FAQ/Walkthrough by Da Dood

Version: One | Updated: 05/14/09 | Printable Version

                        mega man x2 . in-depth guide
                             written by Da Dood

SPOILERS NOTE: This game's story revolves around an important event from 
the first title. I might constantly refer to that event, as well as many 
other details and situations in the 16-bit Mega Man X trilogy. Even 
though the series has no intention of providing a deep storyline with 
groundbreaking twists, it's always a good idea to be careful.

THE MEGA MAN WAY: While this guide aims for extensive information and 
acknowledges its didatic nature, it also assumes that the player is 
familiar with basic elements of the Mega Man X formula. Such being the 
case, instructions on how to dash-jump, controls or any piece of 
information available in the game's booklet will not appear here.

COPYRIGHT STUFF: Initially, the guide will only be published and updated 
by the author at GameFAQs[dot]com. Visit Chapter XIII for contact info.

UPDATES: Scroll down to the last three lines of the file for the most 
recent updates and the original publishing date.


 Table O' Contents


      -I  Intro Jumbo
      GM  Table O' Contents
       I  Getting Started ................................. [x2_gs]
      II  Story ........................................... [x2_st]
     III  Arsenal ......................................... [x2_wp]
      IV  Enemies ......................................... [x2_en]
       V  Mini-Bosses ..................................... [x2_mb]
      VI  Bosses .......................................... [x2_bo]
     VII  Areas ........................................... [x2_ar]
    VIII  Items and Upgrades .............................. [x2_ip]
      IX  The X-Hunter Affair ............................. [x2_xh]
       X  Secrets & Tidbits ............................... [x2_se]
      XI  No Upgrades Challenge ......... (Do it!) ........ [x2_nu]
      X2  FAQ ............................................. [x2_fq]
    XIII  Contact ......................................... [x2_co]


 I . Getting Started                                             [x2_gs]


Take a quick peek at the few sections below to find more about the guide 
and precisely how it'll work.

Why X2?

My favorite aspect of the videogame experience is being able to interact, 
the fact that I'm part of an adventure, and not just the fuzzy feeling of 
winning in the end. Like board and card games, there are tools and rules 
you must follow until you reach the final destination and claim the 
prize, but videogames' greatest strength lies in the journey.

The Mega Man series is a master at porting this interaction factor into a 
disc or cartridge. Back in 1987, there wasn't much to spark exciting new 
playthroughs outside of high scores, and the few exceptions were quickly 
regarded as revolutionary. Mega Man borrowed the concept of 'rock paper 
scissors' and created a delightful formula that still finds new cultists 
every now and then.

There's a lot of strategy in Mega Man games, even though they're not 
strategy games. The Blue Bomber was a pioneer at giving us enough freedom 
to choose the type of challenge we want to tackle the moment we begin a 
new run. Most players immediately link the weakness system of Mega Man 
games to the bosses, but the _entire_ game, including level structure and 
lesser enemies, revolves around the concept. Everything has a strength 
and a weakness. Not a fan of large pits with evil robotic platforms? Try 
another level, maybe combat is your thing, or maybe the gimmick of that 
other stage is closer to your current skill. Eventually you will bump 
into an item that creates platforms for you, and suddenly those evil 
robotic platforms that gave you so much trouble are no longer an issue. 
And that's your personal experience unfolding right there.

If the series had a pinnacle in originality, I'm willing to bet on Mega 
Man X and its first sequel. Both not only delivered the good fun and 
challenge that bless gamers since twenty years ago, but did so with 
remarkable style and polish. X2, in particular, offers creative enemies 
and stages, useful and balanced weapons, fan service and many now 
traditional features like sidequests and the lame non-animal boss. 
Despite using the same formula and sharing many characteristics with the 
other two 16-bit Mega Man X titles, X2 manages to stand out, mostly for 
its rock solid design and minute attention to detail.

About the Guide

This guide's motto is "straight to the point". A lengthy walkthrough 
built to hold the player's hand is unnecessary in such a fast-paced and 
dynamic game; instead, I have gathered both precious and trivial 
information about weapons, enemies, bosses and levels, ranging from in-
depth strategies to curiosities. It is, basically, everything you need to 
know to enjoy the experience to its fullest.

The guide is filed under FAQ/Walkthrough on GameFAQs because that's the 
most common and widest category.

Chapter XI is dedicated to an interesting challenge: going through the 
entire adventure without a single upgrade. No Hearts, no Sub-Tanks, no 
Armor Parts. Translation: no Shoryuken to make short work of bosses, no 
air dash, no half-damage body armor and yes, sixteen miserable health 
units to get through the final boss trio. You'll learn to love and hate 
your arsenal in this old-school challenge that focuses on endurance and a 
little bit more strategy. It's a fantastic opportunity to witness how 
painfully cheap Violen's spiked ball can be. Highly recommended!

Formatting Hierarchy

   oooo Chapter
   =-=-=-= Section
   [] or  Item

Timeless info: you'll find quick search tags close to each Chapter's name 
in the Table O' Contents. Input Ctrl + F and type or copy/paste the in-
brackets tag to use the shortcut. If you wish to get back to the Table O' 
Contents for another shortcut, press Home.


 II . Story                                                      [x2_st]


Things don't look good. You fight your ex-colleague Sigma, who's been 
spreading a virus that turns your breed against you. He's defeated, but 
posthumously swears revenge. Your Maverick Hunter buddy dies saving your 
life, which mustn't be the most pleasant feeling for the first combat 
machine ever built with a conscience of its own. To top it off, three 
funky-looking dudes have gathered Zero's body parts for their own evil 
purposes. The so-called last Maverick batch is taking shelter in an old 
Reploid Factory, and it's your job to get rid of 'em while dealing with 
digital sadness. 

It's a good thing you have your ol' green-colored replacement Maverick 
Hunter buddy for support. Might wanna hold on to that one!

Mega Man X

X, new-generation model coded CPS-9204, is the first of an endless 
population of robots that were given the ability to think, feel and make 
decisions with no human consent. Questioning his fate, X charges at the 
island hideout to defeat the new Maverick wave and seek Zero's Parts.


Experienced and honorable, Zero gave his own life to save X from the Boba 
Fetty hands of Vile. Zero's death should have naturally diminished his 
role in the story, yet what happens is quite the opposite. Depending on 
the choices you make during the game, Zero reappears as friend or foe, 
and a revelation about his past will certainly surprise even the sharpest 


Soon after dealing with the giant mechaniloid in the abandoned Reploid 
Factory, you'll meet [silhouettes of...] the unforgiving Violen, the 
bright Serges and the swift Agile, as they viciously observe X's current 
actions (jogging, apparently). Dubbed the X-Hunters, they guard Zero's 
Parts with a masterful plan in mind. What could it be?

Dr. Cain

The man who found and brought X to the Maverick Hunting world finally 
makes his first physical appearance in the series. In one of the control 
rooms at the Maverick Hunter base, Cain helps X in his journey and might 
hold sufficient knowledge in order to rebuild Zero.


Sigma's evil insignia is seen everywhere, though his status remains 


 III . Arsenal                                                   [x2_wp] 


As you defeat bosses, collect Armor Parts and advance, X will gain utile 
abilities and progressively become too powerful for his own good. 
Choosing an effective weapon for each spot adds to the game's astonishing 
strategic approach, since having a particular ability at hand means that 
you must overcome stage A's dangers before nailing stage B.

Most weapons in Mega Man X2 serve practical purposes, and some of 'em 
might even hold a surprise or two to amaze us players. I've compiled 
decent information about weapon effectiveness, along with curious facts 
and Easter Eggs. Enjoy!

__/ Basic stat sheet \________________________

- Former Owner: Boss you got the weapon from.
- Colors: Armor color scheme while the particular weapon is equipped. To 
  clarify, the main color is always visible on X's helmet, and the sub 
  color appears underneath Armor Parts, mainly on X's arms, abdomen and 
  legs. (Main/Sub)
- Effective Against: Bosses and mini-bosses that are considerably 
  vulnerable to the weapon.
- Consumption: How many ammunition units X spends when using the weapon 
  once. Keep in mind that equipping all four Armor Parts halves ammo 
  consumption. (Regular/Charged)   _____________________________________/

NOTE: You need the Arm Parts (X-Buster upgrade) from Wheel Gator's level 
      to be able to charge boss weapons.


X's default weapon. Works in every situation and is pretty fast overall.

    Three egg-shaped pellets can be shot horizontally at once.

    If charged for a brief moment, a comet-looking emerald beam is shot. 
    Goes through weak enemies, but packs virtually the same punch as the 
    regular pellet. If charged until X summons yellow energy, a stronger 
    Hadoken-looking blast is fired instead. Deals additional damage to 
    enemies and bosses.

    Upon finding the X-Buster upgrade in Wheel Gator's tank, X will be 
    able to charge his weapon into a higher level. The purple-ish stored 
    energy unleashes dual blasts when released. The first blast is 
    similar to the normal charged shot, while the second one adds small
    blue fireballs (resembling the pink wavy beam in X1) that deal extra 
    damage to anything they touch. Given how the second blast ignores 
    invincibility frames, you'll shave off five or six health units from   
    bosses in a single attack if both shots are combined. You don't need 
    to release both shots at once -- the second one is stored for as long  
    as you judge necessary.

Strike Chain

- Former Owner: Wire Sponge
- Colors: Light Purple/White
- Effective Against: Wheel Gator, Sigma Virus
- Consumption: 0.5/0.5

    A short-ranged grappling hook is fired. Only the tip of the chain 
    inflicts damage. It can be used to collect out-of-reach items more 
    easily; additionally, if the weapon destroys an enemy and the bot
    drops an item, the chain will automatically bring the item to X on 
    its way back. It also enhances X's mobility, pulling him close to any 
    wall with little effort.

    Larger and stronger version of the normal grappling hook. Same   
    mechanics apply.

Spin Wheel

- Former Owner: Wheel Gator
- Colors: Green/Light Purple
- Effective Against: Magna Quartz, Old Robot (body) and Chop Register 
  mini-bosses; Bubble Crab
- Consumption: 1/3

    A metallic spiked wheel drops to the floor and rolls forward, causing 
    major trouble for a few seconds. The Spin Wheel hits targets 
    continuously until they're obliterated or until the rather short time 
    limit expires. It can also be used to cut through specific tiles and 
    blocks, creating passages that lead to items.

    The wheel explodes into acidic particles that fly straight across the 
    screen in all eight main directions. You may charge the weapon while 
    a regular Spin Wheel is on-screen, but you must wait until it's gone 
    to release the charged shot.

Bubble Splash

- Former Owner: Bubble Crab
- Colors: Yellow/Light Pink
- Effective Against: Old Robot (Paraloid S-38 parasite) mini-boss; Flame 
  Stag, Violen
- Consumption: 1/*

    A stream of bubbles that travel in an upward arc. This weapon is 
    pressure-sensitive, indicating that both speed and the amount of 
    bubbles to be shot respond differently to tapping or holding down the 
    button and X's movements. Each bubble inflicts damage separately. 
    When underwater, bubbles will ascend much higher and faster.

    X casts a bubble shield that stays on and *drains weapon energy until 
    the ammunition bar is empty. Bubbles spin around X and damage 
    anything they touch, though he'll remain susceptible to attacks 
    whenever a part of his body is unprotected. Underwater, jumps will be 
    much higher while the shield is active.

Speed Burner

- Former Owner: Flame Stag
- Colors: Red/Light Blue
- Effective Against: Raider Killer mini-boss; Morph Moth, Serges, Zero
- Consumption: 1/3

    X fires two rapid flaming torpedoes at the same time. Standing on a 
    plain surface and shooting will leave a subtle fire trail behind, 
    Back to the Future-style. If the weapon is used while in a pool of  
    water, only the torpedoes are seen and the flame effect is gone.

    X surrounds himself with fire and dashes forward, damaging anything 
    he touches. This move has an interesting mobility add-on: aside from 
    allowing an air dash without the Leg Parts, the charged Speed Burner 
    resets the air dash counter. So, it's possible to air dash three 
    times consecutively by jumping and boosting forward normally, then 
    using the charged attack and air dashing normally again. Because of 
    the fire, X is completely invulnerable while performing this move and 
    may pass through enemies, lava and right over spikes. Naturally, the 
    invulnerability does not apply while X is underwater, since there'll
    be no fire protecting his body.

Silk Shot

- Former Owner: Morph Moth
- Colors: Orange/Light Green
- Effective Against: Old Robot (body and parasite) and Chop Register 
  mini-bosses; Magna Centipede, Serges
- Consumption: 1/2

    Using debris or prominent objects in the environment, the Silk Shot 
    launches a small mass of junk that hits the floor and explodes into 
    four minor projectiles that travel diagonally. There is a catch, 
    however: depending on which area X stands at the moment he decides to 
    use the Silk Shot, the actual type of material to be sucked and 
    tossed by his weapon will vary, ditto for overall effectiveness.

           Buildings, concrete: Junk
            Stone, sandy environments: Rock
             Weather Control: Leaf
              Energen Crystal: Crystal
               Silk Shot Chambers: Nothing (!)

    A larger and more aggressive mass of junk is shot, and the explosion 
    sends out projectiles in extra directions. Same mechanics apply, with 
    a welcome exception: scattered throughout the game are Silk Shot-
    sensitive chambers. You'll notice that the Silk Shot isn't able to 
    suck any kind of solid material in these rooms, therefore literally 
    shooting out air. Charging the weapon is the answer: an insane number 
    of health or weapon energy refills will be sucked out of nowhere and 
    into the room. With this technique, you might have four completely 
    charged Sub-Tanks in a matter of seconds. Visit Chapter VII (Areas) 
    for detailed locations.

           Desert Base: large health power-ups
            Deep-Sea Base: large health power-ups
             Energen Crystal: large weapon energy

Magnet Mine

- Former Owner: Magna Centipede
- Colors: Dark Gray/Yellow
- Effective Against: Chop Register mini-boss; Crystal Snail, Agile
- Consumption: 1/3

    X shoots a tiny red mine, which navigates slowly and horizontally. 
    You may control its y-axis and play stealthily by pressing up or 
    down. Upon colliding with a wall, an object or another mine, it'll 
    cling and explode after a couple of seconds. Any foe that touches the 
    mine or its explosion will be mildly damaged.

    This is gorgeous. An equally tiny magnetic well is released and 
    functions almost exactly like the regular mine. Still, there are two 
    properties that render this charged attack unique: first, it cannot 
    be destroyed. If an enemy moves horizontally in the same direction as 
    the well, the latter will inflict multiple hits. Second, the well 
    constantly draws enemy projectiles and certain background elements 
    and grows around five times its normal size when enough objects have 
    been pulled into it. The result is a massive-looking black hole 
    simulation that eradicates anything that dares to cross its path.

Crystal Hunter

- Former Owner: Crystal Snail
- Colors: Light Blue/Light Purple
- Effective Against: Overdrive Ostrich
- Consumption: 1/2

    Sends out a funny round goop that crystallizes a few lesser enemies. 
    You may use them as platforms to reach high ledges or to get past 
    spike corridors safely. Furthermore, your dash is capable of 
    destroying both the crystal and the now encased enemy, and doing so 
    will _always_ net you a weapon energy capsule. Below is a list of 
    enemies that may be frozen with the Crystal Hunter.

           Scriver              Batton Bone type G
            Paraloid V-1/R-5     Tiranos
             Barrier Attacker     Disk Boy 08
              Crash Roader         Overdrive Ostrich

    X borrows Crystal Snail's desperation move to slow down action for a 
    short period. Though unconfirmed, it is believed that he'll move 
    slightly faster than his enemies. Nothing special.

Sonic Slicer

- Former Owner: Overdrive Ostrich
- Colors: Dark Purple/Orange
- Effective Against: Old Robot (Paraloid S-38 parasite) and Sea-Canthller 
  mini-bosses; Wire Sponge, Serges, Neo Sigma
- Consumption: 0.5/2

    Up to four crescent-shaped sonic boomerangs are fired in a timid 
    upward arc. Will bounce when they touch walls.

    Fires a group of crescent blades vertically. When they reach the 
    highest spot, they spread and fall. You may take advantage of this 
    charged attack's double-stage nature and hit certain enemies twice 
    for high damage: once on the weapon's way up and another time when 
    the sonics rain down.

I. Tracer

An optical reticle that searches for hidden alcoves which might contain 
goodies or secrets. When any suspicious location is found, the crosshair 
blinks. Even though you see a full ammo bar when using the I. Tracer, 
there is no energy consumption.

You must find and install the Head Armor Part to use the Tracer. Refer to 
Chapter VIII (Items and Upgrades) for clear information on how and where 
to find it.

Giga Crush

Instant classic display of power, the Giga Crush unleashes all the energy 
X has converted from damage taken into a colossal detonation that covers 
the entire screen. Minor enemies and certain mini-bosses won't even know 
what happened. One use per full weapon bar.

You need the Body Armor Part to witness Giga Crush madness. Scroll down 
to Chapter VIII (Items and Upgrades) to check out its exact location and 
how to reach it.


Oh yes. Scorching one-hit kill. It simply destroys anything, from bosses 
to Spin Wheel blocks to the sandstorm machine at Desert Base. You cannot 
control X until he touches safe ground. Forward, down, down-forward + 
attack in a single smooth move. To balance things out, X must have full 
health to use the move. Straight out of the Street Fighter series.

Visit Chapter X (Secrets & Tidbits) for precise instructions.


 IV . Enemies                                                    [x2_en]


Regular enemies are listed following the in-game cast scene order. Some 
of 'em present entertaining traits like weak spots, death animations and 
diverse behavior influenced by the environment.

Kudos to Marshmallow Man for confirming the official names.

NOTE: Capcom also added elevators and vehicles to the cast list. Since 
      this Chapter concerns actual enemies that exist solely to prevent X 
      from doing his thing, you can find information about other cast 
      members on Chapters VII (Areas).

__/ Basic stat sheet \______________

  [Enemy Name]                    Area
   HP: n                          Area 

- Enemy Name: As officially released by Capcom.
- HP: How many regular X-Buster shots are needed to dispose of the enemy.
- Area: Levels where the enemy appears.


[Cannon Driver]                                        Reploid Factory
                                                       Dinosaur Tank
 HP: 4 (intro); 14 (other)                             Robot Junkyard
                                                       X-Hunter Base #2
                                                       X-Hunter Base #3
   The first enemy you see in the game. They usually guard important 
   gates and entrances, repeatedly shooting out high and low cannon 
   balls. A simple dash is enough to dodge the low one. During the 
   introductory cutscene, it loses its bottom half; jump to avoid its 


[Scriver]                                              Reploid Factory
                                                       Weather Control
 HP: 2                                                 Deep-Sea Base
                                                       X-Hunter Base #1

   A cutesy screwdriver bot. Jumps forward, occasionally rotating and 
   thrusting the screw.


[Bar Waying]                                           Reploid Factory
                                                       Volcanic Zone
 HP: 9

   Column enemy that blocks passage from ceiling to floor, preventing X 
   from advancing. Can only inflict damage if X is caught right under its 


[Scrambler]                                            Reploid Factory 
                                                       Central Computer
 HP: 1                                                 X-Hunter Base #1

   Mass-produced copter mechaniloid. Dances around with its long arms and 
   drops down to greet X. Since X invades the factory in the middle of 
   the enemy's production line, it'll respawn indefinitely even if you 
   kill it and don't scroll back. When this enemy dies, its propeller 
   rises free.


[Mecha-Arm]                                            Reploid Factory
                                                       X-Hunter Base #1
 HP: N/A

   A mechanical arm. Picks up X and drops him over dangerous terrain or 
   pits. Can't be destroyed, can't deal any damage by itself.


[Slidame]                                              Reploid Factory 
                                                       X-Hunter Base #1
 HP: 1

   Chubby mechaniloid with incredible strength. It'll race X to the top 
   of a shaft, then stretch out its arms and pull both walls together. 
   Needless to say, winning the race and getting rid of the enemy is the 
   wise choice.


[Croak Hopper]                                         Weather Control 

 HP: 4

   Frog daddy and son. Hops to move from one place to the other, attacks 
   by opening daddy's mouth and shooting out three slow green orbs. Will 
   occasionally launch the frog son like a bomb. In high temperatures, 
   they agonize for a few seconds and die.


[Sole Solar L/M]                                       Weather Control

 HP: 3

   Camouflage mechaniloid snipers supported by metal poles. Can attack 
   with lasers or missiles, charged with solar energy. During rainy 
   weather or in extremely low temperatures, they hide beneath ground 
   level. They can also be used as platforms.


[Sky Farmer]                                           Weather Control 

 HP: 2

   They quickly fly into the screen and drop one out of two capsules, 
   depending on the current weather. The capsules will shatter and 
   generate either Rightods or Sabotteins. When their work is done, Sky 
   Farmers swoop down to damage X and fly away.


[Rightod/Sabottein]                                    Weather Control 

 HP: 1 (Rightod); 2 (Sabottein)

   Rightods appear from shattered blue capsules, dropped by Sky Farmers 
   during rainy weather. They'll attach themselves to X's head and 
   prevent him from performing high jumps. They will attempt to cast a 
   thunder, which can be attracted and channelized by their lightning rod 
   taillike appendages. If the thunderbolt hits Rightod, it'll die, but 
   X will get hurt. When the temperature is normal or high, Sky Farmers 
   will drop green capsules that birth Sabotteins, weak cactus vines that 
   disappear after a few seconds.


[Hanged Reploid]                                       Robot Junkyard  

 HP: 1 (hanging); 3 (floor)

   What looks like a suicidal Reploid is actually patiently waiting for a 
   clear attack opportunity. When X approaches a Hanging Reploid, a red 
   light will indicate its cautious state. If he runs past it, it'll 
   release itself from the laser noose and jump after him. This enemy has 
   a considerable number of hit targets while it's hanging: a direct shot 
   to the head will instantly kill it, dropping the inanimate body to the 
   floor; shooting the laser rope will cause it to fall and chase X; 
   shooting any other part of its body will leave the head hanging and 
   trigger an acid attack when X gets closer. If a Hanged Reploid ends up 
   alive on safe ground, its defense will increase a bit. Finally, much 
   like X, the height of their jumps is directly influenced by the 
   junkyard's magnetic disposers.


[Garakuta Robot]                                       Robot Junkyard  
                                                       X-Hunter Base #2
 HP: 8                                                 X-Hunter Base #3

   This one's hilarious. It's a bunch of enemies from the first game 
   recycled into a single clumsy robot: Dig Labour, Spiky, Gulpfer and 
   [of course] a Metool on its shoulder. As you damage it, those 
   improvised body parts will be destroyed: the hats (miner's and 
   Metool's), then the heads (miner's and Metool's), then the core. If 
   you take too long to finish it, however, the enemy will magnetically 
   attract new body parts and restore an amount of health.


[Paraloid S-38/V-1/R-5]                                Robot Junkyard  
                                                       X-Hunter Base #3
 HP: 12 (S-38); 2 (V-1/R-5)

   Parasite mechaniloids. Think Alien facehuggers. They latch onto 
   healthy organisms and control their movements. Type S-38s are durable 
   pink Paraloids that usually choose Old Robots as hosts, appearing 
   exclusively at the Robot Junkyard. The other two types are weaker and 
   green-colored: V-1 Paraloids will hug X's head and plug their tails on 
   his spinal cord equivalent, controlling his abilities. As a result, X 
   will jump, fire or dash involuntarily. Multiple V-1s might control X 
   simultaneously. Winged R-5 Paraloids are inexplicably hostile and only 
   try to collide with a threat.


[Beetron]                                              Volcanic Zone

 HP: 16

   Kamikaze beetle that rams the volcano's outer walls. If X is found 
   right in front of the enemy, it'll charge and hit the rocks. This 
   mechaniloid can be lured into hitting weaker portions of the wall, 
   destroying them and creating new tunnels for X. Part of a Beetron's 
   carapace may be used as a platform.


[Barite Lastar]                                        Volcanic Zone
                                                       Central Computer
 HP: 2                                                 Deep-Sea Base
                                                       X-Hunter Base #1
                                                       X-Hunter Base #2

   Spider-like foes. They mark a potentially strategic position on a wall 
   and shoot three weak projectiles in fixed directions.


[Morgun]                                               Volcanic Zone

 HP: 1

   Strange-looking mechaniloids that float down a volcano shaft, setting 
   gas canister leaks on fire. As a secondary form of attack, they'll use 
   their flaming tails to send two fireballs at mirrored angles.


[Blecker]                                              Central Computer  

 HP: 6

   Central Computer's security system readies harmful machines disguised 
   as background blocks to attack trespassers. Bleckers will be activated 
   if yellow spotlights perceive X, proceeding to down the target with 
   electric orbs. Whenever Bleckers are found inactive, X may scale their 
   sides like regular walls.


[Barrier Attacker]                                     Central Computer
                                                       X-Hunter Base #1
 HP: 1                                                 X-Hunter Base #3

   Patrolling hallways in a dull path, Barrier Attackers will raise a 
   blue shield to protect themselves from weak shots. A fully charged 
   blast or some of X's weapons will disable the shield and stop the 
   enemy until the barrier is raised once more. Their backs are always 


[Installer]                                            Central Computer 

 HP: N/A (gray); 7 (purple)

   Lifeless crates that line or pile together to block Central Computer's 
   corridors. Purple variations can be destroyed.


[Crash Roader]                                         Desert Base 
                                                       X-Hunter Base #1
 HP: 3

   Wheeled warthogs. They simply drive until they hit a wall (and act 
   surprised!), then turn around and repeat the process.


[Road Riders]                                          Desert Base

 HP: 3

   Roam the open desert with Ride Chasers. Will use a thin cannon to  
   throw weak time bombs. They also [stupidly] crash into walls.


[Batton Bone type G]                                   Deep-Sea Base
                                                       Energen Crystal
 HP: 1                                                 X-Hunter Base #1
                                                       X-Hunter Base #2
                                                       X-Hunter Base #3

   Beloved series trademark bats. Chase X, fly back to the nearest 
   ceiling, rest, repeat.


[Fishern]                                              Deep-Sea Base
                                                       X-Hunter Base #2
 HP: 1

   Fish mechaniloids that travel horizontally, ascending or descending 
   preset water levels to damage X.


[Jelly Seeker]                                         Deep-Sea Base

 HP: 2

   Jellyfish motivated by the slim possibility of electrifying X to 


[Tubamail-S]                                           Dinosaur Tank
                                                       X-Hunter Base #3
 HP: 2

   These jetpacked bird mechaniloids are indefinitely launched out of a 
   generator. They rise until X is at their direct sight, then jet 
   horizontally. If X deals enough damage, they'll continue to move 
   forward as they explode in a fancy animation.


[Tubamail Generater]                                   Dinosaur Tank
                                                       X-Hunter Base #3
 HP: 8

   Generator that launches Tubamail-S.


[Tiranos]                                              Dinosaur Tank
                                                       X-Hunter Base #3
 HP: 4

   Small triceratops tank. Shoots out three arrow-shaped bullets 


[Disk Boy 08]                                          Robot Junkyard
                                                       Dinosaur Tank
 HP: 6                                                 X-Hunter Base #3

   Joe's substitute in X2 throws a spiky red disc. He still holds a 
   shield, and still jumps for no apparent reason. This time, however, 
   you may temporarily disable his shield with some of your weapons.


[Aclanda]                                              Weather Control  
                                                       Desert Base
 HP: 16 (body); 8 (tail)                               X-Hunter Base #1

   Large, immobile scorpion. Shoots fast single or triple lasers from its 
   claws. Its tail is a weak spot that can be destroyed separately; 
   it'll swing and spit out small bombs if X doesn't take care of it.


[Ride loid-G]                                          Dinosaur Tank

 HP: 1 (lone); 16 (riding)

   Ride Armor mimic. While in control of the EG-2, the enemy will use 
   violent punches and dashes to get rid of X. If X approaches without a 
   Ride Armor of his own, the enemy will be standing next to the vehicle. 
   In that scenario, should X jump into the Ride Armor before the enemy 
   does, he'll be able to use it freely and Ride loid-G will resort to a 
   pitiful buster imitation to try and hopefully turn the tables.


[Refleczer]                                            Energen Crystal

 HP: 2

   Pseudo-organic mechanism engulfed in a protective crystal layer. Its 
   shots will reflect at a 90 angle when touching walls and objects.


 [Savor Moon R]                                         Energen Crystal

 HP: N/A

   Magna Quartz's satellites. They move quickly in the air as to 
   carefully aim their laser shots.


 V . Mini-Bosses                                                 [x2_mb]


Too important to be considered regular enemies, not important enough for 
a boss label. These in-between foes are admired by players due to their 
solid presence, semi-urgent fights, unusual design and varied move lists.

__/ Basic stat sheet \________________________

- Found At: Level where X meets the mini-boss.
- Fights: Number of times you encounter the mini-boss.
- Recommended Weapon: Most effective power or powers available in order 
  to deal with the mini-boss.
- Weak Spot: Where you should aim your shots to damage the foe.

 HP: How many regular X-Buster pellets you need to get rid of the enemy.

   Description of the mini-boss' attack.   _____________________________/

Old Robot

- Found At: Robot Junkyard
- Fights: 2
- Recommended Weapon: Spin Wheel, Silk Shot (Old Robot); Bubble Splash, 
  Silk Shot, Sonic Slicer (Paraloid S-38)
- Weak Spot: Chest (Old Robot)

 HP: 10 (Old Robot); 12 (Paraloid S-38)

Robot made of junk. A Paraloid S-38 revives and commands it. Though the 
junk body is considered the mini-boss by this guide, you must reveal and 
destroy the Paraloid to advance. Old Robot might occasionally lose limbs 
and its head when it lands. Its attacks are influenced by the huge 
gravity-altering magnetic disposer on the ceiling.

Every recommended weapon works equally well.

   [Trash Hopper]
   Old Robot hops around aimlessly. Depending on the magnetic disposer's 
   orientation, these hops will be either high, normal or low.

   [Aerial Strike]
   A high jump followed by a quick downward charge. Old Robot stops for a  
   brief moment in the air before attacking, just enough to allow dashing 
   under the enemy and away from any trouble.

   Old Robot shoots a number of slow-moving junk parts from its chest 
   opening. Those projectiles' final direction also vary according to the 
   magnetic disposer.

   [Desperate Parasite]
   Paraloid will hop around when Old Robot's body has been destroyed. 
   This is the sole chance you're given to defeat the mini-boss for good. 
   After a while, it'll stop in the air and quickly dive into the trash 
   pool, rising with another Old Robot to attack X.

Chop Register

- Found At: Central Computer
- Fights: 1
- Recommended Weapon: Spin Wheel, Silk Shot, Magnet Mine, Giga Crush
- Weak Spot: Base

 HP: 30

Chop Register is a sword made of demonstrative C4 polygons. What makes it 
challenging, even in comparison with some bosses, is how hard it is to 
hit the blue weak spot, since the green blade absorbs damage and the 
sword points at you 50% of the time.

Using the Magnet Mine, you can get away with hitting the blade and 
hurting the whole sword. If you don't have it - likely possibility -, try 
a fully charged Silk Shot. For optimal results, get as close as you can 
after dodging one of its two attacks.

   [Pendulum Taunt]
   Chop Register swings like a child who has no idea about swordplay, 
   taunting and approaching X after five seconds or so. Then, it'll end 
   the move with a circle-ranged swipe or the infamous touch. Hope for 
   the swipe, as it makes counter-attacking easier.

   [Dizzy Stinger]
   Several loops precede Chop Register's horizontal stinger. If X is 
   found above or beneath the sword's current level, it'll rise or 
   descend while spinning, until both attacker and victim are aligned. 
   Not difficult to dodge, as long as you jump or scale a wall just 
   before the sword performs its final move. Given this move's 
   predictability and the long vulnerability time at the end, it's best 
   to keep your strongest weapons ready and charged.

Raider Killer

- Found At: Central Computer
- Fights: 1
- Recommended Weapon: Speed Burner
- Weak Spot: N/A

 HP: 32

With defensive capabilities rivaling those of a fully-upgraded X, Raider 
Killer is also the most interactive mini-boss in the game. The enemy 
itself is pretty simple, in fact; it's the condition in which the battle 
starts that determines its uniqueness.

At the gigantic room with falling blocks and X blueprints, three lock-on 
reticles will target intruders for a fair treatment shortly after. That 
system actually feeds Raider Killer, who will promptly study the newly 
acquired data and adapt its moves before the long fight. Think of it as a 
multi-difficulty battle, where the enemy gains a new attack each time you 
get caught by a reticle. The mini-boss will always start at Level 1. Note 
that Raider Killer might and will use lower level moves on higher levels.

Level 1: Green

   Easily avoidable ground-level blast.

   [Laser Shower]
   Raider Killer will perform a high leap across the arena. At the peak 
   of its jump, it'll shoot three lasers. The middle shot is released in 
   a straight vertical line, while the others are angled and reach the 
   ground relatively far from the central one. Because of that, it's 
   recommended to position X under Raider Killer and then dash between 
   the middle laser and one of the other two. Both the attack and the 
   dodging process happen much faster than the sound of it.

Level 2: Blue

   [Hi-Low Fireball]
   The first upgrade available will make Raider's main attack a bit less 
   predictable. Instead of firing solely at ground level, the robot might 
   also send high shots. X will be forced to dash under the fireballs or 
   time his jumps over them. Make sure to keep your distance and it won't 
   be an issue.

Level 3: Magenta

   The second upgrade available will make Raider's _secondary_ attack a 
   bit less predictable. When the enemy decides to jump and attack from 
   another spot, it may choose between using the high jump with triple 
   laser shots or a new short lunge, which forces X to be closer in order 
   to avoid the move. Dash under it.

Level 4: Purple

   [Homing Shield]
   If those new moves weren't enough to limit X's offensive capabilities, 
   Raider Killer still has one last card under its sleeve. Our strangely 
   bearded enemy will cast a pink shield that moves toward its adversary. 
   You may destroy the shield (which comes with whopping 4 HP) or jump 
   past it with good timing.

Try a Level 4 X-Buster fight without upgrades. ;) It's great fun.


- Found At: Deep-Sea Base
- Fights: 1 (Optional)
- Recommended Weapon: Sonic Slicer, Giga Crush
- Weak Spot: Mouth, Eye, Fins (5), Searchlight Core

 HP:  4 (mouth)               10 (pectoral fin)
      4 (eye/preoperculum)    14 (searchlight core)
      8 (soft dorsal fin)     24 (er... orifice fin)
     10 (spinous dorsal fin)  40 (caudal fin)

A very, very stubborn fish you don't want to mess with unless you have 
recommended weaponry. Sea-Canthller opens a red shutter in the beginning 
of the level and moves steadily until it docks near the end of the area. 
If you stay ahead, it'll pick up speed; if you stay behind, it'll travel 

This is not a mandatory fight, meaning that you may ignore the enemy and 
finish the stage without getting punished. Nevertheless, Sea-Canthller 
must be destroyed if you need full access to the Deep-Sea Base X-Hunter 
room, so it's wise to learn about this mini-boss' particularities.

First of all, damage. As you've probably noticed by the scary amount of 
separate weak points, Sea-Canthller is, quite simply, the strongest enemy 
in the game as far as sheer defense goes. Mathematician apprentices and 
hasty worriers, take it easy: you don't have to deal 114 points worth of 
damage to sink the fish. You don't even need half of it. Sea-Canthller's 
demise requires destroying any six of its eight weak spots. Still, even 
though you may choose the weakest points and go nuts, its caudal fin is 
sadistically big and often protects other parts of its body.

It must be said: this is all a bunch of unnecessary technicality when you 
can just use a Giga Crush and get it over with. A fully charged Sonic 
Slicer might also do the job, but the attack must be launched precisely 
underneath the fish. If the Slicer doesn't destroy six weak spots, it'll 
probably destroy five. Shoot a couple of extra boomerangs and celebrate 
your victory. If you don't have either of those powers, adopt a careful 
approach and take out the body parts that launch its three attacks.

   Mouth. It'll spit out slow mines.

   [X-Seeking Missiles]
   Spinous dorsal fin. Three missiles will chase X for a few seconds and 
   explode. They can be destroyed.

   [Obtuse Laser]
   Searchlight core. Sends out a sweeping laser when X is perceived by 
   the searchlight. Jump as high as you can when it's coming.

Magna Quartz

- Found At: Energen Crystal
- Fights: 1
- Recommended Weapon: Spin Wheel
- Weak Spot: N/A

 HP: 20

A beautiful crystallized mechaniloid. It cannot attack by itself, so a 
Savor Moon R satellite deals with X by shooting carefully aimed lasers. 
When these shots hit the ground or a wall, they're reflected and keep 
moving along their path, disappearing a number of seconds later. Savor 
Moon R satellites can't be harmed.

As far as damage and patterns go, this is a simple enemy. Drop a Spin 
Wheel and focus on dodging lasers. When Magna Quartz's energy has been 
reduced to half, the crystal shield will appear slightly cracked. This 
enemy has invincibility frames; it will only be damaged once per stun 

   [Back-Up Summon]
   A second Savor Moon R will be called into action.


 VI . Bosses                                                     [x2_bo]


They have their own theme songs and those fancy energy bars. Bosses are 
normally found at the end of a level, and in eight cases out of 18, they 
guard interesting weapons that might be used against other bosses.

Like all things Mega Man, fighting bosses with weaknesses can make the 
game almost too easy, but fighting them without proper weapons might be 
frustrating and sometimes even unfair. Make your choice wisely.

__/ Basic stat sheet \________________________

- Found At: Level where X meets the boss.
- Weakness: Most effective power or powers available in order to deal 
  with the boss.
- Reward: Weapon obtained from the Maverick.

   Description of the boss' attack.

   [Desperate: Attack]
   Description of the boss' desperation move. Usually happens when
   they have about 30% of energy left.   _____________________________/


- Found At: Reploid Factory
- Weakness: N/A
- Reward: N/A

This is the kind of huge boss guy they use to intimidate players in promo 
videos. CF-0 received faaaabulous facelift and a stylish blue paintjob in 
Mega Man Zero 4.

First things first: there's no need to panic over the dude's size, and 
you don't even need a towel here. Most of CF-0's body can't hurt X, with 
only his fists and feet as potential dangers. The head is the weak spot.

   [Jump Stomp Or Something]
   The concept behind this attack is a little hard to swallow since it's 
   only mildly effective while X is at ground level.

   [The Most Boring Punch Ever]
   He'll try to hit you with his spiked fist. It's a very shy punch, as 
   if he's trying to dust off some old box. No big deal.

   [Lazy E. Honda]
   Three slow consecutive punches with the same arm.

He's a weak fellow. Be careful with his fists and feet, and always stay 
on a platform where the head is visible. Charge your shot and follow the 
universal #1 rule of an outbreak: aim for the head.

Wire Sponge

- Found At: Weather Control, X-Hunter Base #4
- Weakness: Sonic Slicer
- Reward: Strike Chain

First model of a notorious line of Mavericks with unfitting design that 
plagues and/or entertains the series since X2. Other members include 
Split Mushroom, Tornado Tonion and Optic Sunflower.

   [Silly Ceiling Sealing]
   Wire Sponge will use his vine chain to pull himself up to the ceiling, 
   where he may try to...

   [Dude Just Cut That Nail Already]
   ... throw a few harmless tiny spheres in your direction. They will 
   stick to the walls and floor, and a short spiky vine will grow 
   instantly. You may destroy them with two regular shots, but it might 
   be more conveninent to just trick Wire Sponge into throwing them on 
   the wall.

   [Use Protection]
   So common that it might as well be considered a fighting stance. 
   Basically, Wire Sponge will spin his vine chain real fast and you 
   won't be able to cut through without the Sonic Slicer.

   [Strike Chain]
   His version of the WEAPON you eventually GET is a lengthy horizontal 
   extension/thrust of his vine chain. If the grapply tip touches a wall,   
   Wire Sponge will pull himself that way.

   [Desperate: Steaming Pickle]
   Oooh, he's really pissed! Pissed enough to get a new haircut and make 
   some weird cactus pose. Sponge will cast some lightning bolts, period 
   during which he's invulnerable. The bolts will land on random spots of 
   the boss arena, so just dash around and hope for the best.

With the Sonic Slicer you only have to worry about aiming right, since 
the weapon will bounce off walls and even cut through the vine shield. If 
you have the X-Buster Parts, stand close to Wire Sponge and release a 
charged Sonic Slicer shot to hit him twice.

It's actually possible to defeat him without ever seeing his desperation 
move. You need your regular X-Buster and the dash trick. As he lifts 
himself up with the ceiling grapple, having about 30% or less health, 
give 'im four or five dash-powered shots and he should die before the 
game can trigger his desperate attack. Visit Chapter X (Secrets & 
Tidbits) for more information.

If you deal the killing blow with the Sonic Slicer, it'll cut the boss in 
half before the explosion.

Morph Moth

- Found At: Robot Junkyard, X-Hunter Base #4
- Weakness: Speed Burner
- Reward: Silk Shot

When you finally open the second gate to Morph Moth, you'll face a rather 
underwhelming robotic cocoon that vomits trash. Nowhere close to the 
menacing winged dude in the mugshot, right? Oh well. La dee doo.

   [Motion Sickness]
   The cocoon will swing like a pendulum, supported by the silk line. All 
   that drunken dancing can't be good for anyone, and it shows just as 
   the boss starts puking out garbage, literally. There is no apparent 
   pattern to this, although they don't travel fast enough to bother.

   [Serious Disorder That Affects Teenagers With Low Self-Esteem]
   After vomiting, the eyed cocoon will feel like eating stuff all over 
   again. The problem is that the guy has zero manners, so to us 
   this scenario looks like a cocoon furiously looking for a precious 
   item in a trash can. It'll cross the room from side to side, throwing 
   garbage at various angles. Climb either wall to be safe.

   [Circle Back To Square One]
   The cocoon will get back to the silk routine with a sweep projectile 
   attack. I can't tell if it's shooting or drawing in, but I like to 
   think it's sucking the junk in because it's coherent with Silk Shot. 
   The thin line of trash will rotate around the cocoon clockwise, 
   forcing X to climb the wall and air dash or dash-jump to the other 

Prepare your Speed Burner and burn the thing speedily.

The charged Magnet Mine actually sucks all the garbage in, just like what 
it does in the junkyard. It's not especially accurate and you don't need 
anything like this at all, but it can be amusing.

   [Desperate: Morph Moth]
   WOOT! This boss is unique in that his desperation move is actually his 
   Maverick form. Now that's more like it! So scary, I'll call him Morth.

   [Magic Dust]
   Morth will fly side to side dropping slow shiny things. There is often 
   a gap between the shots, so look for it and stay put.

   [Pretty Random Attack For An Insect]
   This is a laser beam that Morth shoots out of his hands. He will try 
   to aim at X, but it's a general direction at best.

Same weakness. The charged Speed Burner does wonders, but you shouldn't 
have trouble dealing with him normally. Keep the fight on the ground, 
never mind the extra space. Note: getting hit by Morth hurts real bad.

Flame Stag

- Found At: Volcanic Zone, X-Hunter Base #4
- Weakness: Bubble Splash
- Reward: Speed Burner

Mandatory fire boss. His antlers are made of fire, much like Fire Man's 
slick toupe.

   [88 MPH]
   Flame Stag likes to charge at you with a powerful dash, where he's 
   entirely covered with fire and leaves a scorching trail on the floor. 
   If he hits X with this move, he will perform...

   [... The Malfunctioning Piledriver]
   The boss will carry X all the way to the top of the room and then drop 
   him violently, dealing considerable damage.

   [This Here Is No Etecoon, Samus]
   Wall jumping is Flame Stag's specialty. Pay attention to the pattern 
   as he touches left and right walls so you'll know when to dash or jump 
   away from trouble, just like the first Sigma form in X1.

   [88 MPH Vertical]
   This is why _you_ shouldn't rely on walls too much. Flame Stag can 
   dash along the wall and punch you in the FACE.

   [Speed Burner]
   Stag's version burns out of his fists. The two fireballs will travel 
   in a low and a high angle, then crawl along floor and walls.

   [Desperate: Feeling Blue]
   His flames turn blue. No real gameplay influence, it's just the 
   threat. At the revenge fight, he'll be blue from the start.

Bubble Splash traps Flame Stag in a loop. He'll always try to recover 
with Speed Burner, and you can hit him again before he's done with the 

Magna Centipede

- Found At: Central Computer, X-Hunter Base #4
- Weakness: Silk Shot
- Reward: Magnet Mine

And the award for coolest Mega Man X boss goes to... a crippled 
centipede? Yes! Even Metal Shark Player likes him.

   [A Love Story About Tail Segments]
   They split up, then they chase each other around X, then they make up. 
   Sometimes it's a threesome. Get out of their way as soon as they stop 
   on their tracks and decide to get back together. Trust me, you don't 
   want physical contact with these guys. Just read the next item to find 
   out why.

   Contrary to my belief as a child, Magna Centipede's name is not a 
   typoed MagMA Centipede. Magna stands for magnetic, a force the 
   Maverick is more than comfortable with. He will draw X near his tail, 
   then sting his robo butt. Effects vary and stack up if you let him 
   violate you more than once: no charge ability, no dash, low jump. This 
   attack is very tricky to avoid without Silk Shot or air dashing.

   [Gravity Who?]
   Magna Centipede might take the fight upstairs. Not on a higher floor, 
   on the ceiling. X is not affected by this, but it can be disorienting.

   [Shuriken Shower]
   Three magnetic shurikens that ever so slightly home in on X.

   [The Slow-Mo Ninja]
   Magna will dissolve and then reappear in one of the four corners of 
   the room. X cannot damage him while the animation plays.

Much like Armored Armadillo's weakness in X1, the first Silk Shot hit 
will destroy Magna's main feature, his tail, preventing him from stinging 
X. Unless you want a challenge - and this is one of the hardest outside 
of fortress bosses -, make sure he eats junk.

Overdrive Ostrich

- Found At: Desert Base, X-Hunter Base #4
- Weakness: Crystal Hunter
- Reward: Sonic Slicer

Overdrive Ostrich sure runs with style. The fight takes place in an open 
area, as opposed to the claustrophobic one-screen rooms of Mega Man fame. 
Expect a lot of dodging.

   [Run, Ostrich, Run]
   A very intimidating running strike. He runs with his head low, kinda 
   like a bull. Dash-jump over and hit him when he steps on the brakes.

   [Run, Ostrich, R-- Wait, What?]
   Overdrive Ostrich actually has two different running styles. This 
   second one is a bit more, um... unique. He will hop and skip just high 
   enough to allow dashing under him.

   [Sonic Slicer]
   Sucky boomerang that might just fly by without you even noticing. Your 
   version is better. Thank Capcom.

   [Sonic Slicer Charged]
   This one is a whole other story. Overdrive Ostrich will jump and then 
   launch a bunch of boomerangs that rain down at great speed. There will 
   always be one boomerang exactly above X, so you can't stand still.

   [Do A Background Check]
   One of the first attacks in the series that involve... a background. 
   The boss will dash past dunes until he's directly behind X's sprite, 
   then he'll jump and try to stomp our hero. It doesn't matter where in 
   the background he and X line up, because he will always catch up when 
   he drops back. Sharp timing for a quick escape.

When the Crystal Hunter hits Overdrive Ostrich, he'll freeze in place and 
then usually counter with a Sonic Slicer shower. You may counter his 
counter by hitting him just before he sends the attack. Also, you can hit 
him twice in one round if you land another shot a few frames after his 
blue damage filter starts blinking. Easier done than said.

Bubble Crab

- Found At: Deep-Sea Base, X-Hunter Base #4
- Weakness: Spin Wheel
- Reward: Bubble Splash

"Very well. If we can't make you into metrosexuals, then we will make you 
into Crab People!"

   [A Shield Of Bubbles, Why Not]
   This is more like a pre-attack. Bubble Crab will put on his futuristic 
   bubble vest which is totally in fashion, darling, then he will use any 
   other attack of his repertoire. Spin Wheel tears it a new 'un.

   [Bubble Splash]
   Crab's version of Bubble Splash is just one shot, a circular circle of 
   circly bubbles. Your version is better. Thank Capcom.

   [Little Enemy Crab]
   Like any father, Bubble Crab sends his newborn babies to do his work. 
   They float inside small bubbles and hang out on the surface until X 
   shoots or touches the bubble. This causes the little crab to rush in 
   your direction.

   [Little Bouncy Enemy Crab]
   The crabs will bounce around aimlessly. He can summon a ton of these.

   [Hey Flame Stag, Your Antlers Suck]
   Jump over Bubble Crab and you'll trigger his secret energy horn-like 
   attack. This is your best friend. You can manipulate Bubble Crab in 
   any situation if you have decent timing. When he jumps, he's 
   vulnerable and you'll be on the ground already, so you have a lot of 
   time to cook some kani-kama.

   [Wet-Dry World]
   Remember in Super Mario 64 that awesome area where you could control 
   the water level yourself? Yeah, you can't do that here, but the boss 

Forget the charged weakness. Drop a normal Spin Wheel directly above 
Bubble Crab and you'll have a good chance of stunning him with a powerful 
4-hit combo. More bang for your buck.

The revenge fight arena is decorated with spikes on the ceiling. Just be 
careful not to jump too high.

Wheel Gator

- Found At: Dinosaur Tank, X-Hunter Base #4
- Weakness: Strike Chain
- Reward: Spin Wheel

Wheel Gator does his meditation in a room filled with some kind of engine 
oil. This is an annoying fight because it's one of those situations where 
you have to wait for the boss to do something before you can attack, over 
and over and over. Fortunately, there are ways to exploit his vulnerable 
on-screen time.

   [He Will Dive And Lurk Under The Engine Oil]
   That's pretty much it.

   [Submerged Attack: Spin Wheel]
   Gator's version of the Spin Wheel is a wall crawler. He will shoot one 
   far from X, which can be avoided by staying high on the opposite wall, 
   then another one closer, which you will have to avoid by jumping away. 
   Immediately after the second Spin Wheel, the boss will use the next 
   submerged attack, so try to get back to the wall as soon as possible.

   [Submerged Attack: Eat Me]
   This is how Wheel Gator jumps back to surface. If you get caught, he 
   will drain your health bar a little. Sometimes he likes to surprise X 
   with a sudden jump if you're at range, so make sure our hero is high 
   and hugging a wall while Wheel Gator takes a swim.

   [Spin Wheel Surface Redux]
   Now you know where the Spin Wheel comes from. Wheel Gator will 
   activate his shoulder weapon and a couple of Spin Wheels will bounce 
   around until they touch a wall, then they will crawl as usual. Time 
   their arc motion and stay on the floor, or climb the wall and try to 
   jump over them.

   A strange move where Gator will charge up energy and then shoot a few 
   predictable pellets in several directions. You can't hit him with 
   regular shots while this lasts, but the charged X-Buster still works.

   [Drill Man Would Be Proud]
   I have trouble filing this under desperate because I _have_ seen him 
   use it early on several times. Gator will jump and spin his way to the 
   opposite wall, drilling a hole conveniently shaped like spikes. Don't 
   worry too much, they're not "Mega Man" lethal.

Wheel Gator's weakness is a pain in the ass, because he will dive every 
single time after you hit him. However, you have a very small open window 
just a couple of frames before he fully recovers from a Strike Chain hit. 
Shoot again and repeat the process until he's dead. Getting the timing 
right takes some practice, but it's by far the fastest and most effective 
way of dealing with him.

If you can't or don't want to use that trick, it's recommended to avoid 
the Strike Chain and use the the dual blast upgrade for the X-Buster.

For some obscure reason, finishing off Wheel Gator with a charged Strike 
Chain makes him drop an item pickup before he explodes. *shrug*

Crystal Snail

- Found At: Energen Crystal, X-Hunter Base #4
- Weakness: Magnet Mine
- Reward: Crystal Hunter

Worse than a regular snail is a snail with God complex. Crystal Snail 
believes the world should slow down to his pace. Can you believe this 

   [Shell Missile]
   His main attack. Crystal Snail will hide under his shell, hover, spin 
   a few times and then charge in your direction. He might repeat the 
   process a couple of times, then land.

   [Crystal Hunter]
   Three blobs of something that encase X upon contact. Mash all buttons 
   to get out as fast as possible.

   [This Is Why Shells Exist]
   Shoot Crystal Snail enough times on the ground and he'll hide under 
   his shell for a brief moment. I'm pretty sure I've seen him use this 
   move as a taunt of sorts.

   [Desperate: Lucy In The Sky With Crystals]
   Poor Crystal Snail can't reach you, so he'll spin really fast in the 
   air (faster than usual) and then command the world to slow down with 
   his antennae. This _can_ get tricky if he follows the attack with the 
   Crystal Hunter. He may use this before 30% health, but he will use it 
   a lot more often as he realizes he's about to bite the dust.

   [Desperate: At Times Of Crisis, Jump And Dash]
   This type of desperate attack is exclusive to Crystal Snail. When the 
   boss is out of his shell, he will try getting it back by all means 
   necessary. Alas, his only moves here are dumb jumps and a slow dash.

The Magnet Mine is a must. See, when you hit Crystal Snail with one, it 
will stun him, forcing him out of the shell and consequently out of 
control. He will then try to rescue his portable home via desperate jumps 
and dashing. The catch is that you're also equipped with these moves, and 
you can interact with the carapace yourself! When you hit it with a dash, 
it'll bounce around. You may juggle the thing with headbutts and make 
Crystal Snail go crazy as you hit him with more Magnet Mines. Haha!

At the second fight, it's possible to "destroy" the carapace with a 
Shoryuken. Hit Crystal Snail with a Magnet Mine, then quickly switch to 
the X-Buster and Shoryuken him during the stun animation. If you're 
successful, the carapace will disappear and Crystal Snail will jump and 
dash around aimlessly.


- Found At: Various
- Weakness: Bubble Splash
- Reward: N/A

Violent like his name almost spells. It also almost spells violin, but I 
think I'm going with violent here. With his insanely huge ball and chain, 
he will redefine cheapness in 2D boss fights.

   [Ball And Chain: Arc]
   Now why isn't he a Maverick so we could have this weapon? It's a 
   gorgeous attack, to those who don't get crushed by it anyway. The 
   first pattern is a series of arcs that narrow down progressively. 
   Since you know it gets closer to the boss, it's the easiest to dodge.

   [Ball And Chain: Bounce]
   Not sure we can call this a pattern, but hey. This attack is the bane 
   of everything. Still standing, Violen will launch the spiked ball 
   randomly across the room. Sometimes it looks like a homing attack, 
   sometimes it looks like it follows decent physics, but in the end this 
   is just one big shenanigan.

   [Energy Rain]
   At points during the fight, Violen might choose another attack spot in 
   the room. At the peak of his jump, there's a good chance he will shoot 
   a crapload of energy orbs down in a splash pattern. The first shot 
   tells you where to go to avoid the rest.

   [Energy Shotgun]
   Same as the splash shower above, but on the ground. You have enough 
   time to jump behind him and counter.

If you have the X-Buster Parts, charge the Bubble Splash and just stand 
close to him, trading hits. If your defense is low, then use the regular 
Bubble Splash shot or your trusty X-Buster from a distance.

This is the hardest battle in the game if you're going naked and without 
upgrades. Dying after three random hits is not fun.


- Found At: Various
- Weakness: Speed Burner
- Reward: N/A

He looks Russian, and more importantly his name sounds Russian. So he's 
really cool. Serges uses a hover platform to move.

   [Cape of Doom]
   The cape he tosses at the start of the fight actually hurts. You have 
   to pretty much throw yourself on it to get hurt before it disappears, 
   but it's a nice touch.

   [Quite A Dumb Mine Field Since You Can See The Freaking Mines]
   Serges may place up to five mines on scripted bits of the floor. You 
   can destroy them with a charged shot or Speed Burner's fire trail. Try 
   to get rid of the mines as soon as they appear. You don't want any 
   explosion cluster in this fight.

   [Why Robots Can't Perform In The Olympics]
   A somersault that scatters evil rays all over the place in a clock 
   pattern. Like Violen's energy rain, the idea is to dodge the first 
   shot and then take shelter near it. The problem here is that you must 
   jump past Serges if you want to clear the rest of the move, so quickly 
   step on his hover platform then jump to the other side while he's in 
   the air.

   [Hover Shield]
   His hover platform will frequently cast a shield to block your shots. 
   The shield is erratic and most of the time you can bypass it by aiming 
   at the tip of Serges' hat.

You have probably noticed from his move list that this fight is one big 
display of acrobatics. If your defense is well handled, you can ignore 
the somersault attack and trade hits, since he's mostly vulnerable while 
performing that.


- Found At: Various
- Weakness: Magnet Mine
- Reward: N/A

Agile like his name spells rather obviously. Fast fight.

   [Shoryuken With A Catch]
   From a distance, Agile will perform a Shoryuken-esque move that ends 
   with a big, dangerous beam. He will shoot the beam based on X's height 
   in the room. Even if you're on the floor it's possible to avoid this, 
   by dashing under it, but then he'll figure his other move will cause 
   more trouble.

   [His Other Move]
   Agile will chop chop chop from one side of the room to the other, 
   likely from a far spot to where X stands. This move is darn fast and 
   he tends to repeat it if you get hit. Avoid it by not staying on the 
   ground too much.

This fight is odd in that it can go from one of the hardest to one of the 
easiest in seconds. As long as you realize that you are in full control 
of Agile's actions, there's no way to fail here. Hug the wall opposite of 
Agile, as high as possible, then wait for his saber beam. Drop down, 
shoot, climb the wall back up and repeat until he's dead.

Violen 2

- Found At: X-Hunter Base #1
- Weakness: Bubble Splash
- Reward: N/A

This fight is exactly like the first, with the exception of...

   [Disappearing Blocks]
   Yes, Violen may summon disappearing blocks of Mega Man fame. 
   Thankfully, no endless pits or spikes are involved. They act as old 
   fashioned obstacles, mainly. The ball and chain will not get through 
   them, and both X and Violen can use 'em as platforms or to protect 
   themselves from incoming attacks.

Serges 2

- Found At: X-Hunter Base #2
- Weakness: Giga Crush, Silk Shot (cannons); Speed Burner, Sonic Slicer
- Reward: N/A

Still too lazy to walk, Serges turns to another machine to do his dirty 
business. Who is the mad scientist guy we know that prefers to operate 
huge machines to deal with the protagonist in Mega Man games? This gives 
me ideas...

I kid, I kid!

This fight consists of two parts: on the first, Serges will use four 
cannons, and on the second he will try to end X with spread shots. The 
floor is decorated with deadly spikes and you have to manage annoying 
floating platforms. X cannot damage Serges until all four cannons are 

   [Top Cannon: Bouncy Orb]
   An energy orb that bounces back as high as the cannon that shoots it.

   [Second Cannon: Frisbee]
   Really, a frisbee.

   [Third Cannon: Homing Orb]
   Slow and not very durable, but combined with the constant jumping from 
   one platform to the next, it's not exactly a treat.

   [Bottom Cannon: Laser]
   Standard laser shot. It's kinda sudden. Jump away as soon as you sense 
   that Serges will stop here.

   [No Cannon: Spread Shot]
   After you destroy the front part of the machine, Serges will resort to 
   concentrated spread bullets that alternate between X- and plus-shaped 
   patterns when they explode.

If you have Giga Crush, the first part of the fight is a piece of cake. 
Unleash to destroy all four cannons. If you don't, try one or two Silk 
Shots per cannon. Serges will always use the cannon directly in front of 
X to attack. Pick the move you're most comfortable with dodging and hit 
the cannons as you dodge it.

When you destroy a cannon, the machine will get a little closer. When all 
four cannons are offed, the machine will have destroyed a couple of 
floating platforms. You may stand on that front tip sticking out of the 
machine if you're seasick. From down here, charged Sonic Slicers make 
short work of Serges. Speed Burner still helps, but you must be on the 
floating platforms for better results.

Agile 2

- Found At: X-Hunter Base #3
- Weakness: Magnet Mine
- Reward: N/A

He's in a... he operates this... he... ah, screw it. Here's Agile and 
that's his complex spike maker thingy.

   [The... This, uh... This...]
   This THING that ate Agile's head has the power to create spiky 
   obstacles that hurt a lot. They're not lethal, but it might be a good 
   idea to watch out for the gap between both sides (just follow Agile) 
   to walk out safely. As these spiky tiles pile up, the floor underneath 
   X will change. The trick is to anticipate which dominant side will get 
   the bigger spiky obstacle and jump to the other side.

   [A Spark Of Hope]
   Along with the spikes, Agile will send two spark crawlers down the 

   [Backstage FX]
   A group of missiles launched from somewhere behind the action. The big 
   scary one getting closer is the only one you should be careful with.

Got Shoryuken? One-hit kill.

No Shoryuken? Use Magnet Mine. Don't forget that the mine can be directed 
manually by pressing up and down. If you're lucky, the charged shot might 
hit the boss multiple times.

No Magnet Mine? Climb up the wall and try to land a hit when there's no 
spiky menace coming. Sounds impossible, but there's a certain rhythm to 
it and you'll get it in no time.


- Found At: X-Hunter Base #5 aka Central Computer
- Weakness: Speed Burner
- Reward: N/A

Can't blame you if you didn't get all Zero Parts back from the X-Hunters. 
This is a fast paced, meaningful battle against who eventually became the 
star of the series. In my runs, I actually avoid collecting Zero's Parts 
just so I can fight him later. Great music, too.

See the beam saber? I've heard people claim that Zero's trademark weapon 
is not the one Sigma used in X1, but the idea is just too cool to waste!

   [Ground Zero]
   Zero will punch the floor and a bunch of cracked tiles will rise. The 
   best way to avoid this is by hugging a wall high and dash-jumping or 
   air dashing to the other side. You'll barely clear it. Notice that the 
   computer in the back is also destroyed with this move.

   [The Artist Formerly Known As Sigma Saber]
   Zero uses the now Z-Saber to help him cross the room quickly and to 
   finish a 3-shot combo started by his Z-Buster. He will shoot two 
   yellow blasts similar to X's, then crown his work with a green beam 
   sent from the Z-Saber. It's a ground move, so any wall will do.

   [Oh Zero You Tease]
   When X is close, Zero will shoot a clumsy emerald pellet instead of 
   his triple combo to trick X.

   Zero can block your attacks, and will do quite frequently, in fact. 
   This will force you to hit him while he attacks or recovers from an 

Much like the first encounter with Agile, this is a fight that might 
cause you to break your controller in anger and then regret it a few 
seconds later. The secret is to make him follow your lead.

Climb a wall, wait for him to dash closer, then dash-jump or air dash to 
the other side. He will punch the floor and you will avoid the earthquake 
before he's done with the move. Turn around, shoot, rush back to the 
closest wall and repeat the process.

Speed Burner should be your weapon of choice. The cool thing about the 
Burner here is that you can use the charged version to dash through Zero 
as he tries to dash through you himself. Looks great.

Neo Sigma

- Found At: X-Hunter Base #5 aka Central Computer
- Weakness: Sonic Slicer
- Reward: N/A

Abandoning his saber for a double set of Wolverine claws (bad move, 
Siggy, bad move), Sigma's first form borrows some from his original 
Maverick Hunter days.

   [Wolverine Claw]
   Sigma plays squash with X. You will bounce like a rubber ball if you 
   get hit by Sigma's claw swipe. He will use this pretty much every time 
   you get close.

   [Teleport Dive]
   Humanoid Sigma still loves walls. Whenever he jumps and kicks the 
   wall, stay on the floor and wait. He will teleport directly above X 
   and dive. Dashing is good enough, but try to go as far as you can or 
   he'll use the claw as he lands.

   [Sweet Tooth For Shock]
   In a rare concern with easter-eggy continuity (or just a ridiculously 
   huge coincidence), Capcom arranged this Sigma fight as a spiritual 
   sequel to X and Sigma's first encounter in X1. Neo Sigma will summon 
   five Electric Spark shots that zap in your way, one at a time. 
   Electric Spark was Sigma's first form's weakness in X1.

   [Desperate: Electric Spark Charged]
   And his desperate move is the charged version of Electric Spark, down 
   to X's main armor color flashing before the shot. Sigma will send a 
   lightning pillar using his claws. This attack is telegraphed about 
   sixteen years before he shoots, so you're simply not allowed to have 
   trouble here.

Luckily for X, Neo Sigma's weakness here is Sonic Slicer. A weapon that 
bounces around and takes a while to disappear will help a lot in such an 
intense battle. Evading becomes easier when you don't have to constantly 
find an opportunity to deal damage.

Sigma Virus

- Found At: X-Hunter Base #5 aka Central Computer
- Weakness: Strike Chain
- Reward: N/A

Here, have some final battle. Sigma takes shape of a wireframe virus, 
whatever that is.

   A good ol' headbutt. Jump away just as the attack starts and it'll 

   [Vertical Laser]
   Sigma will sweep the room floor with a laser beam. You have to jump 
   over this, there's no other way around it.

   [Poor Sigma, There Were Much Better Minions To Choose From]
   Siggy will create a couple of lesser bots out of thin air. He shoots 
   two wireframe spheres that turn into enemies when they hit a wall or 
   the ground. You can kill every summoned enemy in one hit with the 
   Strike Chain, which is the boss weakness here, anyway. These enemies 
   still drop energy and health like any other. This is your Pot O' Gold 
   if you don't have Sub-Tanks.

   [Desperate: Cage]
   When Sigma turns red, he'll ignore headbutts for a fancier method of 
   transportation: teleporting. The cage will trap X if Sigma Virus 
   disappears and then reappears on top of him. Just don't stand still.

There is no health bar for Sigma during this fight. You can tell he's 
getting hurt by the color of the wireframe. The closer to red, the closer 
you are to the end of the game.

This fight has a pattern: headbutt > laser > headbutt > minions. When he 
goes desperate, he might use laser and minions one after the other.

Most enemies that Sigma summons can be frozen with the Crystal Hunter. 
Remember that dashing into frozen enemies always gives you a small energy 
pickup. If you're out of Strike Chain and not having so much luck with 
item drops, this might be a fair alternative.


 VII . Areas                                                     [x2_ar]


Interactive and visually packed, X2's levels shine with exclusive 
features that make multiple trips worthwhile. From something as simple as 
a passage of time to action packed high-speed slopes, they offer more 
than enough to entertain the player while providing decent challenge.

This is not meant to be a walkthrough. It's a compilation of features and 
interesting info found in X2's levels.

NOTE: I'm not listing X-Hunter Arena locations here, since they're much 
      closer to the X-Hunter predicament than areas themselves as far as 
      gameplay goes. Refer to Chapter IX (The X-Hunter Affair) for 
      detailed information.

__/ Basic stat sheet \________________________

- Power-Ups: Major items and upgrades available in the place.
- Mini-Boss: Mini-bosses located in the area.
- Silk Shot: Interaction effects you'll find for the Silk Shot.

   Description of a particular detail, event or feature in the 
   area. Features listed won't appear in any other level.   _____/

Reploid Factory

X2's intro level is a major production line of a giant Reploid factory. 
No power-ups here.

   [Henry Ford Lives]
   Oh, the hoorayness. Witness a Scrambler's birth from scratch. Each 
   station displays a distinct step in the fast process (mass-produced is 
   an understatement! O_O), and the enemy is taken to the next one by a 
   powerful magnetic laser device. The best part? You can actually ride 
   the device yourself. Be careful not to let the Mecha-Arm violate your 
   robotic pride.

   [Scriver Parts and... Health?]
   Scrivers and their cute screwdriver noses can be spotted rushing below 
   ground level through a transportation tube. Wait a few seconds and get 
   lucky to watch as the automatic belt carries health power-ups and 
   takes them nowhere. Sadly, we can't have 'em, but it's still exciting.

   [CF-0... 1... 2...]
   You can see many unfinished models of the boss you're about to face, 
   at the background, shortly before the laughable fight.

Weather Control

What looks like a giant futuristic greenhouse has the purpose of studying 
Reploid behavior and reaction to extreme temperatures. It also has many 
artificial trees, in a clear "Go ahead and burn them while you're there, 
we can make new ones out of metal in the future!" message. The charm is 
being able to control weather ourselves.

- Power-Ups: Heart, Sub-Tank
- Mini-Boss: N/A
- Silk Shot: Leaf

   [Weather Cristal, Not 'Crystal']
   With an 'i', unfortunately. Weather Cristals allow the player to alter 
   current weather for a brief moment with one out of four weapons. You 
   may use a Weather Cristal as many times as you need, but it'll shatter 
   with enough damage. Some enemies display unique patterns in particular 
   temperatures. Check out Chapter IV for details.

           Strike Chain: Normal (yellow)
            Bubble Splash: Rainy (green)
             Speed Burner: Sunny (red)
              Crystal Hunter: Freezing (gray)

Robot Junkyard

Robot cemetery/limbo. Very nostalgic level.

- Power-Ups: Heart, Body Part
- Mini-Boss: Old Robot (x2)
- Silk Shot: Junk

   [Magna Junk]
   The actual facility is responsible for sorting and sending junk to 
   recycling. Since those massive disposers are magnetic, X is also 
   susceptible to forced ups and downs. Depending on the direction the 
   machine points at, your [and enemies'] jumps will be much higher or 
   much lower. Because so many junk blocks travel at the background, you 
   may use the charged Magnet Mine for an amusing black hole effect that 
   wipes out anything in your path.

   [Old Friends!]
   Take a closer look at the background and you'll find a number of dead 
   robots from the first Mega Man X title. The bee mini-boss found in the    
   highway intro stage is used as a floor tile, the mini-boss from Sting 
   Chameleon's level appears in piles of junk and Metools are everywhere. 
   Garakuta Robot is also made out of X1 enemies.

Volcanic Zone

Feel like racing a volcano? With a pumped musical track (reminds me of 
Deep Purple's "Burn", fittingly), this is the kind of place where taking 
your time is not recommended. Get ready for a colossal eruption, suicidal 
robots, melting pillars, gas canisters and lava, lots of lava. This stage 
is often praised for the absence of bottomless pits and one-hit kills.

- Power-Ups: Heart, Sub-Tank
- Mini-Boss: N/A
- Silk Shot: Rock

   [Selfless Insect]
   The kamikaze Beetron is nice enough to help X make ledges and invade 
   volcanos. If a Beetron disappears, scroll back and it'll show up 
   again, as long as it wasn't killed before. We should face more minions 
   like this.

   [Fahrenheit 21XX]
   Books? In the future, we burn robots alive! Thankfully, X is equipped 
   with the ability to climb walls and dash-jump. As the volcano decides 
   to vomit the unwelcome being inhabiting its stomach, X is caught and 
   forced out of the magma shaft in what feels like a couple of seconds. 
   This section received a well-deserved homage in the anime intro from 
   the PS1/Saturn version of Mega Man X3.

   [Lava and the Polite Columns]
   You won't die in a single touch from the abundant lava in Volcanic 
   Zone, but those weaker pillars scattered around the second half will 
   do their best to invite X for a hot bath.

   [Don't Hit the Gas]
   Take out Morguns before they set gas canisters on fire. Unfortunately, 
   we can't set them on fire ourselves to get back at the enemies, though 
   it'd be kinda pointless to revisit the area just for that.

Central Computer

The very nexus of Mega Man X2. Armed with an intricate security system, 
Central Computer is a base level designed for careful exploration and to 
make you run like hell at the same time. You'll interact *a lot* with the 
environment here, though the point is actually to avoid that.

- Power-Ups: Heart, Sub-Tank
- Mini-Boss: Chop Register, Raider Killer
- Silk Shot: Junk

   [*The* Central Computer?]
   X arrives in the reunion place where the X-Hunters were planning his 
   demise. Apparently, that's not the Central Computer from the title, so  
   you'll have to take a look around. In Mega Man Zero, one of the desert 
   mission objectives consists of destroying six computers that look 
   exactly like the one seen here.

   [No Fame]
   The star of the series must avoid the spotlights if he wants future 
   recognition. In Central Computer's first section, yellow tracers will 
   activate Bleckers, which deattach themselves from the ceiling to poke 
   X with their annoying orbs. Not only that, certain fake tiles will 
   fall and reveal bottomless pits. Play stealthily and you're fine.

   [Installer Parade]
   Shooters didn't work, but crushers might. You must think fast here in 
   order to stay clear from gray Installers and destroy the purple ones. 
   Study the patterns. The last Installer is an ally.

   [Solid Rain]
   Soon after the first mini-boss, you'll find a much-too-protected 
   shaft leading down. Spotlights and a few enemies are there to greet X. 
   The following room has a couple of giant monitors that display X in 
   his naked blueprint form. Aside from those, you'll quickly notice that 
   a number of blocks fall from the heavens for no apparent reason. Each 
   spotlight you touch in the previous shaft will increase the speed at 
   which the blocks fall. And that's when you realize that the reason
   they fall is quite simple: to literally block your path, slowing you 
   down for the *real* treat (or threat?) there.

   [Reticle Informant]
   Raider Killer sends a cunning reticle to study X's data. If the 
   falling blocks slow you down and you get caught by the alarm, chances 
   are you're giving ol' Raider some new moves.

   [Last Minute]
   Central Computer is the last area you'll visit in X2. Things you 
   haven't collected on your first trip won't disappear. Extra minutia: 
   if you choose Central Computer at the stage select screen instead of 
   the final insignia, the place will still be arranged for the final 

   [Don't Die, My Darling]
   Lose a life at one of the final battles and you'll be forced to do the 
   whole first half of Central Computer all over again. Ouch indeed.

Desert Base

A fast-paced desert-themed level with the one single optional Ride Chaser 
in the series.

- Power-Ups: Heart, Foot Parts
- Mini-Boss: N/A
- Silk Shot: Junk, Rock, Chamber

   [Ride Chaser]
   Desert Base's main attraction is the hoverbike seen in X2's intro 
   sequence. Unlike future versions of the Ride Chaser, X2's Cheval works 
   a lot like regular Ride Armors, in that you're not forced to use them, 
   may leave 'em behind at any time and may turn left or right as you 
   wish. The whole level was designed for a pleasant Cheval ride, with  
   strategically placed ramps and platforms. Ride Chasers reappear if you 
   go back to one of their initial points and you can literally take it
   to the boss gate if you have skill. Check out the Ride Chaser garage 
   at the background where the first one is found.

   [Silk Shot Chamber]
   To the left of the giant levitating bridge is a tunnel with several 
   Spin Wheel blocks. Clear the path and you'll reach... a dead end? Arm 
   X with the Silk Shot, make sure you have the Arm Parts (X-Buster 
   upgrade) and charge up. Tons of free health power-ups in just a few 

   [Multi-Layered Background]
   The open desert section contains hundreds of dunes in the background. 
   They move/scroll on multiple layers and speed depends on how distant 
   they are, creating a nice 3D-esque effect. Never used again in 16-bit 
   MMX titles.

   [The Perfect Sandstorm]
   One of Capcom's mysterious efforts, the sandstorm machine can be 
   destroyed by crashing it with the Ride Chaser. Aside from a sandstorm 
   filter vanishing, no other consequence is known. You may also destroy 
   it with the Shoryuken.

   [It's No Rocket Science]
   There is no second boss gate in Desert Base. Instead, X hops on a 
   rocket and rapidfires as it takes off. You'll land in the open desert, 
   where Overdrive Ostrich awaits.

Deep-Sea Base

Underwater base preceded by an ample rocky structure and jellyfish with 
affection issues. Classic theme song, restless mini-boss, hiiiiigh jumps 
and stuff, man...

- Power-Ups: Heart, Sub-Tank
- Mini-Boss: Sea-Canthller
- Silk Shot: Junk, Rock, Chamber


   [Silk Shot Chamber]
   Wait for the first red horizontal gate to open and slide down the left 
   wall. You'll enter a secret room with another dead end... but this one 
   looks kinda different. There's a familiar symbol at the background 
   that hints at something very obvious. Arm X with the Silk Shot, make 
   sure you have the Arm Parts (X-Buster upgrade) and charge up. Yet 
   again, tons of free health power-ups in just a few seconds.

   [Wet Arsenal]
   Following the small tradition that would sadly end in the third game 
   (though, to be fair, Mega Man & Bass and Powered Up made good use of 
   these), some weapons react differently when used underwater. Try 
   Bubble Splash and Speed Burner for a number of entertaining effects.

   [Bubble Bath]
   Deep-Sea Base's open area has several hidden rooms with health power-
   ups and weapon energy. Ready your charged Bubble Splash and enjoy the 
   jumpy ride. :)

Dinosaur Tank

A Reploid city is annihilated by a dinosaur-shaped tank of immeasurable 
size, and X gets to watch the whole thing in the front row. Land vehicles 
in motion are sort of a recurring Mega Man level theme, having also 
appeared in Mega Man 5, Mega Man X4, X5, Mega Man Zero, Z2, Z4...

- Power-Ups: Heart, Arm Parts
- Mini-Boss: N/A
- Silk Shot: Junk

   ["Night and Day..."]
   Wave the sun goodbye! Wait a few minutes and the city background will 
   slowly switch from day to night. Pretty cool effect.

   [The Logic That Stands]
   An armor capsule... placed one hundred years ago... on a moving 
   tank... that wasn't even built yet. Okay, then...

   [The Rabbit]
   Ah, that's the stuff. No longer a discardable novelty such as the Ride 
   Armor representing the first game, X2's is a freakin' powerhouse. With 
   hover capabilities and a powerful charged punch, this is the kind of 
   headless mech you wanna show your friends. You'll only get to use the 
   EG-2 Rabbit for a brief part, but it's truly intense while it lasts.

Energen Crystal

What appears to be a mining cave. Either that or someone spent future 
money on a very weird decorator.

- Power-Ups: Heart, Head Part
- Mini-Boss: Magna Quartz
- Silk Shot: Crystal, Chamber

   Slippery slopes for your pleasure. Dash along and you'll pick up 
   insane speed. Going the other way is a bit tricky, but possible if you 
   have patience (and Speed Burner).

   [Not a Triforce Shard]
   Inside the cave, mostly on inclined surfaces, a giant piece of broken 
   crystal will often drop from the ceiling and slide until a hole or a 
   wall finally ruins the party. You can stand on top of 'em, and 
   thankfully, finding them doesn't involve ghost ships or sailing.

   [Cook the Rabbit]
   The Rabbit is available in Energen Crystal as well, and it plays a 
   considerably larger part in comparison with the Dinosaur Tank 
   version. In fact, you can take the Ride Armor a bit further into the 
   level by abusing a programming hiccup that allows X to hop on a 
   crystal block that's just out of reach, if you manage to carefully 
   combine hovering and certain animation frames. Doing this, you can 
   fight Magna Quartz with the Rabbit.

   [Silk Shot Chamber]
   After the large mid-level pit, you'll have to deal with crystal pieces 
   out of control. One of the convenient ladders leads to an empty room 
   with a bunch of Battons that seem to replicate at the speed of light. 
   Pick the Silk Shot, charge it up (again, make sure you have the Arm 
   Parts) and you'll receive free weapon energy instantly.

North Pole

In classic Mega Man fashion, the final fortress is basically a rehash of 
challenging elements seen in previous areas. This time, X-Hunters took 
control of Santa's land.

   [Separate Ways]
   Levels 1 and 3 in the fortress offer alternate paths at some point for 
   a bit of variety. The one in level 3 leads to the most powerful weapon 
   in the game. Visit Chapter X (Secrets & Tidbits) for more info.

   [Emo 1-UP]
   At the second X-Hunter level, you'll reach a rather convidative wall 
   of Spin Wheel ownage. Destroy it, and... that's a lot of spikes, 
   wouldn't you say? So much that air-dashing and using the charged Speed 
   Burner isn't enough, right? Remember, the charged Speed Burner resets 
   the air dash counter after you use it. Find the lone 1-UP sitting in 
   the corner complaining about life (haha!) and tip your helmet to those 
   clever developers.

   [Broken Path]
   Mystery at X-Hunter Base #4: there's a completely destroyed 
   teleporting device at the start. Hmmm... did it perhaps lead to a 
   place where we don't have to annoyingly refight bosses?

   [Giant Enemy Spikes]
   Bubble Crab has got a hidden trick under his armor to deal MASSIVE 
   DAMAGE to X. His mandatory revenge fight at the North Pole reserves a 
   nasty surprise: the ceiling is filled with deadly spikes. Be careful 
   when Crabby ups the water level.

   [Over here, Overdrive!]
   As soon as X teleports into Overdrive Ostrich's revenge arena, you're 
   strangely free to walk around. The battle won't start until you stop 


 VIII . Items and Upgrades                                       [x2_ip]


One truly great aspect of Mega Man X titles is that powering up your 
character is optional, a sidequest of sorts, a bit like what's seen in 
Metroid games since you have to explore and experiment to find these 

While the game will become less and less challenging if you have full 
health and Armor Parts on, it also means that you have more fun gadgets 
to try out! Plus, working on an optimal path that'll let you grab all 
optional items as fast and easily as possible shows yet another facet of 
X2 as a deep videogame.

Scattered throughout the game and normally hidden, most items will aid X 
in his quest by improving his stats, mainly health, power and mobility.

Heart Tanks

A Heart Tank will increase maximum health by two units. When you collect 
all eight, X's health bar will be four units larger than the ammo bar.

[Weather Control]

   - Requirement: N/A

   At the very first screen, climb the left wall 'til you enter the 
   hidden spot with the Heart Tank.

[Robot Junkyard]

   - Requirement: Crystal Hunter

   Right before the first indoor section there's a Disk Boy 08 playing 
   fool next to the facility entrance. Trap him with the Crystal Hunter 
   and use him as a stepping stone to climb the wall to the right.

[Volcanic Zone]

   - Requirement: N/A
   - Recommendation: Spin Wheel

   Racing a volcanic eruption is the very epitome of stupidity. Add in 
   how there's an item around and you can see the irony in trying to 
   expand your energy at the cost of your life. Still, turns out that X 
   is equipped well enough for the task. Seek the Bar Waying enemy and 
   use the Spin Wheel or another powerful attack to get rid of it and 
   claim the Heart Tank.

[Central Computer]

   - Requirement: Stealth

   Past the first set of alarm spotlights you'll see a narrow shaft on 
   the ceiling with a Blecker extending the wall. You can touch the 
   inactive Blecker and climb the wall to find the hidden room holding 
   the Heart Tank. Note that setting off the alarm will activate the 
   Blecker, so you must run by that first short section unnoticed. (Or 
   just race forward and back when the alarm is over.) This Heart Tank 
   will actually still be there if you revisit Central Computer at the 
   end of the game without the item.

[Desert Base]

   - Requirement: Ride Chaser, X-Buster Parts + Speed Burner or Strike 

   If you manage to take the Ride Chaser all the way through the Desert 
   Base, you may use it to collect the Heart Tank located just after the 
   open desert section. The item is sitting at the end of a spike bed, so 
   be sure to turn the Ride Chaser _before_ you think you should. You can 
   also charge up either the Speed Burner or the Strike Chain and use 
   them along with an air dash to cross the distance without touching the 
   floor, but it'll probably result in death when you get the Heart Tank.

[Deep-Sea Base]

   - Requirement: N/A
   - Recommendation: Leg Parts

   Don't follow the Sea-Canthller. Instead of dropping when the first red 
   horizontal gate is open, dash-jump to the right wall (above the red 
   gate) and climb it. You'll see a small opening with some energy. Still 
   hugging the right wall, blindly dash-jump or air dash to the left. 
   Grab the Probe, let it take you up and voil.

[Dinosaur Tank]

   - Requirement: X-Buster Parts + Speed Burner or Strike Chain
   - Recommendation: Nothing! :)

   Halfway through the tank, after you give up the Rabbit, quite hard to 
   miss. Usually, the game demands both the X-Buster upgrade and either 
   the Speed Burner or the Strike Chain to reach the Heart Tank platform. 
   Kill the Tiranos and use the bump for necessary height. However, you 
   can use a cheaper method that doesn't require any weapons at all: 
   tease the Tiranos by getting close to it, so that it'll shoot. Follow 
   one of the shots until immediately before they disappear, then take a 
   hit and quickly dash to the spike wall. Climb it and claim the item. 
   Might take a couple of tries at first, but there's no secret. You can 
   also lure a Ride loid-G and get hit at the top of the ladder, but it's 
   tricky. Abuseth thy invincibility.

[Energen Crystal]

   - Requirement: Ride Armor, Ride Armor + Strike Chain, X-Buster Parts + 
     Speed Burner + Giga Crush, combination of previous elements

   This one can be collected in many different ways. It's located between 
   the first and second speedy slopes seen in the area. Fall into the 
   hole and head left. You must cross this insane pit with whatever you 
   have at the moment.

   The first method involves another Rabbit programming hiccup: take the 
   Ride Armor to the secret area, stand relatively close to the edge 
   (facing left), fully charge the punch and release it. The Rabbit will 
   hover at least twice as fast when you do this, so much that you'll 
   have enough juice to grab the Heart Tank and backtrack in one go! Tap 
   the hover button instead of holding it down to save fuel. You may also
   cross the pit with the normal Ride Armor dash-jump hover (will carry 
   you about 80% through), then jump out of the Rabbit and use the Strike 
   Chain to cover the remaining feet.

   Alternately, you can abuse the Speed Burner to cross the pit without 
   the Rabbit, but you'll need the X-Buster upgrade and the Giga Crush as 
   well. With this method, you can air dash five times consecutively: air 
   dash once normally with a charged Speed Burner ready (1), release the 
   shot (2), air dash again (3) and pause. Switch to the Giga Crush and 
   use it. While you watch the animation, charge the weapon. Pause, 
   switch to the Speed Burner, release the charged shot (4) and air dash 
   again (5).

   You may combine methods, too, like charging up the Strike Chain 
   instead of the Speed Burner when using the third method, or jumping 
   out of the Rabbit, using the Giga Crush and charging up either Speed 
   Burner or Strike Chain for the same purpose.



You may store life energy in Sub-Tanks to refill X's health at any time. 
Sub-Tanks will only register stored energy when your actual health bar is 

[Weather Control]

   - Requirement: N/A

   Inside the first base with the Probes, take the highest path available 
   and dash-jump to clear the gaps. The Sub-Tank is sitting at the end of 
   that highest set of platforms. You can also cross the room in any way 
   you want and then grab the Sub-Tank from the other end.

[Volcanic Zone]

   - Requirement: Beetron, X-Buster Parts + Speed Burner or Strike Chain

   First Beetron encounter, just let him take you way up. Jump to the 
   left, right before you both hit the "roof", and grab the Tank. If you 
   wish to spare the poor insect, use a charged Strike Chain or a triple 
   air dash combo with the Speed Burner from a high spot to grab the 

[Central Computer]

   - Requirement: Installer, X-Buster Parts + Speed Burner

   Before the first mini-boss room there's a very suspicious hole on the 
   ceiling. Cheat the last Installer attack (the one with six blocks; 
   dash-jump or air dash before all six are down), then stop behind the 
   Installer that you can see in position above. As soon as it drops, 
   jump on top of it and ride it 'til it sinks. A dash-jump is enough to 
   grab the right wall of the suspicious hole. You may also use the 
   wonderful triple Speed Burner air dash (though two should be enough) 
   from one of the bumps there if you miss the Installer. Like the Heart 
   Tank located in Central Computer, the Sub-Tank will be there if you 
   visit the final area of the game without the item.

[Deep-Sea Base]

   - Requirement: X-Buster Parts + Bubble Splash
   - Recommendation: Inclination glitch

   Huge underwater open section, big stony ground with a hidden alcove 
   underneath (you can see a refill shining there). The stone has a 
   slight inclination at the top, to the left. Charge up the Bubble 
   Splash and jump to grab the left wall. Climb it, then hop on the water 
   surface to your right, until you clear the ledge. Turn around and jump 
   to get the Sub-Tank. Note that you can hop on the water surface 
   indefinitely, so take your time and keep jumping until you're 
   confident about moving forward.

   Still, obviously, you'd need to revisit the area in order to use this 
   method (Bubble Splash and all), so there's a small trick to save you 
   some painful backtracking. Reach the big stone and notice the slight 
   inclination I mentioned before. Now run to the left and, as soon as X 
   starts descending (or as soon as he's standing on the inclination 
   while running), jump straight up. You'll see that his jump will be 
   much higher than usual. Grab the left wall and repeat the rest of the 
   process to collect the Sub-Tank. This might take a few tries, but it's 
   totally worth the trouble.

Armor Parts

Stylish series staple. Given how important they are to the Mega Man X 
mythos, it was kinda surprising to find out that they're fully optional 
here, especially since two Parts were mandatory in X1. Another unique 
detail is how this is the only game out of the first three that allows 
you to collect any Armor Parts you want, how many you want and in any 
order you wish.

Note that collecting all four Armor Parts halves ammo consumption.

[Body Part]

Overall defense is doubled and the Giga Crush becomes available.

   - Location: Robot Junkyard
   - Requirement: Spin Wheel

   At the first indoor section, not far at all, a small part of the floor 
   can be destroyed with the Spin Wheel. It's two blocks wide, right 
   before an odd bump that'll force you to climb past it. You may use the 
   I. Tracer if you're having trouble finding the spot.

[Leg Parts]

Ability to air dash.

   - Location: Desert Base
   - Requirement: Spin Wheel

   Final base, after the spike bed with the Heart Tank, behind a very 
   distinguishable wall made of Spin Wheel blocks. 

[Arm/X-Buster Parts]

May charge boss weapons, may use the fully charged double X-Buster. X 
will also climb ladders faster.

   - Location: Dinosaur Tank
   - Requirement: Leg Parts, Strike Chain

   Before the first Switch-type Elevator (to the right of a Tiranos  
   enemy) there's a funny opening above with the left wall of that 
   opening being sort of... stretched. Hug the wall on the far right, 
   jump and air dash to grab the left wall of the small opening. 
   Alternately, the Strike Chain might help you grab the left wall if you 
   don't want to use the air dash. Just make sure you launch the chain at 
   the _start_ of your jump, and not as you fall.

   In fact, you can grab the wall with a very well timed dash-jump from 
   the far right wall, but I don't personally recommend it since you'll 
   depend on a really annoying clipping exploit. The idea is to dash-jump 
   off the far right wall in a way that makes X start his jump from the 
   very first pixel of the wall instead of six or seven pixels "within". 
   That's interestingly just enough to reach the opening. Jump once as if 
   you were climbing the wall, but as you hit the wall again, immediately 
   dash-jump to the left before X is "in" the wall. Much easier said than 
   done, of course.

[Head Part]

The I. Tracer becomes available.

   - Location: Energen Crystal
   - Requirement: N/A

   After the mini-boss, large gap with all the bats, can't miss it. Slide 
   down the left wall and cross the corridor.


 IX . The X-Hunter Affair                                        [x2_xh]


X-Hunters' role in the story is clear early into the game: defeating a 
second Maverick will trigger an ominous cutscene, where our shadowy 
guests reveal that Zero's Parts are in their possession and that X will 
have to break an oily sweat to have 'em back.

But how do X-Hunters influence the player's choices during the adventure? 
In other words, how is gameplay affected?

Mega Man X2 was the first game in the Mega Man universe to feature 
optional boss fights. Finding and beating the X-Hunters for Zero's Parts 
will reward the player with different cutscenes and events. Understanding 
the conditions and mechanics behind their involvement is the only way to 
guarantee those rewards.

Violen, Serges and Agile hold one Zero Part each, and they only give 'em 
away _before_ the eight Mavericks are defeated.


The overworld map at the stage select screen will have a new function as 
soon as the X-Hunters decide to join the party: their exact location will 
be marked -- that is, the area where each of them appears. Every time you 
exit a level - by defeating the main boss, escaping or dying -, the 
remaining Hunters will relocate.

NOTE: X-Hunters only appear in areas where the Maverick boss has _not_ 
      been defeated yet.


An X-Hunter will vanish permanently if:

   1) You enter an area where one of the X-Hunters is located, defeat the 
      Maverick and don't beat the X-Hunter. In this case, you can no 
      longer get the Zero Part he was holding.
   2) You defeat the X-Hunter. In this case, you earn the Part he was 

X-Hunter Arenas

When an X-Hunter appears in a particular area, you must still find him 
there if you want to accept his challenge. They'll be waiting for you in 
one of the eight optional X-Hunter Arenas, each of 'em located somewhere 
in one of the eight Maverick levels. They're normally hidden or demand 
accomplishing a task to become available.

[Weather Control]

   - Requirement: N/A

   In the giant lift section. Instead of hopping on one of the elevators, 
   dash to the other side and slide down the wall. You'll see a large 
   health power-up and the entrance gate.

[Robot Junkyard]

   - Requirement: N/A
   - Recommendation: Leg Parts, X-Buster Parts + Speed Burner

   Soon after you deal with the first Old Robot mini-boss, you'll stumble 
   upon a ladder on the floor. Climb down, take out the first Disk Boy 08 
   you see and use your imagination to grab the ledge. You don't need any 
   equipment, though using Leg Parts or a charged Speed Burner will make 
   things much easier.

[Volcanic Zone]

   - Requirement: Lure a Beetron

   When you find the second wave of Beetrons, lure one of 'em into 
   crushing the highest thin wall. Exit to the right.

[Central Computer]

   - Requirement: N/A
   - Recommendation: Stealth

   A vertical passage leads to the enormous room with the falling blocks 
   in Magna Centipede's area. If X is tracked by a spotlight, it'll cause 
   the falling blocks to drop faster. You can imagine the horror if every 
   spotlight manages to target X. Should one of the blocks fall right in 
   front of the X-Hunter Arena entrance gate, you won't be able to enter.

[Desert Base]

   - Requirement: Spin Wheel

   Behind the first Aclanda scorpion. Use the Spin Wheel to break through 
   the rocks.

[Deep-Sea Base]

   - Requirement: Destroy the Sea-Canthller before it docks

   The room is located at the Sea-Canthller's docking spot. Don't enter 
   the base that leads to Bubble Crab; dash-jump to the left wall and 
   follow the path until you find the room. If you still can't find it, 
   follow the Sea-Canthller but make sure you destroy it before it docks. 
   If the X-Hunter is there, a red door locks the room and the battle 
   starts. The door on the upper-right corner of the room will open when 
   the X-Hunter is defeated.

[Dinosaur Tank]

   - Requirement: N/A

   Take the last Switch type Elevator available (it's the second 
   vertical) and skip the first exit. It'll lead to an extra life and the 
   X-Hunter Arena. If you defeat the X-Hunter, a door will open to the 
   right. There's a large health power-up on the first platform you see, 
   behind the steel pillar.

[Energen Crystal]

   - Requirement: Ride Armor

   This one can be kinda tricky. You need the Ride Armor. Past the first 
   giant crystal shard that slides down, look for a piece of solid floor 
   with a ladder and keep moving forward. You must use the platform where 
   a Refleczer is stationed at and dash-jump + hover to the ladder floor. 
   There, use jumping Ride Armor punches to destroy the first two crystal 
   blocks and clear a passage. Exit the Ride Armor, climb onto the new 
   opening and use the floating Probes to reach the entrance gate. The 
   exit will open to the right. Careful with the spikes on your way out.

Zero's Parts

Ultimately, the X-Hunter predicament offers a couple of different 
situations to take advantage of, both involving Zero's Parts. There are 
two possible scenarios. *SPOILERS* ahoy.

   1) You defeat the X-Hunters before all Mavericks are wiped out. X 
      gathers Zero's Parts and delivers them to Dr. Cain, who rebuilds 
      Zero as we know him. Sigma appears with a half-assed [but really 
      awesome-looking] version of the blonde. Zero enters the room and 
      destroys the pirate copy himself. After the credits sequence, real 
      Zero shows up to thank you for playing the game.

   2) You fail or ignore defeating the X-Hunters before the first North 
      Pole stage. Sigma appears with the real Zero, rebuilt and 
      reprogrammed for evil. An epic fight between Zero and X takes 
      place, but Zero's conscience eventually awakens. At the closing 
      screen, fake Zero will thank the player instead.


  - Gathering one or two of Zero's Parts will not affect anything.
  - Defeating the X-Hunters in optional battles does not affect the 
    mandatory second encounters. You cannot skip or alter those.


 X . Secrets & Tidbits                                           [x2_se]


Very hidden stuff.


It couldn't have been any different. X1 had the Hadoken, so X2 followed 
the trend with the Shoryuken. Fear not, for getting it isn't as tedious 
as the equally overpowered fireball in the first game. To be able to use 
the Street Fighter trademark, you must have:

  - 4 Sub-Tanks (they do _not_ have to be full)
  - 4 Armor Parts
  - 8 Hearts (X's health bar will be 4 units larger than the ammo bar)
  - Full health bar

At the third X-Hunter Base level, you'll eventually reach a branching 
point, with a menacing spiked wall to the right. The low path takes you 
to the end of the level normally, and is much easier, but the high path 
has our secret reward. First of all, lure a Batton Bone type-G and use 
the Crystal Hunter to freeze it. Hop to the new platform, grab the 
ladder, climb it up.

Take care of the Disk Boy 08 and either freeze the Batton Bone or kill 
it. Air dash or dash-jump your way past the spiky floor, arm the Silk 
Shot and kill both Garakuta Robots. Make sure you have full health (use 
one of your Sub-Tanks if you don't) and proceed. Switch to the Speed 
Burner and charge it. This is the tricky spot. You have to air dash and 
stop just before you kiss the rightmost spike wall, then face left and 
release the Speed Burner before X bites the dust to make the 1-UP ledge. 
It's not easy to do, and you'll probably retry many, many times until you 
get the hang of it. Once you do, however, it's cake. Conveniently enough, 
you'll restart right at the branching point and there's a 1-UP near Disk 
Boy 08, so retrying isn't a big deal at all.

If you succeed, slide down the left wall until you enter a hidden room. 
If all requirements have been fulfilled, you'll see a capsule. Dr. Light 
will shout some hilarious nonsense and grant you the Shoryuken. It comes 
with extra height and neat-looking flames a la Ken. No kiddy "Shoryuken!" 
voice, though, which is a bummer.

Forward, down, down-forward + attack in a single, smooth move. Like 
Street Fighter games, the command takes some getting used to, but deals 
unbelievable damage. Most enemies and bosses will die in a single hit, 
and it destroys several things it shouldn't (Spin Wheel blocks, crystal 
blocks, Ride Armor wall at the Dinosaur Tank, sandstorm machine).

You need full health to use this power.

Zero in my Soup

Finish the game without collecting any Armor Parts and Zero will appear 
during the Cast scene, more specifically just as the screen transition 
happens. It's very brief, but kinda cool as a reward. Good to know that 
developers thought of these challenges back then.

Five Consecutive Air Dashes

Also known as Let's Break Speed Burner. Air dash once normally with a 
charged Speed Burner ready (1), release the shot (2), air dash again (3) 
and then pause. Switch to the Giga Crush and use it. While you watch the 
animation, charge the weapon. Pause, switch to the Speed Burner, release 
the charged shot (4) and air dash again (5).

Invisibility Click

At the stage select screen, click on the "X" icon to make levels' general 
stats disappear. Click again to go back to normal.

The Holy Commonly Missed

Gameplay features the game never shows or warns the player about. Some of 
these were already mentioned in the guide, but are still worth checking 
out from a different angle.

   [X-Buster x2]
   Firing a regular X-Buster pellet while dashing or dash-jumping deals 
   double damage to enemies and bosses. In many cases, this is actually 
   more effective than using proper weaknesses.

   [Weapon Cancel]
   Instead of pressing L or R multiple times to re-equip the X-Buster on 
   the fly, press L and R simultaneously.

   X may hop on a water surface indefinitely: simply jump as soon as you 
   touch the water. It will also reset the air dash counter. Quite a 
   lenient feature, despite not working on fights against Bubble Crab.

   [Fast Climber]
   Collecting the X-Buster Parts not only lets the player charge boss 
   weapons, but also makes X climb ladders much faster.

   [Double Resources]
   When you collect the four Armor Parts, ammunition required by every 
   single boss weapon is halved.


 XI . No Upgrades Challenge                                      [x2_nu]


If you're looking for definitive proof of Mega Man domination, this is 
the way to go. It's not the hardest thing you'll ever do in a videogame, 
but it's certainly a fresh approach. The idea is to run X2 with bare 
minimum requirements, the "low percent" equivalent of Metroid titles.

Mega Man games are not the kind of thing walkthroughs were created for, 
so this little guide is essentially a compilation of hints and highlights 
about the challenge.

Why Do It?

Choose one or more:

[ ] Games get old and I need that extra incentive to keep the flame lit.
[ ] I need those bragging rights. Gimme!
[ ] It's the hardest thing I can do in this game.
[ ] Other: _____________________

Do it! Do it!

The Rules

1. No Heart Tanks. This means you'll have only 16 health units.

2. No Sub-Tanks. This means you'll have only 16 miserable health units.

3. No Armor Parts. This means you cannot cut damage in half or air dash 
   or fire the uber dual shot or Giga Crush or... *sigh*

4. No Zero Parts. You have to fight Zero at the end of the game. Doesn't 
   sound all that complex until you realize there are two more bosses 
   after that, with no health pickups between.

5. Boss weapons are your call. Honestly, I've completed this challenge 
   both with and without special weapons, and the difference is not that 
   huge with the exception of two fights. If you want the ultimate badass 
   title, ignore the boss weapons, but don't feel bad if you follow all 
   but this rule. Even because Mega Man games without weapons lose much 
   of their appeal.

The Heads-Up

Just a little perspective:

1. Violen 2 is the cheapest guy ever. You will hate him.

2. You must go through some of Central Computer plus the final bosses 
   in one life. There is no boss gate or any other check point.

3. Fortress, as usual, must be conquered in one sitting.

4. You will need extreme luck in one or two situations.

5. You will probably need extreme luck in four or five situations.

The Hints

- You should always have 9 lives before you enter a hard battle. There 
  are easy 1-UPs at the beginning of Weather Control, Robot Junkyard and 
  Deep-Sea Base. Collect, escape, repeat.

- If you're going without weapons, master the dash shot. You won't always 
  have time to charge your buster and then shoot. By using this technique 
  you'll cut a boss battle time by 30% or so, which is very important in 
  an endurance challenge. Visit Chapter X for details.

- Fortress in one sitting in Mega Man games is a big deal. People hate 
  this. You don't want to be tired in the middle of your lucky run, so 
  feel free to pause the game and take a breath or do something else 
  before tough boss fights.

- Some players are more than accustomed to the default control scheme in 
  early X games, but no matter how we break this, sometimes it's hard to 
  juggle charge shots, jumps and constant dashing with one hand. Using 
  one of the shoulder buttons to dash can help a lot during X2's frantic 
  boss encounters.

The Weaponless Boss Hints

For bosses I consider tricky in this challenge.

   [Flame Stag]
   More difficult without his weakness because Bubble Splash traps him in 
   a loop. Climb a wall and shoot him while he wall kicks. Be careful not 
   to get caught in his vertical dash.

   [Magna Centipede]
   More difficult without his weakness because Silk Shot gets rid of his 
   tail. Mastering the dash shot is very important here, because there's 
   a good chance you'll spend most of the battle without charge shots.

   [Violen 2]
   Do not miss a single opportunity to shoot. This is a western duel. You 
   will die eventually because his bouncy spike ball attack is too cheap, 
   so you better finish him faster. Sorry, not much of a hint, but that's 
   because there's no other way. :( There's always the possibility that 
   Violen will ignore the bouncy attack and just stick with his other 
   moves, so don't give up.

   [Serges 2]
   My personal order of cannons: top, bottom, 2 from top, 3. The second 
   half of the fight is very easy if you play it safe and anticipate each 
   spread shot.

   [Sigma Virus]
   You will probably get lots of health pickups during this fight. Try to 
   memorize his pattern and especially lure him after the laser beam in a 
   way that makes him spit the wireframe spheres from above X and not in 
   front. Usually works like this: stay glued to a wall, high enough, and 
   when he's _almost_ done with the laser beam, jump as high as you can 
   and drop to the middle of the room. Dash behind him, shoot the enemies 
   and repeat.

Good luck!


 X2 . FAQ                                                        [x2_fq]


You know the deal!

Q: Why do you list enemy HP if all it takes to kill them is one or two 
   shots from the recommended weakness?

A: For comparison and curiosity. Plus, when you're running the game with 
   only the X-Buster keeping you company, it works pretty well as an 
   amateur difficulty measuring device.


Q: Do you plan to add individual damage data for every single enemy 
   attack in the game?

A: Right now I don't see how that would help anyone. In my eyes it's more 
   important to know how the enemy attacks, how to defend yourself and 
   how to counter.


Q: Do you have any updates planned already?

A: Yes. I will add an OHKO item to the Enemies Chapter (IV) showing what 
   weapons can kill each enemy in one hit.


Q: What do you think is the best Mega Man game ever?

A: The best is Mega Man 9, followed by MM2. My personal favorite is the 
   ultra zany Mega Man 3. Counting only the X series, I consider X1 more 
   memorable and more important, while X2 is deeper and more refined.


Q: Do you plan to write a guide for another Mega Man game?

A: If _you_ like this one, I don't see why not!


 XIII . Contact                                                  [x2_co]



Please help make the guide better! Send your feedback.

Thank you for reading!                         v1 13.may.2009 (c) Da Dood