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== MEGA MAN ZERO 4 GUIDE
========================
written by Tim (tim@megaman-network.com)
last update: 10/08/05
:: http://www.megaman-network.com
:: http://mmzo.megaman-network.com
----------------------------------------

==================
// INTRODUCTION //
==================
Welcome to Mega Man Network's official walkthrough/guide for MEGA MAN ZERO 4, 
the fourth installment in the Mega Man Zero series. Use the index below as a 
reference guide or your browser's Find command to navigate the guide sections, 
and check out http://mmzo.megaman-network.com/guides/ to find HTML versions of 
this guide, as well as guides for all of the other games in the Mega Man Zero 
series.

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====================
//  SECTION INDEX //
====================
 1. Introductory Notes
 2. Modes/Gameplay Explanation
 3. Missions/Recommended Order
 4. The Z-Knuckle (& Mugging Enemies)
 5. Cyber-Elf System
 6. Weather System & EX Skills
 7. Ranking Structure
 8. Rescue the Caravan! (Boss: Sub Core)
 9. Return to Area Zero (Boss: Carnage 0)
10. Underground Forest (Boss: Noble Mandrago)
11. Particle Beam (Boss: Heat Genblem)
12. Deep Sea (Boss: Tech Kraken)
13. Hibernation Chamber (Boss: Fenri Lunaedge)
14. Defend the Settlement! (Boss: Craft)
15. Prison Escape (Boss: N/A)
16. Living City (Boss: Popla Cocapetri)
17. Hanging Gardens (Boss: Pegasolta Eclair)
18. Magnetic Zone (Boss: Mino Magnus)
19. Artificial Sun (Boss: Sol Titanion)
20. Ragnarok Control (Bosses: TheGiant, Craft)
21. Teleporter Base (Boss: R. Bandam)
22. Teleporter Circuit (Boss: Cyball)
23. Ragnarok Core (Bosses: Dr. Weil, Final Weil)
24. Zero Chip System
25. Parts List & Chip Recipes
26. Database Entries
27. Minigames
28. Secrets and Tips
29. Legal Information

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=========================
== 1. INTRODUCTORY NOTES:
=========================
Mega Man Zero 4, first and foremost, is... different. It changes a lot of the
gameplay elements, tweaks with the story a LOT, and is very anticlimactic in 
terms of story progression. In fact, it practically steals its main plot device
straight from Mega Man X5. There's an Easy Mode now (which is so easy that it's
ridiculous), the EX Skills are far easier to acquire, and the radical changes
to the Elf System make the game a bit difficult to adjust to, if you've followed
the first three installments. The Z-Knuckle is perhaps the oddest thing that
you have to adjust to, as it replaces both the Rod-style weapon and the trade-
mark Shield Boomerang. All of these gameplay changes are discussed in the text
below, though. If you can look past all of this, the game is otherwise not bad.
The ending alone is worth playing through, in my opinion.

Now, enough of this prattling and onto the good stuff.

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== 2. MODES/GAMEPLAY EXPLANATION:
=================================
The Mega Man Zero games tend to be pretty formulaic in their approach, as they
mostly mimic the structure of the Classic and X series installments, though the
latter two have been more reminiscent of the Classic Game Boy titles (and Mega
Mans 7 and 8) in how you tackled four bosses at a time. This game is a bit
different because you can take on all eight bosses from the start after you've
cleared the two introductory stages. This title also breaks a number of prev-
ious gameplay elements, such as requiring an A or S Rank to earn a boss' special
EX Skill. In previous games these special attacks gave Zero extra power to his
attacks in the forms of diving attacks, jumping attacks, and what-have you. 

Not so anymore. Mega Man Zero 4 introduces the "Weather System" (discussed more
in detail below), which determines whether or not you pick up the EX Skill. It
goes basically like this - the weather determines the difficulty. For instance,
Heat Genblem's stage has solar-powered elements; if you go there while the 
weather is sunny, the difficulty will be ramped up and you'll be able to earn
Genblem's EX Attack. Go while it's cloudy, and the stage will be easier. You
have the option to "play God" a bit and change the weather before entering a 
stage, so you pretty much have no excuse not to get EX Skills now.

All in all, there are four modes of gameplay here. There's Normal Mode, which if
you need an explanation for this, you need to retake Gaming 101. The game also
offers an Easy Mode (new to the series, and odd, since the game isn't even that
hard in the first place). Hard Mode returns, as does Ultimate Mode. Refer to the
listings below for specific details.

  Easy Mode contains the following differences from the other playthroughs:
  - Your weapons do more damage per attack.
  - You start with 9 spare lives.
  - You have two Sub Tanks which refill every time you die or start a new level.
  - Your Elf will always rescue you from pitfalls.
  - You suffer damage when you hit spikes or lava instead of dying.
  - Weather's always under easy conditions
  - You can't acquire EX Skills, and bosses don't use special attacks.
  - You won't earn any mini-games.
  - Your Max Elf Level starts at 15.

  Normal Mode is, well, normal. Not much need to explain anything about it,
  I don't think.

  Hard Mode is unlocked after completing the game in Normal Mode. It changes
  up the following:
  - You can't fully charge your Buster or Saber, and you have no 3-slash combo.
  - Weather is always under normal conditions.
  - You can't acquire any EX Skills.
  - You can't use your Cyber Elf's abilities.
  - You can't make some of the Chips.

  Ultimate Mode is the fun playground mode. To unlock it, complete your data
  library with all 51 different enemy parts (including at least one Ceratanium,
  S-Crystal, and Junk part) and fully evolve your Elf to Level 7 across all 
  three types. The only changes this mode introduces include:
  - Your Max Elf Level starts at 7, and can increase to 21.
  - You cannot use or make any special part chips. :o

So that's it for the various game modes and the brief gameplay overview. The
rest of this guide will detail the specifics of clearing the game, including
stage walkthroughs and tutorials on the Elf and Chip systems, along with other
pertinent pieces of Mega Man Zero 4-related information.

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=================================
== 3. MISSIONS/RECOMMENDED ORDER:
=================================
As I already noted, Zero 4 allows you to choose all eight bosses from the beg-
inning of the game (after you've cleared the first two introductory stages, that
is). Once the eight Einherjar stages are unlocked, it's up to your discretion,
though you should try to follow the below order to take advantage of each boss'
elemental weakness (and set the weather conditions as unfavorable so you can
earn their EX Skills; otherwise you'll have to fight each boss with your default
weapons). In the list below, spaces denote "game segments", as in spaces where
stages aside from the normal missions occur.
	
  MISSION NAME			BOSS				WEAKNESS
  ============			====				========
  1. Rescue the Caravan!	Sub Core
  2. Return to Area Zero	Carnage 0

  3. Underground Forest		Noble Mandrago
  4. Particle Beam		Heat Genblem
  5. Deep Sea			Tech Kraken
  6. Hibernation Chamber	Fenri Lunaedge

  7. Defend the Settlement!	Craft
  8. Prison Escape		N/A

  9. Living City		Popla Cocapetri
 10. Hanging Gardens		Pegasolta Eclair
 11. Magnetic Zone		Mino Magnus
 12. Artificial Sun		Sol Titanion

 13. Ragnarok Control		TheGiant
				Craft
 14. Teleporter Base 		Random Bandam)
 15. Teleporter Circuit 	Cyball
 16. Ragnarok Core		Dr. Weil
				Ragnarok Weil


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== 4. The Z-Knuckle (& Mugging Enemies)



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=======================
== 5. CYBER-ELF SYSTEM:
=======================
The Elf System is heavily revamped from previous games. Whereas Zero 3 sported
Fusion and Satellite Elves, now you have but a single Elf that can mimic the
abilities of others! After completing the Area Zero introductory stage, head on
over to Room 001 in your trailer area to speak to Alouette, who'll hand over the
new Cyber-Elf. Here, you can opt to give it the name she suggests, or take your
pick from a few others that the Resistance members suggest. Be mindful that the
name you choose impacts the Elf's abilities in some fashion:

SUGGESTED NAME		SUGGESTED BY		AFFECTED ABILITIES
==============		============		==================
Croire			Alouette		Nurse Levels 1&6
Charite			Ciel			Animal Level 3-5
Progress		Cerveau			Animal Level 5
Variable		Rouge (navigator)	Animal Level 4
Recrue			Faucon			Animal Level 3
Nouvelle		Hirondelle		Hacker Level 2

Note that the changed abilities mostly affect Zero's attack abilities. If you
choose Croire, however, the Elf will drop small life capsules in small intervals
throughout your missions. The last ability, if you choose Hirondelle's name, 
affects Zero's slashing ability (more damage with an upwards slash).

Now as for the Elf's powers itself, you evolve your Elf just like before, by 
feeding it E-Crystals (EC). Each level is a different power, but remember that
you can only have one ability per elf type (Nurse/Animal/Hacker) equipped at any
one time. Pay attention in the Elf Equip screen to the Max Level (Alouette will
partially explain this). If at any point you equip more abilities than you can
handle by overloading the max level, you'll be penalized in your mission score.
Always try to adjust your Elf Level and keep in mind your total levels before
equipping abilities to ensure you always keep a high score in this rank cate-
gory. Your Max Level increases with each boss you defeat, and remember, there is
one body part you can create that adds an extra point here, too. See Section 
24: "Zero Chip System" for more information on this part. Now, use the tables
below to learn more about the different Elf abilities as well as the leveling-
up structure.

  How to Level Up Your Elf
  ========================
  Just like in previous games, you have to go to the Elf Screen and feed it EC
  so it can grow. Talk to Alouette in between missions to do this. The chart
  below dictates the evolution levels and number of EC required.

  Level 1: Feed 50 EC
  Level 2: Feed 100 EC
  Level 3: Feed 300 EC
  Level 4: Feed 600 EC
  Level 5: Feed 1000 EC
  Level 6: Feed 1500 EC
  Level 7: Feed 3500 EC

  After you've evolved the Elf type to Level 7, you can't go any higher in terms
  of power evolution. Level 7 grants the most powerful abilities in the game; 
  combined with the proper chip combination, you can really make your Zero a 
  force to be reckoned with.

  Nurse Elf Level Abilities
  =========================
  Nurse Elves are used for healing and adding hit points to Zero's energy meter.
  They no longer grant Sub Tanks, as two can be found in the stages, and the
  other two are created with the Parts Recipes by talking to Cerveau. Below is
  a quick overview of the abilities granted by each level. Remember that you can
  only equip one of these at a time.

  Nurse Level 1: Drops small energy capsule every 20-30 seconds.
  Nurse Level 2: Adds 4 HP to Zero's energy meter.
  Nurse Level 3: Adds 8 HP to Zero's energy meter.
  Nurse Level 4: Adds 12 HP to Zero's energy meter.
  Nurse Level 5: Adds 16 HP to Zero's energy meter.
  Nurse Level 6: Drops small energy capsules and adds 16 HP to energy meter.
  Nurse Level 7: Adds 48 HP to Zero's energy meter.

  Animal Elf Level Abilities
  ==========================
  Animal Elves

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== 6. Weather System & EX Skills



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== 7. Ranking Structure




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== 8. Rescue the Caravan!



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== 9. Return to Area Zero



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== 10. Underground Forest



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== 11. Living City





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== 12. Particle Beam





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== 13. Hibernation Chamber





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== 14. Defend the Settlement!






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== 15. Prison Escape






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== 16. Artificial Sun






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== 17. Deep Sea






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== 18. Hanging Gardens






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== 19. Magnetic Zone






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20. Ragnarok Control






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== 21. Teleporter Base 






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== 22. Teleporter Circuit 







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=====================
== 23. RAGNAROK CORE:
=====================
This is it - the final leg of your journey. Zero should have a few Sub Tanks
by now, and you should be very skilled with the Z-Knuckle's operations, as it's
a huge help against both of the final bosses. When you're ready to go, talk to
the Operator and choose the Core to warp there.

You'll begin by moving off to the right, as usual. Defeat the enemies in your
path until you reach a vertical tunnel. Grab onto the bar and hold Up to ride
the rail, then jump off and do so again to grab the next one. Continue until
you reach the top, then dash jump off to the left to grab another wire. Nav-
igate this one carefully as you're over a spike pit, and destroy the enemies
before you make your jumps so you don't get knocked off. At the end, hop onto
another vertical lift and ride up, jumping off to the right so you don't get 
frozen by the cannon enemy on a high ledge to the left. From here it's a very
simple pathway across some enemy-infested areas, down a shaft, and across 
another area before you can climb up to reach the first gate. This leads to the
teleport room where you'll refight the eight bosses. This time, you'll have all
eight at the same time (instead of two rooms with four bosses apiece), so use
the diagram below to figure out which boss waits in which portal. The elevator
in the center takes you between the levels (similar to Mega Man 7), so use that
to reach the different portals.

                             [TELEPORT ROOM]
                    __________________________________
                                  |   |
                       P. Eclair  |   |  S. Titanion
                                  |   |
                    --------------|   |---------------
                                  |   |
                     F. Lunaedge  |   |  N. Mandrago
                                  |   |
                    ==============     ===============
	          <-]               +                [->
                    ============== === ===============
                                  |   |
                    P. Cocapetri  |   |  T. Kraken
                                  |   |
                    --------------|   |---------------
                                  |   |
        	      H. Genblem  |   |  M. Magnus
                                  |   |
                    __________________________________

  + = elevator

After you've defeated the eight bosses a second time, head through the door and
make your way down the spike-lined hallway, defeating the Arcannons as you move
along. The Tractor Shot EX Skill makes this section easier as you can absorb
the Arcannon's shots, allowing you to concentrate more on climbing and avoiding
the spikes. If you're low on energy, jump left to grab a large capsule, then
continue on your way up. You can make life a bit easier and use the Z-Knuckle to
steal a Mega-Axe from one of the enemies on your way up, but this can be a bit
tricky given the circumstances. If you can't nab it, don't worry (it helps out
in the fight against Weil, but there's another trick to the fight), just move
on. Avoid the last wave of V-Missiles, Arcannons, and Lamproids to reach the
top, where the gateway to Weil awaits.

Note: Weil is F**KED up. Totally human, eh? 

  ============================================================================
                                                          << BOSS ENCOUNTER >>		
  BOSS: Dr. Weil (First Form)
  HP: 3 Bars
  ATTACKS: Teleport, Phantom Split, Shocking Pierce, Meteor Storm, Arc Spray,
           Repair, Ice Crystal, Number Call
  ----------------------------------------------------------------------------  

  This fight is pretty nasty. Try to come with at least three Sub-Tanks, and
  try to use only one of them for the first two bars of Weil's HP. Weil has a
  wide array of attacks, and spends most of his time dodging your attacks, so
  you should try to counter mostly by dodging more than attacking yourself. If
  you successfully stole a Mega-Axe from the enemy in the last hallway before
  challenging Weil, you can use this; otherwise rely on the charged Z-Saber 
  along with picking up the daggers (Shocking Pierce) Weil rains down. Pick 
  one up and hurl it at Weil for some hefty damage. Weil's other attacks con-
  sist of the Phantom Split, where he divides himself into four apparitions,
  similar to Phantom's signature move (MMZ1/Z3). Meteor Storm, well, creates
  a storm of meteors. Not much else to say except watch the ceiling for where
  they fall. Arc Spray causes energy balls to fall and travel along the floor,
  not too tough to avoid. Ironically, his Dagger attack is the hardest one to
  avoid. Do yourself a favor, and grab a dagger, then switch to the Saber and
  use the Ice Saber EX Skill to destroy unneeded ones (you can only carry one
  at a time anyway). Weil's most oft-used move is his Teleport, where he simp-
  ly vanishes and reappears. He'll do this if you attack when he's not doing
  anything, so try to aim your attacks so that they connect while he's busy
  with something else. Repair is a move used only when he's low on health, and
  he needs to regenerate, and Ice Crystal is similar to the Arc Spray, only
  with ice crystals. His final attack is easily the worst - he calls out the
  ghosts of the Eight Judges (Weil's Numbers) from the previous game. They
  always appear in a set order, and perform the same attacks:
  > Blazin' Flizard (appears in corner near you and uses his flamethrower)
  > Childre Inarabitta (appears in the middle and dives while shooting four
                       ice shards)
  > Devilbat Schilt (appears in corner near you and fires 3 waves of electric
                    bolts)
  > Deathtanz Mantisk (appears in corner near you and shoots his claw, which
                      will ALWAYS rebound with the scissor end towards you)
  > Cubit Foxtar (appears in the middle and fires upward flame attack)
  > Glacier Le Cactank (appears from above and tries to land on you)
  > Volteel Biblio (appears in the middle and electrifies the floor)
  > Tretista Kelverian (same as Cactank, basically)

  Survive this lethal onslaught of Weil's, and he'll go down for the count.
  
  ============================================================================

Not really. In MMZ3-style fashion, the floor collapses and Zero starts to fall
as the colony (OK... Ragnarok) plummets into the atmosphere. Weil has also sur-
vived (surprise!), and he... merges with the core (don't ask how), and becomes
a gigantic machine of death just itching to tear you apart. And the bad news?
You've only got 120 seconds to take him down, and he guards extremely well.
Good luck.

  ============================================================================
                                                          << BOSS ENCOUNTER >>		
  BOSS: Dr. Weil (Second Form)
  HP: 3 Bars
  ATTACKS: Beam Cannon, Bombsect Call, Thorn Boomerang, CircSpray, CrossSpike,
           Crimson Sphere, Lock-On
  ----------------------------------------------------------------------------  

  This is a pain in the ass, really. Weil almost always keeps his core guarded
  with a gigantic spike, and you can only damage him when he lowers it. Of
  course, this fight would be a cinch if he didn't perform his attacks of mass
  destruction when he lowers the spike, so you're in for a bit of a tough
  time. 



  ============================================================================

So... Weil's defeated, Ragnarok's been obliterated, and Zero... he's been owned
as well. But you won't see that until after the credits. I do have to admit,
however, that this is the most spectacular way Zero's gone out yet. Anyway,
watch through the credits of Ciel sobbing, then promising to find true peace,
and you'll see the "... dayum..." cutscene. And then the game's over. You'll
now have Hard Mode unlocked, so play through that to gain the Ultimate Mode.
Clearing the game once also unlocks the first of the minigames, so see the
appropriate section below for more information.

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========================
== 24. ZERO CHIP SYSTEM:
========================





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== 25. PARTS LIST & CHIP RECIPES:
=================================
The Chip system from Zero 3 is brought back, more or less. The only real diff-
erence this time is that you have to first acquire the recipes, then the parts,
in order to create the final product. The wrench boxes, or Parts Panels, that
you find are your key ingredients in making new upgrades. Check below for a
listing of all the available parts as well as the item recipes (remember, you 
don't have to have the recipe per se, if you know the part combination, Cerveau
will still make the part for you.

Additionally, some more advanced items require the creation of other items
first, like S-Crystals that are used to make Zero's Junk Armor. You'll be doing
a lot of killing enemies to acquire every upgrade. To create parts, go talk to
Cerveau, and select the Item Recipes option. If you want to blindly make parts
without the recipes, tab over to the PARTS menu, and select your components from
the list there. Otherwise, use the PLAN menu if you already have recipes to
go ahead and make the item (provided you have the proper components). Any parts
you don't have will be highlighted in red under the Recipe Listing.

HEAD CHIPS
==========
A-Charge:     V. Missile, SandDozer, Raiken (x2)
A-Recover1:   Poplan, V. Fencer
A-Recover2:   Poplan, V. Fencer, ArcCannon
A-Recover3:   Poplan, V. Fender, ArcCannon, P. Corpse
Q-Charge1:    BeamWalker, RBCannon
Q-Charge2:    BeamWalker, RBCannon, NicosCrabB
Q-Charge3:    BeamWalker, RBCannon, NicosCrabB, SerpentGear
A-Filling:    Bonsect, Molegule, Glacial, Mechameson
WeaponPlus:   Bonsect, Bongal, V. Fire, Triaformer
JunkHead:     Junk, SerpentGear, GlassCannon

BODY CHIPS
==========
Absorber:     Axeloid, Gyrator, Ceratanium
Rolling:      Moloid, LamplortX, TellyBomb, Ceratanium
Erase:        MiniCrabanB, MiniCrabanR, E-Laser, Ceratanium
Strong:       GangaGun, Ceratanium
Stronger:     GangaGun, Mechameson, Ceratanium
Strongest:    GangaGun, Mechameson, NeedBalloon, Ceratanium
Reflect:      Gyrator, RefleBeemer, Ceratanium
Extend:       Bombadeer, Hechrysta, EleDeserter, Ceratanium
Elf:          ScrapElf, Mettaur, Beeneran, Ceratanium
JunkBody:     Junk, S-Crystal, GangaGun, Ceratanium

FOOT CHIPS
==========
Quick Foot:   Kerberos (x3)
DoubleJump:   Faital, GangaGun, GyroCannon H, C-Hopper
SplashJump:   CryoNeon, YadoKroid, MeduHopper
SpikeType I:  NeedBalloon, Crossbyne, CryoNeon
SpikeType W:  V. Claw, Poplan, GlassCannon
Frog:         MagnePaN, MagnePaS, Kerosh
JunkFoot:     Junk, Bombadeer, BeamWalker, Moloid

OTHER
=====
S-Crystal: Faital, Mechameson, V. Fire, Ceratanium
Ceratanium:
Junk:


Once you have created a part, just switch to the Chip Equip Screen from your
subscreen, and select the parts you want to equip. As before, Zero can only 
have one type of part available at any one time. Refer to the section above for
parts descriptions.

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========================
== 26. DATABASE ENTRIES:
========================






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=================
== 27. MINIGAMES:
=================






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========================
== 28. SECRETS AND TIPS:
========================





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=========================
== 29. LEGAL INFORMATION:
=========================
This guide must always be shown in full form with credit given to the author, 
and a link must be given to Mega Man Network (http://www.megaman-network.com). 
Mega Man, Zero, X, and all associated characters and games are copyright to
Capcom Co., Ltd.

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