Mega Man X Legacy Collection 2

Mega Man X Legacy Collection 2

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『MMLC2/MMX5』-Zero only, all stages, no deaths March 8th, 2020
By Bright_Leader and 1 collaborators
   
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Main techniques
1. SDC(Slice, dash and cancel)

It is known that when Zero is standing on the ground, attacking with his Z-Saber, he can do at most 3 combo slices, "hey!", "ha!" and "ho!". What matters is that his first two actions, "hey!" and "ha!" do not trigger the invincibility period of Boss characters. Therefore, after Zero used his first one or two actions, press the Dash key to cancel and reset his combo attacks. {Attack, Dash} and {Attack, Attack, Dash} are all correct ways to trigger SDC. Letting Zero using SDC in front of a Boss will make the Boss have no invincibility time and be very vulnerable to Zero's consecutive attacks.

Zero's SDC is no longer able to use after he learnt W-Shredder by defeating Spiral Pegasus, because the way to trigger W-Shredder is to press {Dash, Attack}, so Zero will not perform a normal "hey!" slash after a Dash action but trigger a W-Shredder.

The term, SDC, comes from TASVideos / Game Resources / PSX / Mega Man X[tasvideos.org]. I'm going to use this term in my later stage by stage comments.

2. Luck manipulation on successfully destroying the Colony

As a Megaman X5 player, we all know that after completing the opening stage, according to the game story, there will be a Colony ready to crash the earth. There will be two solutions to try to destroy the Colony, the Enigma and the Shuttle. If the Enigma destroyed the Colony succesfully, Zero Stage will be available. If the Enigma failed to destroy the Colony, the Shuttle will be used. If the Shuttle destroyed the Colony successfully, Zero Stage will be available. If the Shuttle still failed to destroy the Colony, Zero will be no longer available for players to use as a controllable character, which means that players can only control X to finish the stages left, and the Zero Stage will be available.

I have made a batch file in order to emulate this system setting.

TITLE A batch file made to demonstrate the Colony destruction setting in Megaman X5 :0 CLS @ECHO:The Colony is going to crash the Earth! @ECHO:There are only two solutions to save the Earth by destroying the Colony, @ECHO:one is the Enigma, and the other is the Shuttle. @ECHO. @PAUSE :1 @ECHO. @ECHO:Now let's try to launch the Enigma. :1a @ECHO. @ECHO:How many Enigma parts have you collected? @SET /P aa=Please enter a nonnegative integer less or equal than 4: @SET /A EnigmaParts=%aa% @IF %EnigmaParts% LSS 0 ( Echo. Echo:Please enter a NONnegative integer! Pause&Goto 1a ) @IF %EnigmaParts% GTR 4 ( Echo. Echo:The number you entered is GREATER than 4! Pause&Goto 1a ) :1b @ECHO. @ECHO:How many Shuttle parts have you collected? @SET /P ab=Enter a nonnegative integer less or equal than 4: @SET /A ShuttleParts=%ab% @ECHO. @IF %ShuttleParts% LSS 0 ( Echo:Please enter a NONnegative integer! Pause&Goto 1b ) @IF %ShuttleParts% GTR 4 ( Echo:The number you entered is GREATER than 4! Pause&Goto 1b ) @SET /A TotalParts=%EnigmaParts%+%ShuttleParts% @IF %TotalParts% == 0 Set /A SuccessRate=2000 @IF %TotalParts% == 1 Set /A SuccessRate=4000 @IF %TotalParts% == 2 Set /A SuccessRate=6000 @IF %TotalParts% == 3 Set /A SuccessRate=8000 @IF %TotalParts% == 4 Set /A SuccessRate=10000 @IF %TotalParts% == 5 Set /A SuccessRate=12000 @IF %TotalParts% == 6 Set /A SuccessRate=14000 @IF %TotalParts% == 7 Set /A SuccessRate=16000 @IF %TotalParts% == 8 Set /A SuccessRate=18000 @SET /A RandomNumber=%RANDOM% @IF %RandomNumber% GEQ %SuccessRate% ( Echo:The Enigma FAILED to destroy the Colony! Pause&Goto 2 ) ELSE Goto 4 :2 @ECHO. @ECHO:Now let's try to launch the Shuttle. :2a @ECHO. @Echo:How many Enigma Parts have you collected? @SET /P ba=Please enter an integer no less than %EnigmaParts% but no more than 4: @SET /A bb=%ba% @IF %bb% LSS %EnigmaParts% ( Echo. Echo:You can't NOW have less Enigma parts than you've ALREADY had! Pause&Goto 2a ) @IF %bb% GTR 4 ( Echo. Echo:The number you entered is GREATER than 4! Pause&Goto 2a ) @SET /A EnigmaParts=%bb% :2b @ECHO. @ECHO:How many Shuttle Parts have you collected? @SET /P bc=Please enter an integer no less than %ShuttleParts% but no more than 4: @SET /A bd=%bc% @ECHO. @IF %bd% LSS %ShuttleParts% ( Echo:You can't NOW have less Shuttle parts than you've ALREADY had! Pause&Goto 2b ) @IF %bd% GTR 4 ( Echo:The number you entered is GREATER than 4! Pause&Goto 2b ) @SET /A ShuttleParts=%bd% @SET /A TotalParts=%EnigmaParts%+%ShuttleParts% @IF %TotalParts% == 0 Set /A SuccessRate=3600 @IF %TotalParts% == 1 Set /A SuccessRate=7200 @IF %TotalParts% == 2 Set /A SuccessRate=10800 @IF %TotalParts% == 3 Set /A SuccessRate=14400 @IF %TotalParts% == 4 Set /A SuccessRate=18000 @IF %TotalParts% == 5 Set /A SuccessRate=21600 @IF %TotalParts% == 6 Set /A SuccessRate=25200 @IF %TotalParts% == 7 Set /A SuccessRate=28800 @IF %TotalParts% == 8 Set /A SuccessRate=32400 @SET /A RandomNumber=%RANDOM% @IF %RandomNumber% GEQ %SuccessRate% ( Echo:The Enigma FAILED to destroy the Colony! Echo. Goto 3 ) ELSE Goto 4 :3 @ECHO:The Colony CAN'T be destroyed any more, @ECHO:and now it's crashing the Earth. @ECHO. @ECHO:Zero Stage is available now. @ECHO:Zero's status: NO longer available @PAUSE GOTO 5 :4 @ECHO:The Colony is succesfully destroyed! @ECHO. @ECHO:Zero Stage is available now. @ECHO:Zero's status: still available @PAUSE :5 CLS @ECHO:Would you like to emulate again? @SET /P ca=Type "1" for "Yes", or "0" for "No": SET /A cb=%ca% IF %cb% == 1 Goto 0 EXIT

So here comes the problem, how can we guarantee that the Colony is successfully destroyed? As we all know, whether the Colony can be succesfully destroyed depends on the in-game random number, and isn't oriented by our wills. The thing is, in a "Zero only" walkthrough, it is merely unacceptable to lose Zero.

So as to address the problem, I developed a way to "manipulate" our luck, making it that the Colony can be succesfully destroyed almost definite and sure to happen. Now I am going to explain the steps to you as detailed as possible.

  1. Begin with Zero, and do not use X during the whole walkthrough.
  2. Collect 3 Enigma parts and 3 Shuttle parts.
  3. Go to the last stage with the only Enigma part you haven't collected, defeat the stage Boss.
  4. As soon as you complete the stage, save the game to an empty slot.
  5. After saving, continue the game, and you will enter the Enigma ready scene. This time, you are quite likely to success, but there's still an occasion that you failed to use the Enigma to strike the Colony. If you failed, don't worry, just go ahead.
  6. Since you've lost the Enigma, the Shuttle is your only hope now. On the stage selection page, swipe right to the parts selection page, and change Zero's parts. Leave X's parts untouched, stay them where they were. This is crucial!
  7. Now swipe to the weapon page and launch the Shuttle. This time it is very likely to succeed, which means you can barely fail. If you still fail, restart the game, go back to the title screen, and choose "Continue" to load your state slot saved in step 4.
Comments stage by stage - 1
Before we start

Well, how should I start? After a month studying, practising and failing, I managed to beat all stages in Megaman X5 using Zero only. To be honest, Zero is much harder to use than X. Playing with Zero is surely technical. I have done a playthrough using X 2 weeks ago (see
http://steamcommunity.com/sharedfiles/filedetails/?id=2014163860
for details), and I feel that one is much easier to produce than this one(probably due to the Ultimate Armor). Anyway, since I've completed a Zero all stages playthrough, I should feel lucky and be grateful to the efforts I've made.
Comments stage by stage - 2
Opening stage (01:02)

Zero is hard to play with, mainly because of his low defense. Once he is hit, he can lose much HP and bounce back exaggeratedly. One type of the minions, the taxis, should be paid great attention on. They are wide and hard to dash over, and their two arrays of sawteeth can block player character's attacks. If Zero makes too many mistakes on fighting them, his HP will reach 0 soon.

Stage Boss: Sigma head (02:20)

Nothing special to mention. He has 3 attack patterns in total. When he is shooting out a lot of blue bullets, crouching will be fine to dodge them all, and after that, use SDC to kill him!
Comments stage by stage - 3
Dark Necrobat stage (04:01)

Part 1 (04:11)

The reason I choose this stage to be my first 8-Boss stages is simply that this stage is quite easy. Zero isn't likely to get seriously beaten here. But the hardest part in this stage is the elevator part. When the bats appear, they may carry some deadly spikes and drop them to the ground. The spikes do some damage when they are in air, and become deadly causing instant-death to player character when they fall to the ground. If unlucky enough, you may encounter the circumstance that 4 spikes fall accurately on the elevator, leaving the player character nowhere to stand. When playing as Zero, it is important to avoid that part by pre-jumping to the 3-small-platform area. There he can perform a magic which makes the spikes disappear by dragging the spikes out of the screen and coming back. Also at the end of this part, the E-tank is a bit hard to obtain. The key to obtaining it is to reach the platform on which there's an E-tank when the player character is high enough in his Y-axis position. For Zero, the best way to get the item is to perform a full-height jump and dash to the platform when he reaches the highest position he could make, and immediately jump when you see him successfully clutched to the platform.

Part 2 (05:44)

If a stage has 2 parts, the switching between the 2 parts will replenish Health Points and Weapon Energy of player characters. This part contains many gravity switcher, and all except the last one can be triggered infinite times. One thing to mention is that the heart container in this stage is located on an array of spikes and blocked by two purple blocks, so in order to get it, you should trigger the gravity switch once more to make it accessible. This stage is easy because of the Sigma viruses everywhere in this stage, which give Zero a short period of invincibility and full health generation after the Virus meter is filled. As Zero proceeds, he should absorb all the Sigma Virus along his way, and he can easily avoid all the enemies and obstacles and meet the stage Boss at full HP.

Stage Boss: Dark Necrobat Lv 03 (06:32)

Well, there's nothing too much to talk about him. He is quite easy to fight, but admittedly annoying, since he always fly too high that Zero can't reach him. When he is lowering to the ground, just SDC him. If he releases a lot of tiny bats, just jump and slice them all. Once Zero is caught by him, you should press left and right to make him let Zero go.

Mission report (07:41)

Since this Boss's level is too inferior, we can't get any parts from him. But it doesn't matter much, because even if his level is high enough, parts from him are still useless.

Collectibles collected:
  • 1 E-tank
  • 1 heart container

Weapon(s) obtained:
  • Dark Hold (for X and Zero)

Life up(s): 0

Energy up(s): 0

Parts obtained: none
Comments stage by stage - 4
Burn Dinorex stage (08:05)

Part 1 (08:15)

OK, now this stage is much more dangerous than the previous one. For Zero, the most critical obstacles are the flames. If he touches them, he will lose more than half of his HP, and become very vulnerable. There are two ways for him to dodge the flames, one is waiting, and the other is to bump into minions and/or the minions' bullets for invincibility time to surpass the flames. The heart container in this stage is located in the furthest left of the lava flowing part, so getting it requires techniques. When dashing through the lava flowing part, waiting is much more important than roughly dashing. Go with great caution. At the end of this part, you will have to destroy the door in order to go to the next part. If the door is too hard to break, you should wait for another lava flow, and destroy it, in case that your character gets killed when he is exerting damage to the door.

Part 2 (10:14)

Now Zero's HP is fully restored. At the selection part, you should not hesitate to choose to ride the armor and dive into the lava sea. If you choose the upper path, you will have to defeat a middle Boss and lose a bit real HP, which is critical to the later Boss fight; however, if you choose the downward path, getting hurt will only decrease the stability of the armor instead of the player character's real HP. Despite the safer downward path, you should not get too loose, because if your armor reaches its breaking point and your player character is still inside the lava sea, you will know the consequences. Also don't press up arrow key when the player character is inside the lava sea, else the character will jump out of the armor and get instantly killed by the lava. The lava is deadly, since it can kill the player character instantly with no regard of his invincibility status. At the end of the lava sea part you are about to leave the lava sea, remember to press {Jump} first and then {Up+Jump}. Pressing wrongfully will instantly kill the player character. Faced with the bats in the sky, Zero should carefully kill most of them on his way to the Boss's room.

Stage Boss: Burn Dinorex Lv 04 (11:23)

This boss is insanely difficult for Zero to defeat. The Boss deals much damage and can crush the player character away, although he may look clumsy and stupid. Zero must study his moving patterns thoroughly, dodge first and then SDC. Don't just SDC with out any dodging actions! Since he is the second Boss we meet, even if we fail, it is not too difficult for us to restart the game and walkthrough. Do our best.

Mission report (12:07)

Like Dark Necrobat, Burn Dinorex's parts are also useless.

Collectibles collected:
  • 1 E-tank
  • 2 heart containers

Weapon(s) obtained:
  • Dark Hold (for X and Zero)
  • Ground Fire (for X) / Quake Blazer (for Zero)

Life up(s): 1 available in 1 hour

Energy up(s): 0

Parts obtained: none
Comments stage by stage - 5
Dynamo's first invasion (12:25)

Boss: Dynamo 1 Lv 03 (12:49)

After defeating 2 of the 8 Bosses, you will meet Dynamo. When Dynamo is standing on the ground, just SDC him as fast as you can. When he is hopping into the air, he will fire a two-sided bullet. Dodge them and you can SDC him when he falls to the ground.

Mission report (13:20)

Collectibles collected:
  • 1 E-tank
  • 2 heart containers

Weapon(s) obtained:
  • Dark Hold (for X and Zero)
  • Ground Fire (for X) / Quake Blazer (for Zero)

Life up(s): 1 currently available

Energy up(s): 0

Parts obtained: none
Comments stage by stage - 6
Crescent Grizzly stage (13:29)

Stage part (13:39)

Now that all the Bosses are Lv 9, we can get parts after we defeat one. Crescent Grizzly has one of the most important parts for Zero, and this stage contains an E-tank so I come to this stage first. This level is quite dangerous, since there's only one HP recovery and there are too many taxis. In order to finish the taxis safely, Zero should use his Z-Buster to eliminate them at a distance. The trucks will explode and vanish after the countdown timer on the top right of the screen reaches 0, but Dark Hold is able to freeze the time. So use the special weapon if you have difficulty in coping with that.

Stage Boss: Crescent Grizzly Lv 09 (15:45)

This Boss is quite hard to fight, so we shall be careful when fighting him. One to mention is that the Boss's giant claw does much damage, and Zero can get very hurt if he is hit by that. However, as a matter of fact, if properly positioned, Zero can slice him while he can't hit Zero. When his HP is between 1/3 and 2/3, he will jump in to the air, and fall or appear depending on where the player character stands. At such circumstance, Zero should seduce him to fall or appear at a proper position, swiftly avoid and SDC him. When his HP is lower than 1/3, he will give out giant crescent slices, which are hard to dodge and cause much damage. Now SDC him as fast as possible, else fighting him too long may cause unexpected consequences.

Mission report (16:33)

Remember, we can only choose one of the 2 partsevery time we defeat a Boss. We should choose Life Up this time, else we will get the wrong one.

Collectibles collected:
  • 2 E-tanks
  • 2 heart containers

Weapon(s) obtained:
  • Dark Hold (for X and Zero)
  • Ground Fire (for X) / Quake Blazer (for Zero)
  • C-Shot (for X) / C-Sword (for Zero)

Life up(s): 1 currently available, 1 available in 1 hour

Energy up(s): 0

Parts obtained:
  • Shock Buffer (available in 2 hours)

Why Shock Buffer? It should be Shock DEbuffer ...

Unfortunately, each of parts takes 2 hours to become ready for use. But since we have reserved the Shock Buffer, we only need to beat 2 more stages so that we can equip it to our player characters.
Comments stage by stage - 7
Spike Rosered stage (16:48)

Stage part (16:58)

This stage is also a significant stage for Zero, mainly because of 2 reasons:
  • This stage Boss has one of the parts that can enhance Zero's Z-Saber ability.
  • Twin Dream learnt from defeating this stage Boss is very good to use.
So as to improve my Zero, I finished this stage as soon as possible. It's a pity that the Sigma viruses in this stage are inadequate, so we can't take advantages of them unless we spend some time to refresh them. The flower minions in this stage are quite dangerous, mainly due to the ropes released by them which can catch our player character and consecutively exert damage. For Zero, it is important to pay attention to those flowers. The signals of which the flowers are going to release a rope are the shaking animation and a special sound effect when our player character is approaching them. If you have a bit hearing problem, you should pay more attention to their animation. This stage isn't a 2-part stage, so our player character can hardly find a chance to replenish HP. For Zero, it is crucial to meet the Boss at almost full HP.

Stage Boss: Spike Rosered Lv 10 (18:42)

He is surely a swift and agile Boss. We should be skillful enough to fight him. At his HP above 2/3, Zero should SDC him as fast as possible. When his HP is beneath 2/3, he will use a very deadly skill, which is to release a long rope that is able to catch our player character and exert damage. After his HP falls below 1/3, he will become more aggressive. So for Zero, we should pay more attention when his HP falls below 2/3, and use Quake Blazer to strike him when we sense that he is about to make some dangerous attakcks.

Mission report (19:31)

Collectibles collected:
  • 2 E-tanks
  • 2 heart containers

Weapon(s) obtained:
  • Dark Hold (for X and Zero)
  • Ground Fire (for X) / Quake Blazer (for Zero)
  • C-Shot (for X) / C-Sword (for Zero)
  • Spike Ball (for X) / Twin Dream (for Zero)

Life up(s): 2 currently available

Energy up(s): 1 available in 1 hour

Parts obtained:
  • Shock Buffer (available in 1 hour)
  • Z-Saber Plus (Zero only) (available in 2 hours)

This time, we should choose Energy Up else we will get the wrong one of the 2 parts.
Comments stage by stage - 8
Shining Firefly stage (19:49)

To be honest, I should go to Volt Kraken stage instead of this one, because that stage has one of the most important parts while this stage doesn't. But the Volt Kraken stage requires high defense, my Zero in current stage can get easily killed in that stage. So I entered this stage to wait for Shock Buffer to be ready. The Tidal Whale stage also contains one of the most important parts, but the heart container in that stage requires E-Blade to get. So this stage becomes my only choice.

Part 1 (19:59)

The heart container in this stage is located beneath the bridge in the very beginning, but Zero can't get it. Now in terms of the colliding platforms part, it is crucial to avoid all of them and not to get crushed. Collision damage is too high and Zero is too vulnerable to endure that. Here Twin Dream can save the world, because the illusion can nullify obstacles and exert damage, so Zero can eliminate minions at a distance while he himself is blocked by obstacles.

Part 2 (21:25)

As our player character marches forward, there are spike-shaped enemies appear abruptly. But they don't deal too much damage and can be ignored. There are also some Sigma Viruses but they are too few to trigger the full Virus meter.

Middle Boss (21:44)

Now this is the first middle Boss fight in this walkthrough. There are 3 machines randomly falling from the ropes. Only the black one can be attacked from the front while the other two red ones are always invincible. Be patient, focus on the black one and avoid the lasers and machines. After several turns, we can pass.

Part 2 continue (22:43)

If Zero has C-Sword, he can destroy the machines that releases red and yellow balls. There are plenty of Sigma Viruses here, but what worth mentioning is that the last one should be seduced to a higher position closer to the shutter in front of the stage Boss, in case that Zero still gets hurt if the Virus period ends too early when he hasn't reached the shutter yet.

Stage Boss: Shining Firefly Lv 13 (24:06)

Nothing too much to mention. I used Twin Dream in order that Zero could reach him earlier. Also Twin Dream exerts more damage than normal slices.

Mission report (24:54)

Collectibles collected:
  • 2 E-tanks
  • 2 heart containers

Weapon(s) obtained:
  • Dark Hold (for X and Zero)
  • Ground Fire (for X) / Quake Blazer (for Zero)
  • C-Shot (for X) / C-Sword (for Zero)
  • Spike Ball (for X) / Twin Dream (for Zero)
  • F-Laser (for X) / C-Flasher (for Zero)

Life up(s): 2 currently available, 1 available in 1 hour

Energy up(s): 1 currently available

Parts obtained:
  • Shock Buffer (available currently)
  • Z-Saber Plus (Zero only) (available in 1 hour)
  • Burst Shot (X only) (available in 2 hours)

Neither of the 2 parts is useful, so I chose Life Up to increase a bit maximum HP.
Comments stage by stage - 9
Volt Kraken stage (25:26)

Parts equipped:
  • Shock Buffer

Stage part (25:36)

Here comes one of the hardest part of this game, the Ride Chaser part. There are 8 energy items in the way, but they are useless for this walkthrough. After the Ride Chaser part, our player character will meet several lock systems. This is the part where Twin Dream can save the world, because it can help Zero strike locks across annoying obstacles and dangerous instant-kill spikes. With Shock Buffer equipped, our player character will not face so many difficulties, since the enemies on the way will not be that deadly.

Stage Boss: Volt Kraken Lv 12 (28:15)

Well, nothing too much to talk about. When he is in the air, Zero can use Twin Dream to execute damage to him. If you are lucky to have met him coming to the ground, just SDC insanely!

Mission report (29:01)

Collectibles collected:
  • 2 E-tanks
  • 2 heart containers

Weapon(s) obtained:
  • Dark Hold (for X and Zero)
  • Ground Fire (for X) / Quake Blazer (for Zero)
  • C-Shot (for X) / C-Sword (for Zero)
  • Spike Ball (for X) / Twin Dream (for Zero)
  • F-Laser (for X) / C-Flasher (for Zero)
  • Tri-Thunder (for X) / E-Blade (for Zero)

Life up(s): 3 currently available

Energy up(s): 1 currently available, 1 available in 1 hour

Parts obtained:
  • Shock Buffer (available currently)
  • Z-Saber Plus (Zero only) (available currently)
  • Burst Shot (X only) (available in 1 hour)
  • Z-Saber Extend (Zero only) (available in 2 hours)

Choose Energy Up this time, the Z-Saber Extend is important for Zero.
Comments stage by stage - 10
Dynamo's second invasion (29:25)

Parts equipped:
  • Shock Buffer
  • Z-Saber Plus (Zero only)

Boss: Dynamo 2 Lv 11 (29:49)

All right, he is doomed because we have Z-Saber Plus this time. Zero doesn't have to avoid his attack now, just chase him and SDC!

Mission report (30:19)

Collectibles collected:
  • 2 E-tanks
  • 2 heart containers

Weapon(s) obtained:
  • Dark Hold (for X and Zero)
  • Ground Fire (for X) / Quake Blazer (for Zero)
  • C-Shot (for X) / C-Sword (for Zero)
  • Spike Ball (for X) / Twin Dream (for Zero)
  • F-Laser (for X) / C-Flasher (for Zero)
  • Tri-Thunder (for X) / E-Blade (for Zero)

Life up(s): 3 currently available

Energy up(s): 2 currently available

Parts obtained:
  • Shock Buffer (available currently)
  • Z-Saber Plus (Zero only) (available currently)
  • Burst Shot (X only) (available currently)
  • Z-Saber Extend (Zero only) (available in 1 hour)
Comments stage by stage - 11
Tidal Whale stage (30:29)

Parts equipped:
  • Shock Buffer
  • Z-Saber Plus (Zero only)

In order to succesfully strike the Colony, I entered this level so that I can guarantee that everything goes as planned. Also this stage contains an important part for Zero.

Middle Boss 1: U-555's head (30:56)

Get ready for a long long stage and middle Boss fight ... For U-555's head, it is essential to wreck the parts above and beneath its mouth, else they will fire yellow bullets and interfere our player character. At the later part it will fire lasers from its mouth, our player character has to climb the wall or crouch inside a small hole to avoid. When it's time to strike the Boss, just stand close and SDC!

Middle Boss 2: U-555's tail (33:03)

This is a forced downward scrolling part. One thing interesting is that if our player character falls too quick to the bottom of the screen, he will keep falling but free to move left or right until he climbs a wall or lands on ground. When reached the bottom, SDC again!

Stage continue (34:20)

The stone block blocking our way to access the heart container can be destroyed using E-Blade. The spikes are really narrow, so if it goes too hard, you can touch the stingray minions to win some invincibility time for safely crossing the spikes.

Middle Boss 3: U-555's head (34:47)

This is a forced upward scrolling part. Despite infinite regeneration of the small cannons, we still have to wreck them in case they cause too much trouble for us. After reaching the top we will definitely meet the part of middle Boss fight. This time Zero can get hurt several times when slicing, but just don't mention that and keep SDCing! When the ship is about to sink, it is surely too stupid to let our player character commit suicide along with it.

Stage Boss: Tidal Whale Lv 19 (36:24)

This Boss is really annoying, since he can set many bricks and obstacles like a mini stage. With C-Sword Zero can break the obstacles and paralyze the Boss. The most dangerous part comes when the Boss has less than 1/3 HP. He will swim to the left and spit blocks to push our player character to the right. Thankfully, Zero's C-Sword does high enough damage so the Boss won't have a chance to use his most dangerous skills.

Mission report (37:15)

Collectibles collected:
  • 2 E-tanks
  • 3 heart containers

Weapon(s) obtained:
  • Dark Hold (for X and Zero)
  • Ground Fire (for X) / Quake Blazer (for Zero)
  • C-Shot (for X) / C-Sword (for Zero)
  • Spike Ball (for X) / Twin Dream (for Zero)
  • F-Laser (for X) / C-Flasher (for Zero)
  • Tri-Thunder (for X) / E-Blade (for Zero)
  • G-Shaver (for X) / F-Splasher (for Zero)

Life up(s): 3 currently available

Energy up(s): 2 currently available, 1 available in 1 hour

Parts obtained:
  • Shock Buffer (available currently)
  • Z-Saber Plus (Zero only) (available currently)
  • Burst Shot (X only) (available currently)
  • Z-Saber Extend (Zero only) (available currently)
  • W-Energy Saver (available in 2 hours)

W-Energy Saver is very important for Zero, although most of his skills can be casted infinitely. Later on we will definitely successfully have the Colony destroyed.
Comments stage by stage - 12
Zero Stage 1 (38:15)

Parts equipped:
  • Shock Buffer
  • Z-Saber Plus (Zero only)
  • Z-Saber Extend (Zero only)

Zero: I'm in my own stage, yay!

This is Megaman X5! The lasers kill our player character instantly, so we must get down to studying methods and practising diligently to avoid them from killing our player characters. Actually the Dark Hold can freeze the world and allow our player character to surpass the lasers safely, but I didn't use it. The flying armor-like minions can be easily eliminated with Zero's Twin Dream. The Zero Viruses are too few in quantity to help out, so we don't need them.

Stage Boss: Shadow Devil Lv 18 (39:07)

Mission report (41:39)

Collectibles collected:
  • 2 E-tanks
  • 3 heart containers

Weapon(s) obtained:
  • Dark Hold (for X and Zero)
  • Ground Fire (for X) / Quake Blazer (for Zero)
  • C-Shot (for X) / C-Sword (for Zero)
  • Spike Ball (for X) / Twin Dream (for Zero)
  • F-Laser (for X) / C-Flasher (for Zero)
  • Tri-Thunder (for X) / E-Blade (for Zero)
  • G-Shaver (for X) / F-Splasher (for Zero)

Life up(s): 3 currently available

Energy up(s): 3 currently available

Parts obtained:
  • Shock Buffer (available currently)
  • Z-Saber Plus (Zero only) (available currently)
  • Burst Shot (X only) (available currently)
  • Z-Saber Extend (Zero only) (available currently)
  • W-Energy Saver (available in 1 hour)
Comments stage by stage - 13
Zero Stage 2 (41:48)

Parts equipped:
  • Shock Buffer
  • Z-Saber Plus (Zero only)
  • Z-Saber Extend (Zero only)

Stage Boss: Rangoa Bangoa Lv 20 (43:27)

Mission report (44:31)

Weapon(s) obtained:
  • Dark Hold (for X and Zero)
  • Ground Fire (for X) / Quake Blazer (for Zero)
  • C-Shot (for X) / C-Sword (for Zero)
  • Spike Ball (for X) / Twin Dream (for Zero)
  • F-Laser (for X) / C-Flasher (for Zero)
  • Tri-Thunder (for X) / E-Blade (for Zero)
  • G-Shaver (for X) / F-Splasher (for Zero)

Life up(s): 3 currently available

Energy up(s): 3 currently available

Parts obtained:
  • Shock Buffer (available currently)
  • Z-Saber Plus (Zero only) (available currently)
  • Burst Shot (X only) (available currently)
  • Z-Saber Extend (Zero only) (available currently)
  • W-Energy Saver (available currently)
Comments stage by stage - 14
Zero Stage 3 (44:45)

Parts equipped:
  • Shock Buffer
  • Z-Saber Plus (Zero only)
  • Z-Saber Extend (Zero only)
  • W-Energy Saver

Stage Boss: Ultimate Armor X Lv 20 (46:08)

Mission report (47:06)

Weapon(s) obtained:
  • Dark Hold (for X and Zero)
  • Ground Fire (for X) / Quake Blazer (for Zero)
  • C-Shot (for X) / C-Sword (for Zero)
  • Spike Ball (for X) / Twin Dream (for Zero)
  • F-Laser (for X) / C-Flasher (for Zero)
  • Tri-Thunder (for X) / E-Blade (for Zero)
  • G-Shaver (for X) / F-Splasher (for Zero)

Life up(s): 3 currently available

Energy up(s): 3 currently available

Parts obtained:
  • Shock Buffer (available currently)
  • Z-Saber Plus (Zero only) (available currently)
  • Burst Shot (X only) (available currently)
  • Z-Saber Extend (Zero only) (available currently)
  • W-Energy Saver (available currently)
  • Black Zero (Zero only) (permanent and irreversible upgrade)
Comments stage by stage - 15
Spiral Pegasus stage (47:18)

Parts equipped:
  • Shock Buffer
  • Z-Saber Plus (Zero only)
  • Z-Saber Extend (Zero only)
  • W-Energy Saver
  • Black Zero (Zero only) (permanent and irreversible upgrade)

Stage part (47:28)

Stage Boss: Spiral Pegasus Lv 22 (50:12)

Mission report (50:50)

Weapon(s) obtained:
  • Dark Hold (for X and Zero)
  • Ground Fire (for X) / Quake Blazer (for Zero)
  • C-Shot (for X) / C-Sword (for Zero)
  • Spike Ball (for X) / Twin Dream (for Zero)
  • F-Laser (for X) / C-Flasher (for Zero)
  • Tri-Thunder (for X) / E-Blade (for Zero)
  • G-Shaver (for X) / F-Splasher (for Zero)
  • Wing Spiral (for X) / W-Shredder (for Zero)

Life up(s): 3 currently available, 1 available in 1 hour

Energy up(s): 3 currently available

Parts obtained:
  • Shock Buffer (available currently)
  • Z-Saber Plus (Zero only) (available currently)
  • Burst Shot (X only) (available currently)
  • Z-Saber Extend (Zero only) (available currently)
  • W-Energy Saver (available currently)
  • Black Zero (Zero only) (permanent and irreversible upgrade)
  • Jumper (available in 2 hours)
Comments stage by stage - 16
Zero Stage 4 (51:07)

Parts equipped:
  • Shock Buffer
  • Z-Saber Plus (Zero only)
  • Z-Saber Extend (Zero only)
  • W-Energy Saver
  • Black Zero (Zero only) (permanent and irreversible upgrade)

Area 1 (51:07)

Middle Boss 1: Tidal Whale Lv 96(52:01)

Middle Boss 2: Spiral Pegasus Lv 96(53:02)

Middle Boss 3: Spike Rosered Lv 96(53:59)

Middle Boss 4: Crescent Grizzly Lv 96(55:02)

Middle Boss 5: Burn Dinorex Lv 96(56:16)

Middle Boss 6: Volt Kraken Lv 96(57:30)

Middle Boss 7: Dark Necrobat Lv 96(58:29)

Middle Boss 8: Shining Firefly Lv 96(59:33)
Comments stage by stage - 17
Area 2 (01:00:37)

Stage Boss: Sigma 1 Lv 23 (01:01:35)

Final Boss: Sigma 2 Lv 96 (01:02:51)
Comments stage by stage - 18
Thank you for watching ^_^

Play time: 0' 38" 16 (in-game time, of course)

Hunter rank

X - B

Zero - SA