Mega
Man X5 Strategy Guide
MMX MMX2
MMX3 MMX4 X / Zero MMX5
Contents
Overview/Introduction
New Features
Mavericks
DNA System
Upgrades
-- Fourth/Force Armor
-- Falcon Armor
-- Gaea Armor
-- Ultimate Armor
-- Zero
-- Black Zero
Tanks
In-level Hearts
Storyline Branches
Final Zone
Secrets, Tips, Tricks
X5 is, in my opinion, the best
Mega Man X game, and the best Mega Man game in general, that I’ve played. However, it is also the worst. The gameplay is solid, with several new
features that give the game kick. It’s
well balanced in difficulty, especially since the difficulty setting can be
changed to the player’s liking. The
story sucked me in completely, and if you look at the message boards all over
the web, especially at www.gamefaqs.com, it apparently grabbed everyone else,
too! However, my big beef with it is
that the game has the most accounts of HORRIBLE grammar, spelling, and
translational errors that I can remember from my years of game playing. I’m not usually picky about that in games,
but X5 rates up there with Final Fantasy VII in terms of goof-ups. Other than that, which is significant to me,
it’s a superlative game. I know others
have commented on the lack of FMV scenes, but I like the “comic book” style of the
still pics. Must just be personal
preference. OK, having made my peace
with the game, let’s move on to the meat and gravy, so to speak (ain’t I
corny?)
Mega Man X5 sports a whole variety of
features that, probably due originally to lack of space, have never been seen
in a Mega Man game. Here’s the run
down.
X and Zero are interchangeably
playable: You can switch between X and
Zero at the beginning of a level; both X and Zero get special weapons/tactics
even if they never fought the particular boss.
However, they don’t share power-ups per se. See DNA for more information regarding this.
Ropes:
X and Zero can now latch onto ropes that are conveniently strewn about
the game. They have these neat little
units that latch onto the ropes, and X and Zero can move in any direction,
depending of course on how the rope goes.
Also, they can dash while holding a rope.
Ducking: X and Zero can duck, adding a whole new element to the game. There are areas that you can only avoid
damage/death by ducking, and some enemies require you to duck to hit them. Plus, it’s just cool.
DNA System: This is cool, but unusual.
I’ll cover it later.
Virus:
I’ll explain this in the beginning of the Mavericks section.
Time-based gameplay/Storyline
Branches: The game is sort of
time-based. I’ll cover these two
features together in their own section.
Options: Like Xtreme, you have more options, which I think they wanted in
X4 but didn’t have for some reason. You
can change the difficulty, the game speed, and whether you want auto-charge
and/or rapid-fire. Nice, in my opinion.
Specific to X:
X-Buster Weakened: Well, weakened is a
bad term to use. It no longer goes
through walls like it used to. Also,
the Fourth Armor Plasma shot only leaves one plasma ball behind and also
doesn’t go through walls. However, the
Falcon Shot does. See upgrades for more
info.
Armors:
X can have up to 5 armors in this game!
There’s his regular armor, Fourth, Falcon, Gaea, and the Ultimate
Armor. If you use the code, you can get
the ultimate armor at the start but no Fourth Armor. Also, X no longer gets armor upgrades piecemeal. Instead, he downloads the data for the
parts, then uploads them to Alia and Douglas, who make the armors. This is practical for the game because
otherwise people would be combining normal head, the Falcon Shot, the Ultimate
Armor’s Nova Strike and Gaea feet, for example, which would just get nutty for
Capcom to make sprites for. However,
they work it into the story, so that’s cool.
Again, see the upgrades.
Specific to Zero:
Z-Buster: Zero gets his Z-Buster back in this game. Apparently he got it fixed, but not well
enough, because it’s not that good. It
looks cool though.
Air Dash: Zero starts with the air dash!
I don’t quite know why, but he does, and I think it’s pretty cool.
Capsules: Sorry, Zero doesn’t get capsule upgrades. I think it was high time he did; he needs
some visual improvement, it’s been three games with the same look. However, he can go the capsules, and his
conversations with the ghost of Dr. Light are amusing. He also downloads the data for X’s armors,
which explains how he can use the capsules.
Wow! Long huh? So many cool
features in this game.
First, let’s deal with the Sigma virus,
since that’s the cause of all this mess.
Sigma plants the Virus on the Colony Eurasia, allowing it to grow in
number while the colony falls.
Meanwhile, he attacks the Hunter Headquarters. When he is defeated, he spreads the virus all over the
earth. As a result, there are virus
heads in many of the levels, and if X and Zero come into to contact with them,
different effects are caused.
There is a virus meter on the bottom
left corner of the screen. If X or Zero
come into contact with the virus, it’ll change from “normal” to “caution” (this
takes two viruses), then to “danger,” and finally to “infected” or “virus.”
When X attains “virus” status, he loses
health continually but gradually for a brief period of time.
When Zero attains “virus” status, he
become invincible for a brief period of time (does he recover health?)
This is a strange occurrence, which
leads to questions about Zero. Also,
after the colony crashes or is destroyed, a newer form of the virus, called the
Zero virus, comes into play.
There is also speculation that the virus
is a form of the evil energy from Mega Man 8.
We’ll see how that pans out, I guess.
Almost none of the bosses start
out as Mavericks, and some were even Hunters or members of Repliforce. However, they become infected by the Sigma
virus, which turned them Maverick. X
and Zero have to “put them out of their misery,” to paraphrase Zero. Here’s how you do that.
Enigma Mavericks: Four of the Mavericks have parts for the
Enigma
Grizzly Slash: He’s the easiest to
defeat with your starting weapon. Just
dodge his small crescents and attack him.
When he drills into the ground, keep moving to avoid his attacks and
blast or slash him when you can. You’ll
take some damage from the large crescents he uses when he’s low on health, but
you should be fine.
Duff McWhalen: Duff is a little more difficult, unless you
have the Crescent Attacks. He shoots
out ice blocks that slide across the screen, making a moving platform. When he stops, he shoots out some ice
attacks and a couple torpedoes, then sucks the blocks back in, but with spikes
and other complications. The C. Attack
will stop him in his tracks and destroy the ice blocks. Watch out when he moves to the left side of
the screen: his ice blocks move faster, in single lines, and can take you right
into the spikes. That sucks. Dodge them as best you can, and if you have
it, use the Gaea Armor to protect you from the spikes. It’s easier to dodge the spikes with Zero’s
double jump.
Squid Adler: Okay, this guy is a MAJOR pain, especially with X. He flies around, shooting out electric
sparks, as well as creating an electric field on the floor and flying right
into you. Hitting him with and Ice
attack (from Duff) cancels out his electric attacks, and since Zero’s ice
attack is his air dash, it makes him all the easier to use (you ice-dash right
through him when he charges you).
Again, the Gaea armor helps, since it cancels out his electricity, but
the Falcon’s flight is an asset as well.
Izzy Glow: Actually, he’s not that hard.
Just keep moving and dodge him.
Climb the walls and shoot him, or double jump and slash him. You can destroy his homing missiles with a
few good attacks, but you can also easily dodge them. The hardest part is when he uses his laser. Dodging it is a pain, so try to cancel it
before he gets to you with it. Use
lightning to knock him down.
The other four Mavericks have shuttle
parts:
Dark Dizzy: A pushover. He acts a lot
like Shade man (MM7), except that he flies around all willy-nilly, occasionally
releasing bats to attack you, and sometimes using a sonic attack. He CAN drain your energy if you’re too slow,
but stay on your toes and he’ll miss you every time. However, his dark hold time-stopper sucks, because it freezes you
until he hits you. If he has energy
encircling him, hit him with a laser attack that you got from Izzy, it’ll stop
him.
Skiver:
Kind of a pain. He is easy to
dodge at first, just jump over him when he charges you or uses his shadow
attack. However, when he flies off the
screen and does his power dive attacks, keep moving as fast as you can to dodge
him; otherwise, he’ll knock into the pits at the edge of the platform. Try to use Dark Hold on him when he’s on the
ground, and then pummel him. You can
take out a decent amount of his life, but not all of it unless you have energy
saver enhancements. Try to use it later
in the fight to avoid his power attacks as much as possible. Or, use the Falcon’s invincible flight to go
through him whenever he attacks you, it works great.
Mattrex: This really a battle of attrition. You’ll get hurt, he’ll get hurt, everyone’ll have a good
time. Just try to dodge him and use the
cyclone attacks as best you can. That’s
the best I can offer.
Axle the Red: Simple strategy: don’t let
him grab you with the whip, hit him with fire.
When he makes a double, shot one with a regular shot, and if it’s the
real one, flame him! He’ll keep moving
around, but he’s easy with fire.
Here’s the truncated list of weapons and
weaknesses:
Maverick |
Weapon Gained (X/Zero) |
Weakness |
Grizzly Slash |
C-Shot/C-Sword |
Spike Ball/Twin Dream |
Izzy Glow |
F-Laser/C-Flasher |
Tri-Thunder/E-Blade |
Squid Adler |
Tri-Thunder/E-Blade |
G. Shaver/F-Splasher |
Duff McWhalen |
G. Shaver/F-Splasher |
C-Shot/C-Sword |
Skiver |
W. Spiral/W-Shredder |
Dark Hold |
Dark Dizzy |
Dark Hold |
F-Laser/C-Flasher |
Axle the Red |
Spike Ball/Twin Dream |
G. Fire/Quake Blazer |
Mattrex |
G. Fire/Quake Blazer |
W. Spiral/W-Shredder |
Every Maverick boss leaves a DNA
program, which is how X and Zero get weapons.
Depending on the levels of the bosses, they can also get life-ups
(hearts) or energy savers, and if the levels are high enough, enhancement
modules as well. As far as I know, level
4 allows you to choose life or energy.
Choosing life will give you a DNA-Based heart, and choosing energy will
give you increase you weapon energies.
I believe that the heart/energy goes to whoever is coming out of a level
when the part is completed (so if you said weapon & life with X, but got
the heart after playing a level with Zero, Zero would get the heart). Level 9 is life + module or energy +
module. I’ve heard level 8 is the
border, but I’ve never seen a boss at level 8, only 7 and 9, so I don’t know
about that. In any case, the easiest
way that I can see to level up bosses is to waste game hours by going to levels
and dieing out of the level. I also
hear you can continue a lot, and that’ll raise levels too. I’ve yet to try it. Here’s the list of modules you get from the
bosses.
Weapon
& Energy Modules
Grizzly Slash: Hyper Dash
Duff McWhalen: W-Energy Saver
Squid Adler: Z-Saber Extend
Izzy Glow: Shot eraser
Dark Dizzy: Virus Buster
Skiver: Speedster
Axle the Red: Z-Saber Plus
Mattrex: Buster Plus
Weapon
& Life Modules
Grizzly Slash: Shock Buffer
Duff McWhalen: Super Recover
Squid Adler: Quick Charge
Izzy Glow: Burst Shot
Dark Dizzy: Anti-Virus Guard
Skiver: Jumper
Mattrex: Speed Shot
Axle the Red: Ultimate Buster
Obviously, all these modules can be used
on…
There are several different
armors in Mega Man X5, and as a result, there is a capsule in every stage. The stages on the left side of the screen
(Grizzly, Izzy, Squid, and Duff) have capsules for the Falcon Armor. The stages on the right side (Skiver, Dark
Dizzy, Axle, and Mattrex) have capsules for the Gaea Armor.
Fourth/Force Armor: This armor from X4 goes by either name,
depending on whether you look at the instruction manual or the game. It has the Hover Dash, Reduced Damage, and
the diminished Plasma Shot; it only leaves one plasma ball. This is one of the only two armors that can
charge weapons. You get it by starting
with X. It can use two modules.
Falcon Armor: This armor has a quasi-invincible flight (you can be hit by
energy shots), a partial energy-saver, the laser shot (the only shot that can
go through walls/armors), it reduces damage and has the Falcon Strike (a hail
of laser shots). It can use two modules.
The capsules are in the following
locations:
Grizzly Slash: After the train, there is a gap in the ceiling. Either dash-jump off the wall or use Zero’s
double jump, either way will work. (Note, though, that the conversation Light
has with Zero is quite intriguing).
Izzy Glow: After going through the door into area two (with the plasma
balls), you’ll get to an area with a gap in the ceiling. A plasma ball will come out of it as an
indication. Destroy the plasma ball
generator with the C. Shot or C. Sword to access the capsule.
Squid Adler: This one takes practice, but once you get the hang of it, it can
be the easiest to get. Simply collect
all eight energy particles in the Ride Chaser section. If you get them all, you’ll open the door to
the capsule.
Duff McWhalen: After the dry area (the sunken ship), you’ll see the capsule in
plain sight. Destroy the bomb with
either a charged Tri-Thunder or an uncharged G. Shaver (you have to sand back a
bit for that, but it works better than the Thunder).
Gaea Armor: This is practically the opposite of the Falcon. It has the ability to walk on spikes, a more
powerful but short-ranged shot, which can cancel out enemy energy attacks and
can destroy V-Blocks and a dash that can push the blocks, reduces damage, and
has the Gaea Strike (a nifty energy sphere).
It can’t use weapons or modules at all, but is a powerful armor. The parts are in the following locations:
Skiver:
You need the Falcon Armor for this, as well as most others. At the second lift, the diagonal one, go the
edge of the platform before the lift. Then, jump up and at the peak of your
jump, fly straight up. You should be
able to make it onto the ledge with the capsule.
Dark Dizzy: At the end of the level, right before the boss door, there is
what seems to be a pit. Go down, and
use the F-Laser. Manipulate it through
the maze to hit the left side of the barrier wall.
Axle the Red: Use the Falcon Armor. At
the section with the ropes, you’ll see a wall with some spikes on it. Jump up and fly above the spikes, then cling
to the wall. Jump off and fly up some
more, onto the ledge for the capsule.
Mattrex: Again, use the Falcon. I
recommend using the Ridden/Probe Ride Armor through the lava, then jump out and
onto the ropes. Ascend the ropes until
you can see the boss door, then to the right fly under the door area as far as
you can for the armor.
Ultimate Armor: This is almost exactly like the ultimate
armor from X4, with a slightly diminished Plasma Shot and no energy
conservation. It can be found in the
third Final Zone level or accessed from the start (replacing the Fourth Armor)
by putting in a code (see secrets).
Zero:
Zero gets no real armors per se.
However, he does have a supplementary weapon, the Z-Buster (arms), if
you start with him, and he starts with the air-dash (no matter who you start
with). Also, he can use four modules
(as can X with no armors). He gets
enhancements via techniques, such as the C. Sword, which is the double jump
(foot), the C. Flasher, his Giga Attack (body). He already has infinite use of most techniques, except for the
Dark Hold, Twin Dream, and C. Flasher (head).
In addition, he gets numerous sword modules, and he can now do a
turn-slash, which has the visual effect of the horizontal slash but allows him
to turn at the same time.
Black Armor: Zero gets an enhancement to his systems, increasing his saber
power and reducing damage. He can
destroy enemy energy shots and the Virus, and takes half damage, and looks
wicked cool. It can be obtained from a
capsule in the third Final Zone level, or at the start of the game from a code
(see secrets).
In Mega Man X5, like X4, there
are two sub-tanks, one weapon tank, and the EX Tank. They can be found in the following areas:
Grizzly Slash: Sub-Tank – Can be found on the front bumper of one of the trucks
that is already exploding.
Izzy Glow: EX Tank – It’s plainly
visible, but you need to use the Ground Fire (or Quake Blazer) to destroy the
wooden blocks.
Skiver: Weapon Tank – In the area of
first lift, the one that goes down.
Drop past it after it breaks through the second floor. The tank will be on a breakable floor in the
path of the lift.
Dark Dizzy: Sub-Tank – At the end of the
lift area, it’s visible. Either fly
(Falcon), double jump (Zero), or time a dash jump well to get it.
Along with the hearts obtained through
DNA programs, X and Zero can get hearts in the eight levels. X can get all 8 hearts, but Zero can only
get 4 or 5 of the 8. Here are the
locations, which will explain why Zero can’t get all of them. I have a feeling that the rationale for this
is so you can get 4 for X and 4 for Zero, then balance everything out with the
DNA enhancements.
Grizzly Slash: (Gaea X) In the area of
the convoy with the large truck, where the ropes and spikes are, there are two
walls that are very close to each other, right where the two segments
connect. Use the Gaea Armor and climb
up between the two walls, then continue to the right along the spikes. Only X can get this due to the spikes.
Izzy Glow: (Gaea X, Zero?) Near the
beginning of the level, shoot down the door, then drop down the hole. Walk on the spikes with Gaea armor to get
it. I’ve heard rumors that Zero can get
it with the F-Splasher and the Dash module (DNA). You have to slide along the wall and air dash (holding up) to the
heart. I haven’t done it, but I hear
it’s possible.
Squid Adler: (Gaea X) Toward the end,
shoot the last switch to go to the spike area.
Walk on the spikes, and destroy all but one V-Block, then push it (with
the dash) over to stand on. Open the
gate and get the heart. For obvious
reasons, you have to be X.
Duff McWhalen: (Zero, Gaea/Falcon X) In
the sunken ship area (no water), pay attention to the ceiling. You’ll see a cracked block, which Zero can
destroy with the E-Blade. Go up, avoid
the spikes, and get the heart. With
Falcon or Gaea X, fly/climb up where you see the spikes, then go backward to
get it.
Skiver: (Zero, X) At the third lift,
just go to the right at all the stops.
One of them will have the heart.
Dark Dizzy: (Zero, X) In the inversion
section, you’ll see the heart. If it’s
blocked by the blocks (duh), go back and invert the level to get it.
Axle the Red: (Gaea X) You’ll see the
V-Blocks at the rope section. Blast
them and go. I’d avoid destroying every
block in sight, you’ll need to push a couple to the edge of the pit before the
heart (which is on a platform) so you can dash jump to it.
Mattrex: (Zero, X) At the section with the lava flows. Drop down the left opening (after the lava
has passed) and go to the left. Drop
down the hole and grab it.
There are several different places where
the storyline can branch out, making the game a little more interesting. Not all of them necessarily affect the
ending, but they can, depending on what happens.
First, it should be noted that you can
fight any of the Mavericks at any time, although Alia gets pissy if you go to
the four shuttle Mavericks. Also, you
can fire the Enigma at any time during its mission, and during the shuttle
mission you can launch that at any time.
So here goes.
When you fire the Enigma, it either
works or it doesn’t. If it works, the
colony is destroyed and you can move on the Final Zone. This can be risky, but possible. If this works, you can go on as X or Zero
and fight Sigma, getting either ending one or ending two.
If the Enigma fails, you can launch the
shuttle at any time. If it works, you
go onto the Final Zone as X or Zero, just like above.
If the Shuttle fails, or if you plain
old run out of time, the colony hits Earth, wiping out almost everything but
our heroes. However, Zero turns evil,
and you can only go on as X. Also, you
get ending three.
You fight Dynamo twice in the game. The first time is after you fight two
bosses, usually during the Enigma mission, and you see the Enigma in the
background. The second time is, as far
as I can tell, after firing the Enigma.
If you are going through the shuttle mission, you’ll see the shuttle in
the background. If you have succeeded
in destroying the colony before the fight (maybe both fights), you’ll see the
headquarters in the background. The
second fight can be avoided as far as I know, and the first might be avoidable
too, but avoiding the fights doesn’t affect the ending in any way.
This is the mysterious area you go to
when you succeed at one of the missions or fail them both. Many believe it is the hidden lab of Dr.
Wily, but that’s only hypothesis. It
is composed of four levels (better than the two or three from X4):
The Quickman Level: Remember Quickman’s level in Mega Man
2? Yeah, this is like that. So use Dark Hold to get through it, picking
up weapon refills and using the weapon tank when needed.
BOSS:
The Black Block Monster
Remember the block/rock monster
from Mega Man? Yup, he’s back, making a debut in the X series. Jump and dodge his block form, then shoot
the eye. Lightning works best. When he
gets to about half his life, he does an annoying attack in which he splits into
block form and puts two columns of blocks on each side, switching them back and
forth across the screen and hurting you.
He’ll also change into a skull ship shape and try to crush you. Dodge him and attack when his eye is open.
The “pain in the butt” level: This level sucks in my opinion. You can use the Falcon Armor to get through
it more easily, just be careful.
Unfortunately, the Gaea Armor is hard to get through the level with,
because it works best on:
BOSS:
Rangda Bangda Mk 2
Remember him from X1? He’s essentially the same, just cooler
looking. Kill the eyes first, and wait
on the nose until last. Be careful when
the walls come in, spikes may come out of the walls to kill you. It sucks, but the Gaea Armor eliminates this
problem. It also does the most damage
that I can tell.
The confrontation level: This is pretty straightforward; you just
have to be careful not to get hit off the ropes and not to get killed by the
spikes. The Ultimate Capsule is hidden
in this level (see secrets). Depending
on whom you’re playing as, you’ll fight a different…
BOSS: X/Zero
If you’re Zero, you fight X and
vice versa. They are both beefed up for
the fight, which is pretty cool. Just
stay on your toes, use Giga Attacks whenever possible, and be careful. I don’t know the respective weaknesses.
Final Level: This is composed of two parts: The Teleporters and the
blocks. The Teleporters area is easy
enough, just get to them and fight the bosses again. But did you SEE THE LEVELS???
They are all at level 96 in normal mode, even if you never fought them
in the first 8 levels. Still, not too
bad.
Here’s the Teleporter layout:
From left to right - Mattrex, Dark
Dizzy, Izzy Glow, Squid Adler, Duff McWhalen, Grizzly Slash, Axle the Red,
Skiver
The blocks area is very
reminiscent of Mega Man and is a little tricky depending on whom you use. Getting to the blocks is standard fare, and
they follow an easy pattern, but it can be hard to make the final jump to the
ledge with Gaea Armor. I recommend Zero
or the Falcon Armor. Have fun fighting
the…
BOSS: Sigma
This is like X1, really, except
that he teleports and uses a strong energy attack when he gets low on
life. Try to dodge the attacks as best
as you can, because they can do some heavy damage. Lightning does the most damage, but the E-Blade can get you hurt
if you’re using Zero, so I recommend you just use the C-Sword with Zero. Try not to use your sub-tanks if you can
avoid it, because, should you survive, you’ll face…
BOSS: Ultimate Sigma
This SOB is a pain. He attacks you with his hands, so avoid them
and destroy them quickly. He then uses
energy spheres, which aren’t too hard to avoid. Circle the room, scaling the walls and all, to do so. When he gets weak enough, he’ll use these
large purple energy squares that inflict heavy damage, and one hand will come
from above to shoot you with electricity.
You can try to avoid the squares and destroy the hand, and good luck if
you do try. His only weakness is the
circle on his forehead, and he is weak against Spike Ball/Twin Dream. Use sub-tanks when needed, but only if
you’re confident you’ll win.
Ultimate Armors: The Ultimate Capsule can be found in the
third Final Zone level. Just look for a
“moving” platform that’s really stationary on the left side of a narrow-ish
pit, then slide down the right hand wall.
If you want to start with one of the Ultimate Armors, put in the codes
at the character select screen:
X: Highlight X, press Up twice, then Down
nine times. You’ll hear a confirmation
chime.
Zero: Highlight Zero, press Down twice,
then Up nine times. You’ll hear a
confirmation chime.
Pre-boss energy: In the Final Zone, levels two and four,
there are some goodies hiding before the bosses. In level 2, before the door is a platform that seems
useless. Get on it and go to the
left…through the wall! You can get a
super life recover and a 1-up (I think).
In level four, before the pit that leads to the Teleporters, go to the
right and grab a super life recover and a 1-up.