Megaman X
Next – The Game
Strategy Guide
(By : Wade Monroe)
(To quick find the section your are looking
for below, press “Control+F” or “Command+F”,
then type the part you’re looking for such as ‘PartB’
for Final Stage 3.)
Table of Contents :
Chapter1 – The Basics
- Basic1 – Characters
- Basic2 – Advanced Controls
- Basic3 – Shopping
- Basic4 – Difficulty
Settings
Chapter2 – Stages
- Part1 –
- Part2 –
- Part3 – Fossil Cavern
- Part4 –
- Part5 –
- Part6 – Nuclear Volcano
- Part7 – Transport Train
- Part8 –
- Part9 – Final Stage 1 :
Fortresses Front Gates
- PartA
– Final Stage 2 : Fortresses
- PartB
– Final Stage 3 : Fortress Bowels
- PartC
– Final Stage 4 : Fortress Exit
- PartD
– Maverick Rematch : Fortress Guardian’s
- PartE
– Bonus 1 :
- PartF
– Bonus 2 : No Time to Lose (Jetcycle)
- PartG
– Bonus 3 : Delia Jetcycle escape (Jetcycle)
- PartH
– Bonus 4 : Chase the Jet (Flying)
- PartI
– Bonus 5 : Beer Truck’s Great Return (Flying)
- PartJ
– Little Baddy List
Chapter 3 – Bosses
- Boss1 – Gorillon
- Boss2 – Thunder Gull
- Boss3 – Terra Drake
- Boss4 – Ram Knight
- Boss5 – Harbor Serpent
- Boss6 – Volcano Drake
- Boss7 – Loco Leaper
- Boss8 – Tsunami Drake
- Boss9 – Heavy Metal : Final
Boss 1
- BossA
– The Return : Final Boss 2
- BossB
– Memories : Final Boss 3
- BossC
– Destructive Power : Final Boss 4
- BossD
– Final Stand Against Darkness : Story Boss X/Zero
- BossE
– Showdown of the Goddesses : Story Boss Delia
- BossF
– Conflict of Worlds : Story Boss SiC/SiN
- BossG
– The Great King : Story Boss Plague
- BossH
– The Heroic Legend : Hidden Boss 1
- BossI
– The Power Beyond Comprehension : Hidden Boss 2
Chapter1 – The Basics
Basic1 – Characters
MMXN has a total of 6 playable characters. While all 6 share the same basic controls,
their special attacks set them apart from each other. X and Zero are the only ones who learn new
moves from defeating bosses. Delia, Plague,
SiC, and SiN have special
abilities that grow stronger as more mavericks fall.
There
are two basic types of characters in this game, Ranged and Melee. Ranged characters, such as SiC and X, rely primarily on pelting their foes with
bullets while staying a safe distance away.
In general, Ranged characters do less damage than melee characters since
they are exposed to less danger. Melee
characters like Delia and SiN rely on getting close
to their targets and cutting them down.
Melee character tend to inflict a lot of damage to their targets, but by
being close they are at greater risk of being hit.
X – Ranged
Type
X starts off as one of the weakest characters in the
game, but that quickly changes as he acquires boss weaponry. If X selects the appropriate weapon to use
against a boss, he can inflict tremendous damage to them. When his X-buster is charged to max it will
inflict at least 1 point of damage to a blocking enemy.
- Vine Strike : This attack
fires a vine horizontally across the screen.
It deals damage to enemies that are in contact with it and lasts for a
good moment.
- Thunder Blast : This is a
low cost weapon that you can fire quickly.
It’s damage is the same as your mid-buster shots, and it flickers up and
down while moving.
- Ground Surge : This weapon
causes a tremor to surge out from X’s feet.
Any baddy close to X will take a good bit of damage from it.
- Ram Dash : This weapon
creates a small damaging barrier in front of X.
To get the best use of it, fire it then dash behind it to clear away
baddies while you’re on the move.
- Frost Shield : A frost
shield spins around X and deals constant damage to baddies that get to
close. Very useful for locked rooms.
- Volcanic Cannon : X fires a
lava ball forward that slowly drifts down.
It can be fired quickly and deals damage equal to a max-buster shot.
- Rebound Shot : A very odd
gun to say the least. The shots bounce
randomly off the sides of the screen until they hit something or enough time
passes. (A bug is that they sometimes jam, to fix simply go to the pause menu
and re-click on a weapon.)
- Geyser Cannon : This ground
creates a pillar of water at X’s feet.
Any baddy near X or above him will take constant damage from it.
ZERO – Melee
Type
Like X, Zero begins the game as one of the weakest
characters. By defeating Mavericks he’s
able to increase the effectiveness of his saber attacks and become an offensive
powerhouse in melee. Zero is able to
swing his Z-Saber up to 3 times while standing on the ground if you time it
correctly. The 2nd and 3rd
swings do the same damage as the first one, but if you have 2 or 3 of the
Standing+1 abilities then zero will throw a 2nd and 3rd
sword wave for free. After acquiring his
abilities, Zero has to be precise in his attacks since the Saber Waves cost
energy when he swings. In boss fights,
Zero is all about stacking attacks together.
The most consistent damaging melee attack in the game is to turn on
Zero’s sword barrier next to the boss while hacking away after you acquire all
3 Standing+1 abilities. Another fun
thing to do is Activate his sword barrier, then dash and activate his Blitz
ability and throw saber waves.
- Saber Wave : When zero
swings his Z-Saber it fires a wave of power.
If you dash behind it you can travel with it for a bit. These are unlocked as you acquire the
appropriate +1 abilities.
- Blitz : While dashing a
energy barrier is projected in front of Zero.
It’s useful for simply plowing through baddies, but watch out for
blocking ones.
- Sword Barrier : Zero
creates a temporary barrier around him that deals constant damage to nearby
enemies.
- Shot Cutter : This allows
the Z-Saber to cancel small shots it hits.
DELIA –
Melee Type
Delia is a capable melee fighter from the very
beginning. Her Hunter Blade is able to
cancel small baddy shots from the very beginning, and her Omni-Strike deals
loads of damage as she kills mavericks.
In boss fights Delia relies on her Omni-Strike to take away fast amounts
of their health when they are vulnerable.
When out of energy, Delia has to rely on normal attacks and evasion
until she can use her Omni-Strike again.
- Omni-Strike : This is a
quick and powerful attack Delia can execute while on the ground. It’s the most powerful single attack any
character has in the game.
PLAGUE –
Ranged Type primarily
Plague is arguably the strongest character in the
game in the beginning, and still on par with everyone in the end. He’s very good for beginners and for those
who like exploring. Given Plague’s
nature, he has already accumulated 100 maverick cores (a.k.a.: $$$) after his
introduction which he can go shopping with.
Plague’s buster works like X’s, except his doesn’t do at least 1 point
of damage at full charge and is a little slower. However Plague can use his dual swords while
on the ground inflicting good damage to any nearby enemy, even those above
him. Plague’s uniqueness comes from his
fusion ability. With it he summons
Blight and enters his fusion form which lets him fly and fire fusion
shots. Against bosses Plague can cut
them down if in close with his swords, or pelt them from afar with his
buster. While fused, Plague can do tons
of damage by peppering them with his fusion shots as well as dodge attacks by
simply flying away from them.
- Blight Fusion : While fused,
Plague can fly freely around for the duration.
It lasts longer as you defeat more mavericks. The fusion shots hit as hard as a mid-buster,
but have more area than a max buster.
Plus you don’t have to charge. If
you hold down the attack button, you will continue to face in a given direction
until you release it.
SIC – Ranged
Type
Sic is a balanced ranged character who has the ability
to rapid fire shots (you can just hold down attack and he’ll continue to
shoot). He can deal damage quicker than
other ranged characters from a distance thanks to the rapid firing. When a baddy is nearing him, Sic can drop a
flame zone that’ll burn anything that gets near it for a short duration. Against bosses, Sic’s
best strategy is to pelt them from afar until he gets a change to hit’m with a flame zone.
If he has time, he can stack flame zones on top of each other he can
create a damaging vacuum of sorts.
- Flame Zone : As Sic goes
through mavericks, he can drop more flame zones.
SIN – Melee
Type
Sin is melee character that focuses on defense rather
than offense. His normal attacks have
the ability to breach enemies guard so he can damage even blocking foes. Sin’s jaw strength also helps him cling to
walls, he doesn’t slide down like other characters do thanks to this. Sin also can continue moving at full speed
while on the ground while attacking unlike Zero and Delia. Sin relies heavily on his power pellet
ability, which gives him invincibility to attacks for a moment. It’s important to remember that invincibility
doesn’t prevent hazard damage though, and some boss attacks count as
hazards. While invincible, Sin can just
bite away at foes while ignoring what they are doing since he can’t be damaged.
- Power Pellet : This makes
Sin invincible for a time. The more
mavericks he has defeated, the longer this effect lasts.
Basic2 – Advanced Controls
MMXN is styled to be a furious action game, thus things
will come at you quickly and usually in hordes.
You have to know how to dash along then jump like a madman to avoid
certain situations. All of the basic
controls are covered in the instructions, this part points out a few things
about the controls.
- Since there’s auto-dash,
auto-jump, and auto-wall-cling you don’t have to worry about banging the keys
to continue doing them.
- To speed climb walls, just
press towards the wall and hold jump (also hold dash if you intend to do a dash
jump off of the wall at some point).
- While dashing you can’t
change directions, but you can still jump in any direction. For example if you are dashing left and want
to do a high speed U-turn, then hold right and tap jump, you’ll do a bunny hop
and then be speeding to the right.
- When getting away from some
attacks, to do a quick dash jump off of a wall simply dash jump at the wall and
watch for a stutter. The stutter is when
you cling to the wall, and then immediately press the other direction to dash
jump off of the wall. If your timing is
real good you’ll appear to just jump the entire time. This is especially useful in fights against
bosses like Ram Knight and Final Boss 1.
- Sometimes there’s a
situation where you don’t have room to safely dash, but want to do a dash
jump. If you are worried about your
timing, simply do normal jumps then hold dash at some point. Once you land you’ll be dash jumping from
then on and can just press the direction you originally wanted to dash jump in
without ever having dashed on the ground.
- Enemies don’t respawn unless you leave the given stage section and go
back to a previous one then return. Don’t
be afraid to scroll the screen to lure an enemy away from a pack or an inconvenient
position to be deal with it easier.
Basic3 - Shopping
Rick and Mega can make several very useful things,
but knowing your weak spots can help. If
you can’t get past a certain part, see if there’s an enhancement you can
purchase to make life easier. For
example : If you are having a hard time at the end of Gorillon’s
stage because of the small platforms then try buying the jump+ enhancement or
if Thunder Gull’s sky blast keeps catching you buy the dash+ enhancement.
As a reminder, all of the final stages and final bosses
assume you have bought EVERY enhancement.
Odds are you’ll have to sponge up some money to do that by re-entering
stages.
Basic4 – Difficulty Settings
There are four settings to MMXN. None of them are a walk in a park, and the
two hardest settings are insanely difficult.
If you beat Hell on Earth you should treat yourself to a dinner and
movie because it’s the hardest 2D platform fight(s) I’ve ever hard. The Total Annihilation setting is only for
the hidden boss fights. It’s important
to remember that you can’t get an ending without beating the game on the Hard
setting. There will be extras unlocked
in future updates you’ll get for clearing the game. If beat Berserk or Hell on Earth you’ll get a
code you can email me with to have you name listed on a winner board.
Mode |
Starting Life |
Starting Energy |
Boss Life |
Boss Aggression |
Crusher Use |
|
250 (5 bars) |
50 (1 bar) |
|
50% |
Yes |
Hard |
200 (4 bars) |
40 |
+50 (1 bar) |
67% |
Yes |
Berserk |
150 (3 bars) |
30 |
+100 (2 bars) |
84% |
Yes |
Hell on Earth |
100 (2 bars) |
20 |
+150 (3 bars) |
100% |
No |
Total Annihilation |
500 (10 bars) |
500 (10 bars) |
?? (Over 10 bars) |
?? (Over 100%) |
Yes |
Chapter2 - Stages
This
section covers the basics of each stage as well as the heart tanks. While going through the 8 maverick stages
you’ll occasionally see flashing red signs in the air. The exclamation signs mean something is going
on such as a moving platform or tricky jump.
Arrows direct you to the end of the stage. If you see 2 arrows and an exclamation point
that means RUN. All 8 of the maverick
stages are reversible meaning you can return to previous sections. The final stages you cannot return to
previous sections.
I’ll list each stage section as well as a brief
description using the following codes.
If there’s a heart tank in a section I’ll list it’s location too.
- Normal = A straight forward
stage section, kill the baddies, jump on the moving platforms, etc and proceed.
- Locked = You must defeat
the enemies before you can proceed.
- Crushing = The ceiling in
this room can crush you. Try not to get
wedged between a crack as the ceilings rising either because it’ll crush you
too.
- Hazard = Hurry to the top
because a hazard will engulf you from the bottom.
- Elevator = You’ll be raised
to the top of the room by an elevator.
- Underwater = You move
slower and Jump higher in these stage sections.
Part1 –
This stage takes place in the forest on the smaller
island in the south. It’s filled with
Hounds, BirdBots, and Traps primarily.
Section 1 –
Section 2 –
Section 3 –
Section 4 –
Section 5 –
Section 6 –
Section 7 –
Section 8 –
Section 9 –
Part2 –
This stage is at the beach sitting on the western
side of the big island. There’s a slew
of baddies all over this stage so be careful.
Section 1 –
Section 2 –
Section 3 –
Section 4 –
Section 5 –
Section 6 –
Section 7 –
Section 8 –
Section 9 –
Part3 – Fossil Cavern
Under the mountains to the northeast on the big
island lies this place. There’s lots of
bombs and stalagmites waiting for you inside as well as falling platforms. If you see a platform sink a little bit then
it’s about to go down.
Section 1 –
Section 2 –
Section 3 –
Section 4 –
Section 5 –
Section 6 –
Section 7 –
Section 8 –
Section 9 –
Part4 –
This stage is located in the mountains to the north
of the big island. It has lots of shieldbots and goombabots running
around in it as well as some tricky moving platforms.
Section 1 –
Section 2 –
Section 3 –
Section 4 –
Section 5 –
Section 6 –
Section 7 –
Section 8 – Locked : Goombabots and hoverbots pour out
of the portals. This is a nice place to
make some money at by re-entering this room.
Section 9 –
Part5 –
This stage lies on the ports in the little sea in
between the two islands. You’ll mainly
encounter the annoying capsules appearing here as well as lots of scrolling
platforms and conveyor belts.
Section 1 –
Section 2 –
Section 3 –
Section 4 –
Section 5 –
Section 6 –
Section 7 –
Section 8 –
Section 9 –
Part6 – Nuclear Volcano
This fiery stage is located in the volcano on the
north of the big island. There’s lots of
fire and magna here. Baddy wise you’ll
encounter lots of lava balls hiding in fire pits.
Section 1 –
Section 2 –
Section 3 –
Section 4 –
Section 5 –
Section 6 –
Section 7 –
Section 8 – Hazard : Run for
you life inside here as lava flows up.
Section 9 –
Part7 – Transport Train
You can locate this stage on the eastern tracks of
the big island. You run into lots of
barrels, ball turrets, ceiling turrets, and bouncers here.
Section 1 –
Section 2 –
Section 3 –
Section 4 –
Section 5 –
Section 6 –
Section 7 –
Section 8 –
Section 9 –
Part8 –
To the east of the small island is the rig. There are lots of disappearing blocks in this
stage so take your time and be careful.
You’ll run into lots of copterbots and
capsules in this stage.
Section 1 –
Section 2 –
Section 3 –
Section 4 –
Section 5 –
Section 6 – Underwater :
Before you exit to the next section, the heart tank is above you on the
ledge. Jump across the way (The water
effect makes it possible), climb up the left side and dash jump to the right.
Section 7 – Underwater
Section 8 – Underwater
Section 9 –
Part9 – Final Stage 1 : Fortresses Front Gates
This stage is littered with baddies, disappearing
blocks, and moving blocks of all sorts.
There’s even a few leaps of faith thrown in for good measure.
Section 1 –
Section 2 –
Section 3 –
Section 4 –
Section 5 –
Section 6 –
Section 7 – Elevator : Watch
out for the gears
Section 8 – Elevator : Watch
out for the gears
PartA – Final Stage 2 : Fortresses
This stage is a maze, plain and simple. The clue I’ll give you is pay attention to stage
details, baddy behavior, and to be brave.
Section 1 –
Section 2 –
Section 3 –
Section 4 –
Section 5 –
Section 6 –
Section 7 –
Section 8 –
PartB – Final Stage 3 : Fortress Bowels
This stage is basically an obstacle course. Like all of the final stages, you’ll run into
a variety of baddies.
Section 1 –
Section 2 –
Section 3 –
Section 4 –
Section 5 –
Section 6 – Hazard : Run!
Section 7 – Crushing
Section 8 – Crushing : Make
sure you can fit clearly through a gap before climbing up and running past,
even if the block is rising!
PartC – Final Stage 4 : Fortress Exit
This stage is setup to be a test of your fighting
capabilities. There are many locked
rooms that throw tons of baddies at you.
Section 1 –
Section 2 –
Section 3 – Locked : Barrels
and Capsules in this one.
Section 4 – Locked : CopterBots and Bombs in this one.
Section 5 – Locked : HoverBots, Ball Turrets, Screamers, and Barrels all chase
you down in here.
Section 6 –
Section 7 –
Section 8 –
PartD – Maverick Rematch : Fortress
Guardian’s
Here you rematch 5 of the mavericks. Starting clockwise from the top-right hand
side. Gorillon,
Thunder Gull, Ram Knight, Harbor Serpent, and Loco Leaper. You get healed 1 bar of life after you beat
each one. If you are in SiC/SiN’s game or X/Zero’s you can hit a switch button on
the teleport screen to change characters.
PartE – Bonus 1 :
You get to ride around in the Land Tank from Sic
& Sin’s comic. Use up/down to
control the cannon’s shots to hit targets better. You can also run baddies over even though you
do take a bit of damage. Try to stay
near the left of the screen so you can be ready for big jumps.
PartF – Bonus 2 : No Time to Lose (Jetcycle)
Zero ‘borrows’ a jetcycle
in the final fortress. He travels
quickly and fires in a straight line, use dash jumps to booster over big pits.
PartG – Bonus 3 : Delia Jetcycle
escape (Jetcycle)
Pretty much the same as Zero. Delia goes a bit slower on her cycle, and her
shots travel randomly up or down.
PartH – Bonus 4 : Chase the Jet (Flying)
X is on top of a cargo jet gunning down baddies while
Zero serves as the pilot. Simply steer
clear of baddies and their shoots and let X pelt them with buster shoots.
PartI – Bonus 5 : Beer Truck’s Great Return
(Flying)
Vengeance is driving the beer truck while Plague is
on top gunning.
PartJ – Little Baddy List
- GoombaBot
(Little purple jumpy things)
- GunBot (Little gray things that walk + shoot)
- CopterBot (Little gray things that shoot down
diagonally)
- RollerBot (Yellow wheels)
- HoverBot (Red thing that shoots down)
- Barrel (Blue spinning thing that homes in on you)
- Ground Turret (Stationary armored baddy that opens to shoot)
- Ball Turret (Little orange hovering things that open to shoot)
- BirdBot (The black raven things)
- Bouncer (Green ball that hops towards you)
- Capsule (The purple things that teleport around)
- Grounder (The little fiery things that zip left/right on the floor)
- Ceiling Turret (Things that shoot down from the ceiling)
- Screamer (The orange comet-like things that fly around)
- ShieldBot (The blue walls that hover left/right at
you)
- Trap (The things that wait until you step on them to bite)
- Stalagmite (Things that hang on the ceiling
- Wall Turret (The blue things on the walls that open to shoot)
- Hound (The gray doglike things)
- Bomb (The big things that slowly creep towards you)
- LavaBot
(The red things that sit in fire waiting to jump)
Chapter3 - Bosses
MMXN is host to a slew of ruthless bosses that can
and will tear you limb from limb if you aren’t on your game. You really, really, REALLY have to pay
attention to what a boss is doing so you know what to do otherwise you can be
hit by some attacks which can spell certain doom in an instant. Let me re-emphasis the difficulty here, the bosses
were made to maul you horribly so be warned.
Damage Codes
Crash (CR) = Attack deals damage
upon hitting player and the attack ends.
Hazard (HZ) = These are the most
dangerous attacks in the game. They deal damage to the character even if
the player is invincible (ei: just been hit or is
using SiN's power pellet ability).
Deflectable (DF) = If an attack is
deflectable, then Delia's Hunter Saber or Zero's Shot Cutter can negate the
attack if they slash it.
Health Drain (HD) = These attacks
will deal consistent damage to the player as long as they are in the area of
the attack.
Energy Drain (ED) = These attacks
drain energy from the character if it successfully connects.
Crusher Drain (CD) = This kind of
attack reduces a players Crusher energy.
Push (PU) = Attacks with this
description will shove your character around the stage.
Boss1 – Gorillon
GORILLON |
MONKEY SPIT (CR/DF) >> Gorillon will
rear back and hock a loogie at you that will chase
you up and down. It can be avoided by standing dangerously close to Gorillon or by using a well timed jump after luring the
shot towards the ground. SUMMON LEAF (CR) >> When he raises his hand above his head, he summons a leaf
above your character that will slowly fall towards them. |
X >>
X works best by keeping a good distance from Gorillon.
Stay on the ground for a second when Gorillon uses
his Monkey Spit to lure it, then do a jump over to avoid it. If you have Tsunami Blast, then wait until Gorillon jumps at you and use the Tsunami Blast just
before dashing away. Weakness = Geyser Cannon Gains = Vine Strike |
Zero >>
As is Zero's usual style, get in Gorillon's face
and slash away like a lunatic. If Zero has his Blade Barrier, turn it on
while in close to deal extra damage. If Zero does not have the Shot Cutter
ability then try to keep yourself close enough to Gorillon
to avoid his Monkey Spit. Other than that just jump his Vine Strike
while slashing away. Gains = Standing +1 |
Delia >>
Like with Zero, get in Gorillon's face and slash
away like a lunatic using her Omni-Strike whenever possible. Since
Delia's Hunter Saber already can deflect shots, just cut away the Monkey
spit. Other than that just jump to avoid his Vine Strike and dash to
avoid being landed on. |
Plague
>> Plague can approach this fight in several ways. He can pepper Gorillon from a distance with his Plague Buster while
timing jumps to avoid the Monkey Spit and Vine Strike. When the
opportunity arises, dash in real close and slash away with the Dual Swords to
deal damage quicker. If you have the energy, Fuse and fly just high
enough off the ground to avoid Gorillon's Vine
Strike and pepper him with Fusion Shots. |
SiC
>> SiC is another distance fighter in this
match. Stay on the ground for a second when Gorillon
uses his Monkey Spit to lure it, then do a jump over to avoid it. When Gorillon jumps at you drop a Flame Zone or two just before
dashing away. |
SiN >> SiN needs to stick close to Gorillon and bite away. Try to stay close enough so
his Monkey Spit passes over head. If SiN has
the energy use his Power Pellet to focus on damaging Gorillon. |
Boss2 – Thunder Gull
THUNDER
GULL |
THUNDER BLAST (CR) >> Thunder Gull will raise his hand while on the ground and
fire a large ball of lightning at you.
Jump over to avoid. LIGHTNING STREAM (HD) >> If you are beneath of Thunder Gull while
he’s flying he’ll rear back and fire a pillar of lightning down that will
drain a good bit of life from you. BALL LIGHTNING (CR) >> While flying, he’ll fire a ball of
lightning that floats down towards you. SKY BLAST (HD/PU) >> While Flying, you'll see Thunder Gull fly off of the top of
the screen. He'll come flying across the top of the screen from one
side or another while firing a hefty bolt of lightning at the ground.
Be ready to dash left/right to avoid this, and if you have the dash+
enhancement it'll help that much more. FLIGHT (CR) >>
Thunder Gull frequently takes to the skies to deliver the majority of his
attacks. Watch out for when he
descends since he aims to land on you. |
X >>
While Thunder Gull is on the ground, fire at him from a medium distance so
you have time to react to his Thunder Blast’s. Once Thunder Gull takes to the sky go on
the defensive until he comes back into range.
If you have the Jump+ enhancement, you can hit Thunder Gull while he’s
flying with a Max Buster shot. If you
have the Ground Surge ability, close in on Thunder Gull when he’s on the
ground to hit him with it. Weakness = Ground Surge Gains = Thunder Blast |
Zero >>
While performing the usual berserk hacking away with Zero, take care to avoid
Thunder Gull in the air. If you have
the Jump+ enhancement you can hack away at him while he’s airborn
by slashing at the peak of your jump. Gains = Dash +1 |
Delia >>
Stay in close with Thunder Gull and swing away. Pay good attention to Thunder Gull while
slashing so you can take a hop over his Thunder Blasts. Only pull back when he takes to the sky,
unless you have the Jump+ item since you can jump up and hit him with it. Slam him with an Omni-Strike when you have
the energy. |
Plague
>> As usual in many boss fights, Plague can approach this fight in two
ways. If your timing sucks, you can
fire on Thunder Gull from a distance so you have time to jump his Thunder
Blasts. If you have the Jump+
enhancement you can hit Thunder Gull with a Max Buster shot. If you are good on your timing, you can
stay next to Thunder Gull and slash away at him to cause major damage. Fuse if you have the energy or want to
fight Thunder Gull in the air. |
SiC
>> Pelt Thunder Gull from a medium distance so you get optimum hits
with SiC’s rapid fire and have time to react to his
Thunder Blasts. If you have a good
chunk of energy, stick close to Thunder Gull while he’s on the ground and
stack a few Flame Zone’s on him. While
he’s in the air, you can still jump and hit him with a Flame Zone. When Thunder Gull goes to land from flying,
try to leave a Flame Zone there for him. |
SiN >> Stay close and chomp away while using your Power Pellets to
become immune to his attacks. When he
takes to the air, avoid him and recharge your energy so you can use more
Power Pellets. If you have the Jump+
enhancement then you can hop up and take a bite out of him in the air. |
Boss3 – Terra Drake
TERRA
DRAKE |
TERRA PUNCH (CR) >> Terra Drake will raise his fist above his head and then
slam it on the ground causing boulders to rain from above. TERRA KICK (HD/PU) >> When you see Terra Drake rear back his foot and kick at
you, be ready to jump over the ensuing wave.
If you get caught, try to jump as soon as possible or else you’ll be
dragged with it taking more and more damage. TERRA BUSTER (CR/DF) >> Terra Drake will drop to a knee and unload
his arm cannon at you. He’ll usually fire
several shots that can be jumped over. GROUND SURGE (HD) >> This is Terra Drake’s primary form of attack. He’ll jump high into the air and perform a
drop either straight down or on a diagonal depending on where you are. When he lands, a shockwave of stone will
erupt with can lead to heavy damage if you are close to the spot he landed
at. |
X >>
Try to keep a medium distance against Terra Drake so you have time to react
when he fires his buster or uses his Terra Kick ability. Be careful of his Ground Surge since he’ll
frequently come down on diagonals while you’re at a distance which can lead
to being cornered against a wall. If
you have Rebound Shot, then unload with that instead of normal buster shots. Weakness = Rebound Shot Gains = Ground Surge |
Zero >>
Stay in close and swing away, but be especially careful to dodge his Terra
Kick since it’ll deal ridiculous damage and push you out of hacking range. If you have the Shot Cutter ability, stand
next to Terra Drake and jump continuously while slashing like a loon to
easily get the best of him. Gains = Standing +1 |
Delia >>
Stay within slashing distance of Terra Drake as much as possible since Delia’s
saber can negate his buster shots.
When he’s not using his Terra Kick ability, unleash an Omni-Strike if
you have the energy for it. When he
leaps to perform his Ground Surge, dash away/under him just beyond the spread
of the ground surge so you can easily get back into melee with him. The biggest threat to Delia’s strategy is
being caught off guard by his Terra Kick (as it is for all character’s). |
Plague
>> Keep a medium distance away from Terra Drake and pelt him with your
buster. Hitting him with your swords
can prove very dangerous if you’re caught by his Terra Kick ability. When you have the energy, Fure and fire at him madly while staying just above the
height his Terra Kick can reach you. |
SiC
>> Keep at medium distance and rapid fire at him like crazy. Dash away/under him when he jumps for his
Ground Surge. If he is going to land
where you are, leave a Flame Zone as a present for him. Mostly, just be sure to avoid his Terra
Kick. |
SiN >> Stay in close and attack madly at him while using your Power
Pellet’s to become immune to his attacks.
Go on the defensive to recharge your energy so you can use more Power
Pellets if need be. While in close
with no Power Pellets, beware of his Terra Kick ability. |
Boss4 – Ram Knight
RAM
KNIGHT |
RAM DASH (HD/PU) >> Ram Knight will crouch slightly and then charge forward
trying to crush you against the wall.
Jump on the closest wall and then leap over him to reach safety. KNIGHT SWORD (CR) >> If you are in close when Ram Knight draws his sword, he’ll
rear back and deliver an incredibly powerful overhead chop dealing insane
damage. If you remain in close he’s
liable to deliver several more to send you to an early grave. KNIGHT DROP (CR) >> When you see Ram Knight leap off the top of the screen, dash
quickly away from your current position.
Shortly after he goes off the top of the screen, he’ll fall down on
your position while trying to run his sword through your head. When he lands, his sword will be drawn and he
may use either his Knight Sword or Sword Boomerang attacks. SWORD BOOMERANG (HD) >> While his sword is drawn, Ram Knight will
throw it at you if you are keeping a distance from him. It’ll chase you around the screen and drain
your health while it’s in contact. Dash
away or climb the walls to avoid it. |
X >>
The usual X strategy. Keep at medium
distance and light him up (using the Volcanic Cannon if you have it). Retreat when he uses his Sword Boomerang
and dash away when he uses his Knight Drop.
Head for a wall when he performs his Ram Dash. Weakness = Volcanic Cannon Gains = Ram Dash |
Zero >>
This is a dangerous fight for Zero since Ram Knight’s sword can cleave off over
half a life bar in one hit. The best
strategy is to wait for Ram Knight to use his Sword Boomerang, then dash in
on him and slash at him a few times as he recovers his sword. ). Dash
away when he uses his Knight Drop, and head for a wall when he performs his
Ram Dash. Gains = Blitz |
Delia >>
This fight requires patience to get by safely with Delia. Be on the defensive until Ram Knight uses
his Sword Boomerang, then dash in and smack him with an Omni-Strike and run away
like hell. |
Plague
>> This is one fight where Plague definitely doesn’t want to rely
heavily on his Dual Swords since Ram Knight’s sword hits waaaaay
harder. Pepper him from a distance
while taking care to dodge his Knight Drop, Ram Dash, and Sword Boomerang. While Fused, stay away from him will peppering
him with Fused Shots. Simply fly
straight up to avoid his Sword Boomerang and Ram Dash, but watch out for his
Knight Drop. |
SiC
>> Keep a healthy distance from Ram Knight while taking full advantage
of your Rapid Fire ability. When Ram
Knight uses his Ram Dash, drop Flame Zone’s in his path as you dash for a
wall to hop over him. Go retreat
whenever he uses his Knight Drop or Sword Boomerang. |
SiN >> This fight is a piece of cake provided Sin has energy for
his Power Pellet’s. Since being in
close with Ram Knight can lead to a swift and violent death, try to avoid closing
to attack while not invincible. The
only exception to this is when Ram Knight uses his Sword Boomerang since he’s
vulnerable for a moment after recovering his sword. |
Boss5 – Harbor Serpent
HARBOR
SERPENT |
FROST BLAST (HD) >> Harbor Serpent will coil himself and hold still for a
moment before unleashing this attack.
When he does so, jump to a new platform away from him quickly or you’ll
be hurt badly. FROST SPIKE (CR) >> When Harbor Serpent snaps at you, it’ll trigger a ice bullet
to fly at you from behind him. Be
careful about this since the attack may take a moment before it reaches you. SERPENT DIVE (CR) >> Harbor Serpent will jump up off of the screen and then dive
back down at you. Simply move from
your current position to dodge. FROST WAVE (HD) >> Harbor Serpent will jump up off of the screen and quickly
fly across the top of the screen from left or right while dropping blocks of
ice. Dodge this attack by positioning
yourself perfectly in between the ice blocks or by doing a dash jump towards
Harbor Serpent. *Note: You can only hit Harbor Serpent with Crusher’s
when his entire body on the screen such as when he uses his Serpent Dive or
Frost Wave abilities. |
X >> Weakness = Vine Strike Gains = Frost Shield |
Zero >> Gains = Sword Barrier |
Delia >> |
Plague
>> |
SiC
>> |
SiN >> |
Boss6 – Volcano Drake
VOLCANO
DRAKE |
MAGMA BUSTER (CR) >> Volcano Drake will raise his buster arm and fire off magma
shots aimed at you. Stay in real close
to him to dodge this easily. MAGMA WAVE (HD/PU) >> Volcano Drake will raise his fist in front of him for a
moment before launching one or more tall magma waves. Magma Waves deal lots of damage quickly and
push you away from Volcano Drake so hurry to a wall to jump over them. MAGMA STORM (CR) >> Volcano Drake will aim his buster arm at the sky and fire off
three small magma shots which will then rain down around you. POUNCE (CR) >>
You’ll see Volcano Drake crouch before he does this move. Stay a few paces away from him or high on a
wall to avoid this. |
X >> Weakness = Frost Shield Gains = Volcanic Cannon |
Zero >> Gains = Standing +1 |
Delia >> |
Plague
>> |
SiC
>> |
SiN >> |
Boss7 – Loco Leaper
LOCO
LEAPER |
LOCO LEAP (CR) >> TOAD TONGUE (CR) >> TOAD SPIT (CR/DF) >> REBOUND SHOT (CR) >> |
X >> Weakness = Ram Dash Gains = Rebound Shot |
Zero >> Gains = Jump/Wall/Climb +1 |
Delia >> |
Plague
>> |
SiC
>> |
SiN >> |
Boss8 – Tsunami Drake
TSUNAMI
DRAKE |
GEYSER CANNON (HD/HZ) >> GEYSER BLAST (HD) >> TSUNAMI BUSTER (CR) >> TELEPORT (CR) >> TSUNAMI RAIN (ED/DF) >> |
X >> Weakness = Thunder Blast Gains = Geyser Cannon |
Zero >> Gains = Shot Cutter |
Delia >> |
Plague
>> |
SiC
>> |
SiN >> |
Boss9 – Heavy Metal : Final Boss 1
MEGA
TANK |
IRON BLITZ (CR) >> SOLAR CANNON (CR) >> HELLFIRE MISSILES (HD) >> |
X >> Weakness = Frost Shield |
Zero >> |
Delia >> |
Plague
>> |
SiC
>> |
SiN >> |
BossA – The Return : Final Boss 2
RANGDA
BANGDA EX |
YELLOW EYE SHOT (CR/DF) >> RED EYE SHOT (CR) >> PURPLE EYE SHOT (HD) >> BLUE EYE SHOT (HD) >> NOSE SLAM (CR/ED/CD) >> |
X >> Weakness = Rebound Shot |
Zero >> |
Delia >> |
Plague
>> |
SiC
>> |
SiN >> |
BossB – Memories : Final Boss 3
GOLIATH
MK-V |
DARK PLASMA CANNON (HD/ED) >> DARK PLASMA GATLING (CR) >> DARK PLASMA SPHERES (CR) >> GOLIATH CHARGE (CR) >> *Note: Beware of this bosses teleporting ability
which it frequently uses to keep a distance from you. |
X >> Weakness = Ram Dash |
Zero >> |
Delia >> |
Plague
>> |
SiC
>> |
SiN >> |
BossC – Destructive Power : Final Boss 4
FUSION
DRAKE |
INFERNO BLAST (HD) >> AQUA BLAST (HD/ED/PU) >> STONE BLAST (CR) >> FUSION RAY (HD/ED/PU) >> |
X >> Weakness = Thunder Blast |
Zero >> |
Delia >> |
Plague
>> |
SiC
>> |
SiN >> |
BossD – Final Stand Against Darkness : Story
Boss X/Zero
VILE
NEXT |
NIGHTMARE BUSTER (CR) >> APOCALYPSE CANNON (HD/ED/PU) >> APOCALYPSE RAIN (HD/ED) >> BOOSTER RUSH (CR) >> |
X >> Weakness = None |
Zero >> |
Delia >> |
Plague
>> |
SiC
>> |
SiN >> |
BossE – Showdown of the Goddesses : Story
Boss Delia
TIAMAT |
MAGNETIC CANNON (CR/ED) >> MAGNETIC SHOT (CR/DF) >> AGONY BLAST (HD/ED) >> BREATH OF DESPAIR (HD/ED) >> |
X >> Weakness = None |
Zero >> |
Delia >> |
Plague
>> |
SiC
>> |
SiN >> |
BossF – Conflict of Worlds : Story Boss SiC/SiN
LINK,
TOAD, and MEGA MAN |
LINK MASTER SWORD (CR) >> TRI-FORCE (HD/ED/HZ) >> BOMB (HD/PU) >> SHIELD >>
When Link raises his shield, he becomes guarded and only attacks that can harm
a defending enemy will work. FAIRY >>
Link uses this to recover a large chunk of his life. TOAD BASEBALL BAT (CR) >> STAR POWER (HD/ED/HZ) >> FIRE POWER (CR/DF) >> MUSHROOM POWER >> Toad uses this to recover a large chunk of his life. FLIP KICK (CR) >> MEGA MAN MIN SHOT (CR/DF) >> MID SHOT (CR)
>> MAX SHOT (CR/HZ) >> ENERGY TANK (??) >> Mega Man uses this to recover a large chunk of his life. *Note: Touching the boss does not cause damage to
you, use this to your full advantage. |
X >> Weakness = None |
Zero >> |
Delia >> |
Plague
>> |
SiC
>> |
SiN >> |
BossG – The Great King : Story Boss Plague
THE
GREAT KING |
MAVERICK KING BUSTER (CR) >> MAVERICK KING SWORD (HD/ED) >> ANNIHILATION BREATH (HD/ED/HZ) >> |
X >> Weakness = None |
Zero >> |
Delia >> |
Plague
>> |
SiC
>> |
SiN >> |
BossH – The Heroic Legend : Hidden Boss 1
?!
THE HEROIC LEGEND ?! |
POWER KICK (CR) >> ?? FINAL FLASH (ED/HZ/??) >> ?? AIRE TAM STORM (HD/ED/HZ/PU) >> ?? VESTIGE OF POWER (HD/ED/CD/HZ/PU/??) >> ?? *Note: This is only a very small portion of what it
can do!!! |
X >>
?? Weakness = None |
Zero >>
?? |
Delia >>
?? |
Plague
>> ?? |
SiC
>> ?? |
SiN >> ?? |
BossI – The Power Beyond Comprehension :
Hidden Boss 2
?!
THE POWER BEYOND COMPREHENSION ?! |
MIGHTY STRIKE (CR/PU) >> TELEPORT >> COUNTERATTACK >> SMALL ENERGY BOLT (HD/PU) >> RESPECT >> FINAL CRUSHER (HD/ED/CD/HZ/??) >> *Note: This is only a very small portion of what it
can do!!! |
X >>
?? Weakness = None |
Zero >>
?? |
Delia >>
?? |
Plague
>> ?? |
SiC
>> ?? |
SiN >> ?? |