MEGA MAN ZERO 3 guide ===================== written by DominicanZero and edited by Tim >> shadowzero4@hotmail.com | tim@megaman-network.com :: http://megaman.retrofaction.com/mmzero/ ============== SECTION INDEX: ============== 1. Introduction 2. Game Overview 3. Mission Structure 4. Weapons & Elements 5. Cyber-elves 6. Ranking System 7. Chip Custom System 8. EX Skills 11. Derelict Spaceship Stage 12. The Resistance Base 13. Aegis Volcano Stage 14. Oceanic Highway Stage 15. Recycling Plant Stage 16. Old Residential Area Stage 17. Missile Complex Stage 18. Twilight Desert Stage 19. Forest of Anatre Stage 20. Ice Base Stage 21. Area X2 Stage 22. Energy Facility Stage 23. Snowy Plains Stage 24. Sunken Library Stage 25. Giant Elevator Stage 26. Sub Arcadia 27. Weil's Laboratory 28. Minigames 29. Secrets and Tips 30. Legal -------------------------------------------------------------------------------- ================ 1. INTRODUCTION: ================ Welcome to Mega Man Network's official game guide for Mega Man Zero 3, the third entry into the Mega Man Zero series. Use the index above for a handy reference guide, and visit http://megaman.retrofaction.com/mmzero/guides/ to find an HTML version of this guide, along with guides to all of the other games in the Mega Man Zero series. --------------------------------------------------------------------------------- ================= 2. GAME OVERVIEW: ================= Mega Man Zero 3 is in some respects easier than its two predecessors, while still harder in other areas. It's also quite a bit different than the last two entries. Here's a listing of some of the major differences: - The overall learning curve seems definitely toned down. You can actually play through the game with an S/A rank with relative ease. - None of the Guardians are bosses in this one; rather the classic style of using unique bosses is used. You encounter the Guardians a few times, but you never have to fight them. - Leveling up your weapons is a thing of the past - you start the game with the ability to charge your weapons up. - Taking a cue almost from the Mega Man X series, Zero no longer has to earn Form Changes or attach elemental properties to his weapons. Instead, a rather innovative "Zero Part" system is used where you can locate various armor pro- grams and literally mix and match to create your own unique Zero. - Elemental weapons no longer exist in the form of chips, but they are parts that Zero attaches to his Body to use (and in true Mega Man fashion, he changes colors based on the weapon he's using). - The gimmicky weapon of the game is now the Recoil Rod. Quite a useful piece of equipment, this one takes elements of the Triple and Chain Rods and combines it into a single melee tool. You can pogo off of enemies and push blocks out of the way, but (thankfully) there is no more grappling along ceilings. - In stages, you'll encounter blue doors that take you to a "Cyberspace" area (the game explains it as a dimensional rift effect caused by Omega's appearance, which is better than nothing, I suppose). Enter these, and any Cyber-elves Zero has found are automatically used to power yourself up. The plus side is that the Elves don't die and can be used again; the minus is that it demolishes your rank if you explore these when actually on a mission. Explore these areas on return trips. - The Cyber-elf system has been heavily redesigned. It's so different, in fact, that you have to read the appropriate section on it. - Zero's animations have been changed a bit, primarily his jumping one. Not that it's any real... big deal. Gameplay-wise, the game plays essentially the same as Zero 1 and 2, though Cyber- elves are no longer picked up from containers or from defeated enemies (though the principle is the same); instead you acquire the Cyber-elf data by earning the Secret Disks scattered throughout the stage. Each individual stage contains 10 disks, while the Resistance Base has 20, which makes a grand total of 180 disks. Most of them are easy to acquire, but the more beneficial disks often require some kind of trickery to reach. Overall, Zero 3 plays more like an old-school Mega Man platformer than the other titles, and if I might interject, Zero 3 perfectly matches a little theory Reeve and I have been going on about involving the Mega Man games - this aspect involves the third game in the series always being the most in-depth, the longest, and having a twist on the gameplay. Let's see... 1) Nearly twice the amount of bosses. 2) Certainly longer than the others. 3) Navigating Cyberspace, and numerous other tweaks. Interesting, yes? The conditions hold true for Mega Man 3, Mega Man X3, and Mega Man Battle Network 3. Now Mega Man Zero 3 follows the same trend. Hmm.... --------------------------------------------------------------------------------- ===================== 3. MISSION STRUCTURE: ===================== The missions are again broken up into parts, making it more reminiscent of the Game Boy Mega Man Classic titles (and Mega Man 7 and 8, respectively). You face the first four Weil Numbers, then square off against the four resurrected bosses from the first game, then face the second quartet of Weil Numbers before tackling the final two levels. The order is also very simple, just go left to right. Blazin' Flizard - Use Thunder (when you have it) Childre Inarabitta - Use Flame Hellbat Schilt - Use Ice Deathtanz Mantisk - Use Flame --- Anubis Necromancess V - Use Ice Hanumachine R - Use Thunder Blizzack Staggroff R - Use Flame Copy X mk-II - Variable --- Cubit Foxtar - Use Thunder Glacier Le Cactank - Use Flame Volteel Biblio - Use Thunder Tretista Kelverian - Use Flame ---------------------------------------------------------------------------------- ====================== 4. WEAPONS & ELEMENTS: ====================== You have four basic weapons to use in Zero 3: the Buster Shot, the Z-Saber, the Recoil Rod, and the Shield Boomerang. The Buster, Saber, and Boomerang all operate pretty much the same as they did in the first two titles, with the big exception being that you no longer have to level up your weapons to improve them - you start out being able to charge and use attacks normally not available at first. The Recoil Rod is the new addition to the game. At first, it doesn't look like much, but it's really quite cool. You can push enemies with it, bounce like a pogo stick, among other things. You'll acquire this weapon right after the opening stage by talking to Cerveau. You earn the three elemental chips by defeating three of the bosses (Thunder Body Chip from Hellbat Schilt, the Ice Body Chip from Chil- dre Inarabitta, and Flame Body Chip from Blazin' Flizard. The only difference with these this time around is that they are filed away on your subscreen under the Chip Custom section, and they change your armor color (which, like the Forms of Zero 2, is a nice throwback to the old style of Mega Man and MMX). Weapon Stats & Abilities ======================== Buster Shot - can fire three shots normally, or charge up to fire a larger blast. Z-Saber - single, double, or triple slash attack, or charge up for a very power- ful super-slash. Recoil Rod - short-range dagger weapon that can rapidly attack or charge up to push enemies/objects. Bounce on objects like a pogo as well. S. Boomerang - generate an energy shield to block attacks, or charge it up to throw the boomerang in an arc pattern. --------------------------------------------------------------------------------- =============== 5. CYBER-ELVES: =============== As it's a veritable staple of the Mega Man Zero series, Cyber-elves are back, but with a major overhaul to the system. For one, you acquire them by defeating enemies or uncovering the data hidden on the Secret Disks. There are 74 total (numbered 021-095 in the Disk database), and now they've been divided into two classes: Fusion elves and Satellite elves. As Perroquiet will explain to you, Fusion elves are the kind that die immediately upon use (after some kind of permanent effect, such as increasing your life meter, giving you a Sub Tank, et. al. Satellite elves, however, are the result of Ciel's new energy research. Cyber-elves that (a) are reusable, and (b) don't penalize your rank(!), but you are limited to only carry- ing two at a time (one in each of your Satellite slots). However, by feeding elves and raising them, you can turn some Fusion elves into Satellite elves, thereby increasing your chances of keeping a high rank. One more note on Elves, in regards to the Cyberspace areas. When you enter Cyber- space, you become a virtual powerhouse in that most of the Elves you have found automatically activate (with a full collection, you're virtually unstoppable). But as Hirondelle will tell you, you'll lose five Mission Points if you visit Cyber- space while in the middle of a mission. So for those who wish to maintain your high rank, visit Cyberspace on return trips. Hirondelle will also inform you that not all of your elves activate - only the ones with the "A" in the lower left of their icon (check the Elves in the Secret Disk database), that even if the Elves aren't fully grown, they'll activate, and they also never die. So Cyberspace does have quite a few advantages. More on the Cyber areas can be found below. Here is a list of all the Cyber-elves and their functions, along with their Disk numbers (you can find a guide to finding these in the Disk section further down). ---------------------------------------------------------------------------------- ================== 6. RANKING SYSTEM: ================== 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 ob- jectives. Sometimes there is more to do than simply defeat the boss. For example, you need to hit all four switches in Childre Inarabitta's stage to get the full 20 points. Clear Time (20 points): This category is very important for maintaining your S or A rank, as there is a "time limit" of sorts. Go over it, and you risk losing your high rank. The object- ive, obviously, is to clear the level quickly (speed runs!). Enemy (15 points): This one deals with how many enemies you killed. Generally, the more you kill, the higher your score. Many levels have a minimum number of enemies you need to kill, so try to rip apart everything in your path while staying on the move. 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 possible. 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 life. Elf (15 points) Previously, you were penalized for every Elf you used. Now the game only penalizes you if you use a Fusion elf that gives you a permanent boost. Also, if you enter Cyberspace while on a mission, you'll lose five points from here as well as the Mission category. 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 Mega Man Zero 3 also averages your combined scores, though I'm not quite sure how this factors into the overall ranking. Zero 3 also has a wide array of Codenames that I'm also not sure what the criteria is for. And that's ranking in a nutshell. ---------------------------------------------------------------------------------- ====================== 7. CHIP CUSTOM SYSTEM: ====================== This part of the game is cool. It replaces the Form Change system from Mega Man Zero 2, and gives a more Classic feel to the game because you earn an upgrade part from every boss regardless of your rank (just like earning a boss weapon). These chips you get can be used to enhance Zero's physical abilities in the Chip Custom Section of your subscreen. There are three Head parts, five Body parts, and seven Foot Parts. Here's a breakdown of the parts with descriptions of their abilities and how to get them. Head Parts ========== 2. Auto Recover Head Chip - find Secret Disk #002 - your energy meter recovers when you stand still. Does not refill Sub Tanks. 3. Auto Charge Head Chip - find Secret Disk #001 - your weapons charge up auto- matically. Very useful. 4. Quick Charge Head Chip - find Secret Disk #003 - your charge speed is increased a bit. Body Parts ========== 1. Light Body Chip - defeat Deathtanz Mantisk - Zero gains a part that allows him to tread normally on any unstable surface (junk pits, quicksand, etc). This chip turns Zero a light green. 2. Absorber Body Chip - defeat Tretista Kelverian - Zero doesn't get knocked back when struck (eliminates horizontal recoil). This chip turns Zero a pale blue. 3. Thunder Body Chip - defeat Hellbat Schilt - adds electrical power to weapons. This chip turns Zero a bright yellow. 4. Ice Body Chip - defeat Childre Inarabitta - adds freezing power to weapons. This chip turns Zero a bright blue. 5. Flame Body Chip - defeat Blazin' Flizard - adds burning power to weapons. This chip turns Zero a bright orange. Foot Parts ========== 1. Splash Jump Foot Chip - find Secret Disk #005 - Zero can jump along the surface of water. 2. Double Jump Foot Chip - defeat Cubit Foxtar - Zero gains a double jump which even works with dash jumping. Quite handy. 3. Quick Foot Chip - defeat Copy X mk-II - Zero's walking/running speed is doubled. 4. Spike Foot Chip - defeat Glacier Le Cactank - Zero has solid traction on icy or slippery terrain. 5. Shadow Dash Foot Chip - defeat Volteel Biblio - Zero gains the ability to dash through enemies and their attacks. By far one of the coolest items. 6. Frog Foot Chip - find Secret Disk #004 - Zero's sliding speed (down walls) is decreased. 7. Ultima Foot Chip - find Secret Disk #006 - Zero gains the benefits of all Foot Parts at once. Very, very cool. ---------------------------------------------------------------------------------- ============= 8. EX SKILLS: ============= Just like Mega Man Zero 2, you gain EX Skills when you defeat a boss with an S or A ranking. Below is a listing of the skills, what bosses you have to beat, and other information such as technique and usage. Skill: ReflectLaser Acquired from: Copy X mk-II Weapon: Buster Shot (Any Chip) Function: Charge up and release to fire a shot similar to the Gemini Laser obtain- ed from Gemini Man in the classic series. This shot bounces off walls for a while. Skill: V-Shot Acquired from: Volteel Biblio Weapon: Buster Shot (Thunder Chip) Function: Your shots become larger and go in two directions to cover more ground. Also applies to charged shots. Skill: BurstShot Acquired from: Blazin' Flizard Weapon: Buster Shot (Flame Chip) Function: Charge up, then fire to release a blast that will travel a short dist- ance and then violently explode, damaging everything in the vicinity. Skill: BlizzrdArrow Acquired from: Blizzack Staggroff R Weapon: Buster Shot (Ice Chip) Function: Charged shots releases a sphere that splits into ice shards which travel in three directions, similar to the Arrow Shot from Mega Man 8. Skill: GaleAttack Acquired from: Tretista Kelverian Weapon: Z-Saber (Any Chip) Function: Attack with the Saber while dashing to execute a forward thrusting attack. Skill: SaberSmash Acquired from: Hellbat Schilt Weapon: Z-Saber (Thunder Chip) Function: Use the Saber in the air and press Down + Attack for a downwards thrust. When it strikes the ground, it releases three electric balls that race on the ground in both directions. Skill: SplitHeavens Acquired from: Hanumachine R Weapon: Z-Saber (Flame Chip) Function: Press Up and Attack to execute a rising fire combo attack that leaves a small flaming trail. Skill: ThrowBlade Acquired from: Childre Inarabitta Weapon: Z-Saber (Ice Chip) Function: Press Down + Attack on the ground to fire a small energy wave. If using the Ice Chip, the wave will freeze enemies and travel longer. Skill: 1000 Slash Acquired from: Deathdance Mantisk Weapon: Recoil Rod (Any Chip) Function: Attack rapidly to perform a fast paced combo. This only attacks forward, but its speed more than makes up for its lack of range. Skill: SoulLauncher Acquired from: Cubit Foxtar Weapon: Recoil Rod (Flame Chip) Function: Charge up and attack upwards to release four energy balls that fly up for a while, then fall back down. The Flame Chip enhances them so the balls don't dissipate when they hit the ground. Skill: ShieldSweep Acquired from: Anubis Necromancess V Weapon: Shield Boomerang (Thunder Chip) Function: Instead of throwing the Boomerang, Zero sends it rolling on the floor for a short distance. The Thunder Chip powers it up and sends elec balls in its path. Skill: OrbitShield Acquired from: Glacier Le Cactank Weapon: Shield Boomerang (Ice Chip) Function: This releases the Shield and puts it to spin around you, protecting you from potential damage. When powered with the Ice chip, the flight time of the shield is a little longer. ---------------------------------------------------------------------------------- ================ 9. Secret Disks: ================ Even if you've played the game for but a few minutes, you've undoubtedly seen the objects lying around resembling data disks. These "secret disks", as the game calls them, are your new way of acquiring upgrades, items, etc. The database contains 180 disks, and is divided up into the following categories: - Chip Custom Disks: These contain Zero's armor programs that he can use. - Information Disks: These contain information about the story, past events, etc. - Cyber Elf Disks: These disks contain Cyber Elf data. - Enemy Bio Disks: These contain biographical info on some of the minor enemies. - Character Bio Disks: These contain biographical info on the various characters. Once you begin acquiring Disks, you can go talk to Cerveau in his Lab to find out what Disks you've acquired and check the information on them. Below is a complete list of all 180 Secret Disks in the game, complete with what's on them and their locations (list follows order of Number, Contents, and Stage Location). 001 AUTO-CHARGE (Head Chip) Deathtanz Mantisk ----------------------------------------------------------------- After the first Cyberspace door you come across, equip the Flame Body Chip and use the Z-Saber to burn away the tree on the highest platform. Go in and break away the blocks with the Recoil Rod for the Disk. 002 AUTO-RECOVER (Head Chip) Hanumachine R ------------------------------------------------------------- Keep burning down the tree's leaves during the stage, as soon as you reach the red, cavelike walls right before entering the gates, hop over the platforms to reach a ledge with this chip on it. 003 Quick-Charge Glacier Le Cactank --------------------------------------- On the third part where you encounter a cactus looking Pantheon sliding on some sort of hoverboard, there is a wall covered entirely in snow, walk inside and slash around to open a box that contains this disc. 004 Frog (Foot Chip) Cubit Foxtar -------------------------------------------- In the huge room with lots of iron bars and spikes, switch the lever and jump onto the iron bars so the topmost iron bar moves to the left side, ride it until you reach the spikes, then jump on the right wall, from there jump over to the left side to catch the chip and an extra life. 005 - Splash Jump (foot chip) - Chilldre Inrabita Jump off the very first platform and walk to the left, destroy the wall with the Recoil rod and walk left until you see the chip. 006 - Ultima Foot (foot chip) - First Bairu stage Follow the instructions for chip number 38, you get this after defeating Phantom. 007 - File A - Intro Stage Inside: In a box on a small ledge during the wall jumping part of the stage. 008 - File B - Blazing Flizard Inside: This chip is in the second box after the first miniboss. 009 - File C - Childre Inrabitta On the second swimming platform after the first Cyber World door, hop onto an icecube to reach platform one, then jump over to the second. 010 - File D - Volteel Biblio Second to top row of doors, second door. 011 - File E - Second Bairu Stage In the second box after the second boss rematches. 012 - File F - Hellbat Schilt Stage In the box right below the third swinging hammer. 013 - File G - Deathtanz Mantisk In the part of the stage with the pits and cannons, right after the grenade throwing Pantheon part, burn down the leaves on the first platform you're on and slide down on the right side of it, the chip is lying right there. 014 - File H - Hannumachine R On the part of the stage where you are able to move a wall to the right side by stepping on a button, walk farther right until you stand under a ledge right next to a button whith two tileshooters on the left side, charge the Recoil Rod right unter the ledge, press down and let it bounce you up to get this chip. 015 - File I - Blizzard Satgrof R After passing the doors jump up the left wall and keep walking left through the part of the stages with the pipes, open the first box you see and grab this chip. 016 - File J - Volteel Biblio Second to bottom row of doors, third door. 017 - File K - Volteel Biblio Second to top row of doors, third door. 018 - File L - Volteel Biblio Second to bottom row of doors, fifth door. 019 - File M - Second Bairu Stage In the ice area, inside of the second box you come across after the spikey pits. 020 - File N - Second Bairu Stage Inside the second box after the spikey pits in the ice area. 021 - Cyber-elf Martina - Stage after beating the first four Hachishinkan After the third conveyor belt and defeating the launcher cannon (pink thing), jump to the left side and climb the wall, destroy the Alarm Cannon and the Pantheon and get the chip out of the box. 022 - Cyber-elf Milpie - Annubis Necromancess V After the miniboss, this one is on the third pillar, right above the blue entrance to the cyberworld, charge the Recoil Rod and let it boost you up there. 023 - Cyber-elf Elpii - Resistance Base After finishinjg the game, go to room 2D and talk to the soldier there, answer his questions with the first, first, second, second, second options and he'll give you this chip. 024 - Cyber-elf Silvie - Intro stage Outside: Slide down a wall through snow, first "pit" in stage. 025 - Cyber-elf Relpie - Glacier Le Cactank Continue walking from where you got chip no. 29, and jump over the smaller platforms to pick this one up. 026 - Cyber-elf Atan - Blazing Firezard After clearing the initial lava area, go inside and destroy the two Gyro Cannons. Charge up the Recoil Rod, jump and press Down when releasing the rod to do your pogo jump. Try to do this on one of the cannonballs that the machine to your right is launching, and you'll get boosted up with the sufficient height you need to reach the platform. 027 - ??? - ??? Not found yet. 028 - Cyber-elf Mott - Deathdance Mantis In the room with the grenade tossing Pantheons, walk to the right side and open the box that's in your way, there it is. 029 - Cyber-elf Dott - Glacier Le Cactank This one's easy, it's on the very first icea plateau you come across, just jump onto it and grab the chip. 030 - Cyber-elf Kyurif - Stage after defeating the first four Hachishinkan On a ledge with a Pantheon and a blue door to the Cyberworld, just jump up and get it. 031 - Cyber-elf Ruruf - Annubis Necromancess V After the miniboss there is a set of pillars, this is on the first one, just jump up there. 032 - Cyber-elf Suruf - Blizzard Satgrof R Right before the second gates, jump up the right wall and get this chip on the ledge. 033 - Cyber-elf Tirif - Volteel Biblio This one is right at the beginning of the second huge water mass, just jump inside, get it and jump back out so you don't get electrocuted. 034 - Cyber-elf Yurif - Area X2 This one is directly in your way, after the paths with the red laser beams open the first box you come across. 035 - Cyber-elf Perif - Blizzard Satgrof R In the area with the icicles on the ceilling, jump on the ledge on the left wall, right after climbing up the second ladder. 036 - Cyber-elf Wirif - First Bairu Stage This one is pretty much on your way, just destroy the wall cannon and jump over to the ledge. 037 - Cyber-elf Clif - Intro Stage Inside: After entering the base, jump up a lege after the first two iceblocks. 038 - Cyber-elf Sunokku - First Bairu Stage In the big room with the spikes and the directionally moving platforms, jump on the second one that moves downwards and wait for it to go back up, then dash-double jump onto the part of the wall that has no spikes, go into the boss gate and grab the disc behind the teleporter. You NEED to be in the Cyber World for this one. 039 - Cyber-elf Matikku - Deathdance Mantis Enter the very first door you come across and destroy the blocks with the charged recoil rod, then get the disc from the box at the end of the room. 040 - Cyber-elf Miyakku - Hannumachine R Right before Hannumachine's lair, crush the funny looking huge blocks below you and recover this disc. 041 - Cyber-elf Ajikku - Tretista Kelverian Right at the beginning, use one of the Pantheon to bounce off their heads with the charged Recoil Rod to reach the ledge on the right side of the room, this may require some practicing, once you're up said ledge, do a dash-jump to the left side and try to land on the left ledge to grab the chip there. 042 - Cyber-elf Tobukku - Area X2 After passing through the first gate, this one is in the box on the left side of the vertical spikey room, just jump there and pick it up. 043 - Cyber-elf Murakku - Volteel Biblio This chip is in the first box that you come across in this level, you can't miss it. 044 - Cyber-elf Maiira - Resistance Base Rocinolle will give you this one after you talk to Harpuia. 045 - ??? - ??? Not found yet. 046 - ??? - ??? Not found yet. 047 - Cyber-elf Soroppu - Blazing Firezard On the ledge above the very first lava pits with platforms that are moved upwards by lava streams. 048 - Cyber-elf Puchitt - Deathdance Mantis In the room with the grenade throwing Pantheons, walk all the way to the right side until you reach the wall, jump up to it and get the big energy crystal, then walk right through the wall, walk through the door and grab the chip on the ledge while falling downwards. 049 - Cyber-elf Barett - Chilldre Inrabita After the miniboss there is a set of small platforms floating in the water, jump on the lowest, then from there onto the double platform that has the chip. 050 - Cyber-elf Maaya - Intro Stage Inside: Where the six ice blocks drop and two are stapled onto each other, destroy the first iceblock to get in, then jump onto the staped ones to get to the chip above. 051 - Cyber-elf Kuwappa - Volteel Biblio This one's found by jumping into the small puddle of water with a single turtle and clam inside, be quick, otherwise the electricity might damage you. 052 - Cyber-elf Gunbul - Necrobat Shilf After the long junk section of the stage you head downwards a ladder to see another of these junk robots that spit out mice, kill it and the chip is yours. 053 - Cyber-elf Baaeid - Necrobat Shilf Just down from where you got chip number 52, there is a box standing on another junkpit, open it and grab the chip. 054 - Cyber-elf Baarif - Tretista Kelverian In the small part of the stage just before you climb down a ladder and keep descending, there is a lone Pantheon that walks on a platform, charge your recoil rod and bounce upwards off his head to reach another ledge with an Energy Crystal and Disc 54. 055 - Cyber-elf Pitappa - Stage after beating the first four Hachishinkan After the second conveyor belt there is a platform that moves above a spike pit, jump over the pit and kill the pantheon on the other side, then grab the chip. 056 - Cyber Ekf Pitappu - Cubit Foxtar In the second dark part of the stage, right at the beginning, it's in the first box you come across. 057 - Cyber-elf Biitakku - Stage after the first four Hachishinkan A little bit after the beginning of the stage there is a spikey pit with two Alarm Cannons on the ceilling, destroy them and jump over to pit to grab the chip. 058 - Cyber-elf Biinaipa - Resistance Base Inside of right Tower: Talk to the soldier and he gives it to you. 059 - Cyber-elf Aachim - Chilldre Inrabita After the first spikey tower underwater, jump onto the first icecube afterwards, float up a little then jump right to a platform with a box, open it and take the chip. 060 - Cyber-elf Aachil - Glacier Le Cactank You get this one from the Miniboss. 061 - Cyber-elf Baiss - Area X2 When reaching the boss gate, there is a small room with spikes and moving platforms on the left side, walk into it and take the platforms to the very top left corner and grab this chip on the ledge. 062 - Cyber-elf Delphiina - Area X2 In the part of the stage with the moving platforms between the spikes, there is a small ledge when you're standig on platform 3, simply jump over and get the chip. 063 - Cyber-elf Ligetas - Hannumachine R Right at the beginning of the stage, burn down the tree's leaves and jump over the platforms to the left side of the stage to pick up this chip. 064 - Cyber-elf Kootas - Cubit Foxtar Right after the second miniboss, switch the level so the iron bars start moving left, jump on one of them and ride on it until you see the ledge, jump up and get the chip. 065 - Cyber-elf Shuntas - Annubis Necromancess V Dropped by the second Neo Arcadia support Heli. 066 - Cyber-elf Maltas - Blizzard Satgrof R Use the water surface jump to jump over the water right at the beginning, then climb the first tower you come across for this chip. 067 - Cyber-elf Iretas - Deathdance Mantis Miniboss drops this. 068 - Cyber-elf Enetas - Blizzard Satgrof R You'll see this automatically when proceeding in the level, there's no way of missing it. 069 - Cyber-elf Baasras - Area X2 This chip is right below number 62. 070 - Cyber-elf Seebaras - Area X2 This one is just a bit father up than chip number 42. 071 - Cyber-elf Rodoras - Hannumachine R In the passage inside, where you have to step onto buttons to make stone walls move, grab this chip after the third wall. 072 - Cyber-elf Buumeras - Blazing Fireazard Inside: In the first box right after the miniboss. 073 - Cyber-elf Kurokuru - Blazing Firezard Inside: Right before the miniboss there is a platform calling a spikey bit that seems to be inside of the wall, punch it aside two times with the charged Recoil Rod, then walk on through the stage, defeat the miniboss and climb upwards, you'll reach another spikey pit that should be covered by the platform now, jump on it, then up the walls to find this chip. 074 - Cyber-elf Mettoras - Deathdance Mantis This one's hidden behind the third door in this stage, burn away the mushrooms to reveal the ladder. 075 - Cyber-elf Mettorika - Chilldre Inrabita The first bottomless pit under water, on the right side, slide down the wall and get the disc from under the ledge. 076 - Cyber-elf Mettoruf - Hannumachine R In the room with the moving blocks, there is a place where you step onto a switch and a wall moves downwards from above, but there isn't really a way to each it, so we're going for something easier now. Equip the double jump, boots and stand down below the block, then charge your Recoil Rod and let it bounce you off the floor, then, move to the left mid-air until you see the ledge, double jump onto the block and from there to the chip. 077 - Cyber-elf Mettorela - Area X2 This one's a bit farther up than chip no. 70, same procedure. 078 - Cyber-elf Mettorom - Cubit Foxtar Right after the third miniboss, jump into the damaged wall. 079 - Cyber-elf Kii Knight - Chilldre Inrabita Stage's first miniboss. 080 - Cyber-elf Saa Knight - Tretista Kelverian This one's on a ledge with a ladder that's too short to reach by just jumping, charge the Recoil Rod and let it bounce you up there, then open the box on the small ledge. 081 - Cyber-elf Taa Knight - First Bairu Stage Find this chip in the big room with the directional moving platforms, jump on the first one that leads down, then on the second one that moves right, jump onto the ledge and get the chip. 082 - Cyber-elf Sutopaara - Cubit Foxtar The first box in the third dark passage after the staircase. 083 - Cyber-elf Sutopiina - First Bairu Stage In the vertical room that leads downwards, there is a box on the left side, while on the right side is an Arm Pantheon, open the box and get the disc. 084 - Cyber-elf Sutopuuru - Necrobat Silf On a small ledge in the second part of the conveyor belt area, when heading downwards, there is a lever located below the ledge, just jump over and get the chip. 085 - Cyber-elf Sutopeete - Annubis Necromancess V After the second, huge quicksand pit with the platforms, this is hidden in the first box you come across. 086 - Cyber-elf Sutopoosa - Glacier Le Cactank This one's on the first set of icy platforms right after the miniboss, just keep walking rightwards on top of them to get to the chip. 087 - Cyber-elf Hanmaaga - First Bairu Stage You get this in a box right after going through the second gate (First if you skipped Phantom). 088 - Cyber-elf Hanmaaji - Tretista Kelverian Dropped by Miniboss on elevator. 089 - Cyber-elf Hanaabo - Annubis Necromancess V First Miniboss. 090 - Cyber-elf Eiina - Stage after beating the first four Hachishinkan Above the second conveyor belt there is a ledge with the disk on it, simply jump over there. 091 - Cyber-elf Ekooi - Annubis Necromances V Dropped by the first enemy after the first quicksand pit. 092 - ??? - ??? Not found yet. 093 - Cyber-elf Enaata - Necrobat Shilf Obtained from the first Miniboss. 094 - Cyber-elf Ewaane - Volteel Biblio This chip is in a box, right below the fourth turtle like robot in the second mass of water. 095 - 80 EC - Cubit Foxtar Ride on an iron bar to the right side of the room with the spikes, then jump onto the ledge at the end of the room to get this chip. 096 - 100 EC - Volteel Biblio Located on a ledge right above the gate that leads to the computer. 097 - 200 EC - second Bairu Stage This lies straight ahead in the first box you come across. 098 - 150 EC - Stage after beating the first four Hachishinkan The first enemy after the stage turns red drops this. 099 - 40 EC - Resistance Base Room 3D 100 - 100 EC - Necrobat Shilf At the part with the conveyor belts and spikes there is a small ledge with a junk robot spitting out mice robots, destroy it and jump over for the chip. 101 - 100 EC - Intro Stage Inside: Jump up a ledge after the room with the stapled iceblocks. 102 - 50 EC - Balzing Firezard Inside: Box right after entering the building. 103 - 80 EC - Glacier Le Cactank Walk along the lower path of the level, below the icy platforms, slide down the left wall of the second snow covered pit and destroy the box that's inside the snow covered ledge. 104 - 100 EC - Necrobat Shilf Right after the fourth swinging hammer on a small ledge before climbing down the ladder. 105 - 100 EC - Annubis Necromancess V This one is on the second of the two pillars right after the Neo Arcadia support plane enemy. 106 - 40 EC - Resistance Base Outside: Next to the left tower. 107 - 500 EC - Resistance Base After finishing the game, start a new game and talk to Andrew and answer his questions by picking the first, first, second, second first, second, first, first options, he gives you this chip, then. If that doesn't work, just keep trying the different possibilities, eventually you'll get the chip. 108 - 100 EC - Hannumachine R Once you reach a small spikey pit with a movable block right next to it, use the Recoil Rod to punch the block onto the spikes until it's in the middle of the spike pit, then jump onto the block and from there jump to the disc. 109 - 100 EC - Blizzard Satgrof R After entering the pipe area through the gates, jump up the very first wall, then jump over to the left ledge to pic up this chip. 110 - 100 EC - Area X2 Just walk straight through the first bit of the stage, you'll see this one lying on a ledge, just jump for it. 111 - Omega Bio - Intro Stage Hidden in a box in the building, shortly before wall jumping upwards. 112 - Deathdance Mantis Bio - Deathdance Mantis Right after the room with the doors that had chip 1 and 39 hidden behind them, there is a little ladder, climb upwards and you'll see two of these destroyable blocks in the floor, charge the Recoil Rod and press downwards to destroy these blocks, after destroying four of them you're albe to reach another door with this chip inside. 113 - Chilldre Inrabita Bio - Chilldre Inrabita Inside the second box after the miniboss, located under a ledge. 114 - Blazing Firezard Bio - Blazing Firezard Inside: After the first huge lavastream with the melting platforms, punch aside the huge platform like thing that's covering a ladder and climb down the ladder. 115 - Necrobat Shilf Bio - Necrobat Shilf Punch the third swinging hammer you encounter to the right side with the fully charged Recoil Rod to punch a hole through the ceilling. 116 - Kurie Bio - Resistance Base After finishing the game, start a new game with your data and talk to Alouette in Ciel's room, she'll give you this disc. 117 - Purie Bio - Stage after beating the first four Hachishinkan In a box, right after the second conveyor belt. 118 - Annubis Necromancess V Bio - Annubis Necromancess V This one is on the second of the two pillars right after the Neo Arcadia support plane enemy. 119 - Hannumachine R Bio - Hannumachine R Right after getting chip number 14, stand on the button below the ledge, between the two tile shooters and the ledge, to be exact, let the wall move all the way down, and then dash quickly over the wall to the chip. 120 - Blizzard Sagrof R Bio - Blizzard Satgrof R After the icicle area, this one's in the first box you find. 121 - Copy X Mk2 Bio - Area X2 Just a little way downwards from number 110, it's in a box and you really can't miss it. 122 - Tretista Kelverian Bio - Tretista Kelverian On the way downwards while avoiding red ball mines, there is a spot where two mines are places right in front of a small ledge with a box, destroy these mines and jump onto the ledge to get the chip off the box. 123 - Glacier Le Cactank Bio - Glacier Le Cactank This one's in the first box right after the miniboss. 124 - Cubit Foxtar Bio - Cubit Foxtar This one's right on the way back up from the second dark area, there's two ladders, take the right one up and get the chip. 125 - Volteel Biblio Bio - Volteel Biblio This one's on the first ledge right above the first part of water with these turtle looking enemies, shoot their heads, then jump on their back, and when the water reaches it's highest, jump up onto the ledge. 126 - Pantheon Hunter Bio - Enemy 127 - Pantheon Guardian Bio - Enemy 128 - Pantheon Aqua Bio - Enemy 129 - Pantheon Fist Bio - Enemy 130 - Pantheon Beesu Bio - Enemy 131 - Dasrock Bio - Enemy 132 - Gyro Cannon Bio - Enemy 133 - Grand Cannon Bio - Enemy 134 - Tile Cannon Bio - Enemy 135 - Pyra Cannon Bio - Enemy 136 - Heavy Cannon Bio - Enemy 137 - Capsule Cannon Bio - Enemy 138 - Generator Cannon Bio - Enemy 139 - AI Cannon Bio - Enemy 140 - Shrimpling Bio - Enemy 141 - Ball Kuuru Bio - Enemy 142 - Crabegga Bio - Enemy 143 - ??? - Not found yet. 144 - Shotto Roid Bio - Enemy 145 - Semeran Bio - Enemy 146 - Ramprot Bio - Enemy 147 - Leminguls Bio - Enemy 148 - Kiyata Tank Bio - Enemy 149 - Top Gabyol Bio - Cubit Foxtar's Stage Defeat the second miniboss in Foxtar's level to get this Disk. 150 Snakecord Bio Any Stage --------------------------------- Defeat 5x Snakecords in any stage they're located in to grab this Disk. 151 Gallisni Bio Dr. Weil's Research Lab ----------------------------------------------- After the first four boss rematches, it's in the first crate after the red secur- ity lasers. 152 - Crossbyne Bio Any Stage --------------------------------- Defeat 5x Snakecords in any stage they're located in to grab this Disk. 153 - Flopper Bio Any Stage --------------------------------- Defeat 5x Floppers in any stage they're located in to grab this Disk. 154 - PerpleNerple Bio Any Stage --------------------------------- Defeat 5x PerpleNerples in any stage they're located in to grab this Disk. 155 - Mothjiro Bio Any Stage --------------------------------- Defeat 5x Mothjiros in any stage they're located in to grab this Disk. 156 Batring Bio Any Stage --------------------------------- Defeat 5x Batrings in any stage they're located in to grab this Disk. 157 Mellnet Bio Any Stage --------------------------------- Defeat 5x Mellnets in any stage they're located in to grab this Disk. 158 Shotcounter Bio Any Stage ----------------------------------------- Defeat 5x Shotcounters in any stage they're located in to grab this Disk. 159 - Sharkseal X Bio Any Stage --------------------------------- Defeat 5x Snakecords in any stage they're located in to grab this Disk. 160 Shelluno Bio Any Stage --------------------------------- Defeat 5x Shellunos in any stage they're located in to grab this Disk. 161 Icebon Bio Any Stage --------------------------------- Defeat 5x Icebons in any stage they're located in to grab this Disk. 162 Shellcrawler Bio Any Stage ----------------------------------------- Defeat 5x Shellcrawlers in any stage they're located in to grab this Disk. 163 Cannonhopper Bio Any Stage --------------------------------- Defeat 5x Cannonhoppers in any stage they're located in to grab this Disk. 164 Weil Dr. Weil's Research Lab --------------------------------------- After you pick up Disk #178, it'll be in the next crate you come across. 165 Ciel Bio Resistance Base --------------------------------------- In plain sight in Ciel's laboratory. 166 Cerveaux Bio Resistance base --------------------------------------- This one's in plain sight in Cerveau's lab. 167 Andrew Bio Resistance Base --------------------------------------- You'll need to speak to Rocinolle (she's in the Maintenance room). Talk to her twice and she'll hand it over. 168 Alouette Bio Resistance Base --------------------------------------- Talk to Alouette after the Missile Launch mission. Tell her that the Baby Elves probably remember her, and she'll give you her Disk. 169 Hibou Bio Resistance Base --------------------------------------- Finish the game, and start a new one in New Game Plus, then talk to Hibou (second level from the bottom), and answer his questions correctly to get his Disk. 170 Rocinolle Bio Resistance Base --------------------------------------- This one's in the floor in the Maintenance area. 171 Perroquiet Resistance Base --------------------------------------- You'll find this Disk in Room 1F-A of the Base. 172 Autruche Bio Resistance Base --------------------------------------- Go to Room 1F-B, it'll be where Autruche is hanging out. 173 Hirondelle Bio Resistance Base --------------------------------------- Talk to Hirondelle (soldier standing guard on the second highest level of the Base) after speaking with Harpuia, and answer his questions correctly to get his Chip. 174 Doigt Bio Resistance Base --------------------------------------- Defeat all of the Neo Arcadian bosses, and go talk to Doigt (outside Cerveau's lab) BEFORE you visit Harpuia. Talk to him twice and he'll fork over the Disk. 175 Menart Bio Resistance Base --------------------------------------- Talk to Menart on the lowest floor of the Base, and answer his questions correctly to get the Disk. 176 Pic Bio Resistance Base --------------------------------------- Have a chat with Pic (lowest level) to get this one. 177 Harpuia Bio Dr. Weil's Research Lab ----------------------------------------------- In the passage with the spikes and floating platforms, use a Double Jump to reach the ledge from the last floating platform. Jump up to the ledge and grab the Disk. 178 Fefnir Bio Dr. Weil's Research Lab ----------------------------------------------- This one is directly after Disk #020; just cross one of the red security beams to find it in plain sight. 179 Leviathan Bio Dr. Weil's Research Lab ----------------------------------------------- It's in the first crate after you finish the second set of boss rematches. 180 Phantom Bio Sub Arcadia ----------------------------------- Enter the Cyberspace areas in this stage; hopefully you've collected the Satellite elves which will protect you from spikes. Once they activate, head to the room with the large spike pit. Below the ledge where the continue is, walk to the left side over the spikes and you'll find the Disk on a platform. NOTE: This can ONLY be gotten in Cyberspace, because otherwise you'll die to the spikes. ---------------------------------------------------------------------------------- ===================== 10. Cyberspace Areas: ===================== ---------------------------------------------------------------------------------- ============================= 11. DERELICT SPACESHIP STAGE: ============================= Mission: Determine source of Dark Elf readings Boss: Omega The intro stage starts you off outside as you make your way towards the ship. Move forward and take out the iceberg enemies in your path. The fifth one is more likely to drop Secret Disk #133. Pick it up and climb up the cliff, looking for two bunny enemies that crawl under the snow. These are highly irritating, but will probably drop Secret Disk #140. Climb up again and keep moving forward to find Harpuia just outside the ship entrance. After the cutscene plays, move onwards. Quickly destroy the ice cubes, then blow up the Batring enemy and climb onto the next platform, then Dash Jump back to collect another Secret Disk #037. Continue onwards destroying the ice cubes if they bother you too much as well as the Pantheon Droids (those X-look-a-likes). After climbing to the upper floor, there's a Full Energy Refill on a platform to the right. Blow the ice cubes, and wait for the shielded enemy to come forth. As soon as he opens his shield, destroy it. Advance a little, and do the same with another shielded enemy. Move to the right some more, and you'll see many ice cubes falling. Destroy ONLY THE FIRST ONE (else it'll be impossible to go up), and climb up there to find another Secret Disk #050 and an Energy Crystal. Drop down, then continue to the next floor. Dodge/destroy the Batring, then climb yet again to another floor (destroy the box on your way for an Energy Crystal). Two shielded enemies await you. Destroy them, one of them will probably drop Secret Disk #158. After that, Dash Jump to the right to grab another Secret Disk #101. Destroy the box for a small energy refill, then continue onwards. As soon as you see another Batring, quickly destroy it to (probably) receive another Secret Disk #156. Destroy then the box to your right for Secret Disk #111 and climb up. During the climbing, you'll notice a small ledge to the right, Dash Jump to it and destroy the box on it to receive the stage's last Secret Disk #007. Jump back to the opposite wall, and climb up to where the Pantheon soldier is shooting (be careful when jumping). The next few steps are just jumping three small floors like that while blowing up another bat and another Pantheon, then the Boss Fight. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ >> BOSS CONFRONTATION: OMEGA ---------------------------- Looks like Omega's having fun beating up on Fefnir and Leviathan, and they're not liking it too much. However, with your mad skillz as Zero, he's a pushover. Start by dashing up to him and using charged slashes on his chest. He has two primary attacks: - Energy Ball: He fires green orbs that bounce around the room. They're pretty easy to dodge, but you might get hit by one or two. - Energy Halo: His fists detach and begin firing circular waves that are also easy to dodge. Jump the first horizontal one, dash under the second, and move in between the vertical ones. At the start, his attacks are really predictable. He'll begin with the Energy Ball attack and move to the Halo move, but after that he's random. However, it only takes but a few charged slashes to bring him down, so it's only a matter of dodg- ing his two main attacks until you defeat him. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After defeating him, Harpuia will show up to try and defeat Omega again, then you will be introduced to the game's antagonist. Dr. Weil. And oh boy, Copy X is back, too, with one heck of a speech impediment, it seems. Anyway, listen to their blah- blah chatter, and eventually Ciel will contact you and transfer you back to your home-sweet-home, the Resistance Base. ---------------------------------------------------------------------------------- ==================== 12. RESISTANCE BASE: ==================== Mission: N/A Boss: N/A This big comfy place will be your base of operations, where you will talk with fellow resistance members, gain new weapons, check out new chips, and spend most of your little free time.=P Every time you complete a mission, it is highly reco- mmended that you talk with everyone several times, for some of the resistance members will more than probably give you free Secret Disks, or ask you a series of questions in order to give them to you. At the beginning of the game, there will be a few disks laying around as well. It's best to locate them all before going to the second mission of the game, then speak to Cerveau as soon as you have acquired a decent amount. Note that you will first gain access here after the Introduction Stage Mission. ;) Start by going to the rooftop, then climbing over the left tower to collect Secret Disk #106. The go to the last floor, and enter the right tower and talk to the soldier there to receive Secret Disk #058. Now go to the fourth floor and enter the room to the left to pick up Secret Disk #176. Leave and head to the 3rd floor. Go to the left and talk with old man Andrew there a few times. After a while, he'll ask you something. Answer with the first option, and he'll start telling you his story. After a while of chatter, he'll ask you if you're already tired. Answer with the second option, and he will finish his story. This will be useful to get a Secret Disk later on. ;) Now head to the right and enter the dorms. Look for room 3D to get Secret Disk #099. Head to the second floor and enter the Hall to your left to pick up Secret Disk #168. Now head to the bottom floor and enter the lone room to the left to get your hands on Secret Disk #171. Head out, and while still on the bottom floor, head to the right, and talk with the kid sitting there twice. The second time, he'll ask you two questions, answer top then bottom to receive Secret Disk #175. On the way back to the elevator, enter the room in your way to pick up Secret Disk #172. We're almost done, so hang in there. =P Go back to the fourth floor, and enter the room to the left of the Command center. Pick up Secret Disk #170 there, then talk twice to the maid to receive Secret Disk #167. Exit, and enter the Command center. Exit right, and enter Ciel's room at the end of the hallway to grab Secret Disk #165. Finally, enter the Laboratory to find Cerveau and get Secret Disk #166. Now talk to Cerveau to receive your extra weap- ons, the new Recoil Rod and the (somewhat old =P) Shield Boomerang. After the cutscene plays, go back to the lab and talk to Cerveau, and choose the "Secret Disk" option to check out your Database Status. He keeps track of all the Secret Disks you've acquired so far, and you can check him out whenever you want. Now head to Ciel, and speak to her to be presented with the first four bosses. Next stop: the Aegis Volcano Base... ---------------------------------------------------------------------------------- ======================= 13. AEGIS VOLCANO BASE: ======================= Mission: Find and investigate the weapon production at the Aegis Volcano Boss: Blazin' Flizard Start the stage by standing still and charging a little. Then move forward care- fully, and destroy the first totem. Charge again, and do the same with another totem. Charge again, and you'll soon see a volcano in the background. Two more totems await your arrival, this time added to the fact that the volcano will erupt every now and then throwing three lava balls at you. After you dispose of the two totems (and avoid the lava balls as well), destroy the Pantheon, and continue. Send the next five Pantheons to reploid hell, and when you come across a lava pit, destroy the ball that pops out. Jump over the pit and kill the Pantheon up next. Jump over another pit, and wait at the next one for the little ball to come out again. (Tip: If you don't have the SaberSmash EX Skill (you shouldn't, really, unless you're on a return trip to this particular stage) active, you can slash in midair, then hold down to keep your saber there, damaging everything that comes into contact with it. You can jump and simply keep your saber there waiting for the thing to come out of the lava.) Carefully jump over the pit (look out for the Pantheon on the other side), and jump over another pit. In this next one, wait again for the thingy to come out, and destroy it as usual (this time it will probably drop Secret Disk #141. Next ahead are platforms standing on lava. Jump on the first one, and look for a way to dispose of the Pantheon on the next one (the shield works great to reflect its shots). After it's gone, jump on the platform it was standing on, and to the next one. Wait for this third one to be raised by the lava burst, then dash jump and attack to the right to destroy a Pantheon and cling onto the wall of a ledge that contains the second Secret Disk of this level #047). Next, fall of the ledge as close to the wall as you can (careful with the spikes), and you'll fall on another platform. Quickly dash jump to the right to land on yet another platform, then dash jump from there to safety. Now, take a quick breath, then let's continue. ;) Carefully advance forward, and be ready to destroy or jump over another ball fired by one of those totem things. Quickly destroy it, and blow open the box beside it for another Secret Disk #102. Dodge two helicopter enemies, and destroy the totem on the other side. Climb up the ladder, and charge your Rod there. Do a mighty Dash Jump to the left, and try to time releasing the Rod attack DOWNWARDS to pogo jump on one of the helicopter enemies and land on a platform that holds a Full Energy Refill as well as Secret Disk #026. Fall down and make your way back to where you were atop the stairs. Next up, Lava Sinking Platforms. Wait for each to drop down, then quickly jump on them and wait for the next. Rinse and repeat for about six platforms. Next, enter the mid-level stage doors. Charge your Rod once inside, and hit the first crate you see to be able to go down the ladder it blocks to pick up two Energy Crystals and Secret Disk #114. Go back up, charge your Rod again, and when you see the flamethrower enemy, release the Rod and immediately attack again to destroy it. Go down the ladder and push the crate there TWICE. You'll soon understand why. Go down again and through the next mid-level stage door while blowing up two Pantheons on your way. Inside, you'll have to engage in a timed mini-boss battle. >> MINI-BOSS CONFRONTATION: VANISHING DISKS ------------------------------------------- These things will only show up, release a few thorns and disappear. You must kill 25 of these annoyances to be able to advance. If you just destroy them as they show up, and don't ever give them the chance to completely materialize you'll be done in around 20-23 seconds. Note that one of these guys will almost surely drop Secret Disk #152. After you're done here, kill the Pantheon and climb the ladder. Kill another Pan- theon, then jump to where he was standing and jump a few times to bring the indestructible spinning spike away from the exit. Jump out of there, and grab the Energy Crystal on the ledge. Kill the two Pantheons, and destroy the box (DON'T JUMP!!) to get Secret Disk #072. Attack up with the Rod to destroy the flamethrow- er, and continue. See the crate down there? See the bed of spikes below it? Remember the crate I told you to push earlier? You make the connection from there. =P Anyways, climb up the right wall to grab Secret Disk #073 then go back down and climb the ladder. Destroy the Pantheon, and then the flamethrower with the Rod as previously. Go back to the ladder, and back to the flamethrower again (it should have respawned), and destroy it again for Secret Disk #146. Now activate your Buster and move onwards. When you see a box, blow it open to get Secret Disk #008. Now activate your Buster and charge it. Wait until the spinning spike thing is coming back from the right, then jump over it, quickly destroy the flamethrower (USE THE BUSTER TO AVOID GETTING HIT), and climb up before the spike comes back. Here comes the single most difficult part of the stage. Three platforms will be falling and sinking in lava, towards a hole. After you pass those, there will be three more in a mirrored pattern. You must jump on the side of the one that's falling, then jump on top, then on top of the next one, then on top of the next, and so on for about five times, due to the strange position of each platform you'll be landing on. Do this around five or six times, then jump to safe ground and charge your Rod. Release against the flamethrower, then quickly attack it again. Pick up the Energy Crystal behind it, and head on to reach the boss battle. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ >> BOSS CONFRONTATION: BLAZIN' FLIZARD -------------------------------------- Think Burner Man from Mega Man & Bass here, and almost every bit as difficult. Fortunately, most of his attacks don't reach the top left corner of the room, so hang out here for the majority of the battle. Here's a list of his major attacks: - Circle Fire: He'll spin around, firing small fireballs around the perimeter of the room. Hit him with a charged slash to try and stun him, or slip in between two of the fireballs. - Frill Toss: He'll take the frill off his neck and throw it, discus-style, at you. Drop down to avoid it. - Tail Burst: He'll throw three small flames from his tail. Get in between them to avoid damage. - Flamethrower: His flamethrower covers a lot of room; try and stay at the upper edge of the wall, or try to get behind him to avoid this. - Rising Fire (EX Attack): Similar to his Tail Burst, he'll fire three rounds of that attack, only the flames erupt into medium-sized flame towers. Much more difficult to avoid. Overall, this is a tough battle unless you're good at maneuvering. Try to move in between most of his attacks while striking him with charged slashes. Try to dash under him when he jumps, and only rush in if you intend on striking quickly. Keep it up and he'll eventually fall. For your victory, you'll earn the Flame Body Chip and, if you had an A or S rank when entering the stage, you'll earn the BurstShot EX Skill. With it equipped, use the Flame Chip and your Buster to create a power- ful explosive blast that inflicts more damage. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ---------------------------------------------------------------------------------- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ >> BOSS CONFRONTATION: CHILDRE INARABITTA ----------------------------------------- Kyubit Foxtar's Stage ===================== Stage Notes: - Good Lord, and I thought the Neo Arcadian Core had spikes everywhere. There are parts of this level that turn dark, and therefore make it tough to navigate. In the dark areas, watch out for the butterfly like enemies that appear en masse. - The spike sections are complicated by the platforms that tilt on your position. The ability to Double Jump here will no doubt save your life. - It's near impossible to get through many sections w/o getting hit - the enemies here are just placed in way too damn annoying places. - The boss gate is after one particularly hideous vertical spike segment. Kyubit Foxtar Strategy ====================== Even at an S Rank, I didn't notice many super attacks being used. Foxtar mostly jumps in a spiral trying to hit you, and will occasionally pound the ground, sending out energy orbs. Thunder is her weakness, and as long as you pound her rapidly with your Saber, she'll go down rather quickly. Glacier Le Cactank's Stage ========================== Stage Notes: - Peaceful melody... - This stage is rather reminiscent of the introductory stage - a snowy landscape that has enemies galore popping out of the snow. It's also mostly downhill, so you won't always see what's coming at you. - Midway down the first part, you'll start encountering giant mechaniloids rolling around on ice carts. Destroy one to seize their cart, then make like Armored Armadillo's level from MMX1 and ride in style. - A Snow Worm, distant cousin to the Sand Worm challenges you midway through. Rip it apart with the Flame Chip. After you defeat it, it's another simple cart section with little hazard (zthe spikes on the cart destroy everything for you) to reach the boss gate. Glacier Le Cactank Strategy =========================== He's big, and he lumbers around a lot. Use his initial slowness to lace into him with the charged Flame Saber to significantly cut down on his life. When he creates ice spikes on the ceiling, position yourself in between them and, if you're far away, fire with the charged Buster, or if close keep using the Saber. He'll then try to climb across the ceiling; keep slashing away to bring him down. If you keep at it, he probably won't have a chance to use his arms to punch at you, but if he does, jump over the fist. Volteel Biblio's Stage ====================== Stage Notes: - As you might expect, electricity is a hazard here. Early on, the turtles in the water will send electric charges down and turn the water lethal at regular intervals. Time your dashing so you're up on safe ground when they do this. - When you reach the mid-stage gate, be sure to uplink to the computer - it'll show you four rooms you need to go into in the next area in order to get four special chips. You need these to fight Biblio. - When going for the chips, remember that they're always on the two middle rows (you need to always have nine doors onscreen). As soon as you collect all four, Biblio will appear. Volteel Biblio Strategy ======================= By far his most annoying tactic is to swim between the three holes in the room, and pop out, attacking you from there. He also sends little orbs around trying to hit you. Just move around a lot and jump when you see him emerge, then lay into him with charged Ice Saber strikes. He should go down fairly quickly. Tretesta Cerberian's Stage ========================== Stage Notes: - The first part of this stage is almost maze-like. You'll be navigating multiple ladders and platforms. The Double Jump chip is almost a must here. - The next major encounter is an elevator section (remember the one in Shade Man's level in Mega Man 7?) where you have to essentially defend your territory (the center platform) from multiple enemies. At the end, one of the mini-bosses from the first MMZ title will appear. Like before, stun it so it exposes its core, then slash the orb repeatedly until it's destroyed. - After this, another elevator round with more enemies begins. Survive to the bottom and enter the gate. Another area with security sensors, spikes, and Pantheon enemies awaits. Work your way down the slopes to the boss gate. Tretesta Cerberian Strategy =========================== At least his opening animation is pretty cool. This battle continues to take place on an elevator, and Cerberian is relatively tough. Watch out for his attacks, though. - Jump Press: - Crate Toss: - Canine Melee: His main attacks include jumping around, and creating large crates to hurl at you. I'm not positive is his dog attack is an EX one or not, but it's pretty lethal as the two canines attached to him come out for a melee attack. Keep trying to stay close so you can chop away with the charged Flame Saber, and eventually he'll go down. Don't be afraid to use a Sub Tank, though. BACK AT THE RESISTANCE BASE... Once you have defeated all the Hachishinkan, you can go back to revisit stages so you can collect any items you missed, or otherwise jack around. When you're finished, leave the Command Room and go one over to the Maintenance Facility, where you'll encounter Harpuia. What's he doing here? Well, he exchanges words with you, Cerveau comes in, and some other stuff. Go back out and talk to Ciel to move the story along. Bairu will reappear with his enhanced Omega, then ... what's this? Resistance soldiers will hold you and Ciel at gunpoint? That's not cool. Fortunately, X drops in and knocks them dead - literally. ======================= 26. Neo Arcadia Shrine: ======================= Once you teleport into Neo Arcadia, the layout is fairly similar to previous incarnations of the area. It's straightforward, has an abundance of spikes, and is stocked full of lifts that are precarious to navigate. There are also a lot of pit areas that lead to long vertical areas. These areas are often full of enemies and/or other assorted traps. Beware of these hazards, and you'll eventually make it to the boss gate. After a brief conversation with Bairu, you'll take on the Baby Elves... again. Baby Elves Strategy =================== Attack them the same way you did before, basically. - Elf - Combination: The Elves combine into a giant Elf, and only make hitting them easier. They're not any harder than the first time, so defeat them quickly. After defeating them, you'll return to the Base, where you need to talk to Ciel again to advance the plot and take on the final stage. ===================== 27. Neo Arcadia Core: ===================== Head to the right and take out the Pantheons in your path. Near the middle is a spike section that you must navigate by leaping from platform to platform. Not too hard, really. Once you get to the other side, it's a quick jog to the teleport room. Mantisk Hellbat Inarabitta Flizard After this is an area similar to the first, but a bit more challenging. It's frozen over with ice so the surfaces are slippery, and it's laced with spike traps and security lasers, so you need to have some good footwork if you don't want to deal with a ton of enemies. The area goes in sort of a "u" shape - you'll go forward, down a bit, then to the right, before working your way back up to the second teleport room. Cerberian Biblio Cactank Foxtar Moving on, this section is simple but pretty deadly. Defeat the Pantheons, then move to the pit. Slide down all the walls, dash jumping in between them since almost all the floors are lined with some kind of spike trap. At the bottom, if you survive (heheh), you will reach the boss gate. After another round with Bairu, you'll face his upgraded Omega. Golden Omega Strategy ===================== Omega's as easy as he was last time, and I don't even think he has reinforced armor. - Energy Ball: He fires green orbs that bounce around the room. They're pretty easy to dodge, but you might get hit by one or two. - Energy Halo: His fists detach and begin firing circular waves that are also easy to dodge. Jump the first horizontal one, dash under the second, and move in between the vertical ones. - Vertical Spear: One of his fists moves along the top of the screen with a large spear in hand, trying to stab you. Dash back and forth to keep it from locking on. It's a pity, really, that you can beat him in about 15 seconds. For an "upgraded" boss, he sure doesn't come off as such. Maybe he's supposed to be practice for the next boss? After beating him (you didn't really think that was the final boss, did you?), the floor will collapse, and you'll go on to the next boss, which is spectacular, from a series continuity point of view. Hyper Omega Strategy ==================== This boss is like a MegaZord-scale fusion of Omega, X, and Zero. This thing has a nasty barrage of attacks, and will use all of them in order to defeat you. - Triple Blast: This comes from X's part of the machine, and his X-Buster fires three large green plasma bursts in succession. Zero's double jump is great for avoiding this. - Rapid Laser: I don't know who uses this one, but it sends lasers flying down at you in large amounts. Similar to Omega's green orb attack. - Red Envelope: Zero's half launches this mean attack which traps you in a bubble and impales you on the spike array in the center of the mech. This hurts... a lot. - Horizontal Laser: I think this is X's half - it fires a huge laser across the screen at varying heights. Double jump when it starts. Your target should be the spike array in the center of this mechanical beast. Keep dash jumping towards it while slashing with charged shots to deal damage. Some of the attacks are vicious and hard to avoid, but with patience, you can do it. Don't be afraid to use one or both Sub Tanks here - the next boss isn't really that difficult (despite what you're led to believe). Persevere and destroy it, and you'll fall down into... ... the place where you were found? Zero has a mini flashback before Dr. Bairu confronts you once again. And here's where it gets interesting. Bairu remarks how you're impressive for an imposter, and reveals that ... you're not the real Zero! And in a very cool cutscene, the *real* Zero emerges from the wreckage of Omega - at least, it's Zero's original body. After a short introduction, you'll face off against yourself, so to speak. Original Zero Strategy ====================== Zero's fast and furious, but he leaves himself open to attack quite a bit. His most oft- used attack is his dashing slash, so as long as you only move in for a fast but furious combo attack, you should be safe. Be wary of his other moves, however. - Triple Slash: Zero will take three quick swipes at you with his Z-Saber. - Rakuhouha: Zero will leap into the air and hurl energy balls. - Ground Burst: Zero uses this rarely, but he can send a small shockwave along the ground. - Dash: Zero will actually ram you from time to time, but this doesn't do much damage - it mostly serves to knock you back so he can then use his Saber on you. Your chief advantage is the fact that your original body likes to stay on the ground. Use your double jump to leap over him, and attack him from behind with charged Flame slashes. Keep going in from time to time with melee-style assaults, and you should outlast him. Despite his large meter, your weapons do more damage than he can to you, and Zero's quirky heat intolerance comes back as well. Once you defeat your original body, you'll see the Dark Elf emerge from it, and the whole gang (Harpuia, Fefnir, and Leviathan) will all individually appear to beat up on the original body. X will then show himself, shocking Bairu, and some historical info will be given. After all is said and done, you're left to deliver the finishing blow yourself. Dash in and let the original Zero have it (or walk in and shoot him in the head; it looks cooler that way). After this, you've beaten the game, so kick back and watch the epilogue and credits. =============== 28. Mini-Games: =============== There are a bevy of unlockable mini-games in this game. The first one, Zero's, is unlocked by beating the game. There are others for other characters; below is a list of the games and strategies for how to clear them. In each game (except Leviathan's), you have a maximum of three hits before you die. Zero: Using the Recoil Rod, destroy as many bees as you can. You can charge the Rod, but you can't move anywhere. Gray bees take a hit, yellow striped bees take two normal hits or a charged hit. Ciel: You have five colums, and can use five panels. Colored balls come out of the tubes on top of the screen, and using the panels to block some passageways, you have to force each ball to fall in its corresponding tube at the bottom of the screen. Might be the hardest of them all. Copy X MK-II: You have three chips, a conveyor belt, and three tubes at the top of the screen. These three tubes will be dropping icons with the symbols of the three elemental chips, and you have to destroy them with the corresponding shot (i.e. Ice destroys Thunder, Thunder destroys Fire, and Flame destroys Ice). Press L and R to switch through the elemental shots at your disposal. Harpuia: You're running in a track with obstacles, and must destroy everything on sight, and collect as many energy crystals as possible. You can jump over some stuff and attack with your blades. (Interesting note: Aztec Falcon is in this one, too, so it seems he may be in a recurring role as Harpuia's taxi service). Fefnir: You have four boxes behind you. Shooting upwards, you must avoid the cargo robots stealing your boxes. This, is probably the easiest of all, along with Phantom's. Leviathan: This is the only time based minigame. You're in the top of a pool, and various fish are swimming by. Destroy the piranhas while not damaging the normal fish. Golden oysters award additional seconds. If you miss and hit a normal fish, you lose a second. You can hit multiple piranhas at a time to build up a combo. Phantom: An easy one, but it gets annoying after a while. Your goal is simply to jump from Shuriken to Shuriken without falling. ===================== 29. Secrets and Tips: ===================== 1. Easy Energen Crystal, Sub-Tank fill: Since Zero 3 gives you the ability once more to revisit all stages, simply go back to one after you've completed it, preferably one that's full of enemies to get loads of life energy and Energen Crystals (Cyberspace is really good for this sort of thing). To easily fill up your Sub-Tanks, find and equip the helmet part that recharges your energy, and then just stand in one spot while it recharges them! 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 all your armor chips, any Secret Disks you had, and any effects from the Cyber Elves still available. 3. Hard Mode - Hard Mode, like all the other Zero titles, is unlocked after com- pleting the game once. Hold L when starting a new game to enable the mode, and Zero will start off in his Proto Form he earned from the end of the game along with all his armor upgrades. However, you cannot charge the Buster or Saber to elemental status, but the Rod and Shield can be. The game also grades you hard- er than it does in Normal Mode. 4. Ultimate Mode - It's back? To get this, either collect, level up, and use every Cyber Elf and then beat the game, or hunt out all 180 Secret Disks. When either of these requirements have been fulfilled, hold R at the title screen when starting a new game to access this mode. In Ultimate Mode, you're given one of the sweetest deals possible - every Cyber-elf effect available, a mega-sized (and doubled-over) life meter, an S Rank to start, two Sub Tanks, all of the Head Parts, and the Splash Jump, Frog, and Ultima Foot Parts available. You have to earn back all your armor and weapons, however. The other feature of Ultimate Mode is the ability to use button combos to execute your 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 - Recoil Rod: Forward, Down, Diag-Down-Fwd - Shield Boomerang: Down, Diag-Down-Back, Back ========== 30. Legal: ========== This guide must always be shown in full form with credit given to the author, and a link/credit must be given to Mega Man Network (http://www.megaman-network.com) and Mega Man Zero Online (http://mmzo.megaman-network.com). All associated char- acters and games are copyright to Capcom.