To skip all of the title art, guide info, and other not Megaman Zero 2 related
things, hit Ctrl + F and type in START HERE and hit enter
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Guide Written By: LeiTauM ([email protected])
Last Updated: 03/10/2005
Size: 130.00 KB
I put some codes so you can easy "surf" on the guide! ^^
just copy (ctrl+C) then crtl+F to look for the code in the page then paste
there (crtl+V) and enter... yeah easy right?
The Table Of Contents...............................................(MZ2.00.00)
-Missions / Recommended Order...................................(MZ2.02.03)
-Sand Wilderness stage (Opening)................................(MZ2.03.01)
-Forest of Dysis (Hyleg Ourobockle).............................(MZ2.03.02)
-Computer Zone (Poler Kamrous)..................................(MZ2.03.03)
-Neo Arcadia Train (Panter Flauclaws)...........................(MZ2.03.04)
-Power Room (Phoenix Magnion)...................................(MZ2.03.05)
-Assault on Neo Arcadia.........................................(MZ2.03.06)
-Aerial Assault (Kuwagust Anchus)...............................(MZ2.03.07)
-Forest of Notus (Burble Hekelot)...............................(MZ2.03.08)
-Computer Zone 2 (Leviathian)...................................(MZ2.03.09)
-Crystal Cave (Harpuia).........................................(MZ2.03.10)
-Shuttle Factory (Fefnir).......................................(MZ2.03.11)
-Neo Arcadia Entrance...........................................(MZ2.03.12)
-Temple of Flame................................................(MZ2.03.13)
-Temple of Ice..................................................(MZ2.03.14)
-Temple of Wind.................................................(MZ2.03.15)
-Weapons & Elements.............................................(MZ2.03.01)
-Secrets and Tips...............................................(MZ2.03.05)
-Disclaimer/Legal Information ...................................(MZ2.06.01)
Game Information ([GI].01.01)
Game Controls ([GI].01.02)
Release Date (In US): 10/14/2003
Platform: Game boy Advanced
Genre: Action - Platformer
Rating: "E" for Everyone!
I will just put the initial controls of course you can change it in the game.
/`__R_.-"` ____________________ `"-.__L__`\
|` _ | ________________ | *Power `|
| _|^|_ | | | | |
| |< >| | | Megaman | | (B) (A) |
| "|v|" | | | | |
| " | | Zero 1 | | |
| Start() | | | | ***** |
| Select() | |________________| | ***** |
| | GAMEBOY ADVANCE | ***** |
\ \__________________/ /
| | | |
| | Megaman | |
| | Zero 1 | |
| | | |
| | | |
| |________________| |
| |GAMEBOYadvanceSP| |
| ------------------ |
|_|________|_______|_| <----- L & R Buttons
| _ o |
| _|^|_ |
| |< >| (A) |
| "|V|" (B) |
| " |
| ;;;; |
| ;;;; |
| select start |
| O O |
A = Jump, the longer you hold it, higher you will get.
B = Main weapon, Press it to use your main weapon.(Hold it to charge
L = Dash, press it to dash -.-". changes the page of the menu.
R = Changes the page of the menu. R+B use the sub weapon.
START = Brings up the menu.
SELECT = Nothing.
^ = nothing... well you can direct the rod.
> = walks to the right.
< = walks to the left.
V = nothing... yeah the rod again.
Menu Guide (MZ2.02.02)
Missions / Recommended Order (MZ2.02.03)
Megaman Zero is a new type of game in the Megaman series. You play as Zero,
and Megaman X is long gone...or not. In the previous game, X helped Zero in the
form of a spirit Cyber-Elf as Zero battled Neo Arcadia, who's leader was a
pirated copy of X. This is another chapter in Zero's tales.
It has been a year since Zero chose a different path from Ciel...
He still fights against Neo Arcadia. But these battles have lost meaning for
him. Zero knows that to find his purpose, he should find Ciel and the other
I will explain the menu here and how itís used.
First Screen: Zero's Status
At the lower left, you will notice Zero's Energy bar, lives and Rank
At the upper Right you will notice Zero's Energeen crystals collected at the
His Rank Title right above, and his Game play hours at the top.
In the Upper left to the Lower right are his weapons/elementals/elf's menus.
The top one is his weapon selections
the one below is his Sub weapon selection
The one below that is his Elemental selection
the below that is to use the elf's you selected when talking to Ciel on what
elf's you want to have.
the one below that is used after completing a mission.
When completing a mission, you can choose to revisit that stage,
however if you don't feel like going through the whole stage again, simply
choose the bottom option in this
menu and you will exit that stage.
Kind of like the EXIT item in the MMX games.
If you press R. You will get to the Forms and EX-Skills section.
It is here you can select your form and EX-Ability's.
In the right side of the menu, you will see a explanation of each form and
Pressing R again will take you to the Controls section
Pick your favorite choice of controls.
I use A for the top setting and B for the lower setting.
Press R one last time to see the elves menu. Here you can see the elves you
have collected so far
and an explanation of each elf on the right side of the screen.
That's it for the explanation. Hope it helped you.
Missions / Recommended Order........................................(MZ2.02.03)
While in Mega Man Zero 2, the stage select does not operate in the same fashion
as those of the Classic and X Series games, they do allow you to choose, for
the most part, what order you take on the missions. They also do not proceed in
any set "loop pattern", so it's a bit tough to gauge what you should do. Here's
a quick recommended order to tackle them in, though. Note that the only times
you can "choose" are during the two segments notated as "Stage Select".
Area Name Part of Game Boss Name Weak To
========= ============ ========= =======
01. Sand Wilderness -------- Intro Stage -------- Mecha Scorpia ---- Neutral
02. Forest of Dysis -------- Stage Select 1 ----- Hyleg Ourobockle - Neutral
03. Entrance of C.F. ------- Stage Select 1 ----- Poler Kamrous ---- Fire
04. Train ------------------ Stage Select 1 ----- Panter Flauclaws - Ice
05. Power Room ------------- Stage Select 1 ----- Phoenix Magnion -- Thunder
06. Residential Area ------- Neo Arcadia Strike - Golem Trio ------- 3x Element
07. Stop the Bomb ---------- Neo Arcadia Strike - Kuwagust Anchus -- Ice
08. Forest of Notus -------- Stage Select 2 ----- Burble Hekelot --- Neutral
09. Computer Zone 2 -------- Stage Select 2 ----- Leviathian ------- Fire
10. Crystal Cave ----------- Stage Select 2 ----- Harpuia ---------- Ice
11. Shuttle Factory -------- Stage Select 2 ----- Fefnir ----------- Thunder
12. Neo Arcadia Entrance --- Final Assault ------ R.D. Mk.II* ------ Neutral
13. Temple of Flame -------- Final Assault ------ Fefnir SP -------- Thunder
14. Temple of Ice ---------- Final Assault ------ Leviathian SP ---- Fire
15. Temple of Wind --------- Final Assault ------ Harpuia SP ------- Ice
16. Neo Arcadia Core ------- Final Assault ------ Elpizo ----------- Neutral
*Rainbow Devil Mk.II
You are scored on your performance in each mission, according to a specific set
of grading criteria. Your subsequent rank is then determined from the various
points that you earn throughout the course of the stage you were just in.
Here's a quick breakdown of the grading categories:
Mission (20 points) - This category is concerned with whether or not you
completed all the mission objectives. Sometimes there is more to do than
simply defeat the boss. For example, if you're on a rescue mission, you'll
actually need to rescue your comrades to get the points.
Clear Time (20 points) - Are you speedy or are you a slowpoke? This category
deals with how long it took you to clear the level. All levels have a time
limit if you're trying to maintain an S-Rank. For details on this, see Secrets
Enemy (15 points) - This one deals with how many enemies you killed. Generally,
the more you kill, the higher your score. Just like the time category, you
have a minimum number of kills to achieve if going for S-Rank.
Damage (15 points) - How much damage you took is a big factor here. If you got
Zero beaten up a lot, you'll lose heavy here. Try not to get hit as much as
Retry (15 points) - Like Damage, you lose big if you die during a mission. You
earn the whole 15 points when you make it through a mission without losing a
Elf (15 points) - It's sort of ironic that the game penalizes you for using
your "upgrade" items, isn't it? Oh well, no one said Mega Man Zero was an easy
series. Be very careful if you use an Elf that has permanent effects; your
grade in this category will continue to stay low if you do so. Not using any
Elves nets you the full 15 points.
These categories are nice and all, but what exactly determines your rank?
Adding up all your points, of course. Here's the grading scale breakdown.
Rank Point Score
S 96-100 points
A 86-95 points
B 76-85 points
C 66-75 points
D 56-65 points
E 46-55 points
F 0-45 points
And that about determines the ranking system for Zero 2. Now on with the rest
of the feature descriptions.
Sand Wilderness stage (Opening) (MZ2.03.01)
Forest of Dysis (Hyleg Ourobockle) (MZ2.03.02)
Computer Zone (Poler Kamrous) (MZ2.03.03)
Neo Arcadia Train (Panter Flauclaws) (MZ2.03.04)
Power Room (Phoenix Magnion) (MZ2.03.05)
Assault on Neo Arcadia (MZ2.03.06)
Aerial Assault (Kuwagust Anchus) (MZ2.03.07)
Forest of Notus (Burble Hekelot) (MZ2.03.08)
Computer Zone 2 (Leviathian) (MZ2.03.09)
Crystal Cave (Harpuia) (MZ2.03.10)
Shuttle Factory (Fefnir) (MZ2.03.11)
Neo Arcadia Entrance (MZ2.03.12)
Temple of Flame (MZ2.03.13)
Temple of Ice (MZ2.03.14)
Temple of Wind (MZ2.03.15)
Final Stage (MZ2.03.16)
Sand Wilderness stage (Opening).....................................(MZ2.03.01)
The game begins as Zero is wandering his way through the desert, weary,
damaged, and trying to locate the Resistance Base. Suddenly, a massive group of
Pantheons arrive to attack our beleagured hero. As you start off in the
mission, chop up a couple of them if you want, but there'll be a steady flood
from the left, so start moving to the right. or this section, the Z-Saber is
recommended. Head to the right, being careful of where you jump so you avoid
the Shaballs (defeat 5 of these to earn yourself the Cyber Elf [Itemeter], and
earn [M-orina] by destroying 5 of the Shabo-Roller enemies). Before long,
You'll find yourself at the first mini-boss, a Golem Type-E.
|Golem Type-E strategy|
You've faced Golems before, but not elemental ones. This one is, obviously an
elec-element one. Watch his pattern of movement to learn how to beat him. When
his hands that are closest to the left side of the screen glow, get as far away
as you can, and when his hands closer to the right light up, move in close to
the Golem. Any time you get in close, jump and slash at the head to bring it
Just past the Golem, there are two conveniently-placed Pantheons. Respawn them
to refill your life meter if needed, then move on. Just ahead, you'll run into
another Golem Type-E, this time you'll have to adjust your attack since there
are pits in the battlefield.Defeat it and you'll earn the Cyber Elf [Stoccam].
Continue moving onward, defeating the flying Conoroids in the sky. They tend to
dive in on your location, so use jumping slashes to take them out (destroying 5
of them nets you the Cyber Elf [Birwin] as a reward).
Continue to the right; you'll soon run into sections of collapsing floors. Use
your wall jump to quickly scale the walls. There's a short pit ahead that
contains a 1-Up if you want to try for that as well, then continue on along the
main path. Just before this section ends, you can score another Cyber Elf
[Arnue] by sliding down one of the platforms to expose the alcove. Just make
sure you dash jump out and hook back to the right to make it out safely. At the
end of this area, you'll hit a straightaway; just continue running until you
meet the stage boss.
#Mecha Scorpia strategy#
Mecha Scorpia is fairly simple - stay to the far right side of the screen and
run away. When he fires his blade at you (you can tell he's preparing because
it will turn red), jump over it and slash his face with your Saber. He'll
sometimes make holes in the floor with his tail before firing the blade, and
this creates the minor challenge of making sure you don't fall in the hole as
you attack. Just jump over it if it's nearby. Most of the time he'll roll over
it himself before you get there, removing it as a threat. Keep attacking at the
right opportunity and this simple boss will be destroyed.
Shortly after defeating the Scorpion, Zero will collapse, presumably from
exhaustion since he's spent the last year wandering on his own and constantly
fighting the remnants of Neo Arcadia. Your good friend Harpuia stops by, and
after a more-than-vague quote, seem-ingly drops you off by the Resistance Base,
where Ciel will nurse you back to health. A lot of other stuff will happen,
including the introduction of Elpizo, the new passive-agressive leader of the
Resistance, and other stuff. Run to Cerveau's lab and pick up the Chain Rod and
Shield Boomerang, then return to the hall, where you'll locate the long-overdue
Stage Select. Before taking on any missions, choose to speak to the Operator,
and head back to the Sand Wilderness. Spend some time here leveling up your
weapons and collecting Cyber Elves you missed the first time (in fact, this is
a good habit to get into if trying to keep a high rank, since returning to any
completed stage doesn't affect your rank at all). Once your Saber's at least
leveled up to being able to charge, exit and take on Hyleg Ourobockle's stage.
Forest of Dysis (Hyleg Ourobockle)..................................(MZ2.03.02)
This level basically introduces you to the uses of the Chain Rod, so it's a
good idea to get proficient with it now. For the first part, equip the Buster
so you're able to better deal with the Saranet enemies that hover in the air
(you'll get the Cyber Elf [Beeshot] by destroying 10 of these). Leap over the
Poplans that poke out of the ground, for you can't destroy them just yet.
Continue heading through until you reach some trees. You can use a ledge in the
second tree to the left and nab the Cyber Elf [Ashiro]. Once you have the Fire
Chip with you, you can return to this approximate area and burn away the
foliage, revealing a path to the other Cyber Elf here, [Yeppie]. Continue on to
the right; you'll eventually reach a section that you can't cross on your own.
Use the Chain Rod like a Grappling Beam, and swing off one of the stationary
enemies to reach the other side safely. As you make your way up the cliff face,
you'll deal with Hammer Pantheons; these are somewhat reminiscent of those old
X Series enemies that hurled their mace chains at you. Jump to avoid the
chains, and try to take them out with the Z-Saber. Once up top, you'll head
into the actual jungle base area. Just inside, dash jump off the edge and
execute a mid-air Chain Rod maneuver to grapple across the ceiling to find the
Cyber Elf [Kereff] hidden from view on a far ledge. Drop down and continue
through until you reach a gate.
This mini-boss is far less threatening than it appears at first. Your target is
the eye, so use your Buster and fire shots off at it. Occasionally, Pinofeil
will create explosive energy balls; destroy these with the Buster as well. An
alternate method to attacking this mini-boss is to use the Chain Rod and latch
onto the small section below the eye - doing so will extend a plank of sorts.
Leap onto it and slash away, only being mindful that the plank is retracting.
When the room floods, the energy balls will change their angle, but it also
becomes a bit easier to dodge. Simply continue attacking in this manner until
Pinofeil falls, thus earning yourself the Cyber Elf [Putick].
If you want lots of Energen Crystals, slide down the left side of the now-empty
chamber to find a veritable cache of goodies. When you're done, continue on
through the stage. You'll start finding blocks you can pull with the Chain Rod;
doing so can open up some new passages (for kicks, try pulling some of the
Pantheons into the spike pits). This area is also where your lost comrades are.
The first one is after your first set of spike pits, the second is on the other
side of the ledge from the first. The third one is cunningly hidden behind a
Chain Rod block. Tug it out of place, and talk to him to send him home.
Down a little ways from here is another Chain Rod block. Pull it out and onto
the spikes to give yourself standing room, then grapple off the ceiling and to
the left to locate the Sub-Tank. Kind of nice not having to use one of the
blasted Elves for this, eh?
As you move on through the level, you'll run into a section where the ceiling
is crashing down. Not good. Once more, use the Chain Rod to tug a block into
position to use as a handy stepping stone. From here, make the jump to the
other side, and you'll soon run into the fourth lost soldier. Talk to him, then
continue on your way. When you climb up and reach the boss gate, don't go in;
instead, leap to the other side of the ledge and use the Chain Rod once more to
pull the block nearby down the next pit. Drop down onto your new foothold and
talk to the last soldier, thus ensuring a complete mission score.
Nice, isn't it? Now head back to the boss gate.
#Hyleg Ourobockle strategy#
This boss is fairly easy, and should probably be the first one you take on. Try
to have your Z-Saber at Level 3 or higher, and hack away at him with charged
slashes. Dash-jump to avoid his mini-snakes, and destroy the "slinkies" that he
sends down the ramp he sometimes creates. If you slash at him with a Level 3
strike, he may not even get a chance to use some of those attacks. Note that
Hyleg has the ability to rearrange the blocks you are standing on. Following
the "slinky" attack, he may reconfigure them into a cage pattern and try to
shoot a laser in between them. Quickly ascend to his level and strike him
several times. Always be mindful on how the blocks move when he shifts them -
otherwise you may find yourself with no solid ground.
After defeating the boss, X appears to you in his Cyber-Elf form to give you
information regarding the baby elf that the Resistance soldier made off with
prior to your battle. He tells you about the Dark Elf, and Ciel's computer back
at the base can provide you with more historical info. Return to the base,
check it out, then do a little exploring since you can visit the other floors
now. Head to the fifth floor once you do, and take the ladder going to top of
the right-hand watchtower. Talk to the guard there to gain the Cyber Elf
[Mikilar], then back out on the roof, go to the lefthand watchtower. Stand on
the gun turret there, and press Down + Jump to drop into a passage where the
Elf [Pireff] awaits. Now return to the third floor and talk to Andrew. Make
sure you pay attention; you'll be quizzed later on these events. Finally, go to
the first floor and head into the supply room on the right. Just inside is
another Cyber Elf, [Iteroth]. Now you can go back to the Control Room, where
you should head to Kamrous' stage next (the polar bear).
Computer Zone (Poler Kamrous).......................................(MZ2.03.03)
The beginning of this stage is done over precarious ice ledges. Dash jump from
ledge to ledge to safely make it across, picking up the Cyber-Elf [Ishilar]
along the way. At the end, take out the Shield Boomerang and use it to deflect
the shots from the Panel Cannons; this is the easiest method of eliminating
these enemies. Drop into the second pool of water and cross along the bottom,
watching out for the various enemies as well as the spikes. Take out five of
the Giangor to pick up the Cyber-Elf [Stickie], then continue to head inside
the base area. Here, there's a semi-threat in the form of the ice jets - if you
get hit by their release,you'll get frozen solid. Hit buttons to break free,
and continue on your way if you do get frozen up. The pipes and other surfaces
here are slippery, and you can't cling to them, so be careful as you make your
way through. Eventually, you'll reach a cooling unit.Destroy the black box and
proceed. The second unit is in the next pit, to the right. Head back on the
main path now, and you'll soon run into the stage mini-boss.
|Golem Type-I strategy|
This is another elemental variant of the Golem, this one obviously an ice
element. You don't have the Fire chip yet, so charged slashes will have to
suffice for now. Just like the other Golem, you can predict its attacks by
watching its movements. If it swings its arms in a wave pattern, it'll fire off
a wave of ice spikes, but your Z-Saber is more than enough to eliminate these
from hitting you. Its other attack is a giant snowball that rolls towards you.
Just use the curvature of the room to get enough height to dash jump over it.
Lastly, the Golem will attempt to corner you; dash under it while constantly
raining down Z-Saber goodness upon it to bring it down. Upon its defeat, you'll
gain the Cyber-Elf [Hafmardo].
As you exit the Golem chamber, head up the ramp, then dash jump off the
stairway, using the Chain Rod diagonally to hit the little capsule up on that
ledge above you. Hit it, then wander around the area for a while until the
Cyber-Elf [Fuppie] floats down to you. The next part of the stage consists of
ladder climbing, and lots of Pantheon encounters. Head up the ladders while
fending off the twisted clones of X, take out the nearby Panel Cannon with your
S. Boomerang, then use the Chain Rod to reach the platform above you,where the
third cooling unit sits waiting to be destroyed. After clearing the ramp area
of the enemies, get a running start and use the Chain Rod to grapple into the
ceiling. Swing back and forth until you get the distance you need to make a
dashing jump to the ledge where the Cyber-Elf [Acool] is hidden. Now keep
heading up and left, using the Chain Rod once more to grapple to a ledge above
you. Take this ledge to the final cooling unit and destroy it, netting you the
Cyber-Elf [Fubuffa] for destroying all four units. When you reach a rather
large spike pit, use the Chain Rod to grapple across; you don't have any
traction on the ice, and thus a dash jump will land you squarely in the spikes.
The final stretch here is just a bout of enemy-destroying; keep heading right
and you'll eventually hit the boss gate.
#Poler Kamrous strategy#
This boss requires nothing more than a Buster and some patience. It helps if
your Buster is powered up to the level that it can charge, too. Stay high on
the wall waiting for Kamrous to make a pillar of ice. Either destroy the spikes
on the top, wait for him to destroy the spikes on the top (which he sometimes
does with a snowball), or just wait for him to approach. If the ice on the
pillar is destroyed, you can stand on it and be in perfect position to hit him
with 2 to 3 charged shots before you jump back on the wall and dash-jump over
him. Then go to the other wall and repeat the process. You gain the Ice Chip
for defeating this boss.
Return to the base, save, then take on the next mission with Panter Flauclaws.
Neo Arcadia Train (Panter Flauclaws)................................(MZ2.03.04)
Now this is a familiar stage... It starts off similar to the Train level from
the first game, only this one isn't timed (thankfully). From the start, drop
off to the left and slash away at the capsule holding the Cyber-Elf [Emick].
Now head back up top, and start making your way across the tops of the rail
cars. Be wary when you see the lightbars fly by; whenever you pass three of
them, you'll have to leap over the large power box that follows, or else you'll
get smacked and take hard damage. Once you're finished here, you will move
inside for a bit. Be careful as you drop down between the cars - if you miss
the small platforms, it's your life lost on the rail tracks below. Head inside
and deal with the multitudes of Pantheons and Spiking mechaniloids - defeat 10
of the Spikings to receive [Biraero] from them, then continue along your way to
the second rail car. Inside here, you'll face some Yakodroids. These annoying
robots will try to run away when you attack, but if you destroy four of them,
you'll earn Cyber-Elf [M-orapp] as a reward. Continue heading along defeating
the enemies in your path until you reach your next objective.
Here, you must protect the cargo crates from the Carryarm mechaniloids. There
are 10 crates, and you lose points for each one they successfully steal. To
make your job easier,climb to the top two and stay there. From here, you have
an excellent vantage point to execute jumping slash attacks. 32 Carryarms
later... you'll be able to head to the third rail car. Before going inside,
grab the Cyber-Elf [Clockle] from the small ledge on the left. This final train
segment leads directly to the boss gate - simply clear the enemies in your path
to reach it.
#Panter Flauclaws strategy#
Despite his intense speed, with the right timing (and helpful use of the Ice
Chip), Panter Flauclaws can go down rather easily. In fact, the only attack you
need worry about is his EX attack, where he crouches and sends volts of
electricity coursing all over one of the train cars. However, if you're not
ranked A or S, you'll never see this, so... Panter spends most of his time
leaping around between the two cars, occasionally launching attacks at you.
Some of his more prevalent ones are his plasma shot - he fires two balls
of plasma at you; his crescent shot - he launches a couple green balls that
spread outin a crescent pattern; and his spinning claw - this mostly serves as
something to keep you away. Wait until you have clear opportunities to strike,
then lash out with a charged Ice Saber to inflict heavy damage. The crucial
thing in this battle is to ensure that you don't deliver the final hit while in
the air between the two cars; if you do, Zero will immediately go static and
drop into the pit, and the win is null and void. Defeat Flauclaws to earn the
With nothing to do at the Resistance Base right now, head back there, save if
you want, maybe use some Energen Crystals to feed some Elves, then head back to
the Control Room to take on the final mission of the first four, Phoenix
Power Room (Phoenix Magnion)........................................(MZ2.03.05)
This stage is extremely long, fairly tough, and just seems like everything is
being thrown at you all at once. The power plant itself is a gigantic twisting
complex, so try not to get lost. From the start, you face off against some
Tellybombs that emerge from the back wall (yeah, they had to make it to another
series, didn't they?), only this time, when you hit them, they go flying in the
direction you hit them in. Destroying four of these enemies nets you the
Cyber-Elf [Bomphew] as well. From close to your starting point,lure one to the
wall where the Cyber-Elf is, then slash at the mechaniloid so that it hits the
wall and blows it up, giving you clear access to reach [Stoctus]. Get used to
this now, there are a lot of areas where you need to knock these enemies around
in order to progress. Continue heading through the area on the main path, then
stop when you reach the pink platform. Wait for a Tellybomb to float close to
you, maneuver it so it's right near the pink ledge, then use the Chain Rod to
hit it from below, sending it spiraling towards the ceiling. And guess what?
Doing so blows a hole in the ceiling, through which you can dash jump into and
claim the hidden Cyber-Elf [Grandie]. From here, going up the ladder leads to a
mini-boss named Gazameil. If you want to fight it, go ahead, but you can
actually skip it. A strategy will be provided here anyway, though.
This gigantic crab mechaniloid is a real pain. Stay level with its head, and
fire off charged Buster or Chain Rod shots to deal damage as well as destroy
any bubbles it shoots at you. The best times to hit it are when it tries to
close in on you; just repeatedly hit with the Chain Rod to cause damage. If it
flies up to the top, drop off the ladder and get to the bottom as quick as
possible; otherwise the oncoming attack is impossible to dodge. Keep attacking
it and eventually it'll go down.
From where you were, head along the pink ledge and continue heading right to
reach a door leading to a power generator. Its defenses are fairly simple, and
you can actually get into a safe spot near the center to avoid its shots. From
here, simply fire the Chain Rod upwards repeatedly until it's destroyed. You
also get the Cyber-Elf [Beelanch] upon destroying this one. As you continue
making your way through the stage, you'll start running into lava pits, spiked
walls, all sorts of fun stuff. You can actually destroy the spikes by swatting
some Tellybombs, which is actually the only way of crossing some of them.
Continue heading to the right until you reach the door leading to the second
power generator. Defeat this one the same as before, then head right and climb
the ladder. There's a sealed off area that you need to destroy with a Tellybomb
explosion, so send one flying towards the blue wall, then dash jump into the
new opening. Take out the Pantheons you run into, and swat the Tellybombs
around to clear paths for yourself. The last lava pit holds a hidden Cyber Elf;
to reach this very tricky one, slide down very far into the pit but still above
the lava, and try to swat the TellyBomb from above; hopefully it'll blow up
both the wall and fracture the capsule, at which point you can simply wait for
[Culoppe] to float to you. Otherwise you'll have to knock another Telly- bomb
into the wall to clear more out for you to fit through. Climb back up, lure
another of the mechaniloids over from the left, dash under it, then hit it so
it flies to the right and destroys the piping covering the floor. Drop down and
you'll run into the last type of Golem, a Type-F.
|Golem Type-F strategy|
You'd think to use Ice on this, right? Not so. Charge up your Thunder Saber and
prepare to jump its first attack, the ring of fire. Use a short hop to clear
your way through the "eye" of the ring, then run up and slice the Golem with
your charged Saber. Retreat and cling to the wall to avoid the wave of fire
that comes next, then leap down and attack it again. The Golem will then create
another fire ring; dodge it again and attack once more. From here until it
dies, it'll just fire off fireball attacks. With Thunder though, it should go
down pretty easily.
Exit the door and get back out of the pit, then continue using Tellybombs to
clear paths for you. At the end, climb the ladder and use the Chain Rod to snag
the energy pickup if you need it. At the top, head right to find a Panel
Cannon. Destroy it, then backtrack, then come back and destroy it again. Do
this a total of 7 times to earn the Cyber-Elf [Beestin]. The next section is
tough. Cross the magma pit as best you can, while still avoiding the Panel
Cannons and trying not to get dropped into the burning lava below. At the end,
climb the ladders and you'll run directly into the area where Gazameil awaits
you. Refer to the strategy above for hints on beating it, then climb the ladder
the rest of the way to reach a walkway that leads to an area above the next
generator. Climb all the way up the ladder, then back down and prepare for a
rapid-firing assault session.
|Toitank & U4 strategy|
Once you're back in the room, you'll start facing off against some Toitank
enemies. Use your Buster to destroy them while avoiding both their shots and
the molten steel that can block or hinder your objective. Do so before they are
able to retreat into the ceiling until the group is destroyed. A second group
will appear, moving faster than before. Destroy this to trigger a third one.
After the third is destroyed, you'll have to take careful aim at the U4 that
follows. It actually helps more to use the Spark Shot if you beat Flauclaws
with a high rank. If you successfully blow up the U4, the Cyber-Elf [Dable] is
yours for the taking. Otherwise climb back up, go back down and repeat.
After the Toitanks are taken care of, continue heading up the ladder, then go
right to reach the third generator. Destroy it as you did the previous two,
then head to the right once it's gone and you'll hit a warp that takes you to
the fourth and final generator. This one is different, though. The shots this
generator fires can split when they hit the floor, so jump when you see them
hit, and hit the generator itself with charged Z-Saber slashes when you jump.
Take it out, and Phoenix Magnion descends to deal with you in person.
#Phoenix Magnion Strategy#
This fight is the toughest of the initial four, but with the right amount of
timing as well as proper skill, you can take Magnion down with a minimal amount
of actual effort. The trick in this battle lies in Magnion having the ability
to dodge or counter every attack you throw at him. This should clue you in that
he can only be hit when he himself is launching an attack. The major attacks
you'll need to be aware of include a massive burst of fire coming from the
floor (the screen rumbles to let you know it's coming; hide in the small
alcoves in the doorways to dodge), Magnion's burning dash attack (you can dash
jump over it if quick enough), and his phantom wave attack - he split into four
different silouhettes and you have to figure out which one is the real Magnion.
Carry your charged Thunder Saber to bring the pain, and wait him out, more or
less. What you want to do is constantly approach him - it puts you in the line
of fire, but Magnion normally will teleport if you so much as come near him -
so you have more chances to nail him as he's trying to attack. Wait for him to
disappear; if he reappears somewhere above or to the sides, leap at him and
slash away, then get ready to dodge whatever attack he was busy creating. It's
a fairly simple process, but can go either way due to how unpredictable he can
be. His final attack occurs if you stand around and let him grab you. Phoenix
takes hold, carries you to the center, then generates a crushing move in which
enemies you wronged during the X series come back for a bit of sweet revenge. A
bit. Vile, Colonel, Bit, and Sigma (his X1 form), all dash at you from four
angles and slash/attack you. It hurts quite a bit, and hopefully he won't use
it. If you have an A or S rank, Magnion can envelop himself in flames and hurl
you towards the ceiling. This hurts even more than the previous attack, but
fortunately, Magnion brings this out rarely anyway. Keep it up with your
Thunder Saber, he'll eventually go down for the count, and you'll earn the Fire
Chip as a reward.
If you haven't gotten every upgrade you need by now, go back to the Resistance
Base and check out the previous stages to do so. Do not leave the Command
Center under any circumstances or else you will be forced into the next mission
when you return. Once you're done upgrading, go save at Ciel's lab, then head
back to the Command Center, where Elpizo is gearing up for "Operation Righteous
Strike". Oh, goody.
Assault on Neo Arcadia..............................................(MZ2.03.06)
As you reenter the Command Center, Elpizo is standing there preparing to give
the orders to commence the assault. Ciel questions him, as does Cerveau, and
Elpizo responds with some line about casualties being a necessary part of war.
After Elpizo leaves to take command of the troops, your friends ask you to tail
him. Try saying "No", it gets rather funny after a while. Or just say "Yes" and
start the mission. As the mission starts, you'll be heading through a Neo
Arcadian base, most of which is in a state of total ruin. Along the way you'll
run into lots of dead Resistance soldiers. How nice. As you move on, destroy
the Gli-Eyes (destroy five of these to get the Cyber-Elf [Bircarry]) before
they can interfere with your jumping. As you move on, you'll find a block that
can be pulled with the Chain Rod. Don't pull this one, instead, jump on top
and fire your Chain Rod diagonally up and to the right to snag another block.
Once it's down, dash jump to the ledge to claim the Cyber-Elf [Estan]. Continue
moving on, bypassing the Yakodroid enemies, and continue heading through the
areas along the set path. If you need to, destroy the upcoming Yakodroids to
make safe passage for yourself. Above and to the right are some Pantheons.
Destroy and respawn these 8 times to get the Cyber-Elf [Beebite] before moving
on. You'll soon reach another Chain Rod block above you to the left. Pull this
one out from its perch, then dash jump to this ledge to locate the next hidden
Cyber-Elf, [Rireff]. The next threat is a long spike pit. Use the Chain Rod to
grapple across, and you'll run into the boss gate, where you'll face a
veritable Golem battle royale.
|Golem Type-E strategy|
This is the same Golem you fought back in the intro stage. Once again, it uses
the same attacks it did before, only your Ice Chip makes things far easier. Use
a few charged slashes to take it down.
|Golem Type-F strategy|
Same as the fight in Magnion's stage; use the Thunder Saber to take it down
while dodging its fire ring and fire wave attacks.
|Golem Type-I strategy|
Use the same strategy as before of dodging the ice spikes and snowballs, but
let this Golem feel the burn with your newly-earned Fire Saber.
With the three Golems downed, you can move on. In the next room, you'll run
into the three remaining Guardians from your last adventure, and it appears
they've been having fun beating on Elpizo a bit. They've also set a bomb to
blow up the Resistance Base, and your friends manage to bring you back, just in
time to assist Ciel in defusing it. Time is of the essence in the next mission
(well...not really, since you're not timed, but...)
Aerial Assault (Kuwagust Anchus)....................................(MZ2.03.07)
Immediately following the marathon of Golem attacks, it's up to Zero to stop a
bomb intended for the Resistance Base. Note that you *cannot* return to this
area once you've completed it, so you had better grab the Cyber-Elves in this
level the first time through. As you start the level off, you'll be leaping
from Tentolauncher to Tentolauncher trying to reach the Resistance plane. Dash
jump only when you know you can make the jump with success while avoiding the
shots from both the flying machines as well as the Pantheons that occupy a
couple of them. Eventually you'll reach solid ground, and you'll want to
take the top level (the lower path contains an energy refill, but seriously,
it's too hard to get back up). You'll almost immediately hit a mini-boss fight.
|Tentolauncher Red strategy|
Ice will be your friend in this fight. The Tentolauncher starts off firing
three Missiles at you; dodge them by jumping over them, then move in close and
hack away. Don't try to destroy the missiles, as they blow up and can catch you
in their blast radius. The only other attack this mini-boss uses is a firebomb
attack. When it flies off one side of the screen, follow suit and hang out as
far to the edge as you can to avoid the majority, if not all, of the firebombs.
When the Tentolauncher settles back into its Missile routine, go back to
hacking with the charged Ice Saber. Three slashes should be enough to bring it
The top of the plane area is chock-full of Pantheons. Dash around while
slashing them to get them out of the way, then climb down the ladder at the end
of this section. As you make your way through the next section, you'll run
across a mini-generator that supplies power to force energy beams that block
off a number of items. It's best to use the Ice Saber to freeze the generators
(thus freezing the energy beams), then dash like there's no tomorrow to clear
the area before the machine thaws and reactivates the beams. Do the same for
the second generator you run into, and dash some more to clear this second
section. As you move on, there's a high ledge you'll just barely be able to
reach; get on it and climb the ladder to reach the boss gate, but make sure to
grab the nearby 1-Up on that short outcropping. Head inside for a familiar
|Golem Type-E strategy|
Same as the last time; charged Ice Saber attacks put this one away very
Immediately following the mini-boss, you can snag the Cyber-Elf [Peatan] before
heading down the ladder. Drop down this chamber, hugging the right hand wall to
avoid the Tento-launcher enemies. Take the door at the bottom, and dash jump
above the door and navigate through the energy beams to reach a new room with
another Cyber-Elf, [Stockel] inside. Now climb up the ladder to your left and
take out the mini-generator with a charged Buster shot. Drop off the ladder to
clear the beams safely, then head to the right. Destroy the Hammer Pantheon.
There's another generator to the right and below you - slip past the energy
beams to destroy it. From here, it's a simple trek past a few more electric
beams and Shigunaroids, as well as a smattering of Hammer Pantheons before you
reach another generator. Destroy it, then you'll reach a large electric beam.
Get above it and climb the wall. The Cyber-Elf [Reloppe] awaits you up here, as
does another generator. Hang on the wall and swipe away with your Ice Saber to
destroy the generator, clearing your path leading down. Head to the right to
reach the room containing the computer for the bomb. Have your Shield Boomerang
and Saber ready to take on the hordes of enemies that will flood the area. Ciel
will warp in, and she requires 90 seconds to deactivate the bomb. If you have
it (and I hope you do), equip the Energy Form, and hold the Hopper Pantheons
and Pluggers at bay with leaping slash attacks (and picking up the energy
they will leave behind) for the 90 second timer to expire, and Ciel will defuse
the bomb. Hooray! When she warps out, you hit turbulence (figures), and can't
use the Trans Server, so you have to find another way out. Race to the left and
keep going that way until you reach the cargo bay. When you get to the cargo
bay, you can pick up oodles of items from storage crates. Be wary of the Hammer
Pantheons that occupy this area, and on the upper level, the last Cyber-Elf
here, [Aterner], is in a capsule at the far left end of the storage area. Now
head back to the lower level, and drop through the hole in the floor (at Ciel's
insistence, of course). Too bad you're being tailed, eh?
#Kuwagust Anchus strategy#
This boss can be rather difficult if treated improperly. First off, he likes to
dash towards you. If you don't dash-jump over him, he'll take you in his
pincers and hurt you quite a bit. Second, he uses a tornado to suck you in. A
combination of dashing and jumping in the opposite direction helps avoid this
attack. He also uses his a purple laser attack that must simply be dodged by
dashing. Overall, simply avoid these attacks as best you can while striking at
him with your charged Ice Saber when the opportunity presents itself. A bit
easy, but he can also be tough if you're not careful.
With the bomb threat stopped, it's time to head back to the Resistance Base.
But what's this? Elpizo's missing? And...he's swearing to kill all the humans?
Something happened to make Elpizo fly off the handle; maybe he didn't get
hugged enough as a young Reploid. Who knows? All you know is that you have to
stop him. From now on, you'll start new missions in the second stage select by
talking to Ciel. Start off choosing the only one that's not a Guardian, Burble
Forest of Notus (Burble Hekelot)....................................(MZ2.03.08)
Your first stop in your hunt for Elpizo is the Notus Forest. And whoops, lookie
there. Elpizo's in plain view. He babbles about the Dark Elf, and stuff, then
takes off. Chase him, but use the ledges above you to reach some trees, then
burn them away with the Fire Chip and you'll be able to claim the Cyber-Elf
[Iterax] above the starting point. The enemies in this stage also give up some
Cyber-Elves; destroying 6 of the Shulbons gives you [Birhang], and destroying 5
Catapull enemies rewards you with [Kelon]. As you cross the pits in this stage,
robots come spiraling out of them. Time your jumps so you don't get knocked
into pits, eventually you'll reach a giant chasm. Time your leap so you
successfully grapple across with the Chain Rod, then climb up the wall, and
make a mighty dash jump off to the left to catch a hovering platform. From
here, dash jump from each platform to the next, stopping at the fourth one.
This next move takes some precision timing; dash jump and midway through,
extend your Chain Rod at a diagonal angle. If you do it right, you'll be able
to hit the capsule instead of the ledge, and you'll land on a tree below.
Simply wait for the Cyber-Elf [Hafmarmn] that was just freed to float on
down to you. Now return to the right, and head along the normal path. When you
reach the entrance of the ruins, head through the secret passage in the wall to
locate the Cyber-Elf [Mappie]. Head out and on through the main path, taking
the upper route when you find the split. Along the way you run into lots of
breakable blocks, one of which holds a Cyber-Elf behind it. To reach it, use
the Chain Rod to pull a block over a bit, then use the block as a stepping
stone to grapple to a breakable block above you. Hang so you're able to grab
onto the right-edge of the wall, and charge a Z-Saber slash to crack the
block. From here, simply head up to free [Mitick] from the capsule. As you
continue on your way, you'll be able to find another hidden passage to the
left; take this one to reach the Cyber-Elf [Tomilar]. Head back on out and
through the gate to challenge a familiar mini-boss.
|Pinofeil Mk.II strategy|
Hey, it's back! And not...much harder than the first time around, either. You
fight it from the opposite side this time, but all prior tricks remain the
same. Simply stay on your side and fire charged shots at the eye to destroy it
Exit out and head on your way. Stop when you reach a breakable block that
protects two large Energen Crystals.
Without destroying the block, hop on top and jump over the spikes. Continue on
to where the two other ones are along with a pullable one. Destroy the
left-most one and use the Chain Rod diagonally to pull the block out, opening
the tricky passage to this handy life-restoring item.
Your second Sub-Tank in stock, continue heading through the rest of the level.
Keep breaking the blocks if you want the Energen Crystals, otherwise keep going
until you reach a section where you can destroy a couple blocks and pull a
block out of a wedged spot so that it falls down a pit next to some spikes.
Drop down the pit and dash jump to the right to claim the Cyber-Elf [Cloctell],
then go back up and to the right through the enemy-infested hallway to
eventually reach Elpizo again. He chatters some more, then takes off. Follow
suit, but this time, a Neo Arcadian stops you.
#Burble Hekelot strategy#
For a frog, you'd think he had a weakness to Thunder, but that's not the case.
In any event, Hekelot, despite his seemingly not-so-bright personality, can be
quite nasty. Use your charged Saber (neutral, of course, since he'll take half
damage from other elements), and watch out for both his tongue (only if you're
at S or A rank; he uses this to drain your energy and restore his) and mini
caterpillars. It is in your best interest to keep him from eating these at all
costs, too. If he eats a small green one, he doubles in size and can fire
missile attacks. If he eats two green ones or a gold one, he triples in size,
and moves far faster. At his expanded sizes, he turns into a ball of sorts and
rolls around the perimeter of the room. Watch for him and dash jump off the
walls accordingly. You can only damage him when he's in his normal form, so if
he does get some of these big attacks off, wait him out and be careful that
he's not going to smack you with something when you move in for the attack (or,
if it makes you feel safer, shoot from afar with charged Buster attacks). The
last attack that's a real nuisance is when he springs to the center and shoots
his arms out in diagonal angles - this is pretty tough to dodge, but leaves him
open to attack, so don't waste the chance. Seriously consider bringing both of
your Sub-Tanks full to this fight just in case.
Hekelot defeated, Zero rushes after Elpizo, and finds the two Baby Elves
Elpizo cackles about finding "the key", and he warps off. X apologizes for not
being able to help more, and stresses the importance of defeating Elpizo now.
While it's still cryptic, you'll learn the whole story soon. For now, return to
the Base and save with Ciel, then run down to her lab and check out her
computer for new data entries on "X" and the "Four Guardians". Before heading
back out, you can go down one floor and chat with Andrew again and he'll quiz
you on his story he told earlier. Answer correctly, and you get the Cyber-Elf
[Annuray] as a reward!
Question 1: Bread Factory
Question 2: Near a creek
Question 3: Buns with cream
Question 4: People smiling
With another Cyber-Elf in your collection, return to the Command Room and take
on the new area of the Computer Base where you'll challenge Leviathian.
Computer Zone 2 (Leviathian)........................................(MZ2.03.09)
Elpizo's off scouring the old Computer Base, but you have to take a different
route through this time. From your starting position, head left and carefully
drop off the edge to reach the Cyber-Elf [Mureff], then get back up and head on
your way. Scores of Carryarms patrol the ice slopes, so use leaping attacks to
eliminate them (the Active Form is rather useful here). The little mines on the
ground can be deceiving at first because they're so small. Jump over them if
you like, but destroy 20 of them first to pick up the Cyber-Elf [Bomgro].
Further along you'll run into Snow Garms, those annoying dogs that latch onto
you and don't let go. Take out four of these annoyances for another Cyber-Elf,
[Stickoo]. You'll also run into clusters of other enemies; take them out as
you see fit. When you run into the Yuki-Da machines (the little roller things),
leap over their snowballs and hit them to get rid of them. Putting away five
nets you the Cyber-Elf [Beefire], and destroying three of the Floppers (moving
balls) nets you [Bomblo]. Use the Chain Rod to take out the Floppers that are
moving above you as you climb the wall, then continue on down the next sets of
ledges, destroying the Yuki-Das and Mini-Mines in your path. At the end of this
first section, climb the wall and dash jump to the small ledge containing the
Cyber-Elf [Remilar], then continue down the mine-laced slopes. At the bottom,
simply clear out the remaining Floppers and make your way to the boss gate.
As always, Leviathian would rather play with you than do her other duties.
Equip your Fire Saber and get ready to go. Leviathian hasn't changed much from
the last game; she still swims around rapidly and launches the familiar Marine
Snowflake move. Amidst all her attacks, hitting her is the only thing remotely
difficult. Keep an eye on her and lash out with charged Fire Saber swipes
whenever you get the chance, avoiding her other close-range attacks when
possible. If fighting her at a high level, her Tornado Spear is a deadly
whirlpool that sucks you in, followed up by a lightning fast stabbing spear
attack. Just run around as much as you can, using your increased buoyancy to
assist in reaching Leviathian, and she'll go down fairly quickly.
Too bad Elpizo got away with the secret code for accessing Neo Arcadia's
innermost vault, the very vault where the Dark Elf is kept. Two words: Uh. Oh.
Crystal Cave (Harpuia)..............................................(MZ2.03.10)
This stage is very, very irritating, and most of it comes in having to
carefully pick your way through the expansive spike pits, and having only four
minutes in which to achieve an S-Rank time rating makes this a bit tough. If
going for a high rank, don't bother getting Cyber-Elves or any other powerups
on the first run; just concentrate on rushing through while also meeting your
enemy count, then come back. The first part of this stage takes place outside.
Run along the slopes, defeating the Carryarms and Spikings, and stop when you
reach the first pit. Slide down a ways to grab the large Energen Crystal pack,
then dash jump to the right and through the invisible wall. In this new
passage, pick up the 1-Up as well as the Cyber-Elf [Charnue]. Exit back out and
continue along your way. When you reach the pit, dash jump over it, and begin
to ascend the wall on the right. Eventually you'll see a Cyber-Elf up there.
Cling to the ledge as high as you can go, and either use your Saber to try and
break it, or if you can, use the Chain Rod to try and stab it. Either way,
break the capsule and let [Miloppe] to float down to you. Now return to that
pit and slide down the left wall first, then drop and slide down the right,
alternating until you reach the bottom. Along the way, you'll see another Elf
capsule. To get this one, slide down until you're about to drop off, then
dash jump to the left; you should just catch the edge of the small rock
outcropping. Grab it and climb up to the ledge, fracturing the capsule to claim
[Clocsule] for yourself. Now dash jump back out and drop to the bottom. Switch
to your Buster for the next section; this is where the stage gets supremely
annoying. You'll come to a massive spike pit that seems inpassable; in reality,
there are hundreds of invisible crystal platforms that can only be revealed by
striking the crystal panel floating in the air with the element counter to its
color (red - Ice; blue - Fire), and by destroying the Hotlucks it releases. The
first pit is relatively easy compared to the second. In this one, just
make your way across carefully, making sure to take out enough Hotlucks (10x)
to claim the Cyber-Elf [Birflow], then cross back to solid ground. Slide down
the right cliff face so you drop down to the right. You'll land in front of the
door, and head into face another Golem Type-E. I don't even think this warrants
a boss strategy section anymore, so simply eliminate it with two Ice Saber
slashes. The door beyond leads to tons of Energen Crystals as well as the
Cyber-Elf Itemass. Now head back through the doors and leap to the bottom.
Continue to the right, taking out the Hopper Pantheons along the way to get the
Cyber-Elf [Beehit]; destroying three is your target number. At the next crystal
segment, do the same as before, but be warned - there are far larger gaps here
to be crossed. Dash jumping is going to be a must when traversing this part of
it. As before, trigger the red and blue crystals to make your way across, and
watch out for a small overhang right before the end. If you hit it and don't
cling to it, you will bounce off and hit the spikes below. Once you get back to
solid ground, head right and you'll locate the search party - and they've all
been brainwashed! For the first group, simply climb up the ledges and avoid
them. For the ones on top, fire a single Buster shot to stun them, then dash
jump over them. Eventually you'll head down a ramp and run into Elpizo again.
He found something, but warps off. Harpuia then shows up to ponder this turn of
Like Leviathian, Harpuia hasn't changed much either. The only major addition to
his attack strategy is his tendency to dash at you after you've hit him with
your attack. Like before, Ice is the weapon to use, so use charged Ice Saber
slashes for the majority of your attacking. When Harpuia pauses, slash quickly
so he can't launch any small homing missiles, and be wary of the oncoming dodge
attack. The old three-slash and wave attack is back, as is the diagonal wave
that follows, so you shouldn't have trouble dodging this. If he catches you
with his dash, the following Rising blade move can deal some hefty damage,
though. Be prepared to dash jump as soon as Harpuia recovers from being hit by
you to be safe. If you're S or A-ranked, Harpuia has one final attack left -
his Super Sonic Boom. With this attack, Harpuia races across the top of the
screen, firing down massive sonic boom waves. Dodge them quickly since there's
little safe spots in there for you to use, and keep a charged Ice Saber attack
ready to knock him out of it when he stops firing the booms. Eventually,
Harpuia will fall.
And... wow. Harpuia's a bit of a masochist, we learn. Anyway, Zero returns to
the base, and take on the next one if you're so inclined. However, if you're
not as powered up as you want, take time before heading to fight Fefnir. Once
you defeat him, you're automatically forced to Neo Arcadia, so take this time
now and pick up any Cyber-Elves you may have missed, and any other stuff you
may need to do. Once you're done, tackle the abandoned shuttle factory.
Shuttle Factory (Fefnir)............................................(MZ2.03.11)
Okay, this level is HARD. Fortunately, your Ice Chip makes things slightly,
slightly easier to deal with. Start off dropping into the hole Phoenix
Magnion's explosion presumably caused, and fall down the shaft, taking out the
Panel Cannons and avoiding the spikes. When you reach the bottom, you'll come
across tons of those hot molten pieces of steel rising and falling from the
ceiling. Dash jump between the first few; and keep in mind that you can briefly
freeze them with your Ice attacks (Buster works best). The grouped ones are a
bit tougher, but with precision timing you can dash through them without
getting hurt. Once you run into the Hammer Pantheons on the ladder going down,
you can access a hidden passage amongst the thick piping. Run inside and slash
away to find the hidden Cyber-Elf [Stoctem], then drop down to avoid the Hammer
attacks (or destroy the three grouped here to get the Cyber Elf [Jettah]). Drop
down one more level to reach the toughest part of this area. More molten steel
awaits you, this time over lava pits, so there's no dashing under them.
Instead, time your dash jumps so that you clear them as the upper one rises
into the ceiling. When you reach the ones moving down, use a charged Ice Buster
shot to freeze them as they come out, then use them as a handy stepping block
to cross the pits. You soon reach a pit that seems easy to cross with a dash
jump, but you must actually slide down the wall and dash jump from there;
trying to do it anywhere else makes Zero hit the ceiling and fall into the lava
below. When you start running into Gabyoalls that patrol the ceilings of the
platforms, you can use the Ice Buster to freeze them temporarily. Ready your
Chain Rod once you reach the red section of the path; the walkway here
collapses under your feet, and there are oh-so-wonderful molten steel pieces
along the way. When you reach the low overhang part, time it so you ride the
red platform down to where it almost hits the lava, then dash jump to the next
part; otherwise you won't clear it and you'll die. When you start reaching the
chunks of molten metal, try to dash jump in between them, and always be ready
to shoot he Chain Rod into the ceiling to grapple across if need be. Once you
reach the end, you can breathe, since it's more or less an easy walk from here.
Climb the ladder and you'll run into some Shigunaroids; destroy three of them
to claim the Cyber-Elf [Morossa], then focus your energy on climbing the tower
segments. Dash jump in between the ever-annoying Gabyoalls. You can pick up the
Cyber-Elf [Euppie] halfway up; to get it, wait for the Gabyoall to move all the
way down, then dash jump and wait out the above Launcher Pantheon's attack.
Destroy the Launcher and climb down the ladder to claim your prize, then
continue moving upwards. You'll run into more Gabyoalls, Shigunaroids, and a
few more Hammer Pantheons on your way up, so be very careful of where and when
you leap. Take out the Hammer at the very top, then move right to claim the
full-life capsule right before the boss. Charge up your Thunder Saber and get
As usual, Fefnir finds it more intriguing to face off with you rather than
accomplish his mission at hand. Fefnir tends to fire one of two shots: either
one large one or three small ones. Either shot can be easily evaded with a dash
jump, but be sure you don't dash jump into Fefnir should he attempt a leaping
counterattack. Any time you get close, lash out with your Thunder Saber, and
attack from afar with charged Thunder Buster fire as a supplemental. Other
attacks are his ball of fire that explodes into smaller balls of flame as well
as his familiar Ground Break move that sends a shockwave along the ground. He
has another variation when he glows, but this is easy enough to avoid. If
you've got an A or S Rank, his terror of an EX move, the Hellfire, sends
massive shocks of fire racing across the screen for several seconds. This
attack is extremely difficult to defend against, but dodge the best you can.
Overall, Fefnir is a step up from his last incarnation, and as such should be
dealt with in a quick and efficient manner.
Seems all of the Guardians see these fights as workouts of sorts... After
Fefnir leaves, return to the base, where you'll get even worse news about
Neo Arcadia Entrance................................................(MZ2.03.12)
Oh, boy. Elpizo's taken a swan dive off the deep end here, ranting about his
"Ultimate Power!" (seen any ninjas lately?). Elpizo taunts you that you could
never stop him, and X appears to give you more information. Seems he's been
running a bit of interference for you, but all good things must come to an end,
don't they? It's now your turn to head in and put a stop to Elpizo's mad dash.
Save your game before heading off as well. Once inside Neo Arcadia, equip the
Active Form if you have it (if not, why don't you?) to easily mow down the
Pantheons in your path. You'll run into more Gli-Eyes here, but this time they
home in on you, but they can still be taken out easily. Keep heading past the
scores of enemies until you reach the first pit. Dash jump to the other side
and climb up to score the Cyber-Elf [Nureff], then drop down into the pit while
watching out for deadly spikes. Take out the enemies to collect energy if
needed, then when you have a clear shot, go back up and take out the Launcher
Pantheon from behind (take out two more after this to receive the Cyber-Elf
[Beelet]). At the path split, take the upper path for more Launcher Pantheons
to faciliate your getting the Cyber-Elf. Further along the main path, you can
pick up the Cyber-Elf [Parick] on a ledge to the upper left by dash jumping.
Be sure to grab it. Heading on down, you'll run into a series of tricky spike
pits. Don't dash jump through here; instead use normal, timed jumps to clear
each pit, but be sure that you don't jump so high that you crash into the
spiked ceiling. More Shigunaroids and Pantheons await farther ahead as you
clear one final spike pit and start making an ascent to the boss gate. Slash
away with the Saber and you'll reach the top unscathed.
#Rainbow Devil Mk.II strategy#
The strategy here is basically the same as it was in the first title. Again, it
has no elemental weakness, and you should still use normal charged attacks.
When it morphs into the giant head, hang out in the top corners. As it
ricochets, it'll split into four more pieces that carom off the walls. When
they fall to the floor and regroup, drop down and nail the core with your
charged Saber attacks. Stay on the walls here; any length of time on the ground
will open you up to his punching attacks (man, that's a huge fist) and his
energy drain can... well, drain your energy. Sticking to the upper walls and
only coming down to engage the beast when it's vulnerable is your single-best
With the entrance to Neo Arcadia unlocked, you can return to the Resistance
Base via the Trans Server coordinates. Take time to rest, stock up on items you
may have missed, feed your Cyber Elves if you're using them, and save your
game. When you're ready, go back and talk to Ciel again to head to the Temple
of Flame, a new area of Neo Arcadia.
Temple of Flame.....................................................(MZ2.03.13)
Rest easy, for this level is not nearly as hard as the Shuttle Factory. It's
much shorter but still very easy to die here, so still watch your back. At the
entrance, eliminate the Pantheons you run across, and continue into the main
area where you see a return of the Tellybombs. And yes, you have to send them
into more breakable walls. One section lies above a lava pit; your safest
choice is to knock a Tellybomb diagonally into the pipe so that you leave a
stepping stone for yourself. The next room is a bit tougher in that you have to
do all your Tellybomb whacking while clinging to the pipes themselves. Joy. The
first two are relatively easy, but the third is tough. Slide down to where you
are almost touching the lava, and try to hit a Tellybomb so it goes diagonally
up to the right to crack the wall and give you safe passage. There's a 1-Up
along the path you may want to collect as well - it can be gotten quite easily
by luring a Tellybomb underneath the breakable section, then send it skyward by
hitting it from below with the Chain Rod. The resulting explosion drops the
1-Up to your location. As you reach the pit and drop down, you'll run into some
Ceilcannons along the wall; eliminate five of these to pick up the Cyber-Elf
[Stickoh]. Continue along your way; when you reach the edge, take a quick leap
out, then turn back and land on the ledge. Get the Gli-Eye to follow you, then
destroy it, clearing you the way to dash jump to where the Cyber-Elf [Satick]
is hidden away. Drop down some more to reach more collapsing platforms over the
lava. While you may be tempted to dash jump, doing so can often result in a
collision with a Glieye, and you'll be killed by the lava. Instead, try to
maintain a normal running pace so you can clear each of the ledges normally. At
the end, take out another Ceilcannon, then climb up and eliminate the Hammer
Pantheon (pull its shield away with the Chain Rod) to pick up the Cyber-Elf
[Stocpuss]. Head through the gate, and move quickly to avoid the rising
lava. Don't dash jump through here due to the Gli-Eyes, but time your jumps so
you land safely. Plus, there's a Ceilcannon at the top that can ruin your day
if you wind up dash jumping into its line of fire. Destroy it, then dash jump
over the Hammer Pantheon and attack it from behind, then you can head to the
right to reach the boss gae.
#Fefnir SP strategy#
Oooh, Fefnir in a monster truck. The screen scrolls to the left here, and it's
a good thing, too. Staying to the absolute far left enables you to avoid his
Vital Burner attack, and it gives you plenty of room to dodge his other attacks
as well. The Vital Burner is a standard flamethrower of varying length, and his
other attacks consist of firing fireballs at you, or launching bombs. His tank
has four cannons on it, but don't be fooled - these can't be harmed. The idea
here is to wait until Fefnir's done with an attack, then move in close and
slash away with a charged Thunder Saber (or shoot from afar with the Buster,
but the Saber does more damage). Try jumping slashes so Fefnir doesn't
steamroll you in the middle of an attack - getting trounced by his massive tank
isn't something you want to happen. Of the three upgraded Guardians, Fefnir SP
is the easiest to deal with.
When he's defeated, take the Trans Server to the next Neo Arcadian area, the
Temple of Ice. Guess who?
Temple of Ice.......................................................(MZ2.03.14)
This level is fairly simple. Head to the right to reach the first watery area.
Drop down and avoid the Yakodroid and swimming Giangor, then make your way up
and above the water. Acquiring the Cyber-Elf nearby can be somewhat tricky.
Past the ice floes, climb the right-hand wall and leap out, using the Chain Rod
to grapple onto the side of the spiked overhang, then swing out as far as you
can, swinging so you grapple again to the next platform holding the Elf. Pull
yourself up so you can cling to the wall, then slash the capsule to pick up
[Oreff] safely. In the next room, you run into lots of ice and spikes. Taking
the low road may be easier, but you miss out on some powerups. Take the high
road and destroy the Snow Garms from a distance when possible. Along the top
right area you can pick up the Cyber-Elf [Meloppe], as well as some energy and
a 1-Up. The next area is vertical, and you must ride a large ice floe up the
chamber. Staying in the center keeps the Giangor away, but not the Yakodroids.
Slash them to get them to jump off your ice block. Near the top, dash jump to
the left to grab the Cyber-Elf [Clocpull] from its capsule. At the top, dash
jump to the next ice floe and continue to take out the offending Yakodroids.
Once back in the water, you'll have to cross a large spike pit. Either use
the Chain Rod or a well-placed dash jump off the very edge of the ice to clear
the pit. Next, time a couple of carefull-placed dash jumps to make it up a
vertically spiked section. First dash out to the right, then bounce off the
wall and head right to clear the first few spike traps. Repeat for getting up,
then take out the remaining enemies in the stage to reach the boss gate.
#Leviathian SP strategy#
It's a bird...it's a stingray...it's...Leviathian, in a super battlesuit. Yay.
This form will put the hurt on if you're not careful, so be ready with Fire.
The Vortex Dash she uses most often is preceded by a distinct "ha-ha" sound, so
be warned if you hear this, jump up and out of the way. The Ice Laser is
three-fold: the laser attack, the second follow-up snowflake spread, and the
ice tusks that materialize on the floor. Try to use your Fire Saber to disrupt
this attack. The only other ones you need to watch out for are the Ice Arrow;
she sends a spread of arrow projectiles, and her sea serpent attack; two ice
serpents come roaring at you - you can use the Fire Saber to quickly eliminate
this threat. While Leviathian may really hurt with some attacks, the good thing
is a lot of them can be avoided. Continue to hack away at her battle body with
your Fire Saber when she's in range, and just consistently watch out for her
Vortex Dash, and you should get out of this fight ok.
Your next stop is the Temple of Wind. I don't think it's tough to guess who
you're going to fight next.
Temple of Wind......................................................(MZ2.03.15)
The last level before the final level isn't terribly tough. Start off by taking
out the nearby Pantheons; respawn them here a total of eight times to pick up
the Cyber-Elf [Beesult], then continue on your way to run into swarms of
Saranets. Pick them off with the Buster or with leaping Saber slashes, and keep
moving. The 1-Up nearby is quite tricky to reach, so consider bypassing it. You
run into more generators and electric fields in this area, so ready your Ice
Buster to freeze the generators and give you safe clearance to run through.
When you reach the long electric beam, grapple across the top of the ceiling
with the Chain Rod to reach another generator and hit this one with the Chain
Rod, then break like mad and dash into the pit below you to get back outside.
At the edge of the platform, you can slide down the right-hand side for some
Energen Crystals as well as find the Cyber-Elf [Stocpell]. Climb back up, this
time using the hovering platforms to reach the next area. This room has far
more electric beams to deal with, making it that much harder on you. Slash or
shoot the first generator you run into, then dash to the left, dropping down as
far as you can go. There's another generator to the right; hit it and move on
up past the barriers to reach the capsule containing the Cyber-Elf [Moreno],
then shoot the generator again when the beams come back on. This time, head
straight up, beetling up as fast as you can and stop at the top of the pillar.
Take out yet another generator, then dash jump to the platform below and take
out the few Pantheons hanging out. There's also an easy 1-Up nearby here too;
simply dash jump up to reach it. Continue along your way, using the Ice Saber
on the next generator. Quickly move up and take out the Pantheon at the top for
another 1-Up, then move on through the gate nearby. Back outside, head along
the narrow walkways going up until you reach some flying Barrier Counters.
Destroy them from behind, and take out five of them to earn yourself the
Cyber-Elf [Birhelp]. With this last acquisition, you should have every Cyber-
Elf in the library, so you're free to try for the Ultimate Form now if you wish
to go and level all of them up and use them. Or not, it's your choice. Either
way, continue heading through the rest of the stage. Take out the Poplans along
the way with fire-based attacks,and dodge the final grouping of Gabyoalls and
Panel Cannons to finally reach the top where the boss gate is.
#Harpuia SP strategy#
This is somewhat depressing knowing that Harpuia doesn't really want to fight
you, but the influence of the Baby Elves is taking over his will (hmmm...
sounds familiar...). Harpuia even begs you to kill him, but too late. Harpuia's
infection transforms him into a massive jet machine, and it's up to you to
bring it down. The missile attacks he uses can be destroyed, but they take a
couple hits and can damage you with shrapnel. You're better off trying to
dodge. The Tornado Capture will mess around with you a bit, so dash in the
other direction. The Air Assault is a body-slam that goes close to the ground.
Dash to avoid it, but be careful for the follow-up, where Harpuia comes in
and tries to sideswipe you. The Thunder Wiper is the last move, and it's just
about impossible to avoid. It requires that you be extremely quick to dash
behind him before he gets the attack off, so watch for his claws to crackle
with energy. At A or S-rank,his Magnet Typhoon pulls debris from off the screen
and hurls it at Zero. Even with your charged Ice weapons, Harpuia won't go down
easily, nor will your attacks stop his attacks. I'd recommend having 2 full
Sub-Tanks (or four, if you used the two Elves) here just in case.
Beaten down for the moment and freed from the Baby Elves, Harpuia begs you to
protect Master X by destroying Elpizo... that's some interesting material for
an analysis, methinks. Anyway, take the Trans Server to warp to the Neo Arcadia
Core, where your old friend Elpizo awaits, with lots of toys for you to play
Here it is: the final level. It's a good idea to have all of the Form Changes
evolved as well as your EX Skills all in place, along with your two Sub-Tanks
full. Start off heading to the right, slashing and shooting your way through
the onslaught of GliEyes and Pantheon Hopper enemies. Eventually, you'll reach
a ladder that you should be quite cautious when climbing due to the Gli-Eyes
above you. Farther along, another ladder leads to a dead end - sort of. Climb
the leftmost one to the top, then hold Right as you fall off to grab the second
ladder. Take this one up to reach a boss gate.
Teleport Room 1 Layout
Win these three rematches and a door in the ceiling opens up. Head on up, go
right, climb the ladder and you'll run into some more Pantheons. These should
be fairly easy to deal with by now, so take them out, and use the Chain Rod to
grapple across the spike pit shortly after. Another one following the last
spike pit is a bit more dangerous - for this one, take out the Pantheon first,
then grapple across, making sure to leap just as you swing to your farthest
lefthand apex to ensure you don't crash into the spikes. Head on forward, dash
jumping to the ladder. Stay here and eliminate the Panel Cannon before climbing
up. For this next one, climb to the top, then fall and hold left to reach
the next ladder. Climb up to reach the next boss gate.
Teleport Room 2 Layout
Deal with the first two (Panter Flauclaws and Burble Hekelot) as before, then
gear up for a two-on-one doozy of a fight.
#Herculious & Kuwagust Anchus strategy#
Ooh, yay! Now the Anchus twins are both here to torment you. Fortunately, old
Herculious is still weak against ice, and the two share a life meter, so as
long as you're hacking away at one of them, you should be fine. The two attack
in a set pattern, so watch closely and counterattack when you can. Herculious
will start with his All Launch move where he spreads out and fires shots off.
Kuwagust takes his turn next using his cyclone move (and it's far tougher to
dodge this time). After this, the two of them double-team you with the Double
Dash move - avoid it by dashing under the lower of the two brothers to reset
their pattern. Continue slashing away with your charged Ice Saber to inflict
damage, all the while running and dashing to avoid attacks. When their life is
depleted, they'll pull a Phantom on you and try one more attack - a Double
Dash. Dash Jump out of the way to avoid the move and claim victory.
With the boss rematches out of the way, exit out and continue along your way.
This final stretch is chock full of dangerous pitfalls and tricky ledges. Use
the Chain Rod if it makes getting through easier. There is a 1-Up at the far
right during the very tricky section, but it's tough to get to. If you wish to
risk it, it involves some fancy grappling. Once you're through this section,
you have another bout with leaping from ladder to ladder, climbing up the last
one. Dash jump across the spikes, take out the various Pantheons in the area,
then climb down the ladder at the end. Drop off carefully so you don't hit
either the spikes on the wall or the ones on the floor, then head along through
the remainder of the level, taking out the Securispiders in your path.
Eventually you'll reach the boss gate.
Once inside, you'll come face to face with a startling sight. ...Is that X?
Lifeless? It sure seems to be. And, uh oh. Elpizo's there waiting for you. If
you've paid attention to the story thus far, you'll learn that the original X
had to use his physical body as a seal to hold the Dark Elf, which is contained
within that giant obelisk in the background. In a stunning display, Elpizo
freezes you in place, then proceeds to blast apart X's body, thus freeing the
Dark Elf. Now you're pissed, and you're not gonna take it anymore...are you?
Elpizo isn't quite as difficult as you might expect. While certainly tougher
than Copy X was back in Zero 1, he's still not the terror that some fights have
been in the game. The main problem with Elpizo is his ability to deflect most
attacks using his Saber (now why can't Zero do that?). Elpizo has a handful of
moves, including his saber dash which you can easily dash jump away from. The
Splash Razor creates air bursts that become shockwaves if they hit the ground,
Dark Drain acts like the Energy Tongue from Hekelot, and his Distortion Aura
calls reinforcements (Yeesh, at least Copy X was man enough to fight you
Reploid to Reploid). He creates either a Pantheon or Spiking, so it's not
terribly difficult to deal with. The best method to use here is simply whacking
away with charged Saber attacks whenever you have the chance to do so. He has
no elemental weakness, so it doesn't really matter what you use, so long as you
Uh oh. With Elpizo's normal body downed, he calls upon the power of the Dark
Elf, and actually fuses with it, creating a horrific new body. Lucky for you
Elpizo isn't too skilled at maneuvering yet.
#Dark Elpizo strategy#
The most important thing to do here is to keep your head level and watch for
the openings in Elpizo's attack patterns. Attack-wise, he has a couple nasty
ones. The Pulse Seeker he uses sends an array of green orbs your way. Destroy
them with the Z-Saber. The serpents he uses are also easy to dodge, provided
you have enough room to get around them. The Life Pulse, though, is hard to
avoid. He charges his wings with energy, then fires another spark pulse at
Zero. Stay away from him when he's using this attack. The final two attacks
utilize platforms of sorts - the Golden Blade creates one that moves in close
and spins around his body, acting as a shield. If you feel gutsy, try riding it
up and slashing away at Elpizo. Lastly, the Golden Crusher is a spike wall that
goes sliding across the floor. Simply jump over this. Picking your shots wisely
is key in this battle. I recommend staying a fair distance from him as he moves
around, and only approaching to attack with your charged Saber when he's
finishing using an attack. Elpizo is most vulnerable during the points where
he's recharging for a new attack, so run in there and exploit his downtime.
With his eventual defeat, you beat the game, and earn the Proto Form.
...And unlock New Game Plus and Hard Mode, but those are discussed under
Secrets and Tips.
Congratulations. You beat Elpizo, but the Dark Elf still escaped. Well, at
least she turned good for a brief moment, long enough to turn Elpizo into a
Cyber-Elf. Too bad X's body still got blown up in the process, though. Stick
around after the credits for an interesting scene...
Weapons & Elements (MZ2.03.01)
Cyber Elves (MZ2.03.02)
Zero's Forms (MZ2.03.03)
EX Skills (MZ2.03.04)
Secrets and Tips (MZ2.03.05)
Weapons & Elements..................................................(MZ2.03.01)
You have four basic weapons to use in Zero 2; the Buster, the Z-Saber, and the
Shield Boomerang all operate the same as they did in Zero 1. Replacing the
Triple Rod is the Chain Rod, a weapon that Zero can throw out like a whip,
grapple with, and even haul large objects. The Buster and Saber are available
at the start; once you wake up at Resistance Base, you can visit Cerveau in his
lab, and you'll receive the latter two weapons.
Your weapons start off fairly weak, but as in the previous title, you can level
them up by using them more often. There is a system of stars just like the
first game by which you increase your power or learn a new skill whenever you
gain a new level (see the Secrets and Tips section for an easy method to level
up). Below is a detailed description of the star system for Zero 2:
Buster Shot (used for long-range attacks)
* Basic attack
** Charge shot, level 2 (defeat 200 enemies to earn)
*** Improved charge speed (defeat 300 more enemies to earn)
Z-Saber (used for close-range attacks)
* Basic attack
** Double slash (defeat 30 enemies to earn)
*** Triple slash (defeat 60 more enemies to earn)
**** Charge slash (defeat 200 more enemies to earn)
***** Improved charge speed (defeat 560 more enemies to earn)
Chain Rod (used for medium-range attacks)
* Basic attack
** Charge shot (defeat 50 enemies to earn)
*** Improved charge speed (defeat 160 more enemies to earn)
Shield Boomerang (used for guarding / attacking)
* Basic attack
** Improved range (defeat 30 enemies with charged attack to earn)
*** Greatly improved range (defeat 50 more enemies with charged attack to
Similar to the style of Mega Man Battle Network, your four primary weapons are
accentuated by the use of elemental chips. Most bosses usually have a weakness
to certain elements, and the battle is thus made far easier if you exploit it.
Chip: Effect: Earned From:
---- ------ -----------
Fire Chip ----- Burns enemies; defeats Ice -------- Phoenix Magnion
Ice Chip ------ Freezes enemies; defeats Thunder -- Poler Kamrous
Thunder Chip -- Stuns enemies; defeats Fire ------- Panter Flauclaws
To use these elemental weapons, go to your subscreen, where you can switch your
primary and secondary weapons, and choose the specific property you want. The
elements are activated automatically once you are able to charge up to a
certain level (when Zero glows orange), so you must first utilize your weapons
in order to level them up. It's best to level all of your weapons up, since you
may be called upon to use combination techniques in some boss fights. Each
weapon has a different charged attack, and the element chips add an elemental
power to it, such as the power to set thing on fire, temporarily stun them, or
freeze them (making for an easier target).
The Cyber-Elf powerup system returns in this game and is, for the most part,
unchanged. There are three types of Cyber-Elves that can be found scattered
around levels, or earned by defeating mini-bosses or certain quantities of
normal enemies. The types of elves are Red (Nurse), which affect Zero's life
gauge; Green (Animal), which affect Zero's offensive or defensive power; and
Blue (Hacker), which affect the stage itself. Cyber-Elves can only be used
once, and you can equip three at once for use in a stage. There are also three
sizes of elves in each of those three categories: small, medium, and large.
Small elves have a one-time use. For example, a small green elf might cast a
barrier around you for the duration of a stage. Medium elves can be upgraded
once, and after they have been upgraded have permanent effects after use. For
example, a medium red elf might give you a Sub-Tank that you can fill and reuse
from that point forward. Finally, large elves can be upgraded twice, also have
a permanent use, and the effects are greater. Elves are upgraded by gaining
Energen Crystals (the small green circles encased in blue squares that are
dropped by enemies or found lying around( see the Secrets and Tips section for
an easy way to gain Energen Crystals). Below is a full listing of the
Cyber-Elves, their uses according to subdivided category, how many Energen
Crystals to evolve each Elf to their next level, as well as their locations in
==>Nurse Elves: Heal Zero and affect his Life Bar<==
[Large Nurse Elf - Adds double layer to lifebar; permanent effect]
[Evolutions: 300 EC / 700 EC]
- Grandie: Phoenix Magnion's stage; in box on first route heading upwards.
[Medium Nurse Elf Lvl 1 - Adds 4 units to lifebar; permanent effect]
[Evolution: 250 EC]
- Euppie: Fefnir's stage; in box under ladder beneath big green cannon
- Fuppie: Poler Kamrous' stage; in the box in upper-right corner of Golem room.
- Mappie: Burble Hekelot's stage; in the box through hidden passage below ruins
- Yeppie: Hyleg Ourobockle's stage; hidden in the tree foliage near the start.
[Medium Nurse Elf Lvl 2 - Adds 2 extra lives to starting count; permanent
[Evolution: 300 EC]
- Arnue: Desert intro stage; in capsule blocked by collapsing pillars.
- Charnue: Harpuia's stage; in the box behind hidden cavern along right side of
[Medium Nurse Elf Lvl 3 - Gives you a Sub-Tank; permanent effect]
[Evolution: 400 EC]
- Estan: Neo Arcadia Mid-Stage; in the box in right corner behind pullable
- Peatan: Kuwagust Anchus's stage; take path above the electric field box.
[Small Nurse Elf: Green Type - Refills your lifebar completely; one-time use]
- Emick: Panter Flauclaws' stage; in the box to the left of starting point.
- Mitick: Burble Hekelot's stage; in the box below spike trap passage.
- Parick: Rainbow Devil Mk-II's stage; in a box on another ledge.
- Satick: Fefnir SP's stage; in box on ledge before magma bridge.
[Small Nurse Elf: Blue Type - Turns enemy shots into health; one-time use]
- Ishilar: Poler Kamrous' stage; in box on third ice floe near beginning.
- Mikilar: Resistance Base; talk to Reploid in left lookout tower (5th floor).
- Remilar: Leviathian's stage; in the box above slopes lined with spikes.
- Tomilar: Burble Hekelot's stage; in the box after walk-through wall.
[Small Nurse Elf: Orange Type - Elves fly by and drop energy refills; one-time
- Culoppe: Phoenix Magnion's stage; box in maze of pink pipes.
- Meloppe: Leviathan SP's stage; in a box on the middle ledge in dog-ridden
- Miloppe: Harpuia's stage; in the box on top of tall cliff.
- Reloppe: Kuwagust Anchus's stage; box in upper-right corner in large room of
[Small Nurse Elf: Red Type - Refills 8 units of lifebar; one-time use]
- Kereff: Hyleg Ourobockle's stage; just inside the base section on a far
- Mureff: Leviathian's stage; in the box left of beginning.
- Nureff: Rainbow Devil Mk.II's stage; in a box on a visible ledge.
- Oreff: Leviathan SP's stage; in the box on pillar top in middle of first
- Pireff: Resistance Base; box on the roof behind the left lookout tower.
- Rireff: Neo Arcadia Mid-Stage; in the box in left corner behind pullable
==>Animal Elves: Change Zero's abilities and provide backup<==
[Large Animal Elf - Adds protection from spikes and lava; permanent effect]
[Evolutions: 200 EC / 500 EC]
- Putick: Hyleg Ourobockle's stage; defeat Pinofeil.
[Medium Animal Elf: Monkey Type - Increases climbing speed; permanent effect]
[Evolution: 70 EC]
- Atti: Poler Kamrous' stage; defeat 4x Rollin-22s.
[Medium Animal Elf: Frog Type - Increases jumping height; permanent effect]
[Evolution: 150 EC]
- Kelon: Burble Hekelot's stage; defeat 5x Catapulls.
[Medium Animal Elf: Cow Type - Eliminates backlash recoil; permanent effect]
[Evolution: 250 EC]
- Fubuffa: Poler Kamrous' stage; defeat 4x Ice Lifters.
[Medium Animal Elf: Cheetah Type - Increases running speed; permanent effect]
[Evolution: 300 EC]
- Jettah: Fefnir's stage; defeat 3x Hammer Pantheons.
[Small Animal Elf: Bird Type; Rescues from pitfalls; one-time use]
- Bircarry: Neo Arcadia Mid-Stage; defeat 5x Gli-Eyes.
- Biraero: Panter Flauclaws' stage; defeat 10x Carryarms.
- Birflow: Harpuia's stage; destroy 10x Hotlucks.
- Birhang: Burble Hekelot's stage; defeat 6x Shulbon.
- Birhelp: Harpuia SP's stage; defeat 5x Barrier Counters.
- Birwin: Desert intro stage; defeat 5x Condoroids.
[Small Animal Elf: Bee Type - Bees fire at enemies; one-time use]
- Beebite: Neo Arcadia Mid-Stage; defeat 8 Pantheons.
- Beefire: Phoenix Magnion's stage; destroy the first generator.
- Beehitt: Harpuia's stage; defeat 3x Hopper Pantheons.
- Beelanch: Leviathian's stage; defeat 5x Yuki-Da enemies.
- Beelet: Rainbow Devil mk.II's stage; defeat 3x Launcher Pantheons.
- Beeshot: Hyleg Ourobockle's stage; defeat 10x Saranets.
- Beestin: Phoenix Magnion's stage; defeat 7x Panel Cannons.
- Beesult: Harpuia SP's stage; defeat 8x Pantheons.
[Small Animal Elf: Fish Type - Elves absorb hits and then explode; one-time
- Bomblow: Leviathian's stage; defeat 3x Floppers.
- Bomgro: Leviathian's stage; destroy 20x Mini-mines.
- Bomphew: Phoenix Magnion's stage; defeat 4x Tellybombs.
- Bomserow: Hyleg Ourobockle's stage; defeat 3x Bombnets.
[Small Animal Elf: Otter Type - Freezes enemies; one-time use]
- Stickah: Hyleg Ourobockle's stage; defeat 4x Securispiders.
- Stickie: Poler Kamrous' stage; defeat 5x Giangors.
- Stickoh: Fefnir SP's stage; defeat 5x Ceilcannons.
- Stickoo: Leviathian's stage; defeat 4x Snow Garms.
==>Hacker Elves: Change the stage conditions<==
[Large Hacker Elf - Doubles value of life/energy items; permanent effect]
[Evolutions: 200 EC / 500 EC]
- Dable: Phoenix Magnion's stage; defeat the U4 mini-boss.
[Medium Hacker Elf: Knight Type - Destroys all minor enemies in a stage;
[Evolution: 300 EC]
- Lanite: Phoenix Magnion's stage; defeat Golem Type-F.
- Menite: Hyleg Ourobockle's stage; defeat 4x Molegules.
[Medium Hacker Elf: Hammer Type - Halves Boss' life energy; -- effect]
[Evolution: 300 EC]
- Hafmardo: Poler Kamrous' stage; defeat Golem Type-I.
- Hafmarmn: Burble Hekelot's stage; in the box above blue Chain Rod ledges.
[Small Hacker Elf: Clock Type - Slows down Mission Timer; one-time use]
- Clockle: Panter Flauclaws' stage; in box between cars after supplies
- Clocpull: Leviathan SP's stage; in box on left ledge during floating ice
- Clocsule: Harpuia's stage; in the box over spiky ledge on left.
- Cloctell: Burble Hekelot's stage; in box behind breakable blocks and spike
[Small Hacker Elf: Stopwatch Type - Temporarily stuns enemies; one-time use]
- Stoccum: Desert intro stage; defeat Golem Type-E.
- Stockel: Kuwagust Anchus's stage; in box below the above Golem's room.
- Stocpell: Harpuia SP's stage; in a box on the second ledge down on right
- Stocpuss: Fefnir SP's stage; in box on ledge with Hammer Pantheons.
- Stoctem: Fefnir's stage; in the box hidden behind purple pipes.
- Stocttus: Phoenix Magnion's stage; in the box behind the blow-up wall.
[Small Hacker Elf: Treasure Type - Makes minor enemies drop items; one-time
- Itemass: Harpuia's stage; in the box after Golem Type-E fight.
- Itemeter: Desert intro stage; defeat 4x Shaballs.
- Iterex: Burble Hekelot's stage; in box hidden in foliage above starting
- Iteroth: Resistance Base; in the box on the bottom level, Room 1F-B.
[Small Hacker Elf: Metool Type - Turns enemies into Metools; one-time use]
- M-orapp: Panter Flauclaws' stage; defeat 4x Yakodroids.
- M-oreno: Harpuia SP's stage; in the box on ledge in electric field area.
- M-orina: Desert intro stage; destroy 3x Shabo Rollers.
- M-orossa: Fefnir's stage; defeat 3x Shagunaroids.
[Small Hacker Elf: Bank Type - Gives temporary A Ranking; one-time use]
- Acool: Poler Kamrous' stage; in the box above slopes lined with spikes.
- Anurray: Resistance Base; pass Andrew's quiz during second group of boss
- Ashiro: Hyleg Ourobockle's stage; in box hidden in foliage near second tree
- Aterner: Kuwagust Anchus's stage; in the box in top left corner during
Forms are special bonuses that you earn after completing a mission for playing
with a certain style. For example, if you fight with your Buster a lot, you'll
earn the X Form, a "style change" of sorts that enhances your Buster Shot's
powers. You can earn one Form per completed level. The method by which most
Forms are gained is purely mathematical. There are seven categories the game
tracks in every mission that pertains to Forms. If you get the correct amount
or higher in one of these categories that you haven't already gotten a Form
change for, you will recieve a new one. You can also receive only one Form per
completed mission. The hierarchy of Zero Forms dictates that in the event of a
tie (if you meet requirements for more than one Form Change), you'll earn
whichever is highest on the list. The hierarchy of Forms goes in this order:
[Energy | X | Defense | Erase | Active | Power | Rise]
The following is a list of the Forms, their abilities, and the criteria for
==Energy Form== (Yellow)
Ability: Energy and Energen Crystals are gained more often from defeated
Criteria: Number of life capsules picked up (1 point for each capsule; 25
points required to earn form).
Attributes: Power: *** | Defense: ** | Speed: *
==X Form== (Dark Blue)
Ability: Your Buster becomes more powerful when charged, and you can fire more
Criteria: Number of enemies killed (simple hits do not count) with the Buster
(1 point for each kill; 50 points required to earn form).
Attributes: Power: *** | Defense: ** | Speed: ***
==Defense Form== (Light Green)
Ability: Reduces damage taken from enemies by 50 percent.
Criteria: Number of enemies killed (simple hits as well as repelled shots do
not count) with the charged Shield Boomerang (1 point for each kill; 20 points
required to earn form).
Attributes: Power: * | Defense: **** | Speed: **
==Erase Form== (Magenta)
Ability: Both the Z-Saber and Shield Boomerang can destroy enemy shots.
Criteria: Number of enemy bullets reflected by Shield Boomerang (1 point for
each richochet; 30 points required to earn form).
Attributes: Power: ** | Defense: *** | Speed: **
==Active Form== (Orange)
Ability: Your Z-Saber is enhanced when you use it during a jump.
Criteria: Number of enemies killed (simple hits do not count) with a dashing
slash (1 point for each kill; 20 points required to earn form).
Attributes: Power: ** | Defense: ** | Speed: ****
==Power Form== (Purple)
Ability: You always slash with the largest Saber slash.
Criteria: Number of pulls with the Chain Rod. What is pulled does not matter,
so long as you physically grab the object and move it a short distance (1 point
for each successful pull; 30 points required to earn form).
Attributes: Power: **** | Defense: ** | Speed: *
==Rise Form== (Light Blue)
Ability: Zero can thrice execute an upwards Saber strike.
Criteria: Number of enemies killed (simple hits do not count) with the jump
slash (1 point for each kill; 20 points required to earn form).
Attributes: Power: ** | Defense: ** | Speed: ***
==Proto Form== (Dark Green)
Ability: Enhances attack power, but puts all weapons at 1 Star.
Criteria: You earn this by completing the game.
Attributes: Power: **** | Defense: * | Speed: **
==Ultimate Form== (Bright Red)
Ability: Allows special key commands for charged attacks.
Buster Lvl 1: Down, Diag-Down-Fwd, Forward
Buster Lvl 2: Down,Diag-Down-Fwd,Forward,Down, Diag-Down-Fwd,Forward
Z-Saber: Forward, Diag-Down-Fwd, Down
Chain Rod: Forward, Down, Diag-Down-Fwd
Shield Boomerang: Down, Diag-Down-Back, Back
Criteria: You earn this by finding, evolving, and using every single Cyber Elf.
Attributes: Power: *** | Defense: *** | Speed: ***
EX Skills are special abilities earned when you defeat a boss while you are
ranked either S or A (see above for ranking criterion). Like the Forms, you can
only earn one per stage, so if you lose your S or A rank, you very likely lose
the chance to earn an EX Skill in the next mission. To activate an earned EX
Skill, you must equip it in the subscreen before you can actually use it. Below
is a listing of what EX Skills are earned from what bosses, as well as their
Skill: Laser Shot
Defeat: Hyleg Ouroubockle
Function: Turns your normal charged Buster shots (non-elemental) into a
(similar to Mega Man 8's weapon by the same name).
Skill: Triple Shot
Defeat: Poler Kamrous
Function: A charged Ice Buster shot is turned into an arrow that splits into
three upon contact with an enemy (similar to Mega Man 8's Arrow Shot upgrade).
Skill: Spark Shot
Defeat: Panter Flauclaws
Function: A charged Thunder Buster shot is turned into an attack that divides
into two shots (one going up and the other going down) upon contact with an
(similar to Mega Man X1's Electric Spark).
Defeat: Phoenix Magnion
Function: With your Fire Saber equipped, press Up + Attack to execute a
uppercut-like flaming Saber strike (similar to Mega Man X4's Ryuenjin).
Defeat: Kuwagust Anchus
Function: With the Elec Saber, execute a dashing slash to enable a powerful
forward-moving blitzing attack (somewhat similar to Mega Man X4's Raijingeki).
Skill: Energy Chain
Defeat: Burble Hekelot
Function: With the Chain Rod equipped, you can attack to an enemy and drain
their energy, refilling your own by pressing and holding the Attack button.
Skill: Sharp Edge
Function: With the Ice Saber, jump and press Down + Attack to perform a
downward diving Ice Saber strike (similar to Mega Man X4's Hyouretsuzan).
Skill: Blast Shot
Function: With the Fire Buster, your charged shot cause an extra explosion upon
contact with an enemy, allowing for more damage (similar to Mega Man X4-X6's
Plasma Shot Buster upgrade).
Function: Press Down + Attack while standing to create a wave slash similar to
Harpuia's own crescent waves.
Skill: Filter Shield
Defeat: Rainbow Devil mk-II
Function: At close range, use the Shield Boomerang just before an enemy shot
connects to transform the enemy shots into Energen Crystals.
Secrets and Tips....................................................(MZ2.03.05)
1. Easy Levels, Sub-Tank Fill, Energen Crystals - In Hyleg's forest, equip the
Fire elemental and burn down the leaves of trees to get energy and energen
quickly. To gain your weapon max easily, go to the Phoenix Magnion's stage and
stand still as you hit the buckets of fire that go by.
2. New Game Plus - Similar to games such as Chrono Trigger, after beating the
game a new one can be started with your upgrades intact. Simply wait for the
credits to end and save your game when you have the option, and then select
that game in the continue screen of the main menu. You'll start a new game with
any effects from the Cyber-Elves still in use. Your weapons, however, will not
be in their upgraded form.
3. Hard Mode - To play in Hard Mode, hold L while starting a new game after
having beaten the game. You won't be able to charge any weapon but the Shield
Boomerang in this mode, so elementals are quite impaired and your weapons stay
at their basic model.
4. Unlike the first title, you have six save files this time around, making it
more accessible to experiment with time, rank, and such.
5. S-Rank Time and Enemy Minimums: As mentioned earlier, in order to achieve a
rank of S in any mission, you must (a) complete all objectives within the
required time limit, and (b) complete the minimum number of kills. Here's the
tabulation for each mission:
- Desert Ambush: Time (2 min, 30 sec) | Kills: 40
- Jungle Rescue: Time (4 min, 0 sec) | Kills: 40
- Frozen Base: Time (4 min, 30 sec) | Kills: 40
- Train: Time (2 min, 50 sec) | Kills: 70
- Powerplant: Time (6 min, 40 sec) | Kills: 55
- Operaton Righteous Strike: Time (2 min, 20 sec) | Kills: 30
- Stop the Bomb: Time (6 min, 40 sec) | Kills: 120
- Search the Forest: Time (4 min, 10 sec) | Kills: 45
- Search the Arctic Base: Time (3 min, 0 sec) | Kills: 45
- Search the Crystal Caves: Time (4 min, 0 sec) | Kills: 40
- Search the Shuttle Factory: Time (3 min, 20 sec) | Kills: 25
- Neo-Arcadia Entrance: Time (2 min, 10 sec) | Kills: 30
- The Temple of Flame: Time (2 min, 40 sec) | Kills: 40
- The Temple of Ice: Time (3 min, 0 sec) | Kills: 30
- The Temple of Wind: Time (3 min, 50 sec) | Kills: 40
- Neo Arcadia Core: Time (8 min, 40 sec) | Kills: 25
6. A and S Rank Boss Attacks: In each battle, if Zero possesses an A or S Rank,
the boss will gain a new attack that is usually very, very tough to dodge. This
attack is known as their EX Attack (and it's the basis by which Zero learns his
EX Skills). Here's a short catalogue of each boss' special EX Attacks.
a. Hyleg Ourobockle (Joint Laser)
This attack fires lasers from the sides of the broken up snake. Watch for
the flashing sections and leap up to dodge the move.
b. Poler Kamrous (Wall Crasher)
Kamrous creates a massive ice formation that blocks your attacks first.
Then he takes a giant swipe and shatters the top half, which rains ice shards
down around the room. The second part of this attack is where he shatters the
lower half. Each part has its safe spots to dodge, though.
c. Panter Flauclaws (Tail Spark)
This attack is rather inventive. Panter crouches low to the ground and
turns a bright orange color, and causes electricity to surge throughout the
entire train car. Leap to the other train car to avoid the attack.
d. Phoenix Magnion (Rising Flame)
Woah. This one is nasty. Magnion flares yellow, then teleports in an
attempt to grab hold of you. If successful, Magnion then turns into a massive
fireball and hurls your towards the ceiling, causing massive, massive damage
(with no Elves to enhance your life, it's almost an instant-kill move). Dash,
dash, and dash some more to decrease your chances of being captured.
e. Kuwagust Anchus (Spinning Blade)
Anchus creates a cyclone attack that pushes Zero away from him, rather
than sucking him in. As Zero is being pushed backwards, Anchus leaps into the
air, and does a screaming sonic dive towards Zero. It takes extremely quick
timing to dodge.
f. Burble Hekelot (Energy Tongue)
A simple Energy Drain technique. Herkelot will extend his tongue
practically the length of the screen, and if you get snared, he'll drain your
energy and refill his bar. Oddly enough, he can also increase in size by doing
g. Leviathian (Tornado Spear)
She creates a huge whirlwind that draws you in towards her. Keep dashing
away to avoid the pull as well as the projectiles that rain down from above. If
you stay far enough away, you'll also avoid the follow-up spear attack she uses
to stab downwards.
h. Harpuia (Super Sonic Boom)
Now this one is cool. First, you need to know his Mirage Dash attack - he
uses this during this move. Harpuia executes this screen-wide dashing attack
while raining down massive sonic boom waves upon you. Dash in the direction he
last flew to dodge the waves in their patterns.
i. Fefnir (Hellfire)
Did you see Magnion's EX Attack? Did you think it was spectacularly
devastating? Heh heh heh. Fefnir's aptly-named Hellfire sends huge waves of
fire rocketing up from the floor for a few seconds, almost engulfing the entire
area. There are very few "safe" spots, and even those don't stay there for long
(the move creates a wave effect).
j. Rainbow Devil Mk.II (Body Hardening)
Odd, but interesting. The Devil turns a deep blue and slowly lumbers
towards you. If you're hanging out on the walls, drop down, because chunks of
debris fall from the ceiling as it trudges across. Dodge the large ones, and
ignore the small ones until the attack wears off.
k. Fefnir SP (Fire Wave)
A slight variation on his Fire Shot technique, Fefnir SP hurls three
shots at once from the lower cannons. A quick reverse dash jump is about the
only way to dodge; just make sure you don't collide with Fefnir's tank as
l. Leviathian SP (Kureijir Dance)
This attack follows her high speed dash across the screen. After her
Vortex Dash is finished, a set of spearheads will zig zag towards you. Use your
Z-Saber to eliminate them.
m. Harpuia SP (Magnet Typhoon)
This honestly reminds me of that scene in "The Empire Strikes Back" where
Vader stands there, using the Force to hurl debris at Luke, because that's
almost exactly what Harpuia does, except he does it while spinning in a massive
typhoon wave. The debris hurts, a lot, and there's no guaranteed way to dodge
the flying rubble.
n. Herculious & Kuwagust Anchus (Double Cyclone)
This move is coupled with the Double Dash. Chaining themselves together,
the beetle bros. swing in a clockwise circle around the room, and they're both
invincible while executing this. To dodge, you must attack the line that
connects them, then leap through the line while it's opened a brief safe spot.
o. Elpizo (Ground Burst)
For the next to final boss, Elpizo's EX Attack is...well, hardly vicious.
He simply hurls his Saber into the air, which then crashes down and creates an
energy column spread that hurls debris into the air. Try hanging out behind him
to dodge.(Spiral Orb) The EX attack for his winged form is deadly indeed. The
green spiral orb circles Elpizo's body, making it impossible to even approach
him. Just run away and wait this attack out.
Contacts (MZ2.05 .01)
Version history (MZ2.05.03)
Authorized Websites (MZ2.05.04)
Guide Terms (MZ2.05.05)
Email: [email protected]
MSN: [email protected]
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If you don't break those rules, I will leave the option to email me
open. But if too many people break these rules, I will be forced to
no longer accept your emails. I'll just block everyone at once. I'll
Fight ye off one at a time with my left arm tied behind my back! :)
***Email And Instant Messaging Policy***
Email ([email protected]):
When emailing me, please make your questions clear.
If I do not understand what you are asking, I will simply ignore the email.
Also, please make it known what game you are emailing me about. I have many
guides, and it's easier if you put that in the subject for me.
MSN ([email protected]):
I am allowing you (the readers) to contact me by Instant Messaging.
I have found that the only problem with this is that people add me to there
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LeiTauM on their Buddy List is.
So they bug me and ask "Who are you? You're on my Buddy List for some reason."
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I've received a ton of Instant Messages like that since I started writting
guides. If you really want to, add a new group on your buddylist titled
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These are the people that contributed to this guide in any way
If I have failed to list you as a contributor, SORRY! Sometimes I just forget!
Just email me saying that I forgot to give you credit. If you can, also include
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something like that.
These are the people that have gone beyond just reading the guide. They not
only contributed a TON of stuff, but they worked with me to make the guide
better and more filled up.
1.2 - Thanks to cheatcodes.com i had to do some changes... because the FAQ was
****ed up dunno why...
1.1 - fixed some minor details >_>
1.0 - guide start
The following sites have my permission to post this guide on their website.
<1 Site Total>
Name: URL: Date Posted:
Cheatcodes www.cheatcodes.com 03-05.2005
If you see this guide anywhere else, contact me ASAP! Seeing my
guide elsewhere means one of two things:
*I approved them posting my guide and haven't got a chance to post them
as a new authorized website in the guide yet.
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So just simply email me saying that you saw the guide somewhere and
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Before you file a complaint (about seeing the guide on a site that isn't
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cruel and unusual things. :)
There are a few terms you might want know. This really should be at the top,
but it doesn't really fit anywhere up there. Oh well. There are also some
Spoilers: A spoiler tells you about something in a game before you get to it.
What may be considered a spoiler to one person may not be considered
to be one by others. It really depends on where you are in the game.
Code System: A system that took forever to set up. The system allows you to
look at the Table of Contents and choose a code for where you want
to go in the site. After highlighting that code, hit Ctrl+C,
Ctrl+V then hit enter twice.
ToC: Stands for Table of Contents
Copyright: This helpful thing allows me to declare EVERYTHING in this guide my
own. It also means that you can't take anything from it without my
permission. Technically I COULD take you to court over stealing my
stuff, but I probably wouldn't do that, but who knows.
Disclaimer/Legal Information (MZ2.06.01)
Closing Statement (MZ2.06.02)
I DO NOT KNOW EVERYTHING IN THE GAME! So don't get upset with me if I
can't answer your question. I am not an all knowing guide writer. But
as always, if I do not know something when you email me, I will email
you back providing you with what information I have. Then I will search
the internet for your answer and have it back to you within a day or two.
If I really do not have the time to help you out, I'll write you in a week or
Please note that I am a busy person. High School really takes up a lot
of my time. Also, I get in trouble a lot, so I may not always be able to read
your email and respond to it right away. :) and i have i life besides writting
Nothing from this guide may be reproduced under any circumstances
except for personal, private use. It may not be placed on any web
site or otherwise distributed publicly without the permission of the
author (LeiTauM).Use of this guide on any other web site or as a part
of any public display is strictly prohibited, and a violation of copyright.
To receive permission, email me at [email protected] or IM me at My MSN.
All trademarks and copyrights contained in this document are owned by their
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If you send something and don't provide a contributor name, your contributor
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is [email protected], I'll list you as Joe D.)
Note: I hold the right to change the above information as I please.
*Copyright 2005 Heitor Costard (LeiTauM)*
I just want to say that this guide has taken a lot of my time and
energy (well not really energy... mostly time). I hope you enjoyed
it. If not, get over it. I don't care. ^.^
And now i'll be writting a guide for megaman zero 3! And if anyone
want me to write a FAQ about any game just e-mail me!
Now I thank you my faithful readers! Without you guys, none of this
would be possible. I mean, if I had no readers, I would cry and die or
something. Doubt it, but it could happen!
| | ____|_ _|
| | | __| | | ____ __ __
| | | |_ _| |/ \ | \/ |
| |__| _|| | | /\ |_ _| |\/| |
|____| |__| |_| __ | | | | | | |
|____| | | | | | | | | | | |
| | |_| |_| | | |_| |_|
|_| | |_| |
/ _ ./_ /\/|
*Copyright 2005 Heitor Costard (LeiTauM)*
written By: LeiTauM
email: [email protected]
MSN: [email protected]