittedly somewhat difficult to dodge, as
there's only a small window of time that you can Dash and Morph Moth won't be
able to dodge you. Either way, though, the damage it does is a pittance, so
there shouldn't be too much worry about it.

SPEED BURNER: The Speed Burner is more or less a good accomplice to have, as it
gets things going much faster. However, it does NOT stop any of the Cocoon's
attacks; it just burns the Cocoon for a little while, and gives it a long
flinch state before you can fire the Speed Burner at it again. Nevertheless, it
is still a useful weapon. One last thing to note with the Speed Burner while
fighting the Cocoon is that when the Cocoon drops on the floor, there's a small
amount of time that you can hit it with the Speed Burner before it completely
submerges under.

When Morph Moth is in full morph, however, Speed Burner can be pretty useful.
It makes him flinch and stop his attack, and if you're climbing a wall, you can
use the secondary effect to Dash through him to the other side.

MAGNET MINE: If you have the Arm Upgrade and Magnet Mine, you can charge up the
Magnet Mine and let it loose. It basically acts as a gravity well; therefore,
it will suck up all the garbage that Morph Moth will try to throw around while
in his cocoon stage.

You got Silk Shot!

                           4h. Magna Centipede (MGCN)

I hate this stage...you'll see why in a moment.

With that out of the way, do your usual thing and start heading right, with
your buster charged up. You'll face your first Purple Barrier, which basically
moves back and forth with a shield set up. In order to stop it's shield (which
immobilizes the PurBar), you need to hit it with a charged shot (even a green
uncharged shot will work), then continue up with some more firepower (regular
X-Buster fire will work once it's sheild is down) in order to destroy it

Now that you've disabled your first PurBar, continue on, taking out another two
on the way. You'll quickly spot a spotlight moving left and right. This is the
second reason I hate this level (the PurBars being the first); if you get
caught by one, the security boxes activate, and you won't be able to get the
Heart Tank for the level. But the good side is that the spotlights can't see
you when you're behind any background that blocks it out.

With that in mind, wait for the first spotlight to start heading right, then
follow it, using the background under the platform as a curtain, and take out
the PurBar. Now continue on right, using the background as curtains for two
more spotlights (the grey blocks won't fall down the pit unless you're caught
by security). Continue, and you'll find a spotlight without anything to hide
from that's moving fast. What to do? The spotlight hovers over two different
elevations, with you starting on the left. Once it starts moving right, follow
it at the speed it's going, and drop down onto the next elevation before it
starts going left again and catches you.

Having evaded them all, head on just a little bit, 'til you see a gray security
block hanging from the ceiling and a path right beside it. Dash Jump onto the
block from the right, and head up the wall from there. Up top, you'll find the
Heart Tank for this level. Now that you have it in hand, head back down and
start right again, and you'll witness a retinue of falling blocks! Stay out of
the blocks' way right now and once the purple one falls down, head up and
continue to see another bunch of blocks falling down. Destroy the purple block
at the top.

Now, for your next bit of blocks, two greys will fall down from the ceiling.
Charge up your X-Buster, then head right down the hallway, and a purple block
will start coming in. Shoot it with everything you have, then Dash right before
another purple block falls from above and fills up a space (if by chance you
run away to the left and are blocked off because both purple blocks are there,
simply fit yourself in between the first grey block and the tower from the last
collection of blocks and shoot the purples).

Proceed through two more easy block puzzles, then look for the lone grey block
hanging on the ceiling. Wait for it to fall down, then jump on it before it
starts moving into the pit. Once it's right over the pit, but before it falls
downwards into the pit, Dash-Jump to the right and up onto the high right wall
on the path going upwards, then start climbing up to grab a SubTank.
Alternatively, if you miss it on your first try, backtrack a bit to stand on
the platform above where the grey block fell down on, and from there, Dash-Jump
and use the secondary effect of the Speed Burner to make it all the way right.
After you finally obtain it, drop down through the hole and then continue

Ah yes, perhaps the most annoying boss in the game in terms of actual ability
to dodge it. Before I go into any battle data, I should note that a SINGLE hit
from the Gravity Crush will completely destroy the sword.

The sword is only vulnerable on it's hilt, but the blade is able to absorb
anything you throw at it. As such, you'll need attacks that might have multiple
smaller bits (Bubble Splash, Sonic Slicer) so that while some parts might be
absorbed, the others will successfully hit the hilt. The other weapon that
might work is the Spin Wheel, if you can get it to land on the hilt perfectly
and stay there for a bit (the hilt is solid, therefore, the Spin Wheel will not
fall underneath it).

The thing that makes the sword annoying is that when it moves back and forth,
it's often very difficult to make it through to one side without getting hit by
the blade. My recommendation is that if you have to take it, then take it, as
it's a lot better than getting hit when the sword does it's thrust after
several seconds of moving back and forth.

Either way, after a while, the simple matter of how much health you have
compared to the sword means that you should be able to defeat it with ease,
even if not with much health left.


Now that the party's over, head out the opposite way you came in, and walk
along until you come to the hole in floor. From here on in it's a pretty big
fall down, so once you drop down, move to the right ASAP (Use the Air-Dash if
you have said Upgrade). You should fall through a couple of curtains,
preventing you from being spotted, and because all the enemies are to the left,
it will also keep you from getting hurt.

For the next hole, drop to the right once more. This time, however, keep
yourself in the upper-right corner, and only let yourself drag down to shoot
the Three-Prong to the left. Now that it's out of the way, look for an opening
between the spotlight to your left and below you, and when there is an opening,
Dash-Jump to the left. Once you've successfully made it over, you can drop
unharmed down to the ground.

In order to do this, all you simply have to do is run all the way to the right
end of this giant room, while dodging the falling blocks. However, if you were
detected by security cameras, they will likely be falling too fast for you to
get to the door on time. If you're able to get in, then go through the dual
doors to face your X-Hunter, then, after you win, come out the way you came.

Run all the way to the end, while dodging the blocks (or wait for them to all
fall down, but there's a reason we don't want to do that). If you get caught by
ANY of the sensors, the boss that's up ahead will be slightly upgraded for each
time you get analyzed, so try not to get caught. At the end of the room, climb
up the wall and head through to fight the boss.

In addition to the two main regular attacks, he also gains some more if he gets
upgraded by the sensor analysis data.

Anywho, this Maverick enemy of yours has two basic attacks. The first will be
where he will leap into the center of the air, and shoot out three small laser
beams down below him. The middle one will be straight down, with the other two
curving at 45 degree angles from the center. This is relatively easy to dodge,
as you can easily Dash out of the way of the attack long before it happens, or
else just stand in between any two lasers.

The second attack that he will employ is where he will take a stand, face X,
and then begin shooting pink energy blasts that will skim along the floor.
Since they aren't very big, you should really not have much trouble jumping
over these; in fact, it's prime time for you to charge up and shoot him down
while he's trying his futile attacks.

Within standards, however, he just really isn't that difficult of a boss
(unless you somehow suck at avoiding sensors and get caught by all three, but
that's a story for the color-coded chart that's right below this paragraph).

Blue & Black - Can now shoot his pink energy blasts both down and up.
Green & Purple - Can now take short little hops forward (although at their
                 height, they'll be higher than X, thus giving you room to
                 stand without coming into contact)
Green & Black & Purple - He'll shoot out a purple bubble-shaped blob that will
                         move forward in X's direction. You can either shoot
                         it down (four regular shots work) or you can TRY to
			 jump onto one of the side walls, although that way is
                         really difficult.


Now that that's out of the way, continue on. The security alarm will ring no
matter what you do, so dash over the first layer of grey blocks, which will
fall down once you come near them. Two security boxes will fall down from the
ceiling, so destroy them before they can cause any harm, then continue on for
three more falling floors along with a couple of grey blocks that will fall
from the ceiling. At the end of the passgeway, go through the double set of
doors to fulfill your orders to terminate...

Power: 2900 rp
Speed: 8880 rp
BUSTER: One of the fights that could REALLY use the boss's weakness, but I

In any case, Magna Centipede has a very unusual way of moving around. Once you
hit him once (and on the rare occasion, giving you the slimmest window of time
to hit him another time), he will stop, stand straight up, and then teleport to
a different part of the arena, whether it's on the floor or hanging off the
ceiling. Furthermore, sometimes he'll teleport twice or more before finally
deciding to stay somewhere, and all those times in between, he will be
COMPLETELY immune to any type of firepower that you throw at him (thus making
those who prefer to get quick hits in and retreat a bit annoyed).

Also, if you don't hit him, he'll do some moving around of his own. Suppose the
floor and ceiling are each divided in two halfs. Magna Centipede will only ever
stand in the center of the two halves on the ceiling, and on the bottom, stand
slightly oriented to the left of center in the left half, right of center in
the right half on the bottom floor. There have been no exceptions I've been
able to detect (unless you count him jumping back when he flinches). From his
ceiling, if he does a huge jump down in a sharp curve, it means he's going to
head to the other side of the ceiling. Same thing in reverse from the floor.
If, however, he's going from floor to ceiling or ceiling to floor, he'll do a
light somersault into the middle of the arena, then fall down/rise up to his
chosen area. The last thing with this is that he will never go from left to
left, or right to right.

With those out of the way, Magna Centipede's first attack is where he will use
his pincer to use a gravitational/magnetic pull on X, until he grabs X by his
pincer. When this happens, you won't actually be HARMED, per se, but you will
look a shade darker. You will not be able to Charge up attacks for the rest of
the battle, but don't worry. Magna Centipede has only one other attack. IF,
however, this inability to Charge up your attacks somehow keeps on being your
downfall, then you WILL want to have the Silk Shot before you come to fight
this battle.

His second attack is alot more boring, and it's actually his only real attack.
Magna Centipede will basically throw out three mines in the same general
direction at X, and they'll get farther apart as they travel further. However,
they DO have a bit of an X-detector, and will follow his direction somewhat,
but not to a great degree. Even so, it's recommended that you be careful when
dodging and weaving your way in between mines.

His final attack only works when he has his pincers. Magna Centipede will send
out two parts of his pincers that will go to X and then start orbiting around
him, and follow him around. After a bit, they'll stop. During this time, you
can run right outside of them and avoid harm, as the two will connect by moving
towards each other in a straight line.

SILK SHOT: First and foremost reason why you will almost REQUIRE the Silk Shot
if you want to beat up Magna Centipede; the first time you use it on him, it
will shear off his upper pincer. This means that he cannot once more use it to
pull you to him, BUT if he has already toxicized you and prevented you from
using Charged attacks, it won't stop the effect. As such, you must use the Silk
Shot fast.

The second effect of the Silk Shot is also useful (more so than the first;
Charged up Silk Shots will not be quite all that useful during this fight as
compared to Charged shot of enemy weaknesses in other boss fights). Because the
Silk Shot will hit a solid object, and from there split into four pieces that
will go into the straight diagonal directions, Magna Centipede could perch from
the ceiling all he wants; all you have to do is fire the Silk Shot at the
floor, and wait for one of the shards of junk to hit Magna Centipede.
Furthermore, you could use this in other ways, such as hitting him when he's
straight behind you.

You got Magnet Mine!

                           4i. Crystal Snail (CRSN)

Head right once the mission starts, and kill the two Bats hanging from the
ceiling once you get onto the platform. Start running down the ice patches
(don't worry about the hole; you'll right over it), until you get all the way
down to the bottom and into a Ride Tank. Newly equipped with a weapon of mass
destruction, head back up the first patch of ice, then drop down. It's not a
bottomless pit, however; instead, move yourself to the left, and you'll fall on
a small ledge.

On the other side of this long chamber is a Heart Tank, and it's
rather...difficult to obtain. Here's basically the gist of it. You put your
Ride Armor as far left as you can go without actually falling off, then you
charge it's spike cannons off by hitting and then holding the Y button. Next,
press and hold the B button, then let go of the Y button; you will Dash a very
far ways left while using the hover. However, you'll quickly begin to fall;
once this begins to happen, wait until you're about half way done your decline,
then press Up + B (while still holding on to the Left button). X will get out
of the Ride Armor and lead onto the wall at the end. Climb up quickly before
you fall down, and you'll have the Heart Tank. Make your way back by using the

Back up top, head down the patch of ice and get another Heart Tank, then head
right. Fall down the ravine, keeping out of the way of the CrysCannons. On the
bottom, get out of the Armor (Up + B) after you've destroyed the two blocks of
ice, then continue on. Right away, you should see a green block that will begin
to tremble and fall down your way, so take cover in the small space in that
slope. Once it's fallen down the pit, it'll have destroyed the ice block that
prevented your Armor from going any further, so go back and get in. From here,
go up two small patches of ice and a small spike pit, then destroy a CrysCannon
hanging on a wall over a spike pit.

Get onto the ledge over the wall the CrysCannon was hanging off of, and turn
left. Do a Dash-Jump (A + B as the usual) and hold the B button to hover
completely onto the ledge. On top, go to the left end, and jump while jabbing
the ice until the first four blocks crack. Now get out of your Armor, and head
up into the newly revealed chamber. Get onto the right floating rocket, then
make your way over to the center, then head up to the upper-right. Jump up onto
the ladder, then head to the door to face off against your X-Hunter.

Once you win, go out the second door. Out here, however, when you're going
down, take the left wall; if you take the right, you'll fall into a spike pit,
and we wouldn't want that, now would we ;)? You'll have to go back to get
another Ride Armor, but it's worth it to make the following bit easier.

Head right and smash the two small blocks of ice, then continue and take out an
annoying CrysCannon.

Now, here's how you want to arrange the ice blocks to look like;

026 (The number signifies how many blocks of ice should be in each column.

Using the second column, jump onto the small rock platform that the CrysCannon
was hanging off of, then turn right. We are going to manipulate a glitch that
allows us to get on top of pillar three. First off, you must Dash-Jump upwards,
then hover. When your hover is ALMOST out, stop pressing the B button for the
slighest of seconds, then hold it again. This manipulates a glitch that allows
you to hover for a slightly longer amount of time, which will furthermore grant
the ability to get up on that last block of ice. From there on in, all you
haave to do is jump onto the rock ledge to the right, then Dash-Jump to the
top. Once up there, head right some more.

The basic gist here is that the giant crystal will send out a little spawnling,
which will shoot blasts of energy that will rebound a few times before
disappearing. On your own, you'll have to dodge these shots while shooting the
big crystal, which will be about halfway to four-sevenths done once the crystal
cracks. It's quite possible a second spawnling will join the first by the time
you're done, and, if you're slow enough, a third.

However, if you're in the Ride Armor, it's a hell of a lot easier. All you have
to do is just walk straight up to the giant crystal, and jab it seven times
before it cracks completely. You can also shoot a Spin Wheel at the giant
crystal itself, and three full rotations of the Spin Wheel should also take
it out for good.


Unfortunately, you can't go any further with the Ride Armor, so get rid of that
if you have it on you still, then continue on outside. You should see a giant
green cube of ice right above you; once you start moving, it's going to fall,
so run a bit of the ways down, then Dash-Jump to land on the rock platform

Instead of going across the ravine to the other side, however, drag down the
left wall. Instead of being a bottomless pit, there'll be a side path along the
side you just came from. Take care of the four annoying CrysCannons that are in
the way 'til you get to the capsule. Now endure Light's talk, get your upgrade,
then head back out the same way you came in, destroying a few more CrysCannons
in the bargain.

Now head along to the other side of the ravine, then start heading up until you
get to the green crystal block, destroying a bunch of Bats on the way. When the
green ice begins to move, get your ass down the ledges until you get to the
lowest ledge on this side of the ravine; the green ice will seat itself in the
elevation just to your right. Now head back up until you get into rock again,
then head up onto the left rock ledge to avoid the CrysCannon's fire. Once it's
rebounded off the wall and gotten out of your way, shoot the CrysCannon, then
head up. Go onto the wall to your right, which will trigger the green ice to
fall down. Now progress some more, destroying the last CrysCannon, then head
through the double set of doors to face off against...

Power: 6800 rp
Speed: 500 rp
BUSTER: It's interesting to note that Crystal Snail doesn't have any actual
ATTACK that will hurt you; the only way he can do so is charging into you,
which is pretty much what he does with the lack of substance of a real attack.

In any case, Crystal Snail is probably just slightly less annoying than Serges
if you're just use your X-Buster, mainly because he has a giant shell that he
will often hide in to protect him from your shots. Although you might be able
to get off a fully upgraded Charge shot so that both hits damage him, he'll
quickly shield himself after that; thus, the difficulty in taking him out.

On his own time, AND after you hit him, Crystal Snail will often throw three
bubbles (Crystal Hunters) out in X's direction. There's about three ways that
these bubbles will travel; the bottom two low with the third one high, all
three limp and low, and the bottom one mid and the top two high. If you get hit
by one (which can be especially difficult to dodge at point blank range), then
you'll be encased in ice. Press the face buttons (except for the unused one),
the D-Pad, and the L and R buttons quickly, hitting many of them at one time,
and you should be able to break free fast. It's dangerous to be in there.

This is because for much of the battle, when Crystal Snail gets into his shell,
he will fly into the air. From there, he will charge down Earthwards towards X,
and even after you dodge him once, will often follow up with a second charge
before calling it quits and popping out of his shell. And of course, it's
absolutely no fun to have to go through this long battle of cat and mouse,
waiting for him to pop out of his shell, so then is the perfect opportunity to
sic it on him.

Crystal Snail's final attack will only be used when he's down to about a third
or fourth of his health. When he jumps up, he'll spin a bit longer than usual,
and then will drop straight down, out of his shell, slowing time up for X but
not for himself (bullet time, if you will). This is really a bugger, since it
makes it a lot more difficult for you to dodge him while in bullet time effect,
and you cannot tell when it'll end.

However, Crystal Snail, like all the bosses before him, still falls prey to
repetition, so it is not like it will warrant extra measures.

MAGNET MINE: I love this fight with the Magnet Mine. It basically becomes a
soccer/European football match.

Right at the start of the match, fire a Magnet Mine at Crystal Snail, then turn
around and fire one at your own wall. The Magnet Mine will electrocute Crystal
Snail, who'll pop out of his shell to your side. Jump over him, and he'll run
straight into the Magnet Mine that you just planted there.

From there, it becomes a game of kicking around Crystal Snail's shell pretty
much. All you have to do is run right into the shell to knock it around, while
Crystal Snail will be trying to get back into the shell, leaving himself
exposed to more Magnet Mines. And if he does reclaim his shell again, then all
that you merely have to do is repeat the strategy of blasting him with a Magnet
Mine, planting a Mine on the wall that he's going to ram into, and then getting
out of hell's way.

You got Crystal Hunter!

You'll get a cutscene with Dr. Cain, the whole works. Before you go, though,
you might want to get all the remaining upgrades that you can get, so check the
Upgrades section.

                         4i. X-Hunter Strategies (XHST)

Power: 18400 rp
Speed: 6200 rp

Violen is pretty much the Maverick that will rely more on brute force rather
than actual intelligence and/or speed. However, because of this, it's quite
recommended that you try to stave off the threats of fighting Violen until you
get at least a strong amount of health and the Bubble Splash (it's fast, and it
can make things go by faster than using your X-Buster).

The first attack that Violen will do is where he will take a stand, and send
the giant spike on his shoulder outwards. He will then throw it around on it's
chain for a while in random directions. To date, I cannot attest to having been
able to detect a pattern in his swinging, and believe me, I've tried. In any
case, the only advice I can give is the same old stuff you'll probably hear
everywhere else; stay as far away from Violen as you can, Dash under the spike
when you can/have to.

Violen's second attack will start with him jumping in the air. From here, he
will send his hand out, and start shooting small electric sparks across the
battlefield in an approximate 180, usually going back and forth once to hit the
same areas twice. However, the thing is that unless you're really close to him
when he's executing this attack for whatever reason, his electric sparks spread
out. As such, if you remain on the floor and near the corners, you can usually
sneak your way through the attack by putting yourself in between sparks. Just
remember that when he finishes a 180, he'll oft change directions and go back
the other way again, so watch out for that when Violen does it.

Finally, Violen will (on the rare occasion) take a stand, and put out one of
his arms. He will then proceed to send electric sparks in X's direction, while
standing on the ground, and shoot up in a 90 degree pattern, and then usually
go back down again. However, it's so uncommon that it's not really too much of
a worry; just take the damage on the occasion, and it won't come back to bite
you in the long end.

Overall, Violen CAN do some pretty big hits to your health, but so long as you
keep some basic dodging skills to yourself, you shouldn't really have a
difficult time at it.

Power: 10300 rp
Speed: 12300 rp

Serges could easily be THE most annoying boss in the game, simply because he
has a very strong defensive stance. He'll stand on his own mini-platform that
moves around, and has spiked edges to hurt you on contact. While on the
platform and not attacking, he'll have up a shield that will stop any attacks
from afar (hint on the word "afar), he can lay mines, and he can do an an
electricity attack like Violen, but only with the shots much closer together.

The first thing that I must discuss is his shield. When Serges is simply
standing on his platform, doing nothing in particular, he will have a blocky
shield up. If you try to shoot ANYTHING from afar except for a secondary effect
Speed Burner or Sonic Slicer, it will be absorbed. In order to really hurt him,
you need to get up close to him, put X partly behind the shield, and THEN shoot
him. However, his shield CAN be pierced by the secondary effect of the Sonic
Slicer. Heck, if you shoot the Sonic Slicer upgrade attack at him from the
right attack, the same SS will twice harm him; the first when it actually hits
him, the second when a remnant splits off and hits him when he's just out of
his flinch attack. Furthermore, if you dash through Serges with the Speed
Burner's arm upgrade effect, he WILL take damage, no matter what shield he has
up. You also won't take damage yourself.

Serge's first attack will involve of him temporarily dropping his shield
(which, although leaves him vulnerable, still gives you only a short attack
range; anything farther than a few feet away or something slow to attack like
primary effect Sonic Slicer will give him time to put his shield up), and then
dropping to his knees. From there, after about a second, he will drop a mine on
the field, and then continue on. There are four ways you could ideally destroy
a mine; the first is simply Charged shots, the second is using regular Sonic
Slicers, the third is using an upgraded Sonic Slicer (falling SSes will hit the
mines and ignite them), and the third is to use the secondary effect Speed
Burner to dash through them, setting them off without any harm.

His other attack will involve him leaping into the air. He will then start
shooting electric sparks that are each close together, and does a 360. He does
not necessarily shoot out electric sparks during the whole 360, though;
sometimes he'll only do it part of the way, and sometimes he'll do it in spurts
and doses. Because of this, it is quite recommended that you stay away from
Serges as far and as often as possible, simply because the farther away the
electric sparks get away, the further they distance themselves. Or you could
just jump over top of Serges' platform while he's in the air.

In any case, if you have either/both the Sonic Slicer and Speed Burner, Serges
shouldn't be that difficult. The fight's even more wildly easy if you have the
Arm Upgrade and Leg Upgrade, but even without, it's still only moderately
difficult if you have at least one of his weaknesses.

Power: 9800 rp
Speed: 17800 rp

I have but one thing to rant about on Agile; he's a god-moding bastard, and
I'll explain why. After this random Star Wars cliche.

Agile: X, join the Dark Side.

X: Never!

Agile: Fine, then I'll kill you! *Whips out his red lightsaber*

Agile consists of two attacks, both using his sword; the first is where he'll
jump up and send out a giant wave of energy that will skim down the room to
your side. The second is where he'll dash forth, going berserk like nobody's
business with his sword. Now for some more detail.

Agile will stand at one end of the room for his first attack. When he does
this, he will jump up, thrust his sword, and send a giant wave of energy down
the room. If X is on the ground when Agile jumps, he will leave only enough
room for you to Dash under without getting hit by it. However, should X be on
the walls, Agile will then jump a lot higher, and you'll have a lot more room
on the bottom so that you can drop down and be out of harm's way, while also
possibly shooting a Charged shot that will hit Agile when he comes down. As
thus, it can become a constant pattern of climb up on the walls, Charge a shot,
drop down when Agile releases a wave shot, shoot, repeat (or in the case of you
having a Magnet Mine, just letting loose a Magnet Mine).

The thing that cruxes this pattern up is that at times (usually when X is on
the floor for too long, but sometimes on an unpredictable impulse alone) Agile
will dash forward while slashing his swords like a madman. This NORMALLY
wouldn't be a problem, but for two things; too often, he'll do it while X is on
the floor and can't get up fast enough/would have to take damage from a wave
shot, and the second reason is that Agile is simply perhaps THE tallest
Maverick in the game. You simply CAN'T easily jump over him. If you're doing a
Dash-Jump, there's only the slimmest of margins you can jump clear over him
(and you'd have to know he was doing it beforehand), and while it's a lot
easier to simply just jump and Air-Dash, Agile will simply switch directions
and come cutting back at you again. So, it's really recommended you just stick
to the walls and jump over Agile if he comes to your side, as if you're
climbing the wall on his side, he can do a modified version of his first
attack, and jump at you with his sword.

Now, Magnet Mines. There's a thing that'll help you. If Agile is doing his
first attack, then shoot it in his direction anyways. The Magnet Mine will
stick to the wall, and when Agile comes down, it will detonate and explode on
him. Furthermore, if he instead decides to Dash instead of Jump, he'll run
smackdab in the Mine's way, and there's nothing in the world that can stop him
from being harmed by it.

Agile: If you strike me down, I will become more powerful than ever before!
       *Gets defeated*

                          4k. X-Hunter Stage 1 (XHS1)

From the start, head right until you get to the end of the ledge, then start
dropping down constantly, stopping only to take out the Scriver. Continue on
until you get down to the end (the Bats will go away), then get on the
MiniElev. Charge up a shot to take out the first Scriver without jumping, then
make up another Charge to take out the second Scriver, again without jumping.

At the top, proceed as normal, kicking two Scrivers' asses. Now head up the
ladder to have another 'wall-shifting' competition. For the time being, the
walls on this one are completely straight, so just pick either side and climb
your way up to the top.

Once you finally make your way up, head left, and on your trip going left and
up, you'll face off against two more of the annoying PurBars. Dispose of them
both, and go up the ladder for some more shifting walls. This time, the walls
are NOT straight, so start off at the right wall, then switch to the left. Once
you get to the left, continue climbing up as normal until you finally make it
into the safety zone.

Continue onwards going left again. After a bit more of walking, you'll come to
the end of this hallway, with a Scorpion guarding the ladder you need to take.
Terminate it from it's lowly existence, then go up the ladder, where you'll run
into another Scorpion. After you destroy this one as well, head up two more
ladders for another wall-shifting part of the level. The walls are
(fortunately) straight on this one again, so just make your way to either side
and climb your way up. Now head right.

Here, your path will branch into two paths, of which I'll describe both.
Partways during Path 2, you can still go into Path 1, and all you just need to
do is follow off from the first paragraph of Path 1, OR go back to the starting
ledge and retry Path 2. In terms of easiness, Path 2 is the path to take.

Drop down the ledge, then jump over the Unicycle that will come your way from
the right. Continue right, doing the same effect of jumping over Unicycles
thrice more, then when you encounter a fifth Unicycle, take it out before it
drops over top of your head. Once it's dead, continue moving, taking the two
Three-Prongs on the walls, then climb up the ladder.

Up top, eliminate the Three-Prongs on both the left and right floating rockets
before getting on the left. Eliminate the Three-Prong hanging to the left on
the wall, then jump onto the center floating rocket. Eliminate the Three-Prong
hanging off the upper-left floating rocket, then jump on that one as well, and
get onto the ladder up top.


From your side of the ledge, jump to the right, and the crane will grab you and
hold you out to the left. Once it lets go, head right again anyways and it
won't be able to react fast enough to get you this time. Now continue on the
path, destroying a lone Unicycle that'll harass you.

At the edge, there'll be a pit below you, whiich will drop you in Path 1, and
to the right is another crane. This time, once it lets go of you, you'll have
to Dash-Jump right or Air-Dash right to get out of the way quickly. Once you've
done so, continue on until you get to the far right wall, then Dash-Climb your
way up, avoiding the fire of the Three-Prongs. Up top, go right until you're at
the part where two ladders are beneath you.


Now that the two paths have coalesced again, climb up the left upper wall, and
you'll get into another wall-shifting. The walls are not straight again this
time, so you'll of course want to take the left path, then switch over to the
right wall later on before finally making your way to the top. Once you get up
into safety zone area, continue right, taking out a single Scorpion. Now go
through the dual set of doors to face off against

Power: 18400 rp
Speed: 6200 rp

Pre-reading of the X-Hunter Strategies Violen is recommended.

It's arguable that Violen II is actually somewhat EASIER. This is because of
the main difference to what he does; before he does any fighting, he summons a
few yellow-gray small blocks around randomly in the arena. These restrict the
mobility and flexibility of his spike cannon. Not only that, but it will also
slow the cannon somewhat in getting back to Violen if he hits any blocks; as
such, you could Dash in, hit Violen with the Bubble Splash (he's still
vulnerable to it, thank god), and then Dash back out while Violen is still
trying to get the spike back to himself.

Other than that, though, Violen still retains his electric spark attack;
whenever he does it, he is NOT restricted by the blocks, and the blocks do NOT
absorb the electric sparks, so watch out.

                          4l. X-Hunter Stage 2 (XHS2)

Drop down into the water once you start, and get ready to have a shoot-out with
a few Torpedo Fish. Move right, jumping over the bottomless pits and destroying
Torpedo Fish, until you get to the end of the line. Once at the far right, jump
up and destroy the first Three-Prong on the left, then climb up the left wall
and eliminate the right Three-Prong. Now that you've made it safely through the
water without any hassles, jump out onto dry land.

Now, climb up the right, eliminating the left Three-Prong, then change sides
and eliminate the right Three-Prong. Up top, destroy the AX1 that is lumbering
around, then run to the right and drop down with right-ward momentum to dodge
the laser fire from the Three-Prongs that are all hanging around the wall here.
On the bottom, in water again, Air-Dash under the floating rocket to get to the
next platform (or, if you don't have the Leg Upgrade, keep yourself on the
rocket until you're safely over the platform, then let go).

Proceed through the same thing over again, then head up. Here, you're going to
have to wait until the floating rocket is to the left of it's floating range.
Once that requirement is out of the way, jump on top of the rocket, drag down
it's right side, then Dash-Jump to the far right. You'll have to wait possibly
a long time for a floating rocket to come down here, but once it does, get on
top, start dragging down the left quickly. The floating rocket will go up, and
there'll be flames coming in from the right that won't affect you dragging down
the left. Once you're safely past, get up, then drag down to the right to avoid
flames from the left. When you've avoided that obstacle, get back up top, and
then go onto the platform at the very top of the height.

Here, you'll be required to get over a spike bed to continue. Now, unless you
somehow lack both the Leg Upgrade and Arm Upgrade, it really shouldn't be that
difficult. If it is, you'll have to Dash-Jump from the edge of the left side to
the right side, and you'll probably have to climb quickly before you drag down
into the spike bed. Either way, once you make it over, drop down the pit at the
end, and either destroy or jump over the Cannon Driver. Once you've done
either, head through the two doors to take out...

Power: 10300 rp
Speed: 12300 rp

Serges is protected by a shield that has four attack pods on it. In order to
render him vulnerable, you must destroy all four attack pods. Once that's done,
you're free to hurt Serges directly.

Serges pods can be completely destroyed with a single Gravity Crush attack, and 
can be individually destroyed by a Charged Magnet Mine or Sonic Slicer (Sonic 
Slicer recommended).

Here is the order of what each attack pod does;

Top - Drops out energy balls that bounce up and down without obeying friction.
2nd - Sends out a blue disk that for the most part goes straight, but will
curve slightly at the end.
3rd - Sends out an orange orb of electricity that will follow X around for a
short period of time before dying out.
Bottom - Sends out a straight bolt of electricity.

For the most part, the first one that you want to take out is the top attack
pod, mainly because having those things bounce around like crazy can become
really annoying when you're trying to destroy the other attack pods.
Furthermore, after it's initial bounce, it won't go up to the top of the
screen, but it will go as high as the third attack pod; thus, you can try to
stay up on the top and avoid all attacks, while destroying the top attack pod.

The next pod in line should be the third one. This is because unlike the other
remaining two, where you can simply just jump to dodge the attack, it WILL
follow you around. As such, it will be annoying, and you will want to take that
one out.

After that, you can take the other two pods out in either order, as they are
not very annoying, and are remarkably easy to dodge, what with that whole
"Jump" thing going on in this game. Be warned though; each time you destroy one
of the latter two pods, Serges' machine will move forward, destroying the front
floating platform.

After Serges is finally exposed, he'll start shooting out green orbs. They will
then explode in mid-air into four seperate pieces. The first time, they will go
in diagonal directions, and the second time, they will go up, down, left and
right. After that, they will interchange between each other every time. What
you have to do is attack Serges (and only Serges is vulnerable, not his chair)
while dodging these green orbs AND keeping yourself from falling down on the
spikes. It'll be difficult, so have fun ;).

                          4m. X-Hunter Stage 3 (XHS3)

From the start, drop down and destroy the GreenShield on the ledge, then go up
and kill the Bats that will stray towards you. Continue on, and take out
another GreenShield before dropping down. Yet another GreenShield will face you
across the pit; take care of it and a Parasite dropping down from below before
jumping across the pit, where you'll have to gun down a few more parasites.

With those pests out of the way, head up a few platforms to the end wall, get
up onto the ledge, and climb up the ladder to find a MiniElev. Don't bother
with it, however. Instead, climb the left wall, and jump over onto the upper
ledge, and then head up the next ladder. Destroy a DinoTank in your way going
right, then head up the ladder at the end (the other path leads to a dead end).

Up top, get on the MiniElev, and jump on it twice to move up. Once you go as
high as you can, get onto the ledge that the MiniElev parks at, then jump and
climb up onto one of the ledges over top. Take the right wall and climb up a
bit until you run into a DinoTank and Bat. Equip the Crystal Hunter, and lure
the Bat over to the center platform. When it does this, attack it with the
Crystal Hunter to encase it in a block of ice, then use it as a support to jump
onto the top ledge.

Once you make it, go to the left wall, climb up, and then Dash onto the middle
platform in the air. Head right, until you see two ladders. If you don't have
all your Upgrades, Heart Tanks, and SubTanks, don't even bother taking Path 1,
as it'll result in too many untimely deaths.

To get to the top ladder, go left and attract one of the Bats over to you.
Encase them in ice using the Crystal Hunter, and use the ice as a support to
jump onto the ledge hanging from the ceiling to the left of the ladder, then
onto the ladder itself. Climb up, and defeat the GreenShield standing on the
overhead ledge to your right. Go and encase the Bat in the spikefield after
that, and use it as support to get onto the small safe platform in the middle
(alternatively, you could just Air-Dash against the ceiling, dragging down, and
Air-Dash against the next part until you get to the safe platform).

Now, charge up a shot, and wait for the AX1s to come, and send them to their
untimely deaths once they get in your shooting range. With them out of the way,
from your small platform, jump, wait for yourself to fall most of the way but
not completely landed, then Air-Dash right. Now to have some fun with this
spike pit.

First, from the starting point, you need to charge up your Speed Burner. Next,
you need to Jump, Air-Dash over the first bed of spikes, far enough so that you
can turn around without hitting the spikes on the one wall but not far enough
so that you hit the far right bed, then when you start falling down, you need
to let go of the Speed Burner. Even if you go right instead of left by
accident, if you can tap the Left button on the D-Pad quickly enough, it'll
change directions and get you out safely. OR, you could just Air-Dash right,
drop down, and Speed Burner right and change directions as quickly as you can
(since while you're dashing with Speed Burner, you're invincible).

Now, go and drag down the long pit along the left wall. The fourth grey block
along here will have a hidden entrance. Inside, go see Dr. Light, and you'll
obtain the Shoryuken/Dragon Punch. Now head out the hidden room, and drop down
the rest of the way.

Oh, BTW, Shoryuken is Forward, Down, Forward, Shoot Button (Y), or Back, Down,
Back, Y.


Go down the bottom ladder, then jump onto the left wall. Charge up a Speed
Burner, then Dash at the Cannon Driver, letting go of the charge so that you'll
Fire Dash through the Cannon Driver to the right wall. Drop down, and jump over
the MavGen, then start climbing the ladder down. On the bottom, head left, then
drop down to the bottom floor. Climb up the wall and take potshots at the
GreenShield until he's dead, then jump onto the non-spiky platform where he was
formerly standing. Deposity yourself off to the right.

Continue on and climb up the wall that you'll encounter, and destroy a Bluebird
when it comes out of the MavGen. Jump to the other side, then go down. Progress
right some more.


Charge up your buster, then head right and jump up onto the ledge. Shoot down
the Parasites that you can see, then Charge up again and Dash-Jump right,
landing on the platform. Repeat this twice more, shooting down the Parasites
that are all in your way, until you see an overhead ledge above. Jump up onto
the ledge, then go through the dual set of doors to face off against...

Power: 9800 rp
Speed: 17800 rp

If you got the Shoryuken; Forward, Down, Forward, Y.

But since I'm obliged to provide a strategy;

Agile has two attacks. The first one will be where missiles will fly in the
background. These missiles will then fuse into a giant bomb which will fly in
an either left or right direction (doesn't seem to be influenced by where X
is). The interesting thing is that you can actually shoot it with a charged
shot, and destroy it before it could ever get close to you.

Agile's second attack consists of him extending a floor out from his body. He
will then send two electric sparks down the walls that will then skim along the
TOP LEDGE only (meaning you can stand on the ledge below it) before fading out.
He will then drop the floor that he is holding up, which will drop onto your
floor, building it up while pushing the first ledge down.

An interesting thing to note is that pits aren't necessarily bottomless pits;
if there was a ledge that was only just pushed down earlier, you can stand on
it even though there's no visible ledge holding it up. To demonstrate what I

X = Current visible ledge
0 = Current part of the floor without ledge
x = Non-visible ledge

Here's the floor.


Agile drops another ledge.

xxxxx < You can still stand on that part, even though it's not visible.

However, once the floor gets pushed down once more

xxx    xx
xxxxx < X won't be able to stand on that anymore.

                           4n. Sigma Stage 1 (SGS1)

Climb up the wall at the start, and go into the right capsule.

Right. Now you have to fight all eight regular Maverick bosses over again. The
difference is that this time, you will DEFINITELY have the Maverick weaknesses,
and you might have all the Upgrades/Heart Tanks/SubTanks/Shoryuken. The
Shoryuken can especially be helpful, as it's able to finish the bosses off in
two or three seperate hits (as the Shoryuken consists of multiple connected

Without further ado, a diagram of who's in each capsule.

BC = Bubble Crab
FS = Flame Stag
MC = Magna Centipede
WS = Wire Sponge
MM = Morph Moth
CS = Crystal Snail
OO = Overdrive Ostrich
WG = Wheel Gator
PP = Platform (Has small energy capsule on after every fight)


Now, there are a couple of differences between the bosses in their regular
stages and their arenas here. A lot of it is aesthetic, but their are some
actual changes that may be dangerous to you.

-Flame Stag starts off in his aggression mode.
-When Flame Stag does his rocket attack, he can charge back down in the same
 matter, knocking you down to take you for a trip with him.
-Bubble Crab's ceiling has a spike bed.
-With the spike bed, Bubble Crab's mini-Bubble Crabs, when encased in bubbles,
 may float up to the top, pop, and then stalk X.

After you defeat Sigma, you'll finish off the stage.

                           4o. Sigma Stage 2 (SGS2)

The first part of the stage is basically the exact same as Magna Centipede's,
so just refer to that level until you get to the room where the first Sword
Mini-Boss was. This time, you'll encounter Sigma with a Zero unit.


You will have to fight the Red Zero, so refer to the first strategy.


You will not have to fight Black Zero, so skip the first strategy and refer to
Neo Sigma.

Name: ZERO
Power: ????
Speed: ????

Don't even THINK about bothering with the X-Buster. Instead, take out the only
weapon that Zero is weak to; the Speed Burner. More on that soon.

Zero's first attack is to send two Charged shots in rapid succession, and then
a wave beam from his lightsaber (basically think Agile's wave beam, but only as
tall as Zero himself). The reason you DON'T want to use the regular X-Buster is
because a Charged shot will be canceled out by just one of Zero's, and regular
buster fire will be completely engulfed. Even then, with the Speed Burner,
you'll have to get close and fire quickly for this attack on Zero, because the
wave beam will extinguish the fire (the Speed Burner travels on the floor
itself, which is underneath the Charged shots, but not the wave beam).

His second attack is also somewhat annoying. He'll dash along the floor with
his lightsaber, and then punches the floor (which will shatter the room the
first time). Tiles will fly up a bit to the left and right and straight above
Zero, requiring you to wait for Zero to dash over to your side of the screen
before Dash-Jumping over his head.

His final attack is where he'll once more take a stand, but instead of going
ballistic, he'll fire half-charged shots, which can easily be avoided. You
should also take this time especially to shoot the Speed Burner at him, while
he cannot deflect it.

Power: 18500 rp
Speed: 18500 rp

Once again; Down, Forward, Down, Y. Two attacks should completely take out
Sigma if you want to use the Shoryuken.

Sigma's first attack basically consists of him dashing forward and slashing his
claws at X. This will send X bouncing into the side wall that Sigma is facing,
and he will further rebound up into the ceiling, before finally falling down.
While Sigma CAN be dodged by Dash-Jumping over his head, oftentimes he can and
will just turn around and hit you into the other wall.

His second attack starts off with him jumping onto the wall, then jumping into
the center of the room before splitting into two, where he will henceforth hide
out of sight for awhile. When he does show up again, he'll come down from the
ceiling and slash right where X is, or was, and he may sometimes follow it
straight up with his first attack.

The next thing Sigma can do is where he'll take a stand, and summon up five
orbs of purple electricity. He will then send them one by one at X at a medium
pace. They won't follow him around, but will just go in a straight direction.
However, their numbers may very well prove overwhelming to you and your ability
to dodge all five of them.

Sigma's last attack is where he'll temporarily glow yellow, and then slash his
hands. This will send out two purple electrical orbs that are connected by a
strand of electricity across the room. If you want to dodge this, you're going
to have to climb up on the wall as soon as you see Sigma turn yellow, then jump
over the attack. Additionally, even if you TRIED to harm Sigma, he'll be
invulnerable while he's yellow.

As far as weaknesses go, Sigma will follow his tradition of always being weak
to electrical or cutting weapons; the Sonic Slicer not only causes him alot of
damage, but it's ricochet effect means that it can hit him no matter how much
he likes to move around.


As always, two Shoryukens can take him out effectively.

This final Sigma is especially annoying, particularly as he can get somewhat
difficult to dodge, and you can't tell how far it is until he's good and dead.
Fortunately, there are some signs; he'll have a bunch of color changes once he
loses health, starting off at green, going to light blue, then dark blue, then
to orange, then to light red, and finally to dark red.

Sigma's first (and main) attack is to go to either wall, where he will then
spew out a giant energy attack downwards to the floor. As X, you must either
dodge this or else take the brunt of the attack as a martyr attack on Sigma. If
you MUST take damage; jump onto Sigma instead. The energy attack will take off
four bars of health, compared to only one if you come into contact with Sigma
himself. You'll probably want to take this path alot instead of jumping over
him, when combined with his later attack. As always, Sigma usually goes to the
wall on the side of the room where X is, although there have been a few rare

The second of Sigma's attacks, which can generally be more annoying, is where
after each of his energy attacks, he will spew out two regular enemies that you
must destroy. They can be a combination or two of Scrivers, DinoTanks,
Bluebirds and Torpedo Fish. Their very existence on the floor can mean that if
you try to jump over Sigma when he's performing his energy attack, you're only
jumping out of the frying pan, and into the fire. However, if you do have the
Arm Upgrade, you can manage it through an efficent (albeit very slow) pattern
of using your regular attack on Sigma, jumping over him, and then using the
second attack on the enemies. However, Sigma does this EVERY time he uses the
Energy Attack (if there are any enemies remaining, they get destroyed). On the
plus side, they can leave behind energy and weapon energy capsules (even the
ones that just get destroyed when Sigma replaces them).

When Sigma turns red (either shade), he'll begin to stop moving around, and
will teleport around the field a random number of times before performing his
attacks again. Oftentimes, however, he will try to encase X within his giant
data head, and will hit you for one bar of health at a time, and will only stop
once you Dash around long enough. INTERESTINGLY enough, you could also consider
this his greatest weakness for two reasons; the first is that he won't do this
until he's red, and the second is that he will NOT get off by shooting at him
alone. This means that you could literally just be in good condition (or else
have a full SubTank), constantly just Charge up your X-Buster, let it loose,
and repeat until he's down.

The Strike Chain is the only other thing that Sigma is weak to. I wouldn't
recommend it for two reasons, however. The first one is that when you try to
leap over Sigma and hit him with the Strike Chain, oftentimes you'll fall too
fast, and the Strike Chain will go down under him. The second is that it does
only about as much damage as a regular Charge Shot when uncharged, and it's
Charged power is slightly less than a full X-Buster Arm Upgrade Charged Shot.

Afterwards, enjoy your ending ;).

                             5. Damage Chart (DMCH)

*As of present, some data is missing from the damage chart. If you have any
 information on what I need, please, do send it to me.

I'd like to take the time to credit one Luc "Pixelboy" Miron whom was
supposedly the original brainstorm behind the damage chart. What IS a damage
chart?, one may ask. A damage chart takes all eight weapons, and shows how many
uses of each weapon it takes to eliminate one of the main eight bosses (and
sometimes additional bosses). However, since the X series has a secondary set
of attacks for each weapon, I have decided to change it so that the number
given is how many bars of life an attack of that particular weapon takes off a
Maverick boss, to make it easier to look between both charts.

A standard Maverick life has 32 bars that you must take off.

(Uncharged. In case of green X-Buster fire, it also counts as uncharged.)

  		E                    M
   		R                    A
   		D                 C  G
  		R                 R  N
  		I  W  W  B        Y  A
		V  I  H  U  F  M  S
  		E  R  E  B  L  O  T  C
                   E  E  B  A  R  A  E
   		O     L  L  M  P  L  N
   		S  S     E  E  H     T  V  S
	        T  P  G           S  I  I  E  A
                R  O  A  C  S  M  N  P  O  R  G
                I  N  T  R  T  O  A  E  L  G  I
                C  G  O  A  A  T  I  D  E  E  L
                H  E  R  B  G  H  L  E  N  S  E
X-BUSTER      | 1  1  1  1  1  1  1  1  1  1
SONIC SLICER  | 1  2  1  1  2  1  1  1  2  2
STRIKE CHAIN  | 1  1  3  1  1  1  1  2  1  1
SPIN WHEEL    | 1  1  1  3  1  1  1  1  1  1
BUBBLE SPLASH | 1  1  2  1  2  1  1  1  2  1
MAGNET MINE   | 1  1  1  1  1  1  3  1
SILK SHOT     | 2  1  1  1  1  1  1  2     1
SPEED BURNER  | 1  2  1  1  1  3  1  1  1  2
CRYSTAL HUNTER| 3  -  -  -  -  -  -  -
GRAVITY CRUSH | 2  2  2  2  2  2  2  2  2  2

(Charged. With the Arm Upgrade, the secondary X-Buster fire will cause 3 bars
 of damage as opposed to 2 for the regular 8 Maverick Bosses, Violen. Crystal
 Hunter not included because it does not cause actual damage.)

  		E                    M
   		R                    A
   		D                 C  G
  		R                 R  N
  		I  W  W  B        Y  A
		V  I  H  U  F  M  S
  		E  R  E  B  L  O  T  C
                   E  E  B  A  R  A  E
   		O     L  L  M  P  L  N
   		S  S     E  E  H     T  V  S
	        T  P  G           S  I  I  E  A
                R  O  A  C  S  M  N  P  O  R  G
                I  N  T  R  T  O  A  E  L  G  I
                C  G  O  A  A  T  I  D  E  E  L
                H  E  R  B  G  H  L  E  N  S  E
X-BUSTER      | 2  2  2  2  2  2  2  2  2  2
SONIC SLICER  | 1  5  1  1  2  1  1  1  2  5
STRIKE CHAIN  | 1  1  5  1  1  1  1  2  1  1
SPIN WHEEL    | 1  1  1  4  1  1  2  1  1  1
BUBBLE SPLASH | 1  1  1  1  2  1  1  1  2  1
MAGNET MINE   | 1  2  1  1  1  2  4  1
SILK SHOT     | 2  2  1  1  1  1  1  4     2
SPEED BURNER  | 1  1  1  1  1  6  1  1  1

Before emailing me, read this;

-Please do NOT email me questions that are CLEARLY answered in the FAQ. I will
 not bother to answer if you do so.
-PLEASE use at least a semi-assed effort at grammar and spelling. I cannot read
 incoherent letters and be expected to reply.
-Contribution of stuff is perfectly fine (heck, I encourage it), along with
 notes on any errors that I may have created so that I may correct them. Proper
 credit will be given (note if you want to be credited by a certain name, or
 else "Anonymous").

yamishuryou AT gmail DOT com

-Various hosts of this guide.
-Shadowflare09, for a heads-up on being able to destroy Serges II's pods with a 
 full Gravity Crush attack.

  .-.  .-.
  (_  \ /  _)        __
       |   _.._ _ o (_ |_    ._  _
       |  (_|| | || __)| ||_||\/(_)|_|

©2006-2012 Yami Shuryou

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