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

 

Overview/Introduction

 

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?)

 

New Features

 

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.

 

 

Mavericks

 

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

 

 

DNA System

 

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…

 

 

Upgrades

 

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).

 

 

Tanks

 

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.

 

 

In-Level Hearts

 

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.

 

 

Storyline Branches

 

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.

 

 

Final Zone

 

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.

 

 

Secrets, Tips, Tricks

 

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.