M E G A M A N X : C O M M A N D M I S S I O N B O S S F A Q --------------------------------------------------------------- Written by Colin Spence aka PPM | Last Updated: 11/10/04 | v1.0 ====== 0) ToC ====== 0) Table of Contents 1) Introduction 1.1) Contacting Me 1.2) Version History 2) Battle Controls 3) The Story Bosses 3.1) Hippopressor 3.2) Spider 3.3) Wild Jango 3.4) Silver Horn 3.5) Dr. Psyche 3.6) Mad Nautilus 3.7) Mach Jentra 3.8) Shadow 3.9) Supra Shadow 3.10) Incentas 4) The Rebellion Cadre 4.1) Botos 4.2) Ferham 4.3) Scarface 4.4) Scarface II 4.5) Epsilon 4.6) Eject Epsilon 5) Chapter Ten 5.1) Wild Jango 5.2) Silver Horn 5.3) Mad Nautilus 5.4) Mach Jentra 5.5) Incentas 5.6) Depth Dragoon 5.7) The Maverick 5.8) The Supra Maverick 6) The End =============== 1) Introduction =============== Welcome to my fourth official FAQ on GameFAQs. I am Colin Spence, otherwise known as PPM. If you have any doubts about my abilities, I should like you to know that I have beaten this game and have defeated most every boss in it. I also wrote this Boss FAQ in real time; that is to say, I wrote each boss strategy as I was fighting the boss in question. I've been a fan of the Megaman series since Megaman 2 for the original NES and a fan of RPGs since around that time, as well. What I'm basically saying is that you should trust me on this. ------------------ 1.1) Contacting Me ------------------ I've got some guidelines if you want to get in touch with me. IF YOU HAVE A QUESTION, MAKE SURE THAT... ...it's not already answered in the guide. ...it's not answered on the boards. ...you ask it in a coherent fashion. IF YOU HAVE ADDITIONS, MAKE SURE THAT... ...you're reading the most recent version of the guide. ...you get them to me as soon as possible! IF YOU HAVE ANYTHING ELSE TO SAY... ...by all means, email me. My email address is ppm42 AT yahoo DOT com. You can also reach me on the GFAQs boards. I'll be under the name "PPM". -------------------- 1.2) Version History -------------------- v1.0 - 11/10/04 Guide complete! ================== 2) Battle Controls ================== Since you'll be fighting battles, it's only proper that you get a crash course on the controls. X - Attack Circle - Sub-Weapon Square - Sub-Weapon Triangle - Menu, Cancel Turn L1 - Customizable (see Options in Pause Screen) L2 - Switch Characters R1 - Not Used R2 - Action Trigger =================== 3) The Story Bosses =================== This section will cover the bosses fought in the earliest chapters of the game. ----------------- 3.1) Hippopressor ----------------- Chapter One Element: None Weakness: None EXP: 200 Zenny: 250 FME: N/A Items: Fire Missile, Guard Buster Let's all laugh at his clever name. We done? Good. You'll start this fight with X and Zero reunited, and it feels so good. You should have picked up the X Heart Force Metal from your fight with the Preon on the lower floors, so equip it. Your first priority for the early stages of the fight should be wiping out the Shark Missile. Use X for that; Zero is liable to miss. Hippopressor will charge the missile every time you destroy it, though, so keep on your toes. Use Zero to attack Hippopressor's head until it blows up, as it's protected from the type of damage the X Buster does. After the Hippo loses its head, it'll reveal a Particle Cannon. The good news is that it's no longer protected from X's attacks. The bad news is that the Particle Cannon is painful and has the chance to Bind you. If that's the case, use an Anti-Lock, which you should have picked up on the way up. You'll want to fix the Bind status as quickly as possible, because it cuts your speed in half, leaving ample room for a Shark Missile to come and kill you dead. Once you deal enough damage to Hippopressor, it'll stop charging the Shark Missile -- which is a good thing. At this point, you can either switch to Hyper Mode and kill it with a bang, or prolong the fight and do things the old-fashioned way. X Fire's Action Trigger, at 100% WE, will deal a smooth 1700 damage to it, pretty much annihilating it instantly. Your choice. Eventually he'll go down and you can reap the rewards. Don't forget to pick up the two Force Metals in green crystals after the fight. ----------- 3.2) Spider ----------- Chapter Two Element: None Weakness: Fire EXP: N/A Zenny: N/A FME: N/A Items: None Spider...ah, the requisite cool one. He'll put up a shot-blocking barrier, so you'll have to go in to Hyper Mode to get your close-quarters attacks in. Store up your WE when in Hyper Mode until you get 100%, then let loose with a Charge Collider from your Action Trigger. Another smooth 1700 damage, another quick victory. --------------- 3.3) Wild Jango --------------- Chapter Two Element: Thunder Weakness: Fire EXP: 1000 Zenny: 500 FME: N/A Items: Protect +1 (Steal), Thunder Guard (Steal), Sub Tank, Thunder Buster Yeah, he looks fun to bring to parties. I wonder if he knows the Thunder Slide or the Stray Cat Strut. Okay, that's enough bad music puns for now. Now, when you freed the guard's friends, you should have gotten a chance to shop. Pick up the Fire Buster and some Thunder Guard Force Metals. Also in that room is an Ultra Fire in a blue crystal; take that. Be sure to talk to the Resistance Guard to refill your LE. Once your preparations are complete, you're ready to start this fight. By the time your fight starts, Spider will have joined your party. His Action Trigger, provided you get a good enough hand, will work wonders on Jango. The cat's main attack will be Rolling Assault, a Thunder dive-bomb, but he'll also use Ultra Thunder and Lightning Rod on you. Ultra Thunder will hit both X and Spider for a few hundred damage. Lightning Rod will hit you for considerably less, but it will make Jango even faster. Deplete some of his life and he'll use Shock Nail, a nasty Thunder claw strike with a Virus side effect. Use a Vaccine Program to clear that up. Of course, if you find the battle to be getting a bit too hot for you, bring on the heat yourself and switch to X-Fire. Something to note about Hyper Modes: when you're in one, you can't be affected by status changes like Virus. Something notable about Spider's Hyper Mode, Trickstar, is that he won't receive any damage while he's in it, and he also deals impossibly awesome amounts of damage with his Action Trigger. So just keep pounding away at Jango and he should "fall down go boom" very quickly. ---------------- 3.4) Silver Horn ---------------- Chapter Three Element: Water Weakness: Thunder EXP: 4000 Zenny: 1000 FME: N/A Items: Combat Absorber (Steal), Shot Absorber (Steal), Ice Buster, Build Hyper Before you head off to fight, you should trade in those Thunder Guards from Jango for some Water Guards at the shopping district in New Hope. Use the Thunder Buster you got from Jango, though, in this fight. Pick up some Thunder Missile Sub-Weapons, too, if you can afford them. In the last room of colored panels, step on them in the order green, blue, red, yellow to unlock the crystal holding Spider's Queen of Diamonds. In the room before that, step on them in the order yellow, blue, red to unlock the Tank Parts. Silver Horn has a few main attacks. First, he'll use an ice jet attack by pounding the floor. Second, he'll use Tidal Wave, a non-Water attack that sweeps your entire party. Third, he'll use Cryogenics, which has the chance to Freeze a fighter. Bring along some Warm-Ups or you could be in trouble. His last attack is Ultra Blizzard, just like the item. Keep smacking him around until he uses Liquid Coating, which brings you into Stage Two of the fight. In Stage Two, he'll start to use a powerful attack known as Pressure Abyss. It is a pretty much guaranteed Critical Hit, so I'd suggest avoiding it or at least reducing the damage with Hyper Mode. You'll want to go into Hyper Mode during this stage of the fight, because it means his death is near. Note with X-Fire that your regular buster's element is Fire now. It's still awesomely powerful, it's just not his weakness any more. Use any Gain Hypers you may have on X and just keep putting out the Charge Collider. Silver Horn will fall. --------------- 3.5) Dr. Psyche --------------- Chapter Four Element: None Weakness: None EXP: N/A Zenny: N/A FME: N/A Items: Virus Missile (Steal), Smoke Missile (Steal) You'll want to have taken the route Easy -> Hard -> Hard -> Hard in the Eternal Forest to get the Joker (the Smoker, the Midnight Toker) for Spider. Switch out Massimo for Marino in this fight. Goofy lookin' fella, isn't he? He'll summon some needles as soon as it's his turn -- you'll want to get rid of them before their turn comes up. They can be delightfully annoying. Aside from the needles, he's got some nasty tricks with status effects and the like. With 4th Dimension Slow, he can Freeze a fighter. Doom Blaster hits hard, and it hits twice. Outside of that stuff, though, it's a relatively simple fight. Save your Hyper Mode activations for the next part. ----------------- 3.6) Mad Nautilus ----------------- Chapter Four Element: None WeaknesS: None EXP: 8800 Zenny: 10000 FME: N/A Items: Cure All (Steal), Tractor Net (Steal), Sub Tank, Virus Missile Here's Dr. Psyche's evolved form. Cocky little bugger. You'll have to grin and bear it while he pounds on you, until he starts charging Mad Energy. His core will be exposed and his shields down, so attack him then. You'll want to use Marino's Hawkeye ability for this, since the Nautilus is an Air enemy. His Mad Cocktail attack will slam you with any random status ailment -- we sensing a theme? -- so I'd suggest Defending while you're waiting for the core to open, since you can't be affected by status ailments then. When he starts charging Mad Energy, he'll use Mad Ecstasy on you. This is an attack that will either hit everybody twice, two of you thrice, or one party member six times. Keep some Backups ready for that last one. After he closes his core, he could use Energy Capture, which will take LE from one of your fighters and refill his. He could also use Hell Gravity, which will halve your HP, rounded down. In this fight, you don't want to use X-Fire, as it converts your Shot damage to melee damage, which doesn't work well against Air enemies. Rely instead on Trickstar and Quicksilver, Marino's Hyper Mode. Quicksilver greatly increases Marino's speed, which is perfect if you want to deal a lot of damage in the short time you have to deal it. Really, though, you can beat the Nautilus without even resorting to Hyper Mode. He's one of those throwaway bosses. ---------------- 3.7) Mach Jentra ---------------- Chapter Five Element: Fire Weakness: Water EXP: 10000 + Preons Zenny: 12000 + Preons FME: 900 + Preons Items: Twin Fire (Steal), Tank Energy 100 (Steal), Sub Tank, Fire Buster MKII Buy Fire Guards and Ice Missiles with your bounty from the Nautilus. Keep the Ice Buster you picked up from Silver Horn on X for this fight. Don't use X-Fire in this fight, either; you'll just wind up healing Mach Jentra. The recommended party for this fight is X, Zero, and Marino -- or at least, my recommendation. Use Marino's Hawkeye to bring Mach Jentra down, leaving him wide open for a Heat Haze-assisted slash from Zero. Don't worry so much about the Preons in this fight. (Worry about them in the next one -- I mean, what?) Jentra has three main attacks. The first is a Call to Arms, in which he summons Preons. This is the one you should worry about least, since they're no big threat. The second is a dive-bomb attack that deals moderate damage. The last is called Flames of Gehenna, which is a bit like Ultra Fire, only on crack and ecstasy at the same time. So no, it's not a very fun attack. He can also drain your WE, but it happens rarely. He's got the item attack Giga Fire, too, which is a souped-up version of Mega Fire. Marino's Quicksilver is pretty useful in this fight for grounding Jentra. Zero comes with two Heat Hazes, giving you six hits per attack if you use them both. X is always a good choice, though as already mentioned, don't use his Hyper Mode. Kick the other two into Hyper Mode and kick the crap out of Jentra. He's only got one stage, and that's the one you see. He should tumble very quickly with proper preparation (like what I told you in the first paragraph). ----------- 3.8) Shadow ----------- Chapter Six Element: None Weakness: None EXP: N/A Zenny: N/A FME: N/A Items: Gain Hyper (Steal), Unlock Limiter (Steal) Knock him down before he finishes charging the Pulverizer Cannon. It'll deal INSANE amounts of damage to everybody in your party. I don't care how you do it as long as you DO IT. *ahem* And with that out of the way, Shadow is a big fan of attacks that decimate your LE. Unless he slashes you or uses a Blizzard attack, he can't actually kill you. Your basic strategy is to pound the hell out of him until he breaks his own shield, then keep attacking until the battle finishes itself. ----------------- 3.9) Supra Shadow ----------------- Chapter Six Element: None WeaknesS: None EXP: 9000 Zenny: 8000 FME: 600 Items: Build Armor (Steal), Build Shield (Steal), Z Ichimonji, Figure Token As Zero said, it's time for round two. In this fight, your third party member will be bumped out of the party to make room for Zero. Just so you know. Shadow picked up a few new tricks for this battle. The first is called Codebreaker, a DOA attack (read: One-Hit KO). He kept the Fragmenting Cannon and the Pulverizer Cannon (to which the same rule applies -- knock him down before he's done). X-Fire's Action Trigger at 100% WE will halve his health easily, so resort to that as quickly as possible. From there, Black Zero's Action Trigger with two Heat Hazes will finish him off. Not a difficult fight, if you abuse Hyper Modes. And if this game has taught you anything, it's that you should abuse Hyper Modes. -------------- 3.10) Incentas -------------- Chapter Six Element: Fire / Water / Thunder Weakness: Water / Thunder / Fire EXP: 12500 Zenny: 15000 FME: 1000 Items: Build WE (Steal), Build LE (Steal), Twin Ice, Twin Thunder This guy is not fun, with a capital "NOT FUN". I really, really, flat-out hate Incentas. There's no clear-cut way to kill him, so I'll just show you all what Lourde Incarnadine told me on the GameFAQs boards when I was having trouble with Incentas. ...Rather, since the post has been purged, I'll share with you the gist of what he told me. Start off the fight with X, Zero, and Marino. Keep Marino in there just long enough to steal the Build parts, then switch her out for Cinnamon. (I used Spider first time through, but it's your choice.) Attack with normal weapons and Sub-Weapons until Incentas starts using the "Hyper!" attacks. At that point, throw it into Hyper Mode and keep kicking butt. </G4TV> Lourde has yet to steer me wrong; won't you follow his advice? ====================== 4) The Rebellion Cadre ====================== Yes, you do have to exterminate the Cadre. Here're the strategies for doing just that. ---------- 4.1) Botos ---------- Chapter Seven Element: None Weakness: Water EXP: 15000 + Bits Zenny: 16000 FME: 1500 Items: Super Absorber (Steal), Fire Resist (Steal), Twin Fire, Fire Stella o/~ I see the little silhouetto of a _ham_... o/~ Quite the stage hog, this Botos. I fought this one with my standard party of X, Zero, and Marino. Give Marino's Hawkeye to Zero and equip her with the Ice Star, which the Liquid Globs in Gimialla Mine drop very rarely. As an alternate weapon for Marino, you can take the Thunder Stella from a green crystal on the second floor of the pyramid base. To remove the shield from the crystal, aim the lasers in the room below at the red panel on the wall. Give X the Ice Buster MKII from the shopping district. Zero will fare well with any sword you give him. Equip at least one member with Twin Ice if you feel like it. I thought it would help, but I wound up barely using it. Right, with that lengthy preparation done, here comes Botos. With his first attack, he'll summon two O-Bits. They can heal, cast Hell Gravity, and use Mega Fire, as well as being a crucial part of most of Botos's song-based attacks. Battle Andante will hit your entire party's stats, dropping them all by 25%. Showtime will hit your entire party for around 800 damage. Fortunately, he doesn't use that often. He can fly up to you and hit you twice, also for a total of 800 damage. Battle Rhapsody will hit the whole party for around 500 or 600 damage. Battle Forte and Battle Allegro will increase his stats by 25%, but if you're lucky (like I was), he won't use either of them. The attacks aren't too bad, really; it's dealing the 40,000 damage you need to kill him that'll get you. Around halfway through the battle, which is up to you since he doesn't have any indicating states, start going into Hyper Mode. Don't use X-Fire in this fight, though. Botos flies, for one, so you'll probably not hit him enough to matter. Second, he may not absorb fire, but he reduces fire damage dealt to him enough for the damage to not matter. Stick with Black Zero and Quicksilver in this fight. When Black Zero's WE is at 100%, use Heat Haze, Hawkeye, and the Action Trigger, in that order. If you're quick enough, you should be able to pull off ten Zero Slashes, which translates to 20 guaranteed hits (with Heat Haze), dealing upwards of 7000 damage. A couple of those and Botos won't be doing much singing for a while. ----------- 4.2) Ferham ----------- Chapter Eight Element: None Weakness: Thunder EXP: 20000 Zenny: 18000 FME: 2000 Items: Build Hyper (Steal), Force Missiles (Steal), Ice Stella, Heat Haze Stock up. If you want X, Zero, and Marino to fight this one, use the Thunder Stella, the Thunder Buster MKII, and pretty much any sword (I'd recommend the Z Saber++) -- but don't sell your old weapons. You'll need them for the next boss fight. Keep the same Sub-Weapon setup that you had for the Botos fight, but swap Twin Ice for Twin Thunder, if you used it at all. If you miss Marino having Hawkeye, the Triclaw Killers in the Vanallia pyramid base drop it. Just something you might want to know. Oh, look. It's a sultry flying robot woman with a laser whip and a heat shadow. Kinky. Her Bloody Snake attack will hit everybody -- thrice if her Heat Haze is active, once otherwise. You'll want to knock her down if you want to get rid of her Heat Haze, and you _want_ to get rid of her Heat Haze. She can use Giga Blizzard, which is souped up to deal even more damage at around 800. Once you smack her enough, she'll start using Sonic Blizzard, which will hit your entire party for around 500 damage and has the ability to Freeze any or all of your fighters. Around that time she'll also start using Tera Blizzard, which is like a hyper-powerful version of Giga Blizzard on one person. Zero is essential in this fight. Don't hesitate to kick it into Hyper Mode and HAT Trick her. (By which I mean, Heat Haze, Hawkeye, Action Trigger.) X-Fire won't be very effective in this fight either, but Quicksilver works like a charm. Keep your health up and don't think twice about throwing some Ultra Thunders at her if you need to. It's too bad this normally kills her. I liked her. ------------- 4.3) Scarface ------------- Chapter Nine Element: Thunder Weakness: Fire EXP: 6000 Zenny: 10000 FME: 2400 Items: Ultra Thunder (Steal), Thunder Resist (Steal), Tank Energy Infinity, Shock Lance Beta Here's to the end of the Rebellion Cadre, because by the end of this chapter, you'll have them out of your hair for good. Scarface absorbs Thunder attacks, which is why I told you to keep your Fire weapons handy, since you'll not get a chance to head to the shopping district between the Air Bus and this fight. Give Marino the Fire Stella you won from Botos and equip X with the Fire Buster MKII you got from Mach Jentra. Zero's still anything goes. Something very important about Scarface: He'll counter against an attack that deals the same kind of damage he was last attacked with. This means that if you hit him with the Fire Stella, which deals S damage, your next attack had better be from Zero's saber or X-Fire, otherwise you're in for a world of hurt. The same holds true in reverse: If Zero attacks, you'd better follow with Marino or X (in non-Hyper Mode) unless you like pain. Sparky hits hard. He's got Ultra Giga Thunder, which is...well, it's like Ultra Thunder and Giga Thunder combined, and it hits everybody. He can use Plasma Ball, which hits one person for a good 1000 damage and has the chance to Bind. Plasma Array hits everybody and most often Binds everybody, too. Tera Thunder is just like Ferham's Tera Blizzard, only of the Thunder element. His lance attack slices one of your members. Electro Breaker acts like Energy Capture, but on all three characters and of the Thunder element. It's never too late in this fight to make Scarface say hello to your little friend and slam him in the face with a fully-charged Charge Collider from X-Fire. Just make sure you haven't attacked with a C attack on the previous turn (like the mistake I made >_<). This is the first time in a while that all three Hyper Modes will be useful, so relish the opportunity. He has less HP than Botos and is even a Ground enemy. The HAT Trick works miracles. This is not meant to be a difficult fight. No, no...save that honour for Scarface II. ---------------- 4.4) Scarface II ---------------- Chapter Nine Element: Thunder Weakness: Fire EXP: 24000 Zenny: 10000 FME: 2600 Items: Tank Energy 100 (Steal), Thunder Buster MKIII, Thunder Saber+ This is pretty much the same fight as the first part. So I may have been lying when I said this was difficult. Try best you can to keep your energy and Sub Tanks full for the end of this fight, though. One modification: Give Zero the Z Saber+++, found in the Revolver Room of the Grave Ruins Base. ------------ 4.5) Epsilon ------------ Chapter Nine Element: None Weakness: None EXP: N/A Zenny: N/A FME: N/A Items: Protect +5 (Steal), Full Specs +3 (Steal) You'll go into this fight with the same setup as the one with which you ended Scarface II. See, this is why I warned you to keep your energy up. The big, bad boss of the Rebellion. He has some AMAZING attacks. There's the requisite status effect attack: Power Virus. That'll just give you the Virus ailment, so bring along some Vaccine Programs. Then he goes into the elemental with Ultra Giga Fire, Ultra Giga Blizzard, and Ultra Giga Thunder. The most deadly attack he has is Metacrush, which immediately drops a party member's HP to one. Along with that, he's got Fatal Attack, which is always a critical hit and generally doesn't falsely advertise. As tough as Epsilon may be, though, don't throw it into Hyper Mode too early unless you have to or if you have some Gain Hypers. About halfway through the fight, he'll transform and you'll need all the Hyper you can get. ------------------ 4.6) Eject Epsilon ------------------ Chapter Nine Element: None Weakness: None EXP: 30000 Zenny: 20000 FME: 5000 Items: Gain Hyper (Steal), Build Hyper (Steal), Tank Parts, Force Tomahawks The cape is off. The Supra-Force Metal is activated. Oh, it's ON, bitch! *a-HEM* Right. Well, you might be happy to know that he's dropped the Ultra Giga stuff, Power Virus, and Fatal Attack. What you probably won't like to know is that he's replaced them with the Tera versions of each element and he's kept Metacrush. He's also got Nova Impact, which is a very strong attack that deals upwards of 1200 damage to each party member. Feel free to sub out Marino for Cinnamon any time, since you're likely to run out of Sub Tanks. Just steal the Hyper stuff first. Wait for his Supra-Force Metal to deteriorate before you start the Hyper Mode onslaught. To get rid of it, you'll just have to keep attacking him until the game tells you that his Supra-Force Metal has deteriorated. When that happens, well, for the love of Caine, ATTACK HIM! He has around the same amount of HP as Scarface II, so what you do to get rid of it all is up to you. HAT Trick, Quicksilver abuse, whatever, just trash him. I will say that the HAT Trick, if executed properly (with ten attacks), should get rid of a fifth of his HP. If you opt to go that path, pump Zero full of Gain Hypers and keep the HAT Tricks coming. ============== 5) Chapter Ten ============== In the final chapter of the game, you'll be fighting many of the Story Bosses over again, as well as a few new bosses, including the final boss, referred to for spoiler purposes as The Maverick. --------------- 5.1) Wild Jango --------------- Element: Thunder Weakness: Fire EXP: 15000 Zenny: 3000 FME: 1000 Items: Boost Power (Steal), Build Power You should have picked up Marino's Fire Comet, X's Fire Buster MKIII, and the Flame Saber+ for Zero from the various stores in this chapter. If you didn't, though, that's cool. In this incarnation, he's been souped up to perfection. He has Ultra Giga Thunder now as well as Codebreaker, the one-hit KO attack. Come in here with as much Thunder Resist Force Metal as you can handle. If you have Reverse Thunder from deployment missions, bring that, too. His Rolling Assault attack does thousands of damage. Yes, thousands, with a "thousand". Don't be at all afraid to throw in a Hyper Mode assault to make this cat sing his swan song. Erm, cat song. Whatever. ---------------- 5.2) Silver Horn ---------------- Element: Water Weakness: Thunder EXP: 15000 Zenny: 3000 FME: 1000 Items: Boost Armor (Steal), Build Armor The order of these next four fights is entirely up to you. Move up to the purple doors to see the boss who lies beyond the teleporter hatch. Flip to the strategy you need for whatever fight you're going up against. You can restock, heal, and save as you want by turning immediately left from the entrance of the room, or by going straight when returning from a boss fight. The Thunder Comet, Thunder Buster MKIII, and Thunder Saber+ should fare you quite well in this fight, but again, it's up to you. Like Wild Jango before him, Silver Horn's been upgraded with Ultra Giga Blizzard, but he doesn't have Codebreaker. He'll still use Liquid Coating about halfway through. Don't worry about using Sub Tanks or Hyper Modes, since you can heal and replenish them all after the fight. Really tear it loose. ----------------- 5.3) Mad Nautilus ----------------- Element: None Weakness: None EXP: 15000 Zenny: 3000 FME: 1000 Items: Boost Shield (Steal), Build Shield The Nautilus has no new tricks up its many sleeves. At all. Equip yourself however you'd like, but remember the whole deal with the Mad Ecstacy, core protection bit. If you want Zero in your party, be sure to equip him with Hawkeye for accuracy. Bring along some Cure Ones or Cure Alls or use Hyper Mode liberally to cancel out the various status effects. ---------------- 5.4) Mach Jentra ---------------- Element: Fire Weakness: Water EXP: 15000 Zenny: 3000 FME: 1000 Items: Boost Speed (Steal), Build Speed Mach Jentra, however, has a new trick you'll have to deal with. He now knows Coercion, which will either drop your power 25% or make you lose your next turn. It's pretty annoying, but not exactly life-threatening. Another one he's got is Super Hold Gum, which drops your party's speed by 25%. Bring along the Ice Comet, the Ice Buster MKIII, and the Ice Saber+ (if you can afford it all) to drop him faster than a sack of Preons. Once again, don't worry yourself with the Preons in this fight. He'll just call them back once you kill them. Of course, if you need the EXP, go for it. ------------- 5.5) Incentas ------------- Element: Fire / Water / Thunder Weakness: Water / Thunder / Fire EXP: 15000 Zenny: 3000 FME: 1000 Items: Unlock Limiter (Steal), Build WE Incentas has actually gotten easier. Well, comparatively...he's still got loads of bothersome attacks and HP through the roof, but he's dropped the Giga attacks in favour of the Ultra and Ultra Giga versions only. Bring along any combination of elemental weapons. I like giving one to each member so two can attack each turn and the third (who would heal him if he or she would attack) can heal the party instead. ------------------ 5.6) Depth Dragoon ------------------ Element: Thunder Weakness: Fire EXP: 23000 Zenny: 10000 FME: 2000 Items: Beast Lancer (Steal), Force Tomahawks, Build LE Well, here's a lovely customer. You will have to watch your Hyper Modes and Sub Tanks in this fight, so keep that in mind. Bring along whatever Fire weapons you can get your hands on, along with some way to steal the Beast Lance. It's Massimo's best weapon. Why you'd want to use Massimo, though, is your issue and not mine. If you got a Reverse Thunder Force Metal from deployment missions, use it! It's excellent in this fight, because Thunder attacks will heal you. The first thing you should know is that Depth Dragoon can boost his stats at will, just like the Boost items. It's nowhere near as drastic as the stuff some future bosses can do, but it's still something to look out for. He can use the old and tired Tera Thunder attack, as well as Electromagnetic Field, which hits all your characters and often Binds all of them. He knows Hell Gravity and Ultra Giga Thunder, too -- cripes, he's even got a lance. Give him a mask and he could be Scarface! But leaving Ol' Sparky out of the picture, New Sparky can use a single-hit Thunder attack on one character and can spear you powerfully with an attack called Destructive Blow on the whole party. His big attack is Thunder Brigade, a multi-hit Thunder attack on all three fighters. I didn't really have many problems fighting him. X Fire is an asset to this fight, but don't immediately jump into it unless you have some Gain Hypers left over. If you feel pressed for damage, feel free to use Quicksilver and the Fire Comet for a good deal of uninterrupted damage. Heal if or when you need to. Consider this a cooldown fight, if you'd like. ----------------- 5.7) The Maverick ----------------- Element: None Weakness: None EXP: 30000 Zenny: 15000 FME: 3000 Items: Rei Ichimonji (Steal), Beam Sword You certainly stand a threat from this guy, but he won't let you knock him down so easily. His first attack will always be Code Red, with which he will summon two Red Hubcap enemies. They have their own brand of pain -- the Zapper attack, a multi-hit attack on the entire party. As if that's not bad enough, the Maverick will defend most of the time, not even letting you knock him around. Trash the Hubcaps first, then, when he uses Code Red again, attack him instead of the Red Hubcaps. Eventually, instead of re-summoning the Hubcaps, he'll use Ballistic, which is a two-hit attack with his weapon. He could also use the X-Slash, which is a high-power double-hit sword slash. His last option is Vicious Assault, an immensely powerful multi-hit attack that totals your entire party. When he gets to this point, it's Hyper Mode time. Rely on the HAT Tricks and Marino's Hyper Dive (three blue boots in the reels) to deal the bulk of damage, but if you feel like it you can throw in a fully charged Charge Collider for about 10000 damage. Considering he has only about 50000 HP, that's not a bad idea. Don't worry so much about Sub Tank levels; he's one of the toughest bosses in the game and deserves all you can give him. And the cutscene when you beat him reveals him to be a huge creep. ----------------------- 5.8) The Supra Maverick ----------------------- Element: None Weakness: None EXP: N/A Zenny: N/A FME: N/A Items: SFM Fragment Alpha (Steal), SFM Fragment Beta (Steal) If you go this fight with Zero and/or Marino, give them the Rei Ichimonji and the Beam Sword, respectively. Weapons that would be good to have for the other characters include X's Turbo Buster, Massimo's Beast Lancer, Axl's Axl Bullets 3, and Cinnamon's Kitty Gloves. These are by no means required, though. If you want to steal the SFM Fragment Alpha, you'll need to do it very early in the fight; later, it's just SFM Fragment Beta available. Your main priority, aside from stealing the fragment, is to stay alive in the early stages of the battle. The SFM on the left will just regenerate his life to its maximum every turn. Heal, but only as much as you absolutely need. Don't waste Hyper Mode activations. However, staying alive is easier said than done. He could use an attack called Memento Mori (Time to Die, in poor Latin), which causes every imaginable status effect up to and including DOA. He could also use Deus ex Machina (God out of the Machine), a supremely destructive meteor assault. If you manage to survive, more power to you. And to him. After the cutscene, you'll be able to steal the SFM Fragment Beta. He'll also have three new attacks: Codebreaker, Deep Impact, and Carpe Diem (Seize the Day). Deep Impact is a brutally powerful attack. Carpe Diem will drain all your party members' WE, but it's not a guaranteed hit. If you can survive the initial onslaught (since your fighters will likely be at very low life and it's always a blitzkrieg), heal immediately. Once the first series of attacks has passed, the Supra Maverick will have a barrier erected. If you want to deal any significant damage to him, you'll have to destroy the Supra-Force Metal L on his shoulder. I recommend using Hyper Mode almost immediately to do that and to attack him for the most damage, since the SFM will regenerate after eight turns. Use Gain Hypers to your advantage, as the best way to destroy the Supra Maverick is with a Hyper onslaught. Destroy the SFML every time it comes back as quickly as possible -- I suggest Marino's Quicksilver for that -- and otherwise focus everything you have on the Supra Maverick. You'll eventually start chipping away at his massive health bar and, if you keep pressing on, you'll fell the beast. Enjoy the credits. ========== 6) The End ========== I'd like to thank Lourde Incarnadine, without whom I probably would never have beaten Incentas during my first playthrough. Also CJayC for founding GameFAQs, Capcom of America for translating this game (with only a few errors, which is a big step up from Megaman Battle Networks 3 and 4), Linds and Dani for buying me this game for my birthday, and you, the reader, for reading this and hopefully getting help from it. COPYRIGHT INFORMATION HAPPY SMILE FUN TIME! This Boss Guide for Megaman X: Command Mission is (C) Colin Spence 2004. (C) Capcom Co., LTD 2004 (C) Capcom USA Inc, 2004. Mega Man X is a trademark of Capcom Co., LTD 2004. All rights reserved. Feel free to redistribute this guide as much as you want as long as you keep this copyright information perfectly intact, as well as any and all references to who wrote this, i.e. me. I don't want any nasty lawsuits from Capcom, and I am sure you don't want any nasty lawsuits from me.