Megaman X6

Scroll down to read our guide named FAQ for Megaman X6 on PlayStation (PSX), or click the above links for more cheats.

FAQ

Megaman X6 (Sony Playstation) FAQ

FAQ VERSION 1.4
LAST UPDATE: 12/18/2001

AUTHOR: Stephen Tang
CONTACT: webapprentice AT mail DOT com

If you need to email me, please replace the "AT" with @ and "DOT" 
with a period.  I will accept corrections and additional information, 
and you will be credited if you are the first to submit your information.  
I don't want to have to do this all alone. =)

Please be courteous and write decently in your emails.  Do not flame me. 
Email in all uppercase or all lowercase will be ignored. 

NOTE:
There are spoilers in this FAQ.

==========================================================================
COPYRIGHT NOTICE:

This document is protected by US Copyright Law and the Berne Copyright
Convention of 1976.  This document is for your private and personal use 
only.  I will not permit this document from being reprinted, in part or
in whole, on paper or electronically anywhere else without my 
expression written consent.

The document is to be considered free of cost.  It cannot be included 
as part of a commercial transaction (i.e. sold) or bundled as a freebie.

All copyrights and trademarks are acknowledged and respected that 
are not specifically stated in this document.  I do not seek to 
challenge those copyrights.

Unpublished Work Copyright 2001


========================   CURRENT PLACES TO FIND THIS FAQ   
===========================
I currently authorize the following sites to house my FAQ.  I reserve the right
to REVERSE my authorization.  If you find this FAQ anywhere else, please let me 
know.

www.gamefaqs.com:
This website site will ALWAYS have the latest FAQ.  Any other sites that I 
have given permission will be asked to get the file from here.  If you find an 
outdated
FAQ at the three websites below, tell those web administrators to go to Gamefaqs 
to get
the latest copy.

www.psxcodez.com:
This website serves mostly European gamers.  It is in English and German.

www.neoseeker.com:
This is a multi-purpose website that provides information about hardware and 
gaming.

www.cheatcc.com:
This is a website that provides cheat codes and FAQs.  It serves the gaming 
population.

These 4 websites are the only ones authorized by me to carry my FAQ.  I will NOT
accept further requests, because the document will be spread too thin.


========================   CREDITS   ====================================
-Thanks for Capcom for creating and publishing the Megaman X series!
-Thanks to GameFaqs for hosting this FAQ.
-Thanks to the Gamefaqs community and those who discuss on the 
 Megaman message boards.
-Magna Centipede on Gamefaqs for a stage sequence comment that helped me 
 understand the red stages.
-JH Lee on Gamefaqs for initial help to players of Megaman X6 on Gamefaq's 
 message boards.  He is quite good on obtaining new information about a game
 and passing it on in the message boards.
-Kryptech on Gamefaqs for helping me out on some boss strategies and confirming 
 the list of  Nightmare effects.  He is quite helpful on the message boards.
-Hunter Zero on Gamefaqs for helping me defeat Gate.  Even with the knowledge 
 gained, it was two hours of playing before I could beat him.
-NeoZeroX on Gamefaqs for helping me out on some boss strategies.
-Dinobot (dinobot@dinobot.org) on Gamefaqs for catching a blatant copy and
 paste error and Dynamo tips.
-Billy Cheng (lai_lai_boy@hotmail.com) for his tip on navigating Zero 
 through the initial section of Gate Laboratory 1.
-Marx on Gamefaqs for submitting corrections to description and general
 information.
-Izlude613@Hotmail.com for Gate Laboratory 2, Section 2 layout for Zero,
 Gate Laboratory, Section 1 diagram, and High Max strategy
-Jean Louis Sibert (zell_31@hotmail.com) for describing how to destroy the 
 gnat mechaniloid and defeating High Max in Gate Laboratories with Zero.
-Tootight4life@cs.com for High Max tips
-Scyther247@aol.com for a well-described tip on fighting High Max in Gate
 Laboratory 2 with Blade Armor X and Zero; also provided tips on
 fighting Sigma's (first form) barrier
-Rooks_Tepes@godisdead.com for tips on attacking High Max with Zero in the
 secondary area.
-June DeArras (juneteal@hotmail.com) for a tip on battling High Max in Gate 
 Laboratories with Zero.
-Tolwin (thewiz@nvi.net) for how many hits with Yammar Option will
 destroy the gnat mechaniloid and the life energy containers.
-Megaman X (shinkuu_hadouken@hotmail.com) for some tips

I've positive I've forgotten some people, so I apologize for that.


========================   VERSION HISTORY   ===========================

Version 1.4 (12/18/2001)
-Added user tips
-Reformatted guide
-Zero combos started
-Part configurations for X and Zero


Version 1.3 (12/17/2001)
-Adjustment to Hyper Dash part
-I made it through the spike corridor.  Now, I can add information
 myself. =)
-More High Max tips with Zero have been submitted
-Adjustment to Sigma (Form 1) strategy on the barrier


Version 1.1 (12/17/2001)
-Added conditions for the 3 endings (non-spoiler)
-Added Zero Vs. High Max tip in Gate Laboratory 2
-Minor adjustment to Shadow Armor body program
-Minor adjustment to Basic Stage Information


Version 1.0 (12/16/2001)
-This more or less covers most of the major points of the game.

 I need to add the secret cutscene, but I want to see if I can
 get it myself.  Feel free to submit the conditions to get it.
 
 I still can't get through Gate Laboratory 2 with anyone other
 than Shadow Armor X.  Despite the tip contributed about navigating
 that last section to High Max, I'm simply having bad luck with 
 jumping and air dashing into shiny pointy objects. :P
 
 You are welcome to submit strategies for the Gate Laboratory bosses
 (Twin Cells, High Max, and Gate) and Sigma.  I'm lacking 
 descriptive strategies for Zero to use, but the last few contributions
 are helping to round this out.
-Fixed typos
-Added contributions by several people over High Max and Gate 
 strategies
-Added contributions on strategies with Armored X
-Added Z-buster description
-I need to know if Zero gets the compactor scene in Gate Laboratory
 2 always.


Version 0.7 (12/16/2001)
-Skipped 0.6 as I did a lot here.
-Debunked my original theory about 8 different Gate Laboratory 2 sections.
 It appears to be only 2: One for X and one for Zero.
-Added some Gate's Laboratory 2 stage description
-Added X's Z-saber description in special weapons section
-Finished Gate Laboratory 1 information
-Still require information on defeating High Max 1, High Max 2, and 
 Gate with Zero and non-Shadow Armor X
-Does Shoenzan affect Twin Cells?
-Still need to describe Inner Chamber to Sigma 
-Fixed more typos
-Revision to Rainy Turtloid's Sumo Mechaniloid description
-Revision to Blade Armor description
-Revision to Metal Anchor description
-Revision to Dynamo strategy
-Revision to Ground Scaravich strategy
-Revision to Ice Burst description
-Revision to Ray Arrow description
-Removed last section "Enquiring Minds..."


Version 0.5 (12/15/2001)
-Began Gate Laboratory 1 information
-Still require information on defeating High Max 1, High Max 2,
 and Twin Cells with Zero and all forms of X.
-Fixed more typos
-Fixed copy and paste errors
-Minor revisions to the parts list
-Minor revisions to some sections


Version 0.4 (12/13/2001)
-Fixed more typos
-Finished reploid lists
-Added more stage descriptions
-Added more stage enemies
-Added more boss strategies
-Added a Find Zero section


Version 0.3 (12/12/2001)
-Fixed some errors! Whoa! Copy and paste bad!
-Added more reploid lists
-Added more stage descriptions
-Added more stage enemies
-Added more boss strategies
-Added hunter ranking documentation
-Finished documenting armors
-Finished documenting parts
-Finished Nightmare system stage alterations


Version 0.2 (12/11/2001)
-Reorganized sections
-Added some stage descriptions
-Added some stage enemies
-Added more parts descriptions
-Added limited parts descriptions


Version 0.1 (12/09/2001)
-Started this FAQ
-Compiled a segment of useful information
-Missing final stage information
-Still determining Nightmare Investigator strategies
-Got all the parts, but I need to test them out and add them



***********************   TABLE OF CONTENTS   ****************************
-STAGE INFORMATION
-BOSS STRATEGIES AND WEAKNESSES
-SPECIAL WEAPON DESCRIPTIONS
-HUNTER RANKING
-LOCATION OF HEART TANKS, ENERGY TANKS, THE WEAPON TANK, AND THE EX TANK
-PARTS
-ARMORS
-NIGHTMARES AND RESCUING REPLOIDS
-NIGHTMARE SYSTEM (STAGE ALTERATIONS)
-APPENDIX: ZERO SABER COMBOS
-APPENDIX: PART CONFIGURATIONS FOR X AND ZERO
-APPENDIX: HOW TO GET THROUGH GATE LABORATORY 2 WITH SHADOW ARMOR X
-APPENDIX: HOW TO ACQUIRE ULTIMATE ARMOR X AND BLACK ARMOR ZERO
-APPENDIX: FIND ZERO
-APPENDIX: CONDITIONS TO OBTAIN ENDINGS (NON-SPOILER)
-APPENDIX: ALIA'S REPORT OF THE NIGHTMARE INVESTIGATORS (SPOILER)





**********************   STAGE INFORMATION   ****************************
Each Nightmare Investigator stage has a secondary area.  This secondary
area may have reploids, tanks, or armor capsules.  The secondary area is 
reachable via blue crystal-like teleporters, usually well-hidden in a 
stage.  Some stages have more than one teleporter.  In those
cases, one will lead to the secondary area, the other will continue with
the stage.

At the end of the secondary area is a boss you will have to fight.
The first time you visit here, it will be Nightmare Zero.
The second time you visit here, it will be High Max
From the third visit onward, it will be Dynamo.


------------------
Introductory Stage
------------------

This stage will allow you to practice your basic controls and introduce you
to X's Z-saber.  This stage is fairly straightforward.  You just have to
be careful of enemies and pits.

Silver boxes will obstruct your way.  Use your Z-saber to destroy them.


Enemies
-------

Drilling Machines:
These are machines with drill bits attached to them.  They move 
vertically trying to strike whatever is in their path.  The drill bit
is not fatal but will inflict decent damage on you.  They cannot be
destroyed.

Rolling Metallic Balls:
They roll towards you.  If there is room available, you can jump over 
them.  They are impervious to buster shots.  You need to use the Z-saber
or a charged saber slash.

Small Flying Mechaniloids:
These are slow-flying robots.  They fly horizontally or vertically only.
They approach you, stop, and then shoot some round balls at you.  You can
destroy the round balls.

Large Broken Green Mechaniloids:
These are large metallic robots that are stationary.  They lost their legs
and are leaning on their only arm.  They open their mouths to shoot little 
pieces of junk horizontally.  You can crouch to avoid the projectiles.  
They are not much of a threat.


---------------------------------------
Commander Yammark's Stage - Amazon Area
---------------------------------------

This stage is modelled the Amazon environment.  It is easy to navigate.
It starts of with a rainforest scene, followed by green cavern, and
ending with a series of mossy block suspended in the air which must be
traversed to reach the other side.

In the middle part of the green caverns, there are spikes in the floor.
You must jump on the Snail Mechaniloids to get across the spikes.

Once across, you will reach a series of green mossy blocks suspended in mid-air.
Praying Mantis Mechaniloids are strategically positioned on some of these blocks
or between the blocks.  You need to destroy them to get through.


Enemies
-------

"Snail" Mechaniloid:
These are green snail-like robots with a silver horizontal platform on its 
back.  They travel bakc and forth within a small area.  You can jump on 
its back and ride on them.  This will be necessary to travel along the 
floor spikes in the green cavern.  If you collide with the mechaniloid from 
the side, you will take damage.  If you attack the mechaniloid, it will 
take damage, then curl into a ball and roll in your direction to try to 
collide with you.  You cannot damage it while it is curled into a ball.  
After rolling a short distance, it will uncurl itself and resume its normal
behavior.  While it is possible to destroy this enemy, it takes too much 
time and effort to make it worthwhile.

Worm Mechaniloid:
These worms inhabit the silver rectangular bases installed on the floor and
ceiling of this stage.  The orange- and blue-striped worm appears from the 
base when you get close.  They wingle back and forth and then stop to shoot
at you.  Then, they will withdraw into the base.  You cannot destroy the 
base, nor will the base damage you if you touch it.  Only the worm is 
vulnerable.  The base will be destroyed when the worm is destroyed.

Butterfly Mechaniloid:
These butterflies remain stationary until you approach them.  They will try 
to fly above your current location.  Once they arrive above you head, they
will drop purple pixie powder on you.  The powder descends very slowly but
cannot be destroyed.  It disappears after descending a certain distance.
While this attack is normally easy to dodge, the butterflies appear mostly
in the green cavern where the spikes are, where your safe spots are limited.

Praying Mantis Mechaniloid:
These insects wait for you to be in range and try to throw its blue scythe
claws at your current location.  They can throw up to two at a time.
Even if you dodge them, the claws act like boomerangs and will come back to
the insect, so you must dodge them on the return trip.  They can also drop
little copies of themselves on the ground.  These copies travel along the 
ground until they hit a wall, where they explode.  Whenever you destroy 
the insect, its outer skin breaks off, leaving a wire frame of itself.  
You can pass through this.  After a few seconds, it regenerates itself.  
Use Yammar Option at close range to destroy this insect permanently.  
It may take two tries.


Secondary Area
--------------

When you arrive at the green cavern, walk until you see a drop.  The drop
will have a vertical rope.  Now, look at the ceiling and notice there is an 
opening.  You must jump up into the opening and scale the wall on the right.
Climb up and proceed right until you see the next drop with a vertical rope.
Jump into the drop but stay to the right side.  You will fall into the
teleporter to the secondary area.

The secondary area is a series of brown mossy blocks suspended in mid-air.
Unfortunately, halfway through this area, there is a section with two large
blocks in the middle obstructing your way.  There is a large pit over this 
area.  The only way I have been able to navigate this is with Blade Armor
X.  Slide down the left side of the block, and as you fall, initate the
Mach Dash to dash to the block on the far right.  You should get to it
and jump to the top of the block.


Reploids and Parts
------------------

01: MAH 01404 - LIFE UP
02: SUKETORM
03: SATTON - ENERGY UP
04: YONOJI
05: ISO - LIFE RECOVER
06: RYO
07: YANTOMI
08: TAHEI
09: ARAKI
10: GOKEN - SUPER RECOVER
11: YARS
12: HANSE
13: TOSHIJI
14: YOSHIMU
15: KUBORINA - RAPID 5
16: WAHDA


Other Items
-----------

Energy Tank
Heart Tank
Blade Armor - Leg Program


-------------------------------------
Rainy Turtloid's Stage - Inami Temple
-------------------------------------

This stage is modelled after a Japanese pagoda and Shinto temple.
It starts off with a series of water pits that you need to
navigate while enemies attack.  When you reach a green pod,
it will then rain.  This rain is acid rain that will slowly 
drain your life energy.  There are green pods that you can stand 
on to recharge your energy.

To stop the rain you must destroy the red sensors that
you see along the way.  There are 4 of them.  These
sensors maintain a force field on the rain generator.
If you find the rain generator and there is a force field
around it, you missed a sensor.  Search all places.

There are three more rain sections where you must find and
destroy the red sensors.  Then, you must destroy the rain
generator.

Eventually, you reach the inside of a large tree.
There are 3 passages to the left that are protected
with spikes.  There are 2 passageway to the right that
are protected with spikes.  To go through these passageway
require Blade Armor X.  You must stand next to the passageway,
jump, and right before landing on the ground, perform the
Mach Dash through the passageway.

Another way is to get hit by a flying bat mechaniloid, the big
sumo mechaniloid, or their projectiles, and then dashing through
the passage way.  Unfortunately, once you get through, you may not 
be able to get back since enemies and their projectiles may not
reach you.


Enemies
-------

Seahorse Mechaniloid:
These enemies are in the water and shoot red projectiles.  The red
projectiles rise up to line up with you on the same horizontal plane 
and then fly horizontally towards you.  Because the enemy is over a pit,
it may be difficult to attack it.  They may also rise up from the pit, 
curl into a ball, and line up with you on the same horizontal plane.  
Then, they fly horizontally towards you, trying to collide with you.  
If you try to crouch, they may fly straight down on you when they are 
overhead.  They do this in the early part of the stage.

Bat Mechaniloid:
These bats fly to you carrying bombs.  They will attempt to drop the
bomb on you and then fly away.

"Sumo" Mechaniloid:
These enemies remain stationary.  When you get close, they raise one
of their arms up to protect themselves.  You cannot damage them
while they are guarding.  You must stop attacking and wait.  Eventually,
they lower their guard to attack you.  At this point you can attack them.
It may take a couple of tries to destroy them.  If you dash quickly as 
you approach them, you can strike them before they raise their arm to block.
After blocking for a few seconds, they can attack in the following ways:

-They can launch a missile at you.  This missle has some vertical 
 tracking ability, so you cannot simply crouch under the missile.

-They raise their arms above their heads and slam the ground with
 their fists.  A blue flame travels along the ground in front of them.

-They can punch you if you are up close to them.


Soul Body X or Soul Body Zero:
Depending on the which stage you came from before, you may encounter
soul bodies of X or Zero in various parts of this stage.  They first
teleport into the area and remain motionless for a second.  Then, they
fly to your current location to try to collide with you.  They deal
quite a bit of damage, so you should avoid them.  If you have Guard Shell, 
you can turn it on, and let the soul bodies run into the Guard Shell.  
The Guard Shell will disperse the soul body.


Secondary Area
--------------

The secondary area is accessed by a teleporter inside of the large tree.
There are 3 passageways to the left that are protected with spikes.  There 
are 2 passageway to the right that are protected with spikes.  
To go through these passageway require Blade Armor X.  
You must stand next to the passageway, jump, and right before landing 
on the ground, perform the Mach Dash through the passageway.
The teleporter is on the left side and is in the bottom of the 3
passageways.

Another way is to get hit by a flying bat mechaniloid, the big
sumo mechaniloid, or their projectiles, and then dashing through
the passage way.  Unfortunately, once you get through, you may not 
be able to get back since enemies and their projectiles may not
reach you.

The secondary area is still inside a large tree.  It will precipitate
acid rain again.  There is an energy pod to refill your energy.
There are spikes again, and this time, they are on the platforms
in various places.  You will need to carefully jump over them to
find and destroy the red sensors protecting the weather generator.
The exit is in the lower right corner of the stage.


Reploids and Parts
------------------

01: NASSY
02: NATSUE
03: AKEMI
04: MAYI
05: OBIN
06: MEEKA
07: MAO - ENERGY UP
08: SAKURA
09: OMY
10: ETSU - LIFE UP
11: MIHO
12: YUI - W. RECOVER
13: AI
14: NORI - HYPER DASH
15: RENA - SABER PLUS
16: NANA


Other Items
-----------

Heart Tank
Shadow Armor - Body Program


----------------------------------------
Shield Sheldon's Stage - Laser Institute
----------------------------------------

This stage appears to be modelled after Izzy Glow's stage from 
Megaman X5.  There are lasers and invisible platforms in this stage.
When you see enemies walking on air, they are standing on an
invisible platform.  Jumping to where the enemy is standing on will
cause the platform to materialize.  After a few seconds, it will
disappear.

As you go through the stage, you will see laser batteries.  The
batteries are capable of shooting left, up, down, right, upper-right,
upper-left, lower-right, lower-left.  Only where the lasers touch the 
mirrors and the end of the laser beam will do damage to you.  The middle
of the laser does nothing.  You can actually pass through the laser 
after it hits its target.  The laser will rotate to shoot in the closest 
direction that you are standing.  For example, if you stand a little to 
the right of the laser, it will shoot in the lower-right direction.

You will also see mirrors.  Some mirrors can be rotated by attacking 
them, while others cannot be rotated.  The idea is to get the laser
beam to hit the mirrors in such a way that it travels to the door or 
another laser battery (i.e. power up the next laser battery).

This is fairly straighforward stage and quite short if you do not
access the secondary area.


Enemies
-------

Metools:
These are heads with feet.  They have a brown helmet on their heads.
They walk back and forth within a small area.  When under attack, they
will hide underneath their helmets.  They are invulnerable when they
are underneath their helmets.

Small Flying Shield Mechaniloid:
These enemies hover in the air with their silver shields in front of them.
While their shield is in front, you cannot attack them.  When they
want to shoot at you, they will raise their shields.  This is when
you can attack them.  Zero's regular saber slash sometimes has trouble
connecting with the enemy.  This is probably because the computer thinks
you are hitting the raised shield.  You can also jump behind these enemies 
and attack them from behind.  If you delay for too long, they will turn 
around and face you.

Large Flying Shield Mechaniloid:
These enemies hover in the air with their large red shields in front of 
them. While their shield is in front, you cannot attack them.  When they
want to shoot at you, they will raise their shields.  This is when
you can attack them.  You can also jump behind these enemies and attack 
them from behind.  If you delay for too long, they will turn around and 
face you.

Gnat Mechaniloid:
(Information about destroying this enemy contributed by Jean Louis Sibert)
Depending on the which stage you came from before, you may encounter
small gnats.  They fly in from the sides and may collide with you.
They fly to the left or right of you and hover around you.  They will
follow you as you go.  You can "shoo" them away by shooting at them or 
slashing them with you saber if they are close enough.  To destroy them 
permanently, use Yammar Option and shoot at them with those or ram the
dragonflies into them.  It takes about 2-3 hits, and they sometimes
drop small life energy containers.


Secondary Area
--------------

Eventually, you will get to an area where there are two doors.  One door
goes right.  A larger door goes down.  Rotate the mirrors so that the laser
beam hits the door going down.  Go into the lower door.

In this area, you must rotate the mirrors so that the laser beam strikes the
laser battery on the ceiling.

Then jump to the middle platform suspended in the air and rotate the mirrors,
so the laser battery in the ceiling shoots at them and the laser travels
horizontally to the left in the top part of the stage.  Go left and find a 
mirror suspended above a large door in the floor.  Rotate the mirror, so the
horizontal laser beam hits the door.  Drop through the door and move a little 
bit to the right as you fall.  You will avoid a set of spikes and land on a 
platform.  

You have one of two options:
-There is a red wall on your left.  There will be a message available
 where X and Zero talk about a draft.  The lower part of that left wall is
 an illusion.  Jump into the wall and land inside the wall.  To the left of
 the wall is a wide pit with an armor capsule and reploid on the other sie.
 There is an invisible platform in the middle of the pit.  You may need 
 to experiment a little to find it.  You can also jump over the long pit 
 with a well-timed speed dash.  You should hit the side wall of the pit on
 the other side, and you will need to wall jump out of the pit.

-Go right and get on top of the steps. You will see a floor of spikes.
 Jump off and air dash (or dash jump) and you will cling onto a platform
 that was invisible.  Climb up and jump to the next platform.  There
 is an invisible platform near where a Nightmare is positioned.  Jump
 to that platform and then dash jump to the teleporter to the secondary
 area.

The secondary area has small flying shield mechaniloids, lasers, spikes, 
and a bunch of horizontal and veritcal ropes.  You must traverse this 
obstacle course to get to the door on the right.


Reploids and Parts
------------------

01: KAZU - LIFE UP
02: TEMPOLE
03: MIHOKEN
04: SIROMARU
05: MOCHI
06: MARL
07: DAI - ENERGY UP
08: GHOSN
09: JIN
10: MATUMARU
11: TAIJI - ENERGY SAVER
12: OMI 1213
13: HIM
14: KENZ - D. BARRIER
15: SO 1 - WEAPON PLUS
16: TACK


Other Items
-----------

Weapon Tank
Heart Tank
Blade Armor - Body Program


-----------------------------------------
Infinity Mijinion's Stage - Weapon Center
-----------------------------------------

This stage has a giant robot named Illumina trying to attack you
as you travel your way through this stage.  You cannot directly
attack the robot.  You run down a slope, jumping over some pits and
grabbing horizontal and vertical ropes while under attack by Illumina,
Nightmares, and enemy aircraft.  This stage is short if you
do not access the horizontal area.

In the first section, Illumina will try to shoot at you with a giant
yellow fireball.  Eventually, you reach a large power cable with a red
sensor.  Destroy the sensor to advance.

In the second section, Illumina will send forth three small flying probes.
Because they move with the screen, you cannot destroy them.  Meanwhile, 
Illumina shoots out a blue beam that tries to lock on to your location.
If it locks on to someplace, all three probes will fire their lasers at 
the location.  If you are in their crossfire, you will take damage.
Otherwise, you can touch the lasers after they are shot.  Jump or dash
to make sure Illumina does not get a lock-on on you.

Eventually, you reach the second power cable.  Illumina will bring down
walls on the left and right sides.  Laser batteries are built into the
walls.  Certain lasers will fire horizontally to the other side.
Dodge while attacking the red sensor.  Destroy this red sensor
and cable, and Illumina is gone.  A teleporter to the secondary area will
appear in the air where Illumina was.  You can either jump into the 
teleporter or continue to the right to face the Nightmare Investigator.


Enemies
-------

Bird Aircraft Mechaniloids:
These aircraft with a bird's head fly in a squadron of five from the 
left or right side of the screen.  They fly in a horizontal V formation.
The center one is red while the others are green.  They will fly past you
and then shoot green bullets from the rear of the aircraft as they fly away
in a scatter pattern.  Assuming you are below the lowest aircraft, a 
well-placed Meteor Rain bubble can destroy all five of them.  Otherwise, 
destroy the whatever you can and use the clearing for you to maneuver.


Secondary Area
--------------

Jump into the teleporter when Illumina is destroyed to access the secondary
area.  When you reappear, go left to access an armor capsule and a Heart Tank.

Then, go right to an area of horizontal and vertical ropes over a pit.  A set
of ropes in an upward slope, and a set of ropes go in a downward slope.
Reploids and Nightmares are strewn throughout the place.  As Zero, you may 
want to use Yammar Option to help you shoot down Nightmares quickly.

The reploids are suspended in the air, some of which require you to let go
of the rope, pick them up and then air dashing or mach dashing to a rope.

The upper set of ropes leads to the exit.


Reploids and Parts
------------------

01: ZERDAN
02: FFF
03: DORAGOH
04: PARALLA - D. CONVERTER
05: MARION
06: VIRTUF
07: TEKK - SPEED SHOT
08: SHEN
09: FANTRON
10: GITAL - LIFE UP
11: METAL - MASTER SABER
12: ROD
13: GRANTSU - ENERGY UP
14: KURONO
15: DAVIE
16: SOSALIES


Other Items
-----------

Heart Tank
Blade Armor - Arms Program


-----------------------------------------
Blizzard Wolfang's Stage - Northpole Area
-----------------------------------------

This stage is an ice cavern.  Initially, you must climb up an icy upward
slope.  You can jump really quickly to get up the hill or dash jump.
Since this entire stage is ice, you will slide.

When you reach certain points on the upward slope, the screen will shake 
indicating an avalanche.  Go down the ladders to avoid the avalanche.
The avalanche will inflict a lot of damage if you get hit.
There are 5 avalanche areas.  The first two can be avoided with the 
ladders.  The third can be avoided by crouching beneath the rope to the right
of a set of floor spikes.  The fourth can be avoided by climbing to the top
of the rope.  The last avalanche can be avoided by climbing the last rope.

Climb to the top and then you must jump onto ice pillars over pits, while 
avoiding vertical avalanches.  Vertical avalanches do not cause the screen
to shake, so you have no warning.  You cannot grip the sides of these pillars.
You will also slide on them, so jump immediately to stop sliding.

Make your way across and stop before the downward slope, because there is
a vertical avalanche.  Now proceed down the slope.  When you reach the bottom
of the slope, ice boulders will tumble down from behind you.

From where you are, you will see a ledge on the upper right of the screen.  
Zero can double jump to that ledge.  Blade Armor X can Mach Dash to that ledge.
There is an armor capsule on that ledge.

If you came from Blaze Heatnix's stage, fireballs should rain from the sky 
and the cracked walls on the right side at the end of this downward slope 
should be gone.  Going through the passages on the right will let you reach the 
secondary area.  Going down the ladder will let you continue the stage.

Go down the ladder and you have to kill the wolf mechaniloids while dodging
tumbling ice boulders.  You have to climb the upward slope.  Be careful of spikes
on the sides of walls.  When you fall down, the left drop, dash or move to the 
right to avoid floor spikes.

Continue along and you reach a large pit.  Drop down.  Ice blocks will fall
down from the sky.  If you get hit by the ice block, it will be destroyed,
and you will take damage.  Let the ice blocks fall in such way, so you can climb
up the pit and reach the right side.  You cannot destroy the ice blocks.
Some ice blocks will have wolf mechaniloids that will attack you.  You can 
destroy them.

Then, there is a second pit.  There are spikes in the side walls and spikes
in the center of the floor at the bottom of the pit.  Carefully drop down into
the pit, to the right or left of the spikes.  Ice blocks will fall
down from the sky.  If you get hit by the ice block, it will be destroyed,
and you will take damage.  Let the ice blocks fall in such way, so you can 
climb up the pit and reach the right side.  You cannot destroy the ice blocks.
Some ice blocks will have wolf mechaniloids that will attack you.  You can 
destroy them.

Once past this second pit, climb up a ladder.  A series of horizontal blocks
will fall from the sky.  Notice there is a one-block gap in each set of falling
blocks jump through the gap and stay on top of the ice blocks.  Once the set
of blocks touches ground, the gap is filled with ice.  If you are in the gap
when that happens, it will cause instant death.  You cannot destroy or climb
the blocks from the side.  You must jump up through the gaps while the ice 
blocks fall down.  Along the sides of the wall are reploids you can rescue, 
but you must move quickly or risk getting trapped and killed by the ice blocks
filling up the gaps.  Zero's double jump is easiest to maneuver through this.  
Blade Armor X can also Mach Dash through this.  A Jumper part will also work.
Otherwise, you must carefully jump on the top of the ice blocks when a set of
ice blocks is almost touching ground.

Once you make it to the top, head to the boss on the right.


Enemies
-------

Wolf Mechaniloid:
These enemies breathe out an cloud of frigid air or will launch mortars at your 
current location.  The mortars fly in an arc, so you will have some opportunity 
to avoid them.  You can destroy the mortars.

Soul Body X or Soul Body Zero:
Depending on the which stage you came from before, you may encounter
soul bodies of X or Zero in various parts of this stage.  They first
teleport into the area and remain motionless for a second.  Then, they
fly to your current location to try to collide with you.  They deal
quite a bit of damage, so you should avoid them.  If you have Guard Shell, 
you can turn it on, and let the soul bodies run into the Guard Shell.  
The Guard Shell will disperse the soul body.


Secondary Area
--------------

If you came from Blaze Heatnix's stage, fireballs should rain from the sky 
and the cracked walls on the right side at the end of the first downward 
slope should be gone.  Going through the passages on the right will let you 
reach the secondary area.  They both go to the same area, but go through the 
lower one to be able to jump onto a ledge with two wolf reploids to be 
rescued and a Heart Tank.

There will be a pit to your right and a ledge on the other side.
Jumping over to the ledge will allow you to reach the teleporter.
The sides of the pit and the floor of the pit is riddled with spikes.
Shadow Armor X can go through this.  An EX Tank is on the bed of
spikes at the bottom as well as a wolf reploid to be rescued.

Otherwise, you must let a Nightmare hit you.  While invincible, drop down
the pit, dash right to get the EX Tank and get to safety.  Climb the ladder,
air dash through the narrow hole to get back to where you were.  Jump
into the teleporter.

When you reappear, you must go down an icy slope.  It is so icy that you 
cannot readily go back up.  You must dash jump to go back up.  As you
slide down, there are floor spikes and pits that you must carefully
avoid.  At the end of the slope, there is a veritcal rope you can jump to
grab it.  The entire floor is riddled with spikes.  You must dash jump or
air dash to the right to safety and the door.

If you are Shadow Armor X, you can go on the spikes and go left through the
passageway to rescue a wolf reploid.  The passageway is also filled with
floor spikes and is so long that there is no way to get hit and use the
invincibility to get through that.

------------------------   Reader Contributions   ---------------------------
shinkuu_hadouken@hotmail.com:
For the long spiked corridor, if you have Ultimate Armor X, it is possible
to use the Giga Attack (Nova Strike) many times to fly through that corridor.
-----------------------------------------------------------------------------


Reploids and Parts
------------------

01: MORINGA
02: CODY
03: RYU - SHOT ERASER
04: GUY
05: KEN - ENERGY UP
06: NINA - WEAPON DRIVE
07: BATSU
08: DATA
09: REGINA
10: LEON
11: CHUN - LIFE UP
12: SAM
13: NARUHO
14: DANTE - JUMPER
15: GOMEZ
16: ARTHUR


Other Items
-----------

Heart Tank
EX Tank
Shadow Armor - Leg Program


----------------------------------
Blaze Heatnix's Stage - Magma Area
----------------------------------

This stage is in a volcano area.  You have to fight a red donut-shaped
Mechaniloid with green orbs attached to it 5 times throughout the stage.

When you first arrive, drop down into the large pit to fight the mechaniloid
for the first time.  The weak points are the green sensors attached to it.
It will slide back and forth trying to colide with you and shoot green energy
balls at you.  You can crouch in the little trenches to avoid colliding with it,
but the enemy projectiles may still hit you.  Defeat it and proceed to a green
area.  Flamethrowers shoot out flames in set patterns and timing.  The flames
do a tremendous amount of damage if you get hit.  Make your way down the
vertical passageway, negotating your way though the flamethrowers.

You will eventually drop into a cavern with the mini-boss again.  The cavern is
a large space with a large rock platform in the middle, forming a loop.  The 
mini-boss will move around this loop in a counter-clockwise directions.  You 
can climb the walls and the middle platform as you will.  You can also crouch to 
let the mini-boss pass you by, but you may be hit by its projectiles.

Destroy it a second time and proceed right.  You will reach a vertical area 
where there is an upper and lower door.  You will notice the ceiling is quite 
high above the upper door.  

Either one leads you to the mini-boss again.  Above the upper door, however,
leads to a capsule and the secondary area.  Depending on which stage you 
previously came, there may be a metallic block that will materialize and then 
move up and down near the upper door.  Jump on it and before reaching the top, 
have X dash jump to the sides of the ledge and climb up.  Zero can double jump.  
Be careful not to wait too long or the metallic block will push you against the 
ceiling, causing significant damage.  If the metallic block is not there, only
Blade Armor X can reach that area.  Blade Armor X must climb the either side wall,
jump off the wall near the top, then perform a Mach Dash to get to the ledge.

If you choose not to purse the secondary area, going through the upper and lower
doors will lead you to the mini-boss.

This time, the mini-boss will slide on the sloped floor in the long cavern.  
There are vertical ropes that you can grab to help you leap over the mini-boss 
as it comes by or if there is enough clearance, you can hang onto the rope and 
let it pass by you.

Destroy it again and proceed right.  You will reach a vertical passageway 
with 
a lot of little platforms.  Purple magma will rise up from the ground. Jump
to a platform.  The mini-boss will rise up from the magma, so jump to the side 
opposite it to attack.  It will shoot at you and then go back down into the magma.
It will then rise up on the opposite side it was on.  Jump to the opposite side
of it and attack it.  Be sure to keep jumping upwards, because the magma is 
always rising.  Touching the magma is fatal.  Defeat it and the magma will recede.

Climb to the top and go through a door.  When you go through to the next section,
you will fall down.  Immediately move yourself so you land on the rock platform
and not fall into the magma.

Like the mini-boss of Split Mushroom's Stage in Megaman X4, this mini-boss 
will follow the same pattern.  It will maneuver horizontally until it is 
underneath you, and then it will rise up and attack you.  Jump to another platform
and attack.  When the mini-boss rises, it will not destroy the rock platform.
Defeat it for the last time and proceed right.  You will reach the Nightmare 
Investigator soon.


Enemies
-------

Gnat Mechaniloid:
(Information about destroying this enemy contributed by Jean Louis Sibert)
Depending on the which stage you came from before, you may encounter
small gnats.  They fly in from the sides and may collide with you.
They fly to the left or right of you and hover around you.  They will
follow you as you go.  You can "shoo" them away by shooting at them or 
slashing them with you saber if they are close enough.  To destroy them 
permanently, use Yammar Option and shoot at them with those or ram the
dragonflies into them.  It takes about 2-3 hits, and they sometimes
drop small life energy containers.


Secondary Area
--------------

After you defeat the mini-boss for the second time, you will reach a vertical
passageway with two doors on the right which lead to the third mini-boss fight.
Jump to the ledge with the upper door.  You notice you can climb either of the 
side walls and see two ledge extending from the side walls with a gap between 
them.

Depending on which stage you previously came, there may be a metallic block 
that will materialize and then move up and down near the upper door.  
Jump on it and before reaching the top, have X dash jump to the sides of the 
ledge and climb up.  Zero can double jump.  Be careful not to wait too long
or the metallic block will push you against the ceiling, causing significant
damage.  

If the metallic block is not there, only Blade Armor X can reach that area. 
Blade Armor X must climb the either side wall, jump off the wall near the top, 
then perform a Mach Dash to get to the ledge. Go to the right to access the 
teleporter to the secondary area.  

In this secondary area, you must climb up a green vertical passageway.  
There are flamethrowers in the area, so you should move cautiously.
An Energy Tank is in plain sight for you to get.  Near the top are a series
of alternating ledges.  Unfortunately, each ledge is protected by a 
flamethrower.  You can try timing the flamethrowers and jumping on
each ledge in turn, but it could be tricky as the flamethrowers do not
stay inactive for long.  Otherwise, the easier option would be to wall
jump on the side of each ledge, like the triangular jumps of Strider Hiryu.

Jump towards the side of one ledge, then jump to the side of the opposite
ledge.  Repeat this until you get to the top.

Get to the top, and go through the door to fight the boss.


Reploids and Parts
------------------

01: CLARMON
02: CHIBON - BUSTER PLUS
03: KASSY
04: BANDO
05: YUKI
06: HAGI
07: MODS
08: TAZACK
09: FUJI
10: HATORI - LIFE UP
11: HAYATO
12: AKKY
13: HIGURAI - ENERGY UP
14: HAL - POWERDRIVE
15: KEIJI - U. BUSTER
16: TATSUYA


Other Items
-----------

Heart Tank
Energy Tank
Shadow Armor - Arms Program



----------------------------------------
Metal Shark Player's Stage - Recycle Lab
----------------------------------------

There is a compactor at the top of the screen.  It will go up and
down in timed intervals.  If you are in an area where you cannot avoid
the compactor, you will be fatally crushed.

At the beginning of the stage is the Raiden ride armor from Megaman X4 
and Megaman X5.  Its controls are the same as in previous games.
While seated in the ride armor, the compactor cannot crush you.  The
compactor simply stops on top of the ride armor.

Use the ride armor to travel through the area.  Eventually, a high junk
pile will prevent you from using the ride armor any longer.  You must
disembark and move on foot.  There will be shallow areas in the ground
where you can crouch to avoid the compactor.

Do not use any special weapons that cause you to stand.  Do not dash,
because you will stand up at the end of the dash.  If you do this while
the compactor is fully lowered, you will be fatally crushed.

Get down the first ladder, and make your way left.  A new compactor
will try to crush you.  Again, move carefully through the area, 
destroying enemies and dashing to cover more ground.  Find safe spots
where you can wait for the compactor to raise itself.

When you get to the next ladder, stop.  You can go down the ladder
to continue the stage or you can go left to reach the secondary
area.  The path to the secondary area is long.  There is a Nightmare in 
the way.  You can try to kill it and run back to safety or you can dash
through.  You will take a hit, but the invincibility should last long
enough for you to get through.

For now, go down the ladder and take the teleporter.  

You will now be heading right.  You are on a conveyor belt moving left.
You must travel to the right, destroying enemies along the way and
finding safe spots to avoid the compactor.  There is now the added 
obstacle of spikes placed on the junk piles and on parts of the 
compactor.

If you came from Metal Shark Player's stage, there are now ice patches
on some junk piles.  Be careful not to slide into spikes.  With the ice,
the area is much more difficult to navigate.

After you get past the first junk pile, three junk boxes will come down
the conveyor belt.  Destroy them or jump over them.  If they back you
into the junk pile behind you, you will be fatally crushed.

You will eventually see a bed of spikes on the left side of a junk pile.
Zero can double-jump over the spikes.  X will need to cling to the side
of compactor overhang and dash jump from the wall.

There are more spikes and longer paths between safety spots, so it will
take all your skill and perhaps a few tries to get it right.  If you
can navigate with the ice patches, congratulations.

Eventually, you reach a clearing on the conveyor belt.  The min-boss will make a 
rude appearance.


Enemies
-------

Metools:
These are heads with feet.  They have a brown helmet on their heads.
They walk back and forth within a small area.  When under attack, they
will hide underneath their helmets.  They are invulnerable when they
are underneath their helmets.

Large Broken Green Mechaniloids:
These are large metallic robots that are stationary.  They shoot little 
pieces of junk horizontally.  You can crouch to avoid the projectile.  
They are not much of a threat.


Secondary Area
--------------

When you reach the second ladder going down, go left.  This path to the 
secondary area is longer than the previous sections.  There is a Nightmare 
in the way.  You can try to kill it, run back to safety, and wait for the
compactor to start to raise itself before dashing through the path.  You 
can dash also just dash through the path once the compactor starts to 
rise.  You will take a hit, but the invincibility should last long
enough for you to get through.  In either case, do not wait until compactor 
is fully raised, or you will not make it across the path. 

Go down the ladder.  You will fall down into the next chamber.  If you came
from Ground Scaravich's stage, there will be red, black, and blue blocks.
Use Ground Dash to destroy the red block and push the black and blue blocks
to the ledge overlooking the wide pit.  You should be able to make a little
extension of the ledge.  Then, you can dash jump across and barely grab the
other ledge.

If you came from another stage, there will be no blocks.  As I see it, you
cannot cross this wide pit without a Speedster part and a Hyper Dash part.
As Blade Armor X, you can Mach Dash over the wide pit barely.

Once you get to the other side, you will find a reploid, an armor capsule,
and a teleporter to the secondary area.

The secondary area has a moving conveyor belt.  You must travel to the right
while the conveyor belt moves to the left.  Do not get scrolled off the screen
or you will die.

Embark on the Raiden Ride Armor and use it to prevent getting fatally crushed.
Use the ride armor to destroy enemies along the way and to dash along the
conveyor belt.  Watch out for spikes on some parts of the compactor.

Near the exit are two Nightmares and a reploid.  One Nightmare is very close to
the reploid.  It is almost impossible to get to the reploid or attack that 
Nightmare without getting the reploid infected.  You may need a Giga Attack,
a charged Metal Anchor, or a charged Meteor Rain to attack the Nightmares before
they can do any harm.

Go through the door to fight the boss here.


Reploids and Parts
------------------

01: HEIZER
02: QUAPPI
03: ZIGZAG
04: DALIHI
05: MALON
06: WRIGHT - ENERGY UP
07: LEINO
08: NAKADAI
09: MIECHA
10: EIJI
11: TOSHI - SHOCK BUFFER
12: INARIA - HYPERDRIVE
13: DEVILISH
14: KIKUTURK - LIFE UP
15: DAJANGO - SABER EXTEND
16: BAMBU


Other Items
-----------

Heart Tank
Shadow Armor - Head Program



----------------------------------------
Ground Scaravich's Stage - Central Museum
----------------------------------------

Ground Scaravich's stage is bizzare.  You will see 4 phantom totem pole
mechaniloids through this stage.  As you go through each one, you will
be teleported to a limbo area.  Each phantom totem pole mechaniloid can
teleport you to one of two limbo areas.  Therefore, you may need to
go through this stage several times to find everything.

Also, try coming back here after traveling to Rainy Turtloid's stage.
Some of the phantom totem pole mechaniloids take you to different limbo
areas.

Within the limbo areas, brown round and square rocks will try to collide
with you.  Brown rocks fly towards you.  Round rocks fall to the ground and 
roll towards you.  There are also spikes.  Blue blocks obstruct your path.
Destroy them to advance.

If you came from Metal Shark Player's stage, metallic blocks also get 
in the way.  A charged Metal Anchor will destroy them.

Before the fourth phantom totem pole mechaniloid, there are spikes and
two ropes.  Be careful not to fall into the spikes.

Note:
One of the limbo areas that the second phantom totem pole mechaniloid
has this very familiar setup.

            CEILING
_______________________________
            |    |
            |    |
            |    |
   ----     |    |
            |    |
           # ----
                 
   ----%              ----------
                     |
                    *|
             PIT

| Wall
- Areas where you can stand
_____  Ceiling

As Falcon Armor X, you will need to slide down the left side of the
wall, designated by # in the drawing, and then fall to the right.
Right before you fall into the pit (before the X sprite completely
goes off screen), air dash to cling to the right ledge's side wall, 
designated by *.  Wall climb up the side wall to the ledge.

As Blade Armor X, you can use the technique for Falcon Armor, except 
you use a Mach Dash instead.  You can also just jump off the left ledge,
designated by %, and then Mach Dash across the pit.
drawing, and then fall to the right.

As Zero, you will need to slide down the left side of the
wall, designated by # in the drawing, and then fall to the right.
Right before you fall into the pit (before the X sprite completely
goes off screen), double-jump to cling to the right ledge's side wall, 
designated by *.  Wall climb up the side wall to the ledge.

As Shadow Armor X, I think you are stuck, since this armor has no
air dash.  No part seems to help Shadow Armor X traverse the pit.
I think this is a design flaw by Capcom.


Enemies
-------

Totem Pole Mechaniloid:
There are four humanoid heads and an bird head in the center.  
The four humanoid heads will turn their heads between facing you and 
facing away from you.  When they face you, they will shoot energy orb 
projectiles or missiles at you.  The missiles can be destroyed with
Zero's Z-buster.  They are vulnerable when they attack you.
If they turn their faces away, you cannot damage them.  When two of 
the four humanoid heads are destroyed, the bird head will fly out of 
the totem pole.  It will chase you slowly.  It will fly to your last 
location, stay stationary for a moment, and fly to your current location.
If you destroy the bird head before the two humanoid heads, the remaining 
two humanoid heads will turn their heads faster.  Once all heads are 
destroyed, the pole will be destroyed, allowing you to pass.

Totem Stump:
These are in the limbo areas of this stage.  They are stationary and do 
not attack.  You must destroy them to exit the limbo area.


Secondary Area
--------------

The teleporter to the secondary area can be accessed by going
through the third phantom totem pole mechaniloid.  Because of 
the additional limbo areas you can go with each phantom totem pole
mechaniloid, you may need to go through this stage a couple of 
times.


Reploids and Parts
------------------

01: GOLD
02: ULTA
03: KOI
04: MEGAMI
05: PL 98 - LIFE UP
06: HEAVEN 7
07: TSUKI - SPEEDSTER
08: MAY
09: BRO - QUICK CHARGE
10: RYNO
11: DUNGAR
12: CHOP
13: HOME - ENERGY UP
14: REYHER
15: PHANTOM
16: MARS - OVERDRIVE


Other Items
-----------

Heart Tank
Blade Armor - Head Program 



-----------------
Gate Laboratory 1
-----------------

You may wish to equip the Jumper and Speedster parts for this stage.

Gate's Laboratory 1 is the first final stage that will 
test your acrobatic skills to the limits.

I have never seen this many fatal hazards before.  If you can navigate
this stage without Shador Armor X or dying once, you are one of the
masters of this game.  It is a good thing the game controls are 
responsive.

Travel right, and you will see a huge pit.  Drop into the pit.  Then,
travel right again and you will see a vertical passageway that looks 
like this picture (diagram based from Billy Cheng's drawing):



             REST OF LEVEL...
          >                 -----------
          >                            <
          >                            <
          >                            <
           ----------                  <
                     >                 <
                     >                 <
           ----------                  <
          >                            < 
          >                            <
          >                            <
          >                 -----------
          >                <
          >                <
          >                 -----------
          >                            <
          >                            <
          >                            <
           ----------                  <
                     >                 <
                     >                 <
---------------------                  <
                   #         %         <
                                       <
                             ----------  
                            <          |
                            <          |
                   *        <          |
---------------------------------------
 
Legend:
< or > Spike
| Wall
- Areas where you can stand
_____  Ceiling
* - Where Zero should stand.
# Where Hydroga would position Zero
% Where you want Zero to go

In this section, all the side walls have spikes that are fatal when
touched.  The ceilings, however, have no spikes.  

As Zero:
Position Zero near the edge of the ledge above, designated by * on 
the picture.  Use Hydroga to high jump to the ceiling and cling to it.  
Now, press the dash button, and you will dash horizontally over the 
spikes and land on the horizontal ledge on the other side of where you 
were, designated by % on the picture.  Repeat this process to you 
climb up this vertical passageway.

As Shadow Armor X:
This is a no-brainer.  With this armor's ability to touch spikes without
suffering death, you can wall climb the spikes directly.  If you
want to practice not touching the spikes anyway, use the Shadow Armor's
high jump ability, and while on the ceiling, dash to safety.  This
will help get practice in navigating the same area with Zero.

As Falcon Armor X or unarmored X:
X will need the Jumper part and Ice Burst.  Use Ice Burst at a distance
such that the ice block lands near the edge of the ledges.  Quickly
jump on the block and then jump up.  The Jumper part should give you
enough vertical height to clear the spikes.  When you can clear the spikes,
air dash to safety, if you are Falcon Armor X, or push right to send
unarmored X to safety.  You will, however, have to be careful with your
high jump.  It is possible to jump straight up into the spikes sticking 
out of the ledges.

At the top of this vertical passageway, move right.  You will see
an icy downard slope.  There are laser batteries set up in the ceiling to 
shoot at various parts of the slope.  They shoot in regular intervals,
so move down the slope cautiously.  You need to jump some pits along 
the downward slope.  At the bottom of the slope, you will need to
dash jump (anybody), mach dash (Blade Armor X), double-jump (Zero),
or air dash (Falcon Armor X) over the pit to reach the ledge on the right.

You now will see a vertical passageway.  Laser batteries and red four-legged 
"slinky" mechaniloids will obstruct your travel.  The laser batteries shoot
at opposite sides of the wall to form a crossfire over the middle platform, 
so you may find it more convenient to wall jump the ledges instead.

Climb to the top and head right.  More laser batteries are installed on the
ceilings and floors to hinder your travels.  More enemies obstruct you way.
Make your way to the right and you will reach what seems to be a boss door.

Go through that and you will find yourself in a room with two ledges and middle
platform over a pit.  The game will stop, and magma will rise from the bottom
and stop just below where you are standing.  This magma is fatal if touched.

Once you regain control, quickly make your way to the other side and wall climb
the wall on the right side all the way to the top.  Use dash jumps, mach dashes,
or air dashes to cover more ground as you need to get to that side wall quickly.
The magma will rise about 3/4 of the screen, but you will be safe at the top 
of the screen.  The magma will rise and fall like an ocean tide, so get to the 
other door as carefully as possible.

If you cannot get to the other side, you can try wall climbing the left side 
wall, but then you still need to make your way to the right.

Go through this door.  Travel right and the screen will stop once again.  The 
fatal magma rises again and stops right below you.  Once you regain control, 
wall climb the left wall and climb up quickly as the magma will rise.  Zero can 
double-jump to the wall, Blade Armor X can mach dash to the wall, Shadow Armor X 
can use his high jump ability to reach the wall.  Falcon Armor X and unarmored X 
should be equipped with the Jumper part to be able to reach this wall.

Climb up to reach the large horizontal platform.  The magma will not rise to 
here, so you are safe.  Watch the magma rise and fall.  As the magma falls, 
follow behind it carefully, climbing down the ladders and dashing to cover more
ground.  Climb down another ladder and dash right quickly.

When you get to the next screen, you will see an icy upward slope.  The fatal 
magma will rise once again and stop below you.  Once you regain control, dash 
jump up the icy slope (or jump really fast) to stay ahead of the magma.
Unfortuantely, the screen will not scroll faster than the speed of the magma's 
ascent.  If you are pushing against the top of the screen, you are well ahead 
of the magma.

Quickly climb up the ladder and dash jump across the gap to get to the left 
side.  
Climb up that ladder and move right.  You will see a platform occupied by a
wolf mechaniloid.  While it is possible to destroy it before jumping to the 
platform,
you may just want to collide with it and kill it on the platform to save time.

Jump to the right ledge and enter the door.  You are now at the boss.
If you made it without Shadow Armor X and without dying, congratulations!


------------------------   Reader Contributions   ---------------------------
Tootight4life@cs.com:
As Zero, you can double jump like crazy up the upward icy slope to stay ahead
of the magma.  Likewise, you can continue to dash jump through this section
until you get to the door.
------------------------------------------------------------------------------


Enemies
-------

Wolf Mechaniloid:
These enemies breathe out an cloud of frigid air or will launch mortars at your 
current location.  The mortars fly in an arc, so you will have some opportunity 
to avoid them.   You can destroy the mortars.  

Red Four-Legged "Slinky" Mechaniloid:
You saw these enemies in Megaman X4 and Megaman X5.  These enemies stick to walls
and move along the wall with their legs in a slinky-like fashion.  They stop 
moving to shoot small energy shots at you.  Zero's Shot Eraser can destroy 
these enemy projectiles.

Bat Mechaniloid:
These bats fly to you carrying bombs.  They will attempt to drop the
bomb on you and then fly away.

Three-Cannon Missile Launcher Mechaniloid:
You saw these enemies in Megaman X4 and Megaman X5.  They are completely
stationary, but they shoot indestructable small missiles or destructable
large missiles at you in intervals.  The destructable large missiles
have vertical tracking ability, so you cannot simply crouch to avoid them.
They may launch one or two missiles at a time at you.


----------------------------
Gate Laboratory 2, Section 1
----------------------------

Gate's Laboratory 2 will test your acrobatic skills to the limits even more
than Gate's Laboratory 1.

I have never seen this many fatal hazards before.  If you can navigate
this stage without Shador Armor X or dying once, you are one of the
masters of this game.  It is a good thing the game controls are 
responsive.

Gate's Laboratory 2 has two sections.  You must beat both sections to end
the stage.  There is no opportunity to save in between sections.

High Max is the boss of the first section.
Gate will challenge you in the second section.

When you begin this stage, there is a vertical passageway.  The sides of the
the passageway and ledges are rigged with fatal spikes.  You must use the
ropes to make your way up the passageway.  Brown square blocks from Ground
Scaravich's stage will materialize and try to collide with you on the ropes.
Use either dash jumps or air dash to get from rope to rope.  There are ledges
on which you can stand safely, but they are very close to spikes on the side
walls, so be careful.

At one part of the vertical passageway, you must get from the rope you are
grabbing to the next rope positioned to the right of you.   The horizontal 
ledge below that rope has fatal spikes.  As Zero, you can double-jump to 
the next rope.  As non-Shadow Armor X, you will need to dash jump or air dash
to that rope.  You may need a high jump of hyper dash part.  Shadow Armor X
can walk on spikes with impunity.

At the top of the vertical passageway, go right.  The path divides to an upper 
and lower level.  The upper level has fewer enemies.  At the end, the upper 
level leads to a dead end with a lot of Nightmares.  After defeating the 
Nightmares, you can pick up the maximum life energy container.

Otherwise, stay on the lower path.  You will reach a large area with totem pole
mechaniloids and blue spherical spark mechaniloids.  Defeat the enemies to reach
to the ladder on the right.  Climb the ladder and head to the left.  Now
you must jump to a metal column, like the ones in Rainy Turtloid's stage,
moving horizontally.  Jump on this and travel to the left to defeat the next
totem pole mechaniloid.  Be careful not to fall while next to the totem pole
mechaniloid, because there are fatal spikes below.  Also, the metal column
can also fatally crush you against totem pole mechaniloid.  Using Yammar Option
or a well-timed Giga Attack can help you clear the heads on the totem pole.

Note:
As Shadow Armor X, however, you can immediately high jump to the upper side
walls with spikes and defeat the totem pole mechaniloid to save you a lot
of trouble and time.

After destroying that enemy, jump onto the platform.  To the left is another
metal column, travelling vertically.  On the other side is also a totem pole 
mechaniloid.  Be careful not to fall while next to the totem pole
mechaniloid, because there are fatal spikes below.  Using Yammar Option
or a well-timed Giga Attack can help you clear the heads on the totem pole.
Also, the metal column can also fatally crush you against the ceiling.

After defeating that enemy, jump to the left, climb the ladder, and head right.
Dash jump or air dash over the spikes.  You will reach a large open area.  To 
the right is a spike pit with a totem pole mechaniloid on the other side.
When you defeat that enemy, you can jump over the pit, climb the ladder, 
and head left.

You can take a shortcut.  Above the open area are two metal columns, one 
travelling horizontally and one travelling vertically.  Those are the 
same columns you would see had you destroyed the totem pole mechaniloid and 
climbed the ladder.  It is possible to reach the metal column moving 
vertically, with Zero's double-jump, Zero's Hydroga, Shadow Armor X's 
high jump, and Blade Armor's Mach Dash.  If you do that, be careful not 
to be crushed fatally by the two metal columns.

When you jump on that vertically moving metal column, you will see the entire 
ceiling above you is laced with fatal spikes.  To the left is a spike-filled 
narrow passageway with a horizontally moving metal column.

The situation looks like the following (based on information and diagram by 
Izlude613@Hotmail.com):


VVVVVVVVVVVVVVVVVVVVVVVVVVV        VVVVVVVVVVVVVVVVVVVVVVVVVV
       !                   <      >
       !                   <      >
       !                   <      >
                            VVVVVV
     ^^^^^^^^^       #
-----         >      #
              >      #          *         -------------------
              >                 *        <
--------------                  *        <
                                         <
                                          ----------
                                                    |       |
                                                    |       |
                                                     -------


                                                    
-------------------------------------------------------------
                                         
Legend:
V or < or > or ^ Spike
* Metal Column 1, travels horizontally; will hit metal column 2
# Metal Column 2, travels vertically; will hit ceiling
! Metal Column 3, travels horizontally
- or | Wall

If you are using anybody other than Shadow Armor X, you need to air dash  
from the vertically moving metal column (# in the picture) when it is
halfway up to the side of the horizontal moving metal column (! in the 
picture) when its moving left at the farthest possible moment.  If your 
timing is spot on, you will slide off that metal column as soon as it clears
the spikes on the ground.  If you jump too high, you will be killed by the 
spikes in the ceiling.  This is perhaps one of the most challenging (or 
cheapest) sections in Megaman X6, because it will require your utmost 
skill and patience.

Once you clear that last section, climb the ladder and head to the door to
fight High Max.


------------------------   Reader Contributions   ---------------------------
Tootight4life@cs.com:
If you want to defeat those totem pole mechaniloids that attack you while you
are on the floating metal columns, get rid of the top two face heads, then 
jump into the poles themselves.  Although it seems close to the spikes 
sticking out from the ledges, you will not get killed as long as you keep 
jumping and shooting.  (Author's Note: I think it's because you keep taking
damage.)  There is also a part where you have to try to get past two floating 
metal columns with sides wall, ground, and ceiling full of spikes to make it 
to High Max.  With the Blade Armor and some patience, it is not so bad.  With 
Ultimate Armor and Falcon Armor, you need a lot of patience and practice. 
The idea is to try to get on the vertically floating platform and attempt 
to pass over the spikes when the last horizontally floating metal column 
is to the furthest left.  That is the only way you can get through, or 
unless you are extremely good at controlling wall climbs on that metal column.
Air dasing, nova striking, or dash jumping off of the vertically floating
metal column will work, and the Hyper Dash part is recommended. 
Falcon Armor requires hyper dash because of the nasty jump in the section 2
of Gate Laboratory 2.
------------------------------------------------------------------------------


----------------------------
Gate Laboratory 2, Section 2
----------------------------

Travel right and jump over the spike pit.  Continue to the right and bird 
aircraft mechaniloids will fly through this stage to obstruct you.  Rolling 
metallic balls from the introductory stage will roll towards you.  Use the
spaces in the ceilings or floors to dodge them or use your Z-saber to destroy
them.  Shadow Armor X's charged saber slash will destroy them in one attack.
Zero can use his 3-hit saber slash combo or Ensuizan to destroy the rolling
metallic balls.

Continue right and jump into the teleporter.

Depending whether you are X or Zero, the section after the teleporter is
different.

As X:
Go right and fall downwards.  Proceed to the right and fall down.  Go left and
slide down the side walls.  You will see spikes on the floor and a safe ledge.
Land on that ledge.  Jump over the spikes on the floor.  Continue right, and
you will see an energy pod like the ones in Rainy Turtloid's stage.   Acid 
rain begins to pour down the entire section as you approach the energy pod.
To pass this section, you must find and destroy the 4 red sensors along.  
Then, you must destroy the weather generator at the end of the section.
The energy pod works once, so do not use it unless you are low on energy.  
It is better to travel ahead a little, because there are two red sensors 
you can destroy immediately.  After destroying them, come back to the energy pod.

There are a bunch of suspended blocks and platforms in this area.  There is a
wide pit in this entire area.  You fall, and you will die.

There is a place in this section that looks like this:

            CEILING
_______________________________
            |    |
            |    |
            |    |
             ----
     ---               ---
    |   |             |   |
     --- #             ---

             PIT

Legend:
| Wall
- Areas where you can stand
_____  Ceiling
    
Since there is no footing below, it looks like only Blade Armor X
can make it with the Mach Dash.

With the Hyper Dash and Jumper parts, Shadow Armor X, Falcon Armor X,
and unarmored X can jump this wide pit.  

As Shadow Armor X, position X so that he hangs off the left block 
(as indicated by # in the drawing). Only his arm should be grabbing the block.
Now dash jump off the block.  He should not hit the middle block and leap 
across to the right block, where you can grab it from the side.

As Falcon Armor X or unarmored X, you will slide down that side wall,
so you will to time the jump right.

For anybody except Blade Armor X, this is not an easy jump to make.
You may need a couple of tries at this.

After you make it through, you will teleport to the next section, which is
just a normal passageway with hills and valleys.  Bird aircraft mechaniloids
will pester you.  Use this opportunity to fill up your energy and weapon tanks.
Keep going to the right until you see the door to Gate.

As Zero:
------------------------   Reader Contributions   ---------------------------
Izlude613@Hotmail.com:
There are three compactors here just like the ones in Metal Shark 
Player's stage.  The first two compactors are easy to avoid, but 
the third one will require you cling to the side walls of the pits,
so you do not get fatally crushed.  Continue right to reach the door
to Gate.
-----------------------------------------------------------------------------

As mentioned above, there are trash compactors on the ceiling.  
First, watch the compactor go down and find its lowest point.
As you go over the first hill, you start crossing a bridge.  The bridge is
just shallow enough that you must crouch to avoid the compactor.  Remember,
the only safe attack while you are crouching on the bridge is your 
crouching saber slash.  Dashing and Ensuizan will cause you to stand up, and
you will be fatally crushed should the compressor be on its lowest point.
Along the bridge, you can find trenches deep enough to avoid the compactor.
There are some rolling metallic balls, but they usually get fatally crushed 
by the compactor before you have to deal with them.  Eventually, you clear 
the first compactor.

You now see the second compactor.  Again, the ground you are on is not deep
enough to allow you to stand when the compactor is at its lowest point.  You
must crouch and defend yourself from enemies with your crouching saber slash.
You have to climb up a small hill, and then crouch in the trenches to avoid 
the compactor.  Near the end of this piece of land, you will see a pit, and
the next piece of land.  If you cannot make it over the pit, cling to the 
side wall of the pit to stay away from the compressor.  After the compressor
starts to rise, jump over the pit and continue.  Be very careful of the
sumo mechaniloids in this area.  If you are hit by the ground flame attack, 
you will stand up, and if the compressor is at its lowest point, you will be
fatally crushed.  The trick is to wait for the compressor to start coming down,
then scroll over to the sumo mechaniloid.  Since the sumo mechaniloid's first
reaction is to defend itself, it will be fatally crushed by the compactor.
Again, you will see a pit in the middle of this section.  You must cling to
the side walls to avoid the compactor.  Eventually, you clear the second
compactor.

You now see the third compactor.  It goes all the way to the ground initially,
so when it goes up, go forward a little to see ahead and then run back to the
clearing.  You will discover that the compactor goes down to the ground for 
the entire section.  There are many pits throughout this section.  You have no
choice but to cling to the side walls of the pits to avoid the compactor.  The
surface area you have to work with is very small, so be careful not to fall
into a pit.  As you get further in the section, the pits get wider.  If you have
the speedster part, making long jumps is not so bad.  Without it, you will have
to dash jump the longer pits to advance and to cling to the next side wall that
comes along to avoid the compactor.  After the last pit, there is a slightly
long straightaway.  Dash to cover the ground quickly before the compactor comes 
down.  After you clear the third compactor, go to the right, and you will 
teleport to the next section.

The next section is just a normal passageway with hills and valleys.  Bird 
aircraft mechaniloids will pester you.  Use this opportunity to fill up 
your energy and weapon tanks.  Keep going to the right until you see the door 
to Gate.

Note:
For amusement, you can use Zero's Hydroga and hang off the compactor ceiling.

------------------------   Reader Contributions   ---------------------------
shinkuu_hadouken@hotmail.com:

The Speedster part comes in real handy in this area.
-----------------------------------------------------------------------------


Enemies
-------

Blue Spherical Spark Mechaniloids:
These enemies travel along the ground.  They emit a electrical spark around
themselves.  When they stop, they stop emitting the electrical spark, open
up part of their shell to reveal a hole, and fire an energy shot at you from
that hole.  Then, they close the hole, regenerate the electrical spark, and
continuing travelling along the ground.  You can only attack them when they 
stop to fire at you.

Three-Cannon Missile Launcher Mechaniloid:
You saw these enemies in Megaman X4 and Megaman X5.  They are completely
stationary, but they shoot indestructable small missiles or destructable
large missiles at you in intervals.  The destructable large missiles
have vertical tracking ability, so you cannot simply crouch to avoid them.
They may launch one or two missiles at a time at you.

Totem Pole Mechaniloid:
There are four humanoid heads and an bird head in the center.  
The four humanoid heads will turn their heads between facing you and 
facing away from you.  When they face you, they will shoot energy orb 
projectiles or missiles at you.  The missiles can be destroyed with
Zero's Z-buster.  They are vulnerable when they attack you.  
If they turn their faces away, you cannot damage them.  When two of 
the four humanoid heads are destroyed, the bird head will fly out of 
the totem pole.  It will chase you slowly.  It will fly to your last 
location, stay stationary for a moment, and fly to your current location.
If you destroy the bird head before the two humanoid heads, the remaining 
two humanoid heads will turn their heads faster.  Once all heads are 
destroyed, the pole will be destroyed, allowing you to pass.

Bird Aircraft Mechaniloids:
These aircraft with a bird's head fly in a squadron of five from the 
left or right side of the screen.  They fly in a horizontal V formation.
The center one is red while the others are green.  They will fly past you
and then shoot green bullets from the rear of the aircraft as they fly away
in a scatter pattern.  Assuming you are below the lowest aircraft, a 
well-placed Meteor Rain bubble can destroy all five of them.  Otherwise, 
destroy the whatever you can and use the clearing for you to maneuver.

Rolling Metallic Balls:
They roll towards you.  If there is room available, you can jump over 
them.  They are impervious to buster shots.  You need to use the Z-saber
or a charged saber slash.

"Sumo" Mechaniloid:
These enemies remain stationary.  When you get close, they raise one
of their arms up to protect themselves.  You cannot damage them
while they are guarding.  You must stop attacking and wait.  Eventually,
they lower their guard to attack you.  At this point you can attack them.
It may take a couple of tries to destroy them.  If you dash quickly as 
you approach them, you can strike them before they raise their arm to block.
After blocking for a few seconds, they can attack in the following ways:

-They can launch a missile at you.  This missle has some vertical 
 tracking ability, so you cannot simply crouch under the missile.

-They raise their arms above their heads and slam the ground with
 their fists.  A blue flame travels along the ground in front of them.

-They can punch you if you are up close to them.


----------------------
Inner Chamber to Sigma
----------------------

Go right and you will see a vertical passageway downward.  Fatal spikes
are installed on the side walls and the sides of some platforms and 
ledges.  Slide down the sides of the platforms and ledges to be able
to see down below and to drop onto safe ledges and platforms.

The vertical passageway eventually forks into two passaways.  The left
passageway is a dead end.  The right passageway leads to a large chamber
where there are 8 teleporters.  You must fight the Nightmare Investigators 
all over again.

There are two large life containers to fill up your energy.  Each time
you return here after defeating an investigator, the two large life 
containers will be there again.

The placement of the teleporters are as follows:

Left Column           Middle Column            Right Column
----------------------------------------------------------------
                                               Commander Yammark
                      Blizzard Wolfang
Blaze Heatnix                                  
                      Metal Shark Player
                                               Ground Scaravich
                      Rainy Turtloid
Shield Sheldon                                 
                      Infinity Mijinion


After defeating all 8 investigators, a ninth teleporter will appear
between the two large life containers.  Jump into that teleporter.

In the next area, go right, jump over a few pits, jump to a horizontally
moving metal column over a larger gap and jump over to the door.
Watch out for the fatal spikes high above the door.

Go through the door and fight Sigma.


Enemies
-------

Bat Mechaniloid:
These bats fly to you carrying bombs.  They will attempt to drop the
bomb on you and then fly away.

Three-Cannon Missile Launcher Mechaniloid:
You saw these enemies in Megaman X4 and Megaman X5.  They are completely
stationary, but they shoot indestructable small missiles or destructable
large missiles at you in intervals.  The destructable large missiles
have vertical tracking ability, so you cannot simply crouch to avoid them.
They may launch one or two missiles at a time at you.

"Sumo" Mechaniloid:
These enemies remain stationary.  When you get close, they raise one
of their arms up to protect themselves.  You cannot damage them
while they are guarding.  You must stop attacking and wait.  Eventually,
they lower their guard to attack you.  At this point you can attack them.
It may take a couple of tries to destroy them.  If you dash quickly as 
you approach them, you can strike them before they raise their arm to block.
After blocking for a few seconds, they can attack in the following ways:

-They can launch a missile at you.  This missle has some vertical 
 tracking ability, so you cannot simply crouch under the missile.

-They raise their arms above their heads and slam the ground with
 their fists.  A blue flame travels along the ground in front of them.

-They can punch you if you are up close to them.



********************   BOSS STRATEGIES AND WEAKNESSES   **********************

In Megaman X games, not only does using the special weapon a Nightmare
Investigator is weak against inflict more damage, it also stuns them.
When the investigators are stunned, their current attacks are interrupted 
completely.  Often, the investigators must start their attack pattern
from the very beginning.

------------------------   Reader Contributions   ---------------------------
Tootight4life@cs.com:
With the exception of High Max and Gate, all bosses can be damaged 
significantly by X's charged buster shots and Zero's Z-buster shots
using the Ultimate Buster and Buster Plus parts.  
-----------------------------------------------------------------------------


--------------
Rainy Turtloid
--------------

Rainy Turtloid is large.  He rolls around the ground in his shell
trying to run you down.  Stay in the corners and let Turtloid
come to you.  Then, climb the wall and let Turtloid come up the
wall.  When that happens, dash jump off the wall to avoid.  Zero can
double jump off the wall instead of dash jumping.  If you stay on
the wall too long, Rainy Turtloid will climb up the wall to hit you.
After you drain half or more of his life energy away, he may cause
Meteor Rain bubbles to fall from the sky (X's charged Meteor Rain)
while continuing his attack on you.

X:
It takes 4 slashes with X's Z-saber to destroy one green jewel on 
Rainy Turtloid's shell. X will have to jump slash the upper green jewel.  
The Z-saber is also useful for clearing the missiles that Rainy 
Turtloid fires at you.  Blade Armor X's charged saber works well.
Otherwise, Ice Burst will do the most damage and stun him.  He will become
temporarily frozen when stunned.  Unfortunately, you do not get make Ice 
Burst shots by default, so you will run out of weapon energy.  If you use 
all the bursts properly, the investigator should have lost more than 
half of his life energy.

Zero:
Use the Z-saber and do his 3-hit saber combo.  His third hit in the 
combo can strike the upper green jewel on Rainy Turtloid's shell 
without jumping.  The Z-saber is also useful for clearing the 
missiles that Rainy Turtloid fires at you.  Shoenzan works very well 
against the jewels on the shell, mostly because its range is nearly 
identical to the third hit of Zero's 3-hit saber combo.  Two attacks 
with Shoenzan destroys both jewels.  Although Hydroga should be Rainy 
Turtloid's weakness, the ceiling in the boss room is too high to use 
Hydroga.  Either the designers made an error, or they did not want 
Zero to use that special technique.


-----------------
Commander Yammark
-----------------

Commander Yammark encircles himself with dragonfly mechaniloids.  

-He can deploy them to shoot at you.  Each dragonfly will then fly vertically
 up and down in front of him and shoot at you.  

-He can fly at you with his encircling dragonflies.  The dragonflies will
 shoot much faster at this point.

-He can also fly slowly at you with his dragonflies in tow.  Since the 
 dragonflies trail him, he is basically trying to cover the screen, giving
 you less room to move.

-You can destroy his dragonflies, but he will summon more to his side.
 He can summon up to 6 dragonflies to his side.

X:
Commander Yammark is a weak enemy.  X's Z-saber can destroy the dragonflies 
quickly and damage him.  Otherwise, you can use Ray Arrow.  It will damage 
him significantly and stun him.

Zero:
Commander Yammark is a weak enemy.

If you have no special weapons, just use Zero's 3-hit saber combo.
They will destroy his dragonflies and damage him.

Zero's Ensuizan destroys Commander Yammark's dragonflies in very short 
order as well as damaging the Nightmare investigator.  For some reason, 
Commander Yammark does not seem to move if Zero keeps doing Ensuizan.
He will continue to try to use his dragonflies, and you might take 
damage if you are too close when he summons them, but since 
Zero's Ensuizan is fast, you will destroy the dragonflies quickly.

Zero can also use Rekkoha with devastating effect on Commander Yammark.


--------------
Shield Sheldon									
--------------

Shield Sheldon teleports around the room.

If Shield Sheldon is on lower left and right corners, he usually 
throws one shell horizontally and one shell diagonally upwards.  
The shells will return to Shield Sheldon using the same flight path 
after a few seconds.  Zero or X can dash under the horizontally 
flying shell to attack Shield Sheldon and dash underneath the shell 
on its return trip.  They can jump over the lower shell, but they 
risk colliding with the shell flying upwards.

If Shield Sheldon appear at the top of the screen in the middle,
the investigator will start bouncing around the screen.  Dash
around to avoid.

If two copies of Shield Sheldon appear on the ground on the left 
and right sides, they are both going to throw their shells at you.
Jump to a wall to get out of the way.  Only one is the real 
investigator.  The fake one flickers a little.

If two copies of Shield Sheldon appear in the upper left and right 
corners, they are both going to throw their shells to their opposite
corners.  Only one is the real investigator.  The fake one flickers 
a little.  Stay away from the corners.  Jump to a wall to 
get out of the way or stay in the middle and crouch.

After Shield Sheldon is down to 1/2 of life energy, he will put up 
his multi-colored force field around him in the 4 cardinal 
directions: up, down, left, right.  Every time you hit the field, 
it shrinks a little, allowing you to hit him.

X:
Wait for Shield Sheldon to throw his shells at you.
When Shield Sheldon is exposed, toss him a Metal Anchor.
He will take significant damage, and his shells blow up.
He will then teleport away.  When he reappears, his shells will
be back.

Without Metal Anchor, X should use the Z-saber to do damage.
Yammar Option works decently.

Zero:
Wait for Shield Sheldon to throw his shells at you.
When Shield Sheldon is exposed, use Rakukojin.
He will take significant damage, and his shells blow up.
He will then teleport away.  When he reappears, his shells will
be back.

Be sure that Zero is not directly above Sheldon when he does
Rakukojin.  Otherwise, Zero will take damage as well.  You want
to hit him off to his side a little.  Even if you are completely
off the mark, the anchor that materializes after landing on the
ground with Rakukojin may hit Shield Sheldon as well.

Without Rakukojin, Zero can perform his 3-hit saber combo for 
good damage.  The saber can actually go through the force field,
but unless it is the 3rd slash in the combo, you will probably 
be touching his force field and will take damage.  Yammar Option 
also works decently.


-----------------
Infinity Mijinion
-----------------

Infinity Mijinion flies slowly around.  He usually will shoot a purple laser
that travels slowly.  When the laser is above or below you, it makes a 
90-degree turn to try to hit you.  Otherwise, he will clone himself.  The 
clones will produce green bubbles that can be destroyed.  The clones cannot be
destroyed, so you must find the real one to damage him.

X:
When Infinity Mijinion dives down on the floor, he will shoot two fireballs
along the ground, one going left and one going right.  Using Guard Shell
to deflect the fireball back at him.  This does a significant amount of
damage and knock him to the wall.

When Infinity Mijinion flies around, he will shoot orange energy balls 
in eight directions.  Use Guard Shell to deflect the horizontal or 
vertical energy balls back at him.  This does a significant amount of
damage and knock him to the wall.

The problem with this is that this Nightmare Investigator does not always
do this.  You have to act fast when you see this attack pattern.

If he doesn't do either of the above, he will shoot a thin purple laser that
travels slowly horizontally.  Jump quickly over it or dash quickly under it, 
because once the laser is over or under you, it will travel vertically to try
to hit you.

If you hit him enough times, Infinity Mijinion will be hit against the wall.
He will leave a clone of himself where you hit him.  Keep track of the real
investigator.  It is usually the one flying highest in the air.

The clones will often produce lots bubbles.  You have to destroy them or
you will take damage repeatedly.

If you don't see an opportunity to use Guard Shell, X can use Yammar Option 
to destroy Infinity Mijinion's bubbles quickly and inflict some damage to
the investigator.  The Z-saber also works well against the bubbles.

As Blade Armor X or Shadow Armor X, a charged saber slash will do decent damage
and knock against the wall.  Unfortunately, this will probably
cause the investigator to clone himself.

Zero:
When Infinity Mijinion dives down on the floor, he will shoot two fireballs
along the ground, one going left and one going right.  Using Guard Shell
to deflect the fireball back at him.  This does a significant amount of
damage and knock him to the wall.

When Infinity Mijinion flies around, he will shoot orange energy balls 
in eight directions.  Zero's Guard shell only appears in front of him, so 
use it to deflect the horizontal energy balls back at him.  This does a 
significant amount of damage and knock him to the wall.

The problem with this is that this Nightmare Investigator does not always
do this.  You have to act fast when you see this attack pattern.

Ensuizan will take care of the green bubbles, as will Yammar Option.
Both will do damage to Infinity Mijinion.


-------------
Blaze Heatnix
-------------

Blaze Heatnix's chamber is divided into a top and bottom 
section by three platforms.  He starts off at the top section.
Whichever section he is in, he will draw forth fatal magma
in the other section.  The magma is fatal.

When he is in the top section, he will try to throw fireballs
at you.  If the fireballs hit the platforms or lava, they explode
into smaller fireballs and disperse.  You can get hit by either
the large or small ones.

When he is in the bottom section, he will try to ram you by flying 
low or high.  You can dash jump over him if he flies low, but be 
careful not to jump too high, or you will touch the magma.

You can dash under him if he flies high.

He will also try to shoot crescent flames at you.  You can
dash under these.

If the magma recedes and he flies off the screen, he will change 
into a huge phoenix and try to fly in the section that you were located.
It covers about 2/3 of the total height of the screen, so you do not 
have much room to dodge.

It is best to stay in the bottom section and dash underneath the
phoenix.

X:
Ground Dash will do the most damage and stun him, but it is a slow
weapon.  If you let Blaze Heatnix shoot his fireballs, it may cancel
out the Ground Dash and cause you not to hit him.  This weapon might
be best used at close range to ensure you will hit him.

Otherwise, Meteor Rain bubbles will do decent damage.

Zero: 
Using Ensuizan will damage and stun Blaze Heatnix.  
It does not do the most damage, but stunning Blaze Heatnix 
gives you time to get out of the way.

Sentsuizan does the most damage, but it is hard to use because
of the fatal magma.  You could accidentally dive into the magma
in the top section or simply run into Blaze Heatnix.  The best 
time to use Sentsuizan is in the bottom section.  Make sure
you are not too close to Blaze Heatnix and use this move.
This move will also stun the investigator.


----------------
Blizzard Wolfang
----------------

Blizzard Wolfang will try to pounce on you or run into you.

Just keep away a certain distance and let him make his move first.
When he lands, hit him.

If his mouth glows a blue sphere, he will shoot blue spheres at you.
Dodge them by jumping or dashing.

He may also leep to the ceiling or grab the walls and do the same
thing.

Blizzard Wolfang may also call forth blue orbs from the sides of the screen.
As these blue orbs travel towards the center of the screen, they drop icicles
to the ground and ceiling.  You can destroy these, but you will take damage if
hit by them.

X:
Magma Blade will do the most damage and stun the investigator.
Since Magma Blade shoot fireballs, you can use this move from a distance.
Magma Blade will destroy all his icicles as well.  He seems only to take
damage when stationary.  If he runs along on the ground, he does not 
seem to take damage.

Zero:
Shoenzan will do the most damage and stun the investigator.
You have to be close to do this, so you might want to try hit and run
tactics.  He seems only to take damage when stationary.  If he runs along 
on the ground, he does not seem to take damage.


----------------
Ground Scaravich
----------------

Ground Scaravich pushes a boulder at you.  The boulder starts off small.  If 
he goes off-screen.  He will return with possibly a larger boulder.  He keeps
repeating this until the boulder is incredibly large, almost taking the height 
of the entire screen.  While the boulders can be destroyed, the large ones 
will take too much time to destroy.

You can use the ropes to help jump over the boulders Ground Scaravich pushes at
you.

X:
If you have Yammar Option, shoot at him.  The Yammar shots will go through his
boulder to hit him.  If the boulder is small, you can also get behind him and
shoot him.  The investigator will take damage, be stunned, and then run off 
screen.  He may or may not push a large boulder.

If the boulder he pushes becomes really large, get as close as you can and use
Yammar Option.  Although the dragonfly mechaniloids will eventually be destroyed
by contacting the boulder, the shots will reach the investigator.

Once Ground Scaravich has been stunned and damamge, the Yammar Option will 
destroy the boulders quicker than with any other weapon.

Without it, if you hit Ground Scaravich early on while he is pushing a small 
boulder, X's Z-Saber goes through the boulder to hit Ground Scaravich.
It will often knock over Ground Scaravich, forcing him to run away 
to get another boulder.

Zero:
If you have Yammar Option, jump behind him and shoot at him.  The investigator
will take damage, knock him over, and run off screen.

If the boulder he pushes becomes really large, get as close as you can and use
Yammar Option.  Although the dragonfly mechaniloids will eventually be destroyed
by touching the boulder, the shots will reach the investigator.

Once Ground Scaravich has been stunned and damamge, the Yammar Option will 
destroy the boulders quicker than with any other weapon.

Without it, Zero's 3-hit saber combo is the way to go.


------------------
Metal Shark Player
------------------

Metal Shark Player will leap to the sides of the screen and float while tossing
anchors at you.  Those anchors can bounce really high, so watch where they are 
going.

He can also dive vertically to the ground and "swim" along the ground.  Dash jump
over him when he does this.  Once he is underneath you, he will stand up, which is
why you need to jump higher than his height to avoid colliding with him.

He can dive vertically into the ground and "swim" underneath it.  While he is
swimming, you can see his fin while junk will be thrown up.  The fin can damage 
you,
and he will try to rise up from underneath you, so avoid the fin.

Once he loses a lot of his life energy, he will summon junk together to assemble 
past Maverick bosses in undead form.  Sting Chameleon, Magna Centipede, and Blast 
Hornet are some of the Mavericks he can summon.  Which Maverick boss he summons 
seems depend on whether you are fighting him as X or Zero and the difficulty 
level.  
He remains stationary while the undead Maverick attacks you.  The undead Maverick 
cannot be damaged, so focus your attacks on the investigator.

X:
Meteor Rain will do the most damage and stun the investigator.  If the 
investigator is in the air, get next to him and shoot Meteor Rain.

Without it, you can use charged shots and Z-saber slashes to
do decent damage.

Zero: 
Ensuizan will do the most damage and stun the investigator.  If the investigator 
is in the air, jump up next to him and perform Ensuizan.

Without it, you can use 3-hit saber slashes to do decent damage.  If the 
investigator is in the air, double jump and perform Kuuenzan 
(jumping somersault slash) next to him.


---------------------------------------------------------------------
Giant Green Mechaniloid and Control Sphere Robot (Introductory Stage)
---------------------------------------------------------------------

The giant mechaniloid takes no damage from normal buster 
shots.  You can, however, your use Z-saber slashes or charged
shots to damage the head or front of the body.

The main weak point is the control sphere robot.  It controls
the mechaniloid.  It is also impervious to normal buster shots.  
You can, however, use your Z-saber slashes or charged shots to 
damage it.

The Z-saber does more damage than the charged shot.

The mechaniloid will try to collide with you.
If you are on the ground it will try to land on you, but
it will not land on the ground.  If you crouch, you can avoid
the collision.  If you are on the side walls, it will run into
side walls to try to hit you.

The mechaniloid may also open its mouth and shoot out a blue
sphere at your current location.  When it lands, a vertical column
of blue energy appears.  You have to wait until it disappears before 
you can move past it.

If you are closer to the control sphere robot, it will try to
shoot 4 orange energy shots at you.  These shots fan out, so
move away quickly.

If you strike the control sphere robot with the Z-saber, you interrupt 
its connection with the mechaniloid.  The mechaniloid will drop to 
the ground.  Do not be underneath him, or you will take damage.
The control sphere robot disappears and reappears away from you.
It will resume control of the mechaniloid.


-----------------------------
High Max (Introductory Stage)
-----------------------------

You cannot win this fight.  The battle will end after about 10 seconds,
or until your life energy has been reduced to almost nothing.


-------------------------------
Nightmare Zero (Secondary Area)
-------------------------------

Nightmare Zero has three his attacks from Maverick Zero in Megaman X5.
He has a powerful Z-buster shot. He has a Rekkoha attack where he 
pounds the ground with his fist, and fireballs rise up from the ground,
evenly spaced apart.  He has a regular saber slash that acts like a
projectile.  Lastly, he has the large crescent slash attack
that was fatal in Megaman X5.  It is not fatal in Megaman X6, but it
inflicts quite a bit of damage to you.  After an attack sequence,
he will teleport to another area on the ground.

You have to jump the Z-buster shots.  When he does Rekkoha, you must 
stand where the fireballs will not rise.  You have only a moment to
look at the floor and position yourself.  

The crescent slash covers 2/3 of the height of the screen, and he
can slash twice.  If he slashes high, you can dash underneath it.
If he slashes low, you can climb the wall and jump over it.  If
he does a low and a high slash (or vice versa), you will probably 
get hit, as they are close enough to each other that you may not 
have time to avoid both.

X:
The Z-saber slash will do the most damage and stun him in most cases.  
Go with this.  Do not bother with anything else.

You might find it helpful to dash jump behind Nightmare Zero when he
appears to attack.  You may avoid some of his attacks.


-------------------------
High Max (Secondary Area)
-------------------------

High Max will stay in the air to execute his attacks.

He can bring his hands together to charge up an blue energy ball.
Two attacks can follow from this windup:

-He will create a large blue spark sphere in front of him.  He will
 fly vertically down to the ground, stop just short of it, and then fly 
 horizontally at you.  He will smack the wall with the energy sphere and then
 fly vertically up and away.  When he is flying horizontally, you can crouch
 or dash under him.

-He will create a massive spark sphere and drop it.  The sphere will roll
 down the side wall, roll along the ground, and then roll up the opposite 
 side wall.  Dash jump to the wall opposite him, and dash jump over the 
 energy sphere.

High Max may extend on of his arms and shoot 4 small spark spheres at your
location.  Dash or jump to avoid them, but he will adjust each sphere to
target your current location, so you need to keep moving.

He may raise two ring force fields around him.  He will
fly vertically down to the ground, stop just short of it, and then fly 
horizontally at you.  He will fly to the opposite wall and then
fly vertically up and away.  When he is flying horizontally, you can crouch
or dash under him.  You cannot hit him at all in this state.

When you injure him to about 1/3 of his maximum life energy, he will fly to
the center of the screen.  He will create a large blue spark sphere around
him.  From him, smaller blue energy spheres will hover around him first, then 
fly to your current location, and finally fly off screen.  You need to keep
moving, so the spheres do not collide with you.

High Max is immune to X's normal buster shot and X's Z-saber.

X:
Do not fight High Max without a special weapon, except Guard Shell.  
Otherwise, you will be unable to win.  Capcom made a design oversight.

Fire a charged X-buster shot to stun him.  He will flicker white while
stunned.  While High Max is stunned, use any special weapon to damage him,
except Guard Shell.  Meteor Rain and Ray Arrow inflict 
decent damage.  

When High Max flies to the center of the screen and starts to shoot 
tracking orbs at you, you can use Meteor Rain.  There is no need for a 
charged shot at this point.  You will need to dash to avoid the 
blue orbs High Max uses on you.  You can also jump and shoot at him
with Ray Arrow, because it shoots in a straight line.

------------------------   Reader Contributions   ---------------------------
Tootight4life@cs.com:
As Ultimate Armor X, you can stun him with a charged shot and then
use the Giga Attack (Nova Strike) on him.  It does a significant amount
of damage.
------------------------------------------------------------------------------

Zero:
Do not fight High Max without a special saber technique, except 
Guard Shell and Yammar Option.  Otherwise, you will be unable to win.  
Capcom made a design oversight.

If you have Ensuizan, hit High Max with that and then follow-up with
a saber attack.

------------------------   Reader Contributions   ---------------------------
Izlude613@Hotmail.com:
Zero must stun him with a special saber technique, and then attack
with a regular saber slash.

Stand near High Max and use Shoenzan to hit High Max.  While High
Max is stunned, use a regular saber slash to damage him.

Rooks_Tepes@godisdead.com:
High Max is quite a sissy when pitted against Zero.  All you have 
to do is wait for High Max to descend from off-screen, and when 
he charges up anything, nail him with Zero's Shoenzan that you got 
from Blaze Heatnix.  This will stun him like a charged shot from X 
would have.  Then, attack him with Kuuenzan (spinning crescent
saber slash in the air) or your regular saber and move quickly to
avoid him falling on you.  If he gets annoyed and stays in the 
middle of the screen blasting you repeatedly with blue orbs, 
attack him with Rukukojin from the side of High Max. 
-----------------------------------------------------------------------------


-----------------------
Dynamo (Secondary Area)
-----------------------

Dynamo has variations of his attacks from Megaman X5.
He will throw 4 sabers at your current location.  They stay there
momentarily and then come back to him like a boomerang.  You will have
to jump and dash to get out of the way of them.

He may jump into the air but stay close to the ground.  If he does this,
he may try to slash you with his saber, which has a wide range.

Lastly he has his lightning pillar attack.  He will always perform
this from the sides of the screen.  To avoid this, you must jump to
the wall above him and wait for him to finish his attack.
If you can position yourself right above him, you can hit him with your
saber or a weapon that has vertical trajectory.

------------------------   Reader Contributions   ---------------------------
Dinobot (dinobot@dinobot.org):
Dynamo carries 3 green souls worth a total of 600 points (200 points each). 
Once he drops all 3, you have to either leave the stage or defeat him before 
he replenishes them.  To earn 9,999 souls for a character easily, just 
obtain Dynamo's 3 green souls and defeat him 17 times.
-----------------------------------------------------------------------------

X:
If you use Meteor Rain, Dynamo becomes stunned and takes damage.
After Dynamo's invincibility wears off, but while Dynamo is still
in the stunned animation frame, hit him again with a Meteor Rain 
bubble, and he may drop a green Nightmare soul, which is worth 
200 soul points (the same as if you beat a boss).  Once he is stunned, 
walk to the center of the screen and crouch.  After getting hit 
by the attack, Dynamo will leap to the other side.

It is possible to cause him to drop a green Nightmare soul
without this technique.  Use your saber and strike him
after he retrieves his 4 boomerang sabers.

Zero:
If you use Ensuizan, Dynamo becomes stunned and takes damage.
After Dynamo's invincibility wears off, but while Dynamo is still
in the stunned animation frame, hit him again with Ensuizan, and 
he may drop a green Nightmare soul, which is worth 200 soul 
points (the same as if you beat a boss).  Once he is stunned, 
walk to the center of the screen and crouch.  After getting hit 
by the attack, Dynamo will leap to the other side.


------------------------------
Twin Cells (Gate Laboratory 1)
------------------------------

These are two large square cells.  In the center of each cell is a
metallic spherical core.  This is the weak point of the boss.  
It seems Gate was inspired by a familiar enemy from Megaman X5...

These cells have various attack patterns.  This will be a tough fight
without some parts and weapons.

While the spherical cores are inside the cells, they cannot be damaged.
Only when the spherical cores are exposed outside of the cell to attack
can they be damaged.

When you do enough damage to the Twin Cells, one spherical core will
be destroyed.  The cell it was in will remain, and it will still do
damage to you if you touch it.

The cells will move along the perimeter of the room to collide with you.
You will need to dash jump to the side wall and dash jump off the wall
to get enough horizontal clearance to avoid colliding with the cells.  
For Zero, Blade Armor X, and Falcon Armor X, they can jump from the wall 
and air dash.

While cells generally follow each other around the perimeter of the room,
they do not have to do so.  Each can move independently around the perimeter.

If the twin cells stop on the ground, one cell will shoot blue orbs at you 
while the other cell will call forth a fireball shower.  If you are caught 
in between the cells, you have almost no chance of avoiding the attacks.

If the twin cells stop on the side walls, they can do one of the following:

A)
They will shoot blue energy orbs that fly to your current position.  
When the blue energy orbs land on the ground, they travel along the ground. 

B)
One cell will shoot blue energy orbs that fly to your current 
position.  When the blue energy orbs land on the ground, they travel along 
the ground.  The other cell will shoot a single fireball to the ground.
When the fireball hits the ground, it creates a flame blanket on the ground.
You have no choice but to move to the side wall.  The flame blanket does
a lot of damage.

If the twin cells stop on the top wall, they can do one of the following:

A) 
They will shoot large blue spark orbs that travel horizontally in 
either direction.  The blue spark orbs emit a vertical lightning bolt that 
will reach the ground.  You need to stand between the lightning bolts to 
avoid damage, but it is very difficult.

B)
One cell shoot large blue spark orbs that travel horizontally in 
either direction.  The blue spark orbs emit a vertical lightning bolt that 
will reach the ground.  You need to stand between the lightning bolts to 
avoid damage, but it is very difficult.  The other cell will shoot blue
energy orbs that fly to your current position.   When the blue energy orbs 
land on the ground, they travel along the ground. 


If the twin cells stop in opposite corners, one cell will shoot blue orbs 
at you while the other cell will call forth a fireball shower.  If you are 
caught in between the cells, you have almost no chance of avoiding the attacks.

Once you destroy one spherical core, the attack pattern changes.  Occasionally, 
the coreless cell will stop and simply try to drop itself on you.  The other
cell, however, will still resume its attacks, although it can only use one
type of attack at a time.

This battle will be long.

X:
As Shadow Armor X, the Giga Attack inflicts significant damage on the 
spherical cores.  Once you exhaust the Giga Attack, use your charged saber
slash to defeat this boss.

As any other form of X, Metal Anchor does damage to this boss.  A charged
Metal Anchor works as well.  Charged buster shots and Z-saber slashes will
work as well.

Zero:
The twin cells seem to be built to resist Zero's attack.

Rekkoha does no damage to this boss, but it can serve to provide you a couple
seconds of invulnerability.  Ensuizan does no damage to this boss.
Hydroga cannot be used.

Rakukojin will do damage to this boss as does regular saber slashes.
Much of this fight will be attributed to luck as you will rely on the 
position of the twin cells and where they extrude their spherical cores.

Sentsuizan will do damage, but it is incredibly awkward to use.
I was not able to test Shoenzan.  Please let me know.


----------------------------
High Max (Gate Laboratory 2)
----------------------------

High Max will stay in the air to execute his attacks.

High Max will raise rectangular barriers in front and behind him.
He can do several attacks from this position.

-If he flies low over the ground after raising his barriers, he will fly along 
 the ground to the opposite side wall, and fly upwards off the screen.  
 Unlike your previous encounter with him, he flies too low for you to crouch 
 or dash under this attack. You will need to climb the side wall opposite him
 and dash jump over him right before he flies up along the side wall you
 were positioned.  It is tricky to do this, because you need to long jump over 
 him.

-He will launch his barriers off the screen.  The barriers will reappear
 just above you to the left and right sides.  They will follow you if you
 move.  After a few seconds, the barriers come together and drop straight down
 on you.  Therefore, you must stand still and wait for the barriers to begin 
 to come together, and then dash away before they land on you.

-He will launch his barriers off the screen.  The barriers will reappear low
 and come together.  You will need to jump out of the way or dash under them
 to avoid collision.

-While protected by his barriers, he will create a massive spark sphere and drop 
 it.  The sphere will roll down the side wall, roll along the ground, 
 and then roll up the opposite side wall.  Dash jump to the wall opposite him, 
 and dash jump over the energy sphere.

-He will launch his barriers off the screen.  The barriers will reappear together
 in front of him and then travel away from him.  As the shields are traveling
 away from him, they will shoot blue spark orbs at you.  You should dash to avoid
 the enemy projectiles.

If he does not raise his barriers, he will create a massive spark sphere 
and drop it.  The sphere will roll down the side wall, roll along the ground, 
and then roll up the opposite side wall.  Dash jump to the wall opposite him, 
and dash jump over the energy sphere.

X:
With Shadow Armor X, stand next to High Max's front barrier and unleash
a charged saber slash.  Because of its range, the charged saber 
slash will penetrate the barrier and strike him.  High Max will
fall to the ground and take decent damage.  He will then fly 
vertically off the screen.  He will reappear on the other side and
activate his barriers again.  If you keep using this charged
saber slash on High Max, he will continue to repeat this pattern.
You should be able to defeat him.

------------------------   Reader Contributions   ---------------------------
Scyther247@aol.com:
For Blade Armor X:
As soon as you have control of X, take to the left side wall and climb to 
the top.  From here High Max has three attacks he can use. 

If he drops down to about mid-screen, he is going to fly at you. 
Jump off and quickly press and hold jump again to prepare a Mach Dash to 
go over him.  Release the button when he comes toward you to clear him. 
As soon as you land, jump up to the same spot on the opposite side wall 
and prepare to repeat the process. 

If he says something and charges up energy in his hands, he will throw 
his large spark ball to the floor.  It rolls on the ground, then climbs 
up the wall, so you need to do a well-timed dash jump off the wall 
to avoid. When it is gone, return to the same spot to get ready for 
the next attack. 

If he charges without saying anything, then he is going to throw his energy 
shields. Charge a buster shot and drop to the ground.  Approach High Max and 
after he releases the walls, jump up and blast him to stun him.  Then, shoot 
him from below with the Meteor Rain to damage and stun him, but he falls 
to the ground, so be careful to get out of the way.  He will fly off screen 
and reappear on the opposite side.  Scale the side wall and get ready 
for his next attack. 

If your Mach Dash comes flying a little low, you will notice it making 
contact with his barriers as you go above him.  If you are really good at 
Mach Dashing, you can aim them to do this every time.  Eventually, High Max's
front shield will be destroyed.  When it is destroyed, charge a buster shot
and when he comes down during the end of the explosion, you can get a 
free hit at him.  Stun him with the charged buster and hit him with the 
Meteor Rain, then wait for him to leave before you scale the wall.  Again,
he reappears on the other side. 

When High Max takes enough damage, his pattern changes: 

He will cast his barriers and combine them into a large block, then send it 
forward.  It will start firing blue energy shots at you.  To avoid this, 
you have to dash under the shots, but the timing is tricky:
you have to dash under the first shot when you hear it firing and 
time your jump to go over the fourth shot.  Charge a shot while doing this
and shoot him while in the air to stun him, then get him with Meteor Rain 
while he is stunned.  Again, he will retreat to the opposite wall and fly off
screen. 

Whether he gets hit or not, his next attack is the giant spark ball, but 
without the barriers to guard him.  Jump to the opposite wall and charge a shot 
to stun him, firing either while on the wall or while avoiding the ball, then 
use the Meteor Rain.  He will retreat to the other wall and repeat this new 
pattern. 

This takes a long time, and it helps to have Quick Charge and Weapon Plus, but 
it definitely works. 
-----------------------------------------------------------------------------

Zero:
Zero's Shoenzan is great for stunning High Max when his shields are up, as June 
DeArras mentioned.  While he is stunned, you can use Ensuizan as well as a
saber slash to stun him.  Ensuizan does a little less damage than a jump saber
slash.  Zero's 3-hit saber combo does not work while High Max is stunned.

------------------------   Reader Contributions   ---------------------------
June DeArras (juneteal@hotmail.com):
Here is how to beat High Max as Zero.
 
In his first attack, he will likely try to to body slam you with his barriers
up.  I don't know anything I can do about this, but it is not enough to kill 
you in one hit, so... :)
 
Then, he flies back down on the other side of the screen, and you need to be 
underneath him to use Shoenzan as he puts his barriers up.  It stuns him as 
normal.  Now, make a very small jump upward and attack normally, so that your 
sword slash hits High Max and knocks him down.  He will retreat and come down 
on the opposite side, where you will be waiting to use Shoenzan the second 
he is vulnerable again. :)  You can mostly repeat this process, but if he yells
out, he is about to use his orb attack.  Back up, double-jump over it, and 
in midair, use Sentsuizan to slam into him.  It will have one of three 
outcomes, depending on how well you aim:
 
-High Max is stunned and damaged, but you take collision damage.
-High Max is stunned, and you land underneath him.
 You can easily jump up to hit him.
-High Max is stunned and damaged, and you land just at his feet,
 avoiding collision.
 
Collision damage is not much, so I do not worry about it.  After damaging him,
he goes to the other side of the screen, where you will be ready to use
Shoenzan on him again.  If you just keep up the pace, he will never get a 
chance to do ANYTHING.

Jean Louis Sibert (zell_31@hotmail.com):
Use Zero's Sentsuizan on High Max.  When High Max falls to the ground, use
the Z-buster or a saber slash.  If he doesn't fall, use a saber slash.

Scyther247@aol.com:
Zero's Ensuizan hurts High Max and stuns him, and it can also destroy 
his barriers. 

When High Max creates his barriers, dash toward him.  Stop underneath the 
close barrier and perform Ensuizan on the ground over and over.  Eventually,
the barrier will be destroyed, and High Max will get tagged with the saber. 
He will fall to the ground.  Run to the other side and wait for 
him to reappear on the opposite wall, and then get in the same position and 
repeat. 

Eventually, he will float to the center of the room and throw rapid giant 
static balls at you.  They can be hard to maneuver around but the trick 
is this: Stay close to High Max and listen to his words.  If he yells a 
two-syllable word, he charges on the first and fires on the second.  You 
can use what he is saying to time your dashes to evade the sparks.  Just 
after one goes by, you can quickly jump and get in a slash, but you have 
to be fast to avoid the next spark.  Eventually, this will finish him off. 
-----------------------------------------------------------------------------



------------------------
Gate (Gate Laboratory 2)
------------------------

Gate is invulnerable to all your weapons.  Gate flies toward 
your location, and he will sometimes launch energy orbs at 
you.  Otherwise, he will chase you again.

Almost always, the orbs will fly out your current location and then stops 
to activate itself.  You cannot damage an orb until it stops initial 
movement.  When you destroy an orb, six small clouds fan out in a 
spreading direction, three to the left and three to the right.  You can 
quickly destroy the small clouds with a charged attack, but you want 
the small clouds to hit Gate.  That is the only way to damage him.

If you do not do anything, the orbs eventually deactivate and disappearn, 
but in this battle, that is too long.  If you cannot send the clouds 
back at him, destroy the orbs completely.

The orbs he throws have several colors.  Each has a different function.
-Red ones are perhaps the most severe.  They reduce your speed and 
 your controls.  Occasionally, your jump button fails.
-Green ones will follow you.
-Orange ones will shoot little orange spheres at you.
-Purple ones will produce Nightmares.
-Blue ones will try to suck you towards it.  Do not wall climb on the side 
 walls or sides of platforms when this happens.  You will get stuck in a wall
 climb animation, and if you try to let go, you may fall into the pit.

Once Gate is hit by a cloud, all his orbs that are on the screen deactivate
and disappear.

When Gate has been reduced to 1/2 of his life energy, he will fly to
your location and perform a vertical oval-shaped energy attack that
will destroy any platform in its range.  If you touch the attack, it
will do significant damage.  The platform will reappear after a few seconds.
Be careful not to be in the area where the platform will reappear, or it
will be instant death.

You may have to fight him many times before you are able to defeat him.
You will need some luck, as you are dependent on the position of him
and his orbs.  Generally, you want to be on the same horizontal plane
with Gate.  That way, Gate will throw his orbs horizontally.  You will
be able to hit the orbs easier, and the resulting clouds will be more 
likely to hit Gate.

X:
For Shadow Armor X, you can use the high jump to give you extra 
maneuverability.  Use the charged saber to strike one-half of
Gate's orbs.  That way, you destroy the 3 clouds coming your way
and send the other 3 clouds going the other way.  

Even if you get hit by clouds, as long as Gate gets hit by the clouds,
you should be ahead of life energy.

------------------------   Reader Contributions   ---------------------------
Tootight4life@cs.com:
For non-Shadow Armor X:
Equip the Ultimate Buster part and the Shock Buffer (unarmored X only)
before coming to this stage.  When you fight Gate, bait him to certain areas 
and move quickly, and when he shoots those orbs at at you, let them hit you. 
When he moves towards you, shoot them with your buster and the clouds should 
fly when Gate is close, hitting him.  If you have more than 14 Heart Tanks,
You should beat him easily, that is if you do not keep falling first. 
-----------------------------------------------------------------------------

Zero:
For Zero, you can use the hydroga's high jump effect to give you extra 
maneuverability.  Zero's Ensuizan will destroy the orbs quickly if 
they are near you, and you are conveniently standing on a platform.  
Position yourself so you strike only half the orb.  The 3 clouds that 
would have gone towards you should be destroyed by Ensuizan, while the 
other 3 clouds will travel the other way.  If an orb is below Zero, you may
want to use Rakukojin to destroy it.

------------------------   Reader Contributions   ---------------------------
(Contributed by Tootight4life@cs.com)
For Non-Black Armor Zero:
When you fight Gate, bait him to certain areas and move quickly, and when
he shoots those orbs at at you, let them hit you.  When he moves towards 
you, just do the same thing with your saber, and it is probably easier 
with the saber, but you will need the Energy Tank, but one should be 
more than enough.

Author's Note:
If you are using regular Zero, equip the Shock Buffer part on him before
entering this stage.  The strategy described by Tootight4life@cs.com will
work better if you have this part to reduce damage.
-----------------------------------------------------------------------------


------------------
Sigma (First Form)
------------------

Sigma drags his feet as he slowly walks toward you.

When you knock him down with Metal Anchor or Rakukojin, he will
release a few purple clouds and several electrical spheres.
These electrical spheres will home in on your current location, so
dodge them.  The Metal Anchor or the Metal Anchor from Rakukojin
can destroy the electric spheres.

Other times he will erect a green oval-shaped barrier that takes up
the height of the screen and launch purple crescent beams like in 
Megaman X5.  Dash under or jump over them.   

He may also open his mouth and shoot green energy balls at you.

He may throw his green oval-shaped barrier at you.  Because it
is the height of the screen, it cannot be avoided.

------------------------   Reader Contributions   ---------------------------
Scyther247@aol.com:
X can shoot the barrier back, and Zero can slash it back as it 
heads toward them, eventually destroying it.  It just takes good 
timing, since they can only hit it when it is approaching them, 
especially with Zero.
-----------------------------------------------------------------------------

X:
You should try to use Metal Anchor, as that does the most damage to Sigma.
Otherwise, you should use a charged saber or buster.

Zero:
Rakukojin does the most damage to Sigma.  Hitting him with the blade works
best, so use this move while next to him, but not above him.  If you do it above
him, you will collide with him.  If you cannot get close enough, just perform
this move and let the metal anchor bounce over to him.


-------------------
Sigma (Second Form)
-------------------

Sigma is now a large stationary robot.  He will deploy green gelatin-like 
blobs of his head likeness.  They either move on the ground or float in the air,
but both will shoot green orbs at you.

There is also a floating green gelatin-like hammer that tries to land on you.
If you see a circle on the ground underneath you, dash away.  He is trying to
hit you with a green laser column.  He will try to lock on to you several 
times, so just keep dashing.  If he opens his mouth, he will shoot a wide laser
that will destroy all his green blobs.  Crouch to avoid the laser.

You can destroy the blobs and hammers.  If you or Sigma destroys the blobs and
hammer, they may drop life containers, energy containers, and one-ups.

When Sigma has 1/3 of his life energy left, he will launch a small blue orb.  The 
orb can go to the top section or the bottom section of the room.  If it goes to 
the top section, the orb will change into two large orbs that go horizontally in 
opposite directions along the ceiling.  Crouch to avoid.  If it goes to the 
lower section, the orb will change into two large orbs that go horizontally in 
opposite directions along the floor.  Jump to avoid.  Getting hit by these
orbs will cause significant damage to you.

You can only damage him when he opens his mouth to expose the orb that is 
in the front of his cannon.

There is a spot right underneath his head where he cannot readily hit you.
You can use that for safety, but it will not help you if he creates the two
large orbs that travel along the ground.

X:
As Blade Armor X, the only useful weapons seem to be his charged saber slash,
charged X-buster shot, and Guard Shell.  Use the charged saber slash and X-buster
shot on the blobs, the hammer, and Sigma.  I used the Guard Shell to block enemy
projectiles from the blobs.  You have to get in front of Sigma's face to hit
him with the saber or buster.  You cannot hit him from underneath his head with
those two attacks.

Zero:
Stand underneath Sigma's head.  Jump lightly and perform Ensuizan in 
the air to strike his head.  You can also do two double jump and perform a
Kuuenzan (jumping somersault slash) to hit the cannon, but you have to be in 
front of
his head for that to work.  

------------------------   Reader Contributions   ---------------------------
June DeArras (juneteal@hotmail.com):
Although Kuuenzan (jumping somersault slash) is no longer
a special technique, equipping Master Saber increases its power.  Since 
Kuuenzan hits multiple times, this attack can do some serious damage.
-----------------------------------------------------------------------------


----------------------------------------------------
Red Donut-Shaped Mechaniloid (Blaze Heatnix's Stage)
----------------------------------------------------

This enemy fights you five times in Blaze Heatnix's stage.
It will vary its attack pattern in each case.  Its only
attacks are to shoot green energy spheres at you and to
collide with you.

You must attack the four green sensors on the enemy.
One sensor is destroyed for each 1/4 life energy you
deplete from it.

The green green energy spheres can be destroyed.

X:
X's Falcon Armor Giga Attack works, but it is not quite 
as effective as Zero's Rekkoha.  If the Giga beams hit 
in the green orbs on the Mechaniloid precisely, you can 
make the Mechaniloid lose 1/2 of its full life energy.

Otherwise, you may try Blade Armor's Giga Attack.  Get as
close as you can to one of the green sensors and use it.
The crescent slashes will just reach the sensor on the opposite
side.

Shadow Armor X's Giga Attack will work as well.

Otherwise, you can use Meteor Rain or a charged Metal Anchor.

Zero:
Zero's Rekkoha works very well on the round Mechaniloid in Blaze 
Heatnix's stage.  If Rekkoha's ray arrows fall in the green orbs
on the Mechaniloid precisely, you can make the Mechaniloid lose 
2/3 to 3/4 of its full life enregy.

Otherwise, you can use regular saber slashes or Rakukojin.  Ensuizan 
is very good for destroy the energy spheres.


--------------------------------------------------------
Compactor Mechaniloid (Metal Shark Player's Stage)
--------------------------------------------------------

You will be fighting this enemy on a moving conveyor belt.
The conveyor belt always moves left.  The enemy takes
up the top section of the screen.

First, the enemy will lower its arms on the side of the screen.
These arms serve like walls, but at the end of each arm is a
damaging spike.  This spike will do damage if touched.

It will then drop a bombs that roll along the conveyor belt and 
then explode jump over them.

A rectangular unit consisting of 6 sensors, 3 on each side, will 
lower down from the compactor.  If the unit lands on you, you will
receive a lot of damage.  The unit's sensors will shoot
lasers horizontally or protrude damaging spikes.  It is very difficult
not to receive damage in this situation, but do your best.
To damage the compactor, attack the sensors closest to you.  
One of the sensors will take damage.

You can climb up the side of the unit and the arms to help you
avoid lasers.

At some point, the rectangular unit and the arms will retract.
It will then try to come down and crush you like the compactor
in the previous areas.  Crouch down to avoid being fatally crushed.

When the compactor rises, the arms will come down.  Avoid getting
fatally crushed by the arms.

As it runs out of life energy, it will speed up.  The rectangular
unit is lowered and raised faster.

Once the enemy is destroyed, you will be at the door to the 
investigator of the stage.

X:
As Shadow Armor X, use your Giga Attack on the sensors.
Otherwise, use your charged saber.  The shuriken shots do not
inflict a lot of damage.

As Blade Armor X, use the Giga Attack on the sensors to
inflict damage.  You can even Mach Dash at the sensors to inflict 
damage.

As Falcon Armor X, the Giga Attack will inflict damage to the sensors.
You can even air dash at the sensors to inflict damage.

All weapons, except Guard Shell, seem to damage the sensors.
Ray Arrow and Meteor Rain work well, because they can
travel vertically, attacking an array of 3 sensors on each side.
Yammar Option also works well, because they can shoot several shots.

------------------------   Reader Contributions   ---------------------------
shinkuu_hadouken@hotmail.com:
With X, the Metor Rain seems to work nicely against that stupid trash 
compactor miniboss in the Metal Shark Player's stage.  The CHARGED Guard 
Shell also works well. 
-----------------------------------------------------------------------------

Zero:
Ensuizan, Shoenzan, Kuuenzan (jumping somersault slash), and the 3-hit saber 
combo work well.  You can use Rekkoha as well.

Otherwise, Yammar Option will also help.


------------------------------------------------------
Power Cables for Illumina  (Infinity Mijinion's Stage)
------------------------------------------------------
In the first form of Illumina, Illumina will try to hit you with
a very large fireball.

In the second form of Illumina, Illumina will bring walls down
from the sides.  The walls have laser batteries, and the lasers
will shoot at you in certain patterns.

X:
Use Meteor Rain on the red sensor on the cable.
It does the most damage, and it will stun Illumina.  Illumina will
short-circuit when stunned.

Against the second power cable, Meteor Rain will cause
the side walls to explode as well as damaging and stunning
Illumina.  Be careful that you are not standing on the sides
of the screen.  If you let Illumina bring the side walls down,
and you are standing underneath the falling walls, 
you will be fatally crushed.

Zero:
Use Ensuizan on the red sensor to inflict the most damage, and 
it will stun Illumina.  Illumina will short-circuit when stunned.

Against the second power cable, Ensuizan will cause
the side walls to explode as well as damaging and stunning
Illumina.  Be careful that you are not standing on the sides
of the screen.  If you let Illumina bring the side walls down,
and you are standing underneath the falling walls, 
you will be fatally crushed.


***********************   SPECIAL WEAPON DESCRIPTIONS   *************************

Nightmare Investigator		X's Power			Zero's Power
----------------------------------------------------------------------------
Rainy Turtloid				Meteor Rain			Ensuizan
Commander Yammark			Yammar Option		Yammar Option
Ground Scaravich			Ground Dash			Sentsuizan
Infinity Mijinion			Ray Arrow			Rekkoha
Blaze Heatnix               Magma Blade         Shoenzan
Metal Shark Player          Metal Anchor        Rakukojin
Blizzard Wolfang            Ice Burst           Hydroga
Shield Sheldon              Guard Shell         Guard Shell


--------------------------------
X's Special Weapons Descriptions
--------------------------------

Z-saber
-------
X has this weapon to start.  He can only do this attack standing or jumping.
X will slash the saber in the same way as Zero's last slash in his 
3-hit combo from Megaman X4 and Megaman X5.  X's Z-saber, however, is not
as powerful as Zero's saber.

There is an unusual quirk in the controls.  If you are holding a rope and
do a jump saber slash, you fail to grab the rope again on your way down, even
if you hold up.


Meteor Rain
-----------
"Fires the Meteor Rain Upward"

Normal: 
X will shoot a bubble straight upward.  When the bubble hits the ceiling, 
it will come back straight down.

Charged:
Multiple bubbles rain from the sky in a diagonal trajectory, like a typical
meteor storm.  The bubbles will damage whatever it touches.


Yammar Option
-------------
"Dragonflies help you on offense and defense"

Normal: 
Three dragonflies encircle X and rotate about him.  
When you press the attack button or the special weapon button,
the options will also fire in the same direction X is facing.  In addition, 
the dragonflies serve to protect X.  An option will be destroyed if it 
comes in contact with an enemy or enemy projectile.

If you have 1 or 2 dragonflies, pressing the special weapon button for 
the Yammar Option will make the remaining dragonflies appear.

Charged:
The dragonflies turn orange and shoot constantly on their own while they 
continue to rotate around X.


Ground Dash
-----------
"Crush certain types of rocks with this."

Normal:
X throws a small rock in a small arc that does not go very far.

You can destroy the dark red blocks with this weapon.  If you shoot 
Ground Dash at point blank range from those blocks, it does not cost any energy.

With Ground Dash, you can push black and blue blocks with this weapon.
If you shoot Ground Dash at point blank range from those blocks, it does not 
cost any energy.

Doing this move counts as standing, so do not perform this technique 
in the areas of Metal Shark Player's stage where you must crouch to avoid the 
compactor.   Otherwise, you will be fatally crushed.

Charged:
X throws a metal rock similar to Ground Scaravich's metal rock in an arc
that goes further.  The rock flies a lot faster.


Guard Shell
-----------
"Shields enemy's shot for a counterattack."

Normal:
Press a direction simultaneously with the special attack button to make a shield
appear in that direction.  Enemy projectiles will be blocked by the shield.  Each
projectile blocked uses up one unit of energy.

To turn off the shield, press the special attack button again.  You can use this 
to destroy the soul bodies of Zero that fly around certain stage.

Charged:
X throws four clam shells into the 4 corners of the screen.  Pressing the special
attack button will cause the shells to fire at the shell opposite themselves.
The firing paths cross at the center of the screen.  The 4 shells moves with you
as you run through the stage, allowing you to hit enemies.


Ray Arrow
---------
"Hurt enemies on the same screen."

Normal:
X shoots a small orange laser beam.  If the beam hits an obstacle, it travels 
upwards 
by default.  If you press down as it hits the wall, the beam travels downwards.

Charged:
X jumps up a little and 4 laser arrows, evenly spaced apart, fly straight 
from the floor in the area surrounding him.

The instruction manual speaks of using Ray Arrow as a rope in some stages, but 
nobody 
seems to know where this can be used.  It could be an error in the manual, or the 
feature was removed.


Ice Burst
---------
"Fires ice blocks you can stand on."

Normal:
X shoots a squarish ice block that flies in a small arc.  Chunks of small ice 
particles
fly from the ice block.  The ice block and the particles can damage enemies.
If the ice block lands on ground, it stays there for a few seconds, allowing X to 
jump 
on it to reach higher locations.

Charged:
The screen flashes white briefly.  X starts flashing white on and off.
Dashing causes 4 icicles to appear above and below him.
These icicles fly to the ceiling or ground.


Magma Blade
-----------
"Fires a wide-range blade from Saber."

Normal:
X swings his flaming saber and two fireballs are shot.  The fireballs travel 
off the screen.

Charged:
X jumps up a little and several large phoenix-like fireballs fly from 
off-screen towards the direction X is facing.  The fireballs fly to the 
other side of the screen.  The fireballs tend to cover the middle area of 
the screen.

Doing this move counts as standing, so do not perform this technique 
in the areas of Metal Shark Player's stage where you must crouch to avoid the 
compactor.   Otherwise, you will be fatally crushed.


Metal Anchor
------------
"A bounding weapon used on the ground."

Normal:
X fires a metal anchor like the one Metal Shark Player uses.  It bounces 
around, hitting enemies in its path.  It can be used to damage and destroy
the metallic blocks that may appear in certain stages.

It can be used to damage and destroy the large ice boulders that tumble 
down slopes in Blizzard Wolfang's stage.  It won't affect the ice boulders
that fall in avalanches.

Charged:
X summons Storm Eagle.  Many copies of Storm Eagle fly from the upper 
left corner of the screen to the lower right corner of the screen.
It will destroy the metallic blocks in various stages.  If you get
hit while this attack is occurring, the attack is cancelled.


=============================
Zero's Weapons and Techniques
=============================

Z-buster
--------
This is Zero's buster weapon.  It has been improved over his Z-buster in
Megaman X5. The Z-buster shoots faster and has shorter recovery time than
his Z-buster in Megaman X5.  Zero cannot shoot as fast as X can, but the
Z-buster is about as strong as X's semi-charged shot (the shot
between normal and fully charged shots).

Zero can only shoot his Z-buster while standing.


Ensuizan
--------
"Press weapon + down buttons"

Zero will perform a somersault with his Z-saber.  This looks very much like 
Kuuenzan (jumping somersault slash), except it is faster.

While Zero is on the ground, you can perform this move repeatedly.  It is 
very good right next to an enemy where you need to deal damage quickly.

You can perform Ensuizan in the air, but you can only do it once.

Doing this move counts as standing, so do not perform this technique 
in the areas of Metal Shark Player's stage where you must crouch to avoid the 
compactor.   Otherwise, you will be fatally crushed.


Yammar Option
-------------
"Dragonflies help you on offense and defense"

Note: 
Unlike X, Zero must press the special weapon + up buttons to activate the Yammar 
option.  You also need not select the weapon beforehand to activate this weapon.

Three dragonflies encircle Zero and rotate about him. 
When you press the attack button or the special weapon button,
the options will also fire in the same direction Zero is facing.  In addition, 
the dragonflies serve to protect Zero.  An option will be destroyed if it 
comes in contact with an enemy or enemy projectile.

If you have 1 or 2 dragonflies, pressing the special weapon button for 
the Yammar Option will make the remaining dragonflies appear.


Sentsuizan
----------
"Press Attack + DOWN buttons in the air."

This is a typo in the game.  Jump in the air, and press Attack + Up.  
Zero will dash diagonally downward toward the ground and slash with 
his saber.  Upon landing, the floor will shake.  This special attack 
cannot be cancelled, so be careful where you use it. Otherwise, you 
may accidentally collide with another enemy or projectile.  You may 
also accidentally fall into a pit or collide with spikes if you do not 
watch where you are going with this special attack.

Unfortunately, this control scheme causes a huge problem on any 
stage with ropes, particularly Infinity Mijinion's stage.

Since up is used to grab onto the rope, if you accidentally do this
special technique, you will probably collide with an enemy, die
from spikes, or die from falling into a pit.


Guard Shell
-----------
"Shields enemy's shot for a counterattack."

For Zero, the Guard Shell only appears in front of him. 
Enemy projectiles will be blocked by the shield.  Each time this happens, 
the weapon's energy is consumed.

You can use this to destroy the soul bodies of X that fly around certain stage.

For some odd reason, you can only activate this from the menu.  
There does not seem to be a shortcut command.  

There seems to be another glitch.  If you use another special technique that
consumes weapon energy, you no longer can activate Guard Shell again until you
die or leave the stage.


Rekkoha
-------
"Hurt enemies on the same screen."

This is the Giga Attack for Zero.  When used, the background turns flaming red, 
and Zero will pummel the ground with his fist and blue laser ray arrows streak 
down from the sky to the ground destroying normal enemies and damaging stronger
enemies.


Hydroga
-------
"Press jump while holding UP!"

Zero leaps to the ceiling and clings onto the ceiling, upside down.  He stays
there for a few seconds.  While on the ceiling, pressing the normal attack button 
will cause Zero to slash and drop 3 icicles vertically to the ground, evenly 
spaced apart.  The width of the attack path is about 2 body lengths.

An interesting bonus effect of Hydroga is that while he is on the ceiling, 
pressing
the dash button will allow him to dash on the ceiling, just like Shadow Armor X.

This bonus effect has a very important use on Gate Laboratory 1.


Shoenzan
--------
"Press Attack button while holding UP!"

Zero will swing his saber upwards (like the last of his 3-slash combo) 
while flames trail the end of the saber.  The flame whips in a sharp arc
in front of him, so the attack range is extended into the air a little
(about two of Zero's head height), so it can hit airborne enemies.
Zero has slow recovery time after doing this, and it cannot be cancelled.


Rakukojin
---------
"Press Attack + DOWN buttons in the air."

Zero draws a wide metal blade and stabs downward.  When he lands on the 
ground, a small explosion appears at the impact area and an anchor
bounces away in the direction that Zero is facing.



************************   HUNTER RANKING   ****************************

The hunter ranking system returns to Megaman X6.  Unlike Megaman X5,
the hunter ranking in Megaman X6 is solely based on the number of
Nightmare souls you collect.  Destroy the Nightmares throughout a
stage, and they will drop a blue orb.  They will shrink over time,
and then the Nightmare will re-materialize, so be sure to get them
quickly.

A large blue soul is worth 8.  A small blue soul is worth 4.

Dynamo has green souls.  If you can get him to drop green souls,
they are worth 200.

The ranking system is as follows:
(beginning) D, C, B, A, SA, GA, PA, UH (best)

To reach C requires approximately 200 souls.
To reach B requires approximately 300-400 souls.
To reach A requires approximately 400-500 souls.
To reach SA requires approximately 1000 souls.
To reach GA requires approximately 2000 souls.
To reach PA requires 5000 souls.
To reach UH requires 9999 souls.

At A, you can equip 1 normal part.
At SA, you can equip 2 normal parts.
At GA, you can equip 2 normal parts and 1 limited part.
PA allows you to equip 3 normal parts and 1 limited part.
UH allows you to equip 4 normal parts and 1 limited part.


***   Location of Heart Tanks, Energy Tanks, the Weapon Tank, and the EX Tank   
***

=======================
Location of Heart Tanks
=======================

The Heart Tank will apply only to the person who picks it up.


Ground Scaravich's Stage
------------------------
This is in one of the limbo areas in the third phantom totem pole 
mechaniloid.   It is on the ground in plain sight as you progress 
uphill through this section.  As there are several limbo areas per
phantom totem pole mechaniloid, it may take you a few tries to get to
this limbo area.


Infinity Mijinion's Stage
-------------------------
The heart container is to the left of the capsule for the arm program 
of the Blade Armor.  It's in plain sight.


Commander Yammark's Stage
-------------------------
After the second drop from the the rain forest, you'll reach a green 
cavernous area.  Take the rope down at the first drop in this cavern 
to reach the next lower level in the cavern.  You will see the first 
pit with a set of green "arrows" going into the pit.  It is not really 
a bottomless pit.  You can drop down and go over to the left. There is 
a Heart Tank in the left corner, two Reploids to be rescued, 
and a Nightmare.  You must quickly kill the Nightmare or rescue the 
Reploids before they are infected.  The tank is in plain sight.


Rainy Turtloid's Stage
----------------------
When you get to the inside of the tree trunk, there are 5 narrow passages 
with spikes on the ceiling and floor.  3 are on the left side of the trunk, 
2 on the right side of the trunk.

The middle left one has the Heart Tank.  You will need the Blade Armor and 
use the Mach Dash to get through the narrow passageway.

You can also obtain the tank by get hit by the large "sumo" robot next 
to the passage.   While your invincible, dash through to get the tank.
You will probably die, because you may not be able to get hit by an enemy
to leave the area.


Metal Shark Player's Stage
--------------------------
In the second area where the conveyor belts are moving and the compactor 
has spikes attached to parts of it, a heart tank is next to a Reploid 
that needs to be rescued.  It is in plain sight.


Shield Sheldon's Stage
----------------------
The Heart Tank is on a bed of spikes on the ground before the
teleporter to the secondary area.

Use the Shadow Armor to get the tank.  You can also 
get hit by an enemy and while invincible, get the tank.


Blizzard Wolfang's Stage
------------------------
First, go to Blaze Heatnix's stage.  Complete it or exit it if you
beat it already. Afterwards, go to Blizzard Wolfang's stage.
After the vertical avalanches over the numerous pits, there are two 
openings to the right side after a downward slope where ice 
boulders tumble downward.  You should see fireballs falling from
the sky in this area.  Those two openings used to be blocked by
ice.

Once you reach this area, rescue the Reploid dogs in the area.
The Heart Tank is next to the two Reploid dogs in a small
"chamber" that you have to jump to reach.


Blaze Heatnix's Stage
---------------------
You will need the Blade Armor's Mach Dash ability to get the Heart Tank.
After the second mini-boss Mechaniloid, you will get to a vertical area 
with an upper and lower gate.  You will notice the ceiling is quite high
above the upper gate.  You must climb either the left or right sides.  
Once you see the left or right ledges, you must dash jump off the wall 
then Mach Dash upwards and land on the ledge.  Continue to climb up and 
it is in plain sight as you go along your way.


------------
Energy Tanks
------------

Energy Tanks apply to both Zero and X.
Every time you pick up a life energy container, a little bit of 
life energy is stored in the Energy Tank.

The Energy Tank works by refilling a percentage of your life energy.
The percentage is based on how much is in the Energy Tank.  A full
Energy Tank will restore 100% of your life energy.  A half-full tank
will restore life energy equivalent to 1/2 of your maximum life energy.

Using an Energy Tank consumes its entire contents, even if you only 
lost a little life energy.


Command Yammark's Stage
-----------------------

Before the second downward drop, if you look in the upper left hand 
corner, you can see a ledge with an Energy Tank and a Reploid to be 
rescued.  You can reach this ledge from a ledge on the opposite 
side with the Speedster part and the Mach Dash of the Blade Armor.  
Jump on the green platform mechaniloid and jump again to reach the 
right ledge.  Then, walk as fast as you can and jump off the right ledge.  
While in the air, press and hold jump to start the Mach Dash.  Press 
left on the control pad, and X will Mach Dash to the left ledge.

As Zero, you should equip at least the Speedster part.  Walk as far as
you can on that right ledge and jump at the last minute.  As you begin
to descend, double-jump.  You should just barely make it to the other
side.

As X in any other armor, you will need the Hyper Dash part.  Walk up
to the edge of the right ledge and dash jump.  You should be able to hyper 
dash over the the wide gap.


Blaze Heatnix's Stage
---------------------

It is in the secondary area of this stage.  You can access the teleporter 
that goes to this secondary area using the Blade Armor.
Otherwise, you need to come here after completing or exiting Metal
Shark Player's stage.  There should be a metallic block just before the 
upper door to the third battle with the red donut-shaped mechaniloid.  Please
see Blaze Heatnix's stage information for more details.

As you climb up the vertical chamber in the secondary area, the Energy 
Tank is in plain sight and is easy to reach.


---------------
The Weapon Tank
---------------

The Weapon Tank applies to both Zero and X.
Every time you pick up an weapon energy container, a little bit of weapon
energy is stored in the Weapon Tank.

The Weapon Tank works by refilling a percentage of your current
weapon's energy.  The percentage is based on how much is in the Weapon 
Tank.  A full Weapon Tank will restore 100% of your current weapon's energy.
A half-full tank will restore weapon energy equivalent to 1/2 of your maximum
weapon energy.

Using a Weapon Tank consumes its entire contents, even if you only lost 
a little weapon energy.


Shield Sheldon's Stage
----------------------
In the secondary area of this stage, the weapon tank is on a bed of spikes 
Use the Shadow Armor to walk on the spikes to get it.

You can also get hit by a gnat mechaniloid or a Nightmare.  
While invincible, you can get the tank and jump out of the spikes.


-----------
The EX Tank
-----------

The EX Tank gives you 4 lives in reserve when you start a game, instead
of the default 2 lives in reserve.


Blizzard Wolfang's Stage
------------------------

First, go to Blaze Heatnix's stage.  Complete it or exit it if you
beat it already. Afterwards, go to Blizzard Wolfang's stage.
After the vertical avalanches over the numerous pits, there are two 
openings to the right side after a downward slope where ice 
boulders tumble downward.  You should see fireballs falling from
the sky in this area.  Those two openings used to be blocked by
ice.

Once you reach this area, rescue the Reploid dogs in the area.
You will notice a drop with spike on the sides.  The bottom
of that drop is a bed of spikes where the EX Tank sits.

You need to get damaged by a Nightmare, and then fall down the drop
quickly.  Pick up the EX Tank and dash to safety.  Climb up the
ladder to continue.

You can also use X's Shadow Armor to do this as well.

------------------------   Reader Contributions   ---------------------------
shinkuu_hadouken@hotmail.com:
For the spike pit with the EX tank, you can jump into the pit, and if you 
time it JUST right, Ultimate Armor X's Giga Attack (Nova Strike) and Blade 
Armor X's Mach Dash can grab both it and the reploid!  It is hard, but it
can be done. 
-----------------------------------------------------------------------------


*****************************   Parts   **********************************

------------
Normal Parts
------------

Normal parts may be equipped by either X or Zero.

Speedster:
This increases walking speed, but not dash speed.  It looks like
double or triple the normal walking speed.  This will
allow X or Zero to make jump further.  If combined with the
Mach Dash, X can cover a lot of ground.  Speedster can
help you partially overcome Rainy Turtloid's wind and rain
on some stages.

Energy Saver:
For special weapons or techniques that consume energy, it
provides additional ammunition for them.

Shock Buffer:
When X or Zero collides with an enemy or get hit by an enemy 
projectile, he is knocked backwards a small distance 
(half a body length).  This can be hazardous as X or Zero 
could be knocked into a pit or a set of spikes.

The Shock Buffer negates the backward movement.  X or Zero simply stays 
where he is for the length of time it would have taken to get knocked 
backwards.

Shock Buffer also reduces damage by about 1/2 for unarmored X and Zero.
It seems to have little effect for armored X or Black Armor
Zero.

Shock Buffer helps unarmored Zero greatly.  He seems to suffer a lot of 
damage from enemy collisions and attacks than unarmored X does, so 
equipping the Shock Buffer part on Zero is of great benefit.

Jumper:
This allows X or Zero to jump about 50% higher.  This part can be bad
in places with a low ceiling, as you can jump too high and 
collide with an enemy or a fatal hazard.

D. Barrier:
This is the Double Barrier.  This extends the amount of time 
your invincibility will last when you take damage.  This can help you
get into position to attack an enemy, or stay in a fatal hazard a little 
longer.

D. Converter:
This is the Damage Converter.  As you take damage, you currentlyy
equipped special weapon recovers weapon energy.  You still lose 
life energy.  Zero's Rekkoha from Megaman X4 and Megaman X5 had 
a built-in Damage Converter for itself only.

Hyper Dash:
This increases the speed of the dash.  It looks like 
double the normal dash speed.  Unfortunately, it shortens
the air dash distance by a small, but noticeable, length.

Buster Plus:
The X-buster and Z-buster inflict more damage.

Speed Shot:
This makes the buster shots travel faster.

Super Recover:
Life and weapon energy containers give you a lot more
energy back.  This may be more useful on extreme difficulty,
as life and energy containers appear less frequently.


---------
X's Parts
---------

These are parts only X can equip.


Charge Plus:
X takes less time to charge his X-buster fully.
This is very useful.

Rapid 5:
X can shoot 5 normal buster shots instead of 3.

Weapon Plus:
X's special weapons inflict more damage.

U. Buster:
This enables the Ultimate Buster for X.  X will always
fire the fully charged shot.

Depending on which armor X is wearing (or none at all), the
buster will vary.

Shadow Armor X will always perform his charged saber slash.
This may not be a good thing, as Shadow Armor X may need to 
shoot at a distance.

Blade Armor X will shoot his charged buster shot.  If you
press the up button while you press the attack button, Blade Armor 
X will perform the charged saber slash.

Falcon Armor X will shoot his charged buster laser.

Ultimate Armor X will shoot his plasma shot.  This is the most
powerful buster shot.


------------
Zero's Parts
------------

These are parts only Zero can equip.

Shot Eraser: 
Zero can destroy certain enemy projectiles with his saber. 
His saber becomes purple.

Saber Plus: 
This makes Zero's regular saber slash inflict more damage.
His saber becomes light blue.

Master Saber: 
This makes Zero's special saber techniques inflict more damage.
His saber becomes light red.

Saber Extend:
A red crescent slash appears in front of each saber slash.  On 
the third slash of the 3-hit combo, the red crescent slash
goes a little further.

If you equip Master Saber and either Saber Plus or Shot Eraser,
Zero's saber stays light red.


-------------
Limited Parts
-------------

Limited parts are activated like special weapons.  You must access
them from the menu screen when you are in a stage. Limited parts can 
only be used once per stage.  You will have to clear the stage or 
exit the stage to be able to use the limited part again.  If you 
used the limited part and then use up all your lives, continuing the 
game does not restore the limited part (i.e. you did not leave the 
stage).  If you have reached GA, you can equip 1 limited part.  
You can never equip more than 1 limited part.

Life Recover:
This is just like an extra Energy Tank.

Hyperdrive:
Your defense goes up.  You will see a Hyperdrive icon in the lower left 
corner.  You take less damage.  It lasts for a few seconds, making it
not particularly useful unless it is a boss battle and both you and the 
boss are near death.

If you have armored X or Black Armor Zero, this part seems to 
have little effect.  I think it increases the defense of unarmored X 
and Zero.

Powerdrive:
X's and Zero's weapons do more damage.  You will see a 
Powerdrive icon in the lower left corner.  It lasts for a few 
seconds, so make the most of the situation with the few seconds 
you have.

Weapondrive:
This allows X or Zero to use their special weapons for free.
You will see a Weapondrive icon in the lower left corner.  It lasts 
for a few seconds, so make the most of the situation with the few 
seconds you have.  It lasts long enough to use X's charged 
special weapons once, so it may be more worthwhile just to shoot 
normal special weapons.

W. Recover (Weapon Recover):
This is just like a super Weapon Tank as this refills all of X's 
and Zero's special weapons, including the Giga Attack!

This is almost totally useless for Shadow Armor X, since it will
only refill his Giga Attack weapon.

Overdrive:
(Description corrected by Marx on Gamefaqs)
This will temporarily give X or Zero the ability to shoot
powerful charged shots rapidly.  X can fire green charged shots 
that look like unarmored X's fully charged shots.  Zero
can shoot streams of Z-Buster shots.  You will see an Overdrive icon 
in the lower left corner.  It lasts for a few seconds, so make the 
most of the situation with the few seconds you have.



***************************   Armors   ******************************

------------
Falcon Armor
------------

X starts with this armor.  It has some altered abilities from Megaman X5.
-You no longer have the flight ability.
-You can use special weapons and charge them.
-You can air dash.  At the beginning of the air dash, you are invincible
 and can damage enemies.
-The charged buster shot is still the laser buster shot.
-The Giga Attack causes the screen to turn blue while charged laser buster 
 shots attack every enemy on the screen.
 
 
--------------------
Blade Armor Programs
--------------------

Arm: 
With X's weapon fully charged, hold the Up button and press the shot button.
X will release the charged blade. 

You can find this program in Infinity Mijinion's stage.  Defeat Illumina 
by destroying the Illumina's two power cables, and a teleporter will appear
in the center of the screen.  Go into it.  When you reappear, go left first and 
the capsule is in plain sight.


Leg:
This allows X to perform the Mach Dash.  Press and hold the jump button 
while in the air, and X will freeze in the air.  Press a direction and let 
go of the jump button, and X will dash in the direction.  You can dash 
upwards.  The Mach Dash will go a little further than the normal dash, 
enough to reach certain places that a normal dash would not be able to do.

You can find this in Commander Yammark's stage.  When you make the first 
drop from the jungle surface, there will be a praying mantis robot.  
Instead of going left, go right into a closed chamber.  
The capsule is there.


Body:
This allows X to take less damage from attacks and enemy collisions.  
This also allows X to perform the Giga Attack, which is a saber slash 
that shoots out two blue crescent slashes.  As you take damage, the Giga 
Attack meter builds up.  You can unleash a Giga Attack when 
the meter is full.

You can find this in Shield Sheldon's stage.  You must access the special
area first.  In the special area, look for a red wall on your left side 
after you fall down from the floor above with the lasers and mirrors.
The area where this wall should be is full of floor spikes.
X or Zero will say something about a draft somewhere.  The left wall 
is an illusion.  Walk through it and there is a small invisible ledge
extending from the illusionary wall you can stand.  It is about one body
length.  Dash jump to the other side.  You will barely make it to the 
ledge where the capsule is.  You can also try finding the invidible ledge
approximately in the middle of the pit (see contribution below by
Tootight4life@cs.com).

Picture:
______________________________
|                        |   |
|                        |   |  --
|[]                      |   |      --
|------        =        =|  -|  --
|     |                  |-- |^^^^^^^^^
|     |      PIT         |   |

Legend:
[] Capsule
^ Spike
| Wall
- Areas where you can stand
= Invisible ledge
_____  Ceiling

------------------------   Reader Contributions   ---------------------------
Tootight4life@cs.com:
This one will drive you mad.  In Shield Sheldon's stage, there is an
invisible platform right smack in the middle of the pit between
the illusionary wall and the armor capsule.  Believe me, I 
tried killing myself, and I just landed on it and starting saying,
"What the heck?!"  So, no, you do not need a long dash jump.  You 
just need a nice jump to the middle of the pit, and you will land on 
an orange platform. 
-----------------------------------------------------------------------------

Head:
This allows X's weapons to consume less energy, i.e. more ammunition for each
special weapon.  You can find this in Ground Scaravich's stage.  
It is located in the limbo area when you go through the fourth phantom totem pole
mechaniloid.


The Blade Armor has the following abilities.
-A charged shot is a small blue plasma fireball that will inflict damage
 multiple time on enemies.  It is still not as powerful as the 
 Ultimate Buster shot.
-Holding up while letting releasing a charged shot will cause X to slash
 with a charged Z-saber instead.  It does marginally damage than the normal 
 Z-saber slash (1 hit more).  It can destroy certain enemy projectiles, but
 it appears to be far less versatile than Zero's Shot Eraser part.
-You can perform the Mach Dash.  While you are in the air, press the jump or
 dash button.  Blade Armor X will remain motionless in the air.  
 Press a direction you want to dash and let go of the jump or dash button.
 Blade Armor X will dash in that direction.  The Mach Dash covers more 
 distance than the normal dash.  If you hold down the jump or dash button
 and the direction button longer, you can maximize the distance the Mach Dash
 will cover.
-The Giga Attack is a charged saber attack.  X will do a green saber slash 
 and create two blue crescent slashes that will travel a moderate distance 
 from X, damaging enemies in their path.  The first blue crescent slash 
 appears about 1.5 body lengths from X and the green saber slash appears
 to be cosmetic, so do not use this at an ememy at point blank range.  
 It is possible that the enemy will not be hit by any of the blue
 crescent slashes.


---------------------
Shadow Armor Programs
---------------------

Body: 
X will take less damage.  Energy absorbed will build up the Giga Attack meter. 
When the Giga Attack meter is full, X can launch the Giga Attack.

In Rainy Turtloid's stage, when you get to the inside of the tree trunk, 
there are 5 narrow passages with spikes on the ceiling and floor.  
3 are on the left side, 2 are on the right side.  

The upper right passage leads to the Shadow Armor body program. You will need 
the Blade Armor and use the Mach Dash to get through the narrow passageway.  
Jump and press the jump button just before you touch ground, press right and 
dash through the first set of spikes.  Be sure to let go of the right 
direction or you will walk into the 2nd set of spikes.  Repeat
to go through the second set of spikes.

You can also lure 2 bat mechaniloids nearby and have the first bat mechaniloid
drop a bomb on you, making you invincible for a few seconds.  Dash through
the first spiked corridor.  Then, let the second bat mechaniloid drop its bomb
on you.  Dash through the second spiked corridor.  It may be difficult to get 
to the capsule.

You can also try air dashing through each spiked corridor.  This is very 
difficult.  You have to air dash at the right height, much like the Mach Dash.


Leg:
Press the jump button while holding up to jump high and stick to the ceiling.  
Once on the ceiling, X can dash on the ceiling.

You find this in Blizzard Wolfang's stage.  Shortly after passing the area 
with vertical avalanches and pillars of ice you have to stand, you will 
reach a downward slope to a ladder.  Above the ladder is a ledge.  Zero can 
double jump to that ledge.  X with the Blade Armor can Mach Dash straight up
and land on the ledge.


Arms:
This allows X to fire shurikens in three directions like Slash Grizzly's 
crescent claw slashes in Megaman X5 and use a striking charged saber.

You find this in Blaze Heatnix's stage.  

After the second mini-boss donut Mechaniloid, you will get to a vertical area 
with 
an upper and lower door. You will notice the ceiling is quite high above the 
upper 
door.  

If you have not come from Metal Shark Player's stage, you will need the Blade 
Armor's Mach Dash ability to get to the armor capsule.  You must climb either the 
left or right side of the vertical chamber.  Once you see the left or right 
ledges, 
you must dash jump off the wall then Mach Dash upwards and land on the ledge.  
Continue to climb up, and you will see the capsule.

------------------------   Reader Contributions   ---------------------------
shinkuu_hadouken@hotmail.com:

For Blade Armor X, use Ice Burst as a stepping stone.  Jump from the ice 
block and use Mach Dash to go straight up.
-----------------------------------------------------------------------------

If you did come from Metal Shark Player's stage, you will see a metallic block
materialize and them move up and down near the upper door.  Jump on it and before
reaching the top, have X dash jump to the sides of the ledge and climb up.  Zero
can double jump.  Be careful not to wait too long or the metallic block will push
you against the ceiling causing significant damage.  As you climb up you will
see a metallic block obstructing your way to the capsule and the secondary area.
You must use a charged Metal Anchor to destroy it and get past it.


Head:
This allows X to swing his saber faster.

This is in Metal Shark Player's stage. Whene you get to the second ladder 
going down, go left instead.  The path is longer than usual, so you must 
dash to get through before getting crushed.  Take the next ladder down 
you see.

For X, you need the Blade Armor and the Speedster part.  Run to the edge and 
jump.  
At the height of your jump, activate the Mach Dash and you'll dash to the other 
side and barely make it.  

For Zero, you need the Hyper Dash and Speedster part.  Get a small walking 
start and dash leap across.  Hold the dash down for maximum dash time.
You will barely reach the other side and might have to jump out of the pit.
You can also try the Hyper Dash and Jumpster part, and dash jump over the pit.

Without the parts, you have to finish or exit out of Ground Scaravich's stage
and then come to Metal Shark Player's stage.  There will be blue and black
blocks you can push to create a small extension over the ledge to allow
you to jump the wide pit before the capsule.

------------------------   Reader Contributions   ---------------------------
shinkuu_hadouken@hotmail.com:
For X, just set up the Ice Burst so that it is on the edge of the platform, 
hop on it, hop off it toward the ledge, and use Blade Armor's Mach Dash or 
Ultimate Armor's Giga Attack (Nova Strike) to cross the pit! 
-----------------------------------------------------------------------------


The Shadow Armor has the following abilities.
-Normal shot are shurikens.  They fly horizontally, a little upwards,
 and a little downward.  This is much like the crescent shot from
 Megaman X5. 
-A charged shot will release a charged saber slash.  It has a little more
 range than the Blade Armor or normal saber attack.  It is the most powerful
 saber slash, excluding the Giga Attack for the Shadow Armor .
-The Giga Attack is a charged double crescent slash attack.  Two crescent 
 slashes will appear from Shadow Armor X.  They will arc forwards, then loop 
backwards
 behind X, and then return to Shadow Armor X.  The attack is done twice for a 
total 
 of four individual crescent slashes.  This is the strongest saber slash 
available 
 to X.
-You can cling to walls without sliding.
-Pressing up and the jump button will cause Shadow Armor X to high jump.  He 
 will jump much higher than a jumper part would provide.  If you do this
 maneuver, and he hits the ceiling, he will cling to it and hang upside down
 for a few seconds.  While on the ceiling, he can throw three shurikens out
 in a conical direction.  In addition, he can dash on the ceiling.
-You can walk on spikes or cling to spikes.
-You have no air dash.
-You cannot use special weapons.  That is probably the tradeoff for having the
 ability to touch spikes, much like the Gaia Armor from Megaman X5.
-Contrary to some reports, Shadow Armor X does not appear to make X faster.  You
 still need Speedster and Hyper Dash parts.


--------------
Ultimate Armor
--------------

This can only be accessed by a code given to you when you beat the game.
This armor is very much like previous ones appearing in Megaman X4 and 
Megaman X5.

The Ultimate Armor has the following abilities.
-You can perform unlimited Giga Attacks (Nova Strikes).  X will jump 
 into the air and  air dash like a comet.  He is invincible while air 
 dashing and will damage anything in his path.  Be careful not to fly 
 into a fatal hazard or cause yourself to fall into a pit.  Nova strikes
 are very powerful against everybody except Gate, so this is somewhat 
 of a cheat.
-Unfortunately, you cannot use special weapons an infinite number of times.
 
 
----------------
Black Armor Zero
----------------

This can only be accessed by a code given to you when you beat the game.
This armor is very much like previous ones appearing in Megaman X4 and 
Megaman X5.

Black Armor has the following abilities.
-Zero has a built-in Shock Buffer, Saber Plus, and Shot Eraser.  There 
 is no need to equip those parts.

 

****************   Nightmares and Rescuing Reploids   **************************

These enemies have a head, a torso, and tentacles for a lower body.  The
slowly fly around the screen.  They will try to fly near you, stop, and 
then fire four red energy balls at your current location.  Each red energy
ball does decent damage.  If the whole screen is filled with them, you could
get slaughtered.

If you defeat a Nightmare, they give up a blue Nightmare Soul orb.  Picking
up Nightmare souls will improve your Hunter ranking.  The Nightmare soul
starts off large but will shrink to a smaller size if you do no pick it up
fast enough.  If you leave it alone for too long, the soul will disappear and
the Nightmare will reform itself.  If you defeat the Nightmare a second time,
you get no soul.

The Nightmares are annoying, because they can infect the reploids you are
trying to rescue.  Once they latch onto a reploid, and the reploid starts
flickering white, you have lost that reploid.  You can destroy the reploid,
which is marked as "killed," or you can run away, which is marked as "missing."
In either case, the reploid is permanently lost.  Since 5 reploids per stage
have parts, it is imperative that you rescue as many as you can.  The reploids
that have parts in each stage never change, so you can concentrate on the ones
that have parts.

Rescuing reploids gives you an extra life (maximum of 9 stocked) and some 
life energy back.

Nightmares will attack the closest target on the screen, whether it is you
or a reploid.  Sometimes, as you scroll the screen, you find Nightmares
really close to reploids. You have no choice but to rush into the situation
and rescue the reploid before the Nightmare gets to that reploid.

Therefore, one strategy for dealing with Nightmares is to scroll the screen
slowly.  If you can see only the Nightmares on the edge of the screen, they
will come after you instead of the reploids.  Let the Nightmares come to you, 
and then destroy them before moving forwards.

Any Nightmares you destroyed along the way will reappear if you backtrack,
so do not backtrack as much as possible.



***************   NIGHTMARE SYSTEM (STAGE ALTERATIONS)   *****************

(Some information provided by Kryptech and Magna Centipede 
on the Gamefaqs message forum)

Like Megaman X1, changes can occur to certain stages by beating certain 
Maverick bosses.  Unlike Megaman X1, you have to go through them in a 
particular order.  The stage alterations are not permanent.  You must 
trigger them.

If you have cleared a stage, you need not go through the entire stage 
to make it count.  Just exit and the affected stages will be highlighted in red.

Only one stage-altering effect can be present on a stage at one time.  
A stage that is affected by the Nightmare System is highlighted in red 
on the stage selection screen.

It will, however, remember the last effect that was on it, even if it 
is no longer designated red.  To change the effect, you need to go in 
and out of another stage that will affect the destination stage.  Then, go in 
and out of a stage that will not affect your destintation stage.

The only time you will get a neutral state of all the stages is 
really at the beginning of the game, before you enter ANY of the stages.  
Once you enter a stage and exit, the Nightmare system activates.


Commander Yammark -> Shield Sheldon
-----------------------------------
A lot of pesky gnat mechaniloids appear in the stage.  You cannot destroy them.
You can "shoo" them away by hitting them several times.


Commander Yammark -> Blaze Heatnix
----------------------------------
A lot of pesky gnat mechaniloids appear in the stage.  You cannot destroy them.
You can "shoo" them away by hitting them several times.


Rainy Turtloid -> Commander Yammark
-----------------------------------
In areas where there are block-like platforms with green moss on top, it is 
raining to the left side (the wind is blowing to the left).  Travelling against 
the rain's path (the wind) will reduce X's or Zero's walking speed.

If X or Zero is equipped with the Speedster part, travelling against the rain's
path (the wind) will give you normal walking speed.


Rainy Turtloid -> Ground Scaravich
----------------------------------
In some of the limbo areas accessed by traveling into the totem poles, it is 
raining to the left side (the wind is blowing to the left).  Travelling against 
the rain's path (the wind) will reduce X's or Zero's walking speed.

If X or Zero is equipped with the Speedster part, travelling against the rain's
path (the wind) will give you normal walking speed.


Blaze Heatnix -> Blizzard Wolfang
---------------------------------

(Contributed by Magna Centipede on Gamefaqs)
After the vertical avalanches over the numerous pits, there are two cracked 
walls on the right side after a downward slope where ice boulders tumble downward.
If you perform this sequence, you should see fireballs falling from the sky, and 
the cracked walls will be gone.


Blaze Heatnix -> Infinity Mijinion
----------------------------------

Fireballs rain down from the sky in certain parts of the stage.


Infinity Mijinion -> Commander Yammark
--------------------------------------

In certain parts of Commander Yammark's stage, the screen will get very dark,
and a diamond-shaped spotlight will surround X and Zero.  You can only see the 
immediate area around you instead of the entire screen.  The entire secondary 
area of this stage is covered by this type of spotlight pattern.


Infinity Mijinion -> Rainy Turtloid
-----------------------------------

In certain parts of Rainy Turtloid's stage, the screen will get very dark,
and a diamond-shaped spotlight will surround X and Zero.  You can only see the 
immediate area around you instead of the entire screen.  This spotlight
appears in the areas where you have to find the red sensors to allow you
to destroy the weather generator.


Shield Sheldon -> Blizzard Wolfang
----------------------------------

Soul bodies of X or Zero will appear in various places and try to collide with 
you.
Colliding with the soul bodies does noticeable damage.

If you go through the stage as X, you will see Zero soul bodies.  
If you go through the stage as Zero, you will see X soul bodies.
You can destroy the soul bodies by touching them with your Guard Shell.


Shield Sheldon -> Rainy Turtloid
--------------------------------

Soul bodies of X or Zero will appear in various places and try to collide with 
you.
Colliding with the soul bodies does noticeable damage.

If you go through the stage as X, you will see Zero soul bodies.  
If you go through the stage as Zero, you will see X soul bodies.
You can destroy the soul bodies by touching them with your Guard Shell.


Blizzard Wolfang -> Metal Shark Player
--------------------------------------

Certain parts of junk embedded in the ground in Metal Shark Player's 
stage to have ice covering them.  You will slide on the ice, so be careful
you do not run into spikes or be fatally crushed by the compactor.


Metal Shark Player -> Blaze Heatnix
-----------------------------------

Metallic blocks will appear throughout the stage.  They remain 
motionless, then move up and down, and finally remain motionless again.
This process repeats.  If you collide with a moving metallic block, you will
take damage.  Metallic blocks can be destroyed by a charged Metal Anchor.

After the second mini-boss donut Mechaniloid, you will get to a vertical area 
with 
an upper and lower door. You will notice the ceiling is quite high above the 
upper 
door.  You will see a metallic block materialize and then move up and down near 
the upper door.  Jump on it and before reaching the top, have X dash jump to the 
sides of the ledge and climb up.  Zero can double jump.  Be careful not to wait 
too long or the metallic block will push you against the ceiling causing 
significant damage.  Taking that path leads to a capsule and the secondary area.


Metal Shark Player -> Infinity Mijinion
---------------------------------------

Metallic blocks will appear throughout the stage.  They remain 
motionless, then move up and down, and finally remain motionless again.
This process repeats.  If you collide with a moving metallic block, you will
take damage.  Metallic blocks can be destroyed by a charged Metal Anchor.

Some metallic blocks will appear over pits.  While this will protect you from
falling into the pits, it will make it harder for you to rescue any reploids
positioned in the pits.


Metal Shark Player -> Ground Scaravich
--------------------------------------

In the areas accessed by going into the totem poles (they act as teleporters),
there will be Metallic blocks strewn about the levels.  They remain 
motionless, then move up and down, and finally remain motionless again.
This process repeats.  If you collide with a moving metallic block, you will
take damage.  

It also causes the 2nd totem pole to teleport you to a section with two
reploids to be rescued.


Ground Scaravich -> Metal Shark Player
--------------------------------------

Red, black, and blue blocks appear throughout the stage.  

Red blocks can only be destroyed by Ground Dash or Sentsuizan.
Be careful of stacked red blocks.  If you destroy one, any red blocks that 
were on top of it will fall down.  You will take damage from them.

Black and blue blocks can be pushed with X or Zero by standing next to 
them and using Ground Dash or Sentsuizan.

Some blocks are positioned to hinder you.  Other blocks are
positioned to help you.

It is possible to get the Shadow Armor Head program without parts
or the Blade Armor.  There will be blue and black blocks you can push 
to create a small extension over the ledge to allow you to jump
the wide pit to the capsule.


Ground Scaravich -> Shield Sheldon
----------------------------------

Red blocks appear throughout the stage.  Red blocks can only be destroyed 
by Ground Dash or Sentsuizan.  Be careful of stacked red blocks.  
If you destroy one, any red blocks that were on top of it will fall down.  
You will take damage from them.

Some blocks are positioned to hinder you.  Other blocks are
positioned to help you.


***********************   APPENDIX: ZERO SABER COMBOS   **********************

------------------------   Reader Contributions   ---------------------------
shinkuu_hadouken@hotmail.com:

slash, slash, Shoenzan:
If you combo into the Shoenzan, the recovery time is VASTLY shortened, 
making it as short as the normal third slash! 
-----------------------------------------------------------------------------



***************   APPENDIX: PART CONFIGURATIONS FOR X AND ZERO   *************

Useful Parts for X
-------------------
Charge Plus, Jumper, Speedster, Life Recover, Hyper Dash, D. Barrier

Useful Parts for Zero
---------------------
Shock Buffer, Jumper, Speedster, Life Recover, Hyper Dash, D. Barrier


------------------------   Reader Contributions   ---------------------------
shinkuu_hadouken@hotmail.com:

Ninja Ranger Power
------------------
With Shadow Armor X, equip him with the Speedster, Jumper, Hyper Dash, and 
U. Buster parts.  This gives that slow armor LOTS of mobility and close range 
supremacy.  Just the way X and any other fighter with force likes it.
Turn on Rapid Fire in the button config menu to abuse the wrath of Shadow X's 
charge slash.  Now that is the REAL charged saber...


Mobile Suit Rockman-X
---------------------
With any non-Shadow Armor X, equip the  Speedster, Hyper Dash, Jumper, 
and Rapid 5 parts.  You still have the mobility, but you add the offensive
might of shooting five shots per button press.  Crank up Rapid Fire 
AND Auto-charge to abuse this. 


Ninja Ranger Power II
---------------------
For Zero or Black Armor Zero, equip the Saber Extend, Saber Plus, Master Saber, 
and Speedster parts.  Who needs Hyper Dash when you can maximize the damage 
potential of your offense? 
-----------------------------------------------------------------------------



****   APPENDIX: HOW TO GET THROUGH GATE LABORATORY 2 WITH SHADOW ARMOR X   ***

After you defeat High Max, you will go to a section where 
acid rain is coming down and there are a bunch of suspended blocks
and platforms.  There is a place in this section that looks like
this picture:

            CEILING
_______________________________
            |    |
            |    |
            |    |
             ----
     ---               ---
    |   |             |   |
     --- #             ---

             PIT


Legend:
| Wall
- Areas where you can stand
_____  Ceiling
     
Since there is no footing below, it looks like only Blade Armor X
can make it with the Mach Dash.

With the Hyper Dash and Jumper parts, Shadow Armor X can jump this wide pit.
Position Shadow Armor X so that he hangs off the left block (as
indicated by # in the drawing). Only his arm should be grabbing the
block.  Now dash jump off the block.  He should not hit the middle
block and leap across to the right block, where you can grab it from the
side.

Zero with the same parts can jump over this pit.



****   APPENDIX: HOW TO ACQUIRE ULTIMATE ARMOR X AND BLACK ARMOR ZERO   *****

Put the cursor "Game Start" in the title screen.
Then, press the following button combinations:

Ultimate Armor X: Left, Left, Left, Right
Black Armor Zero: L1, L1, L1, R2

Only one code may be used per save file.

If the code is done correctly, you will hear a confirmation sound.
You get these codes when you beat the game.



*******************   APPENDIX: FIND ZERO   *******************

Zero can be found by going to the end of a secondary area for the first 
time.

The secondary areas that can be accessed without special parts,
armors, or stage alterations are Shield Sheldon, Ground Scaravich,
and Rainy Turtloid.  Rainy Turtloid's secondary area will be tricky
as the passageway to the teleporter has spikes.  You can get hit
by the nearby enemies and use the invincibility time to dash
through the passageway.



********   APPENDIX: CONDITIONS TO OBTAIN ENDINGS (NON-SPOILER)   *******
There are three endings.  Here are the three conditions to
get them.

-Finish the game with X without Zero
-Finish the game with X with Zero
-Finish the game with Zero



****************************************************************
Appendix: Alia's Report of the Nightmare Investigators (Spoiler)
****************************************************************

After you beat a Nightmare investigator, Alia will give you more background
information about that investigator.  This is information that is in 
addition to what is provided in the game's instruction manual.

I've kept the spelling and grammatical errors intact for the most part.


Rainy Turtloid
--------------
Rainy Turtloid.  Ex-investigator of the water quality improvement team.  
He had tortoise shell shield to counter the strong acid rain.  Thanks to 
him, we can explore areas that have a pollution level A.  But his high 
defense ability was regarded as dangerous.  Requests to weaken Turtloid 
ran high.  Gate opposed this and was punished.  Turtloid was loyal to 
Gate...  In the end he died to save Gate.


Commander Yammark
-----------------
Commander Yammark.  An ex-investigator in the Amazon area.  He was a 
Reploid created for the nature preservation project.  He burnt the forest 
by control disorder.  He wasn't accused of the incident...  But...
Someone altered Yammark's flying system... He crashed and
died.  He was created by... my colleague...Gate.


Ground Scaravich
----------------
Ground Scaravich.  An ex-treasure hunter.  He was devoted to the research
on an ancient site.  He also had lots of research data on ancient robots.  
Gate took care of Scaravich in exchange for the ancient data.  Gate 
improved his knowledge from him.  Then Gate had him go to a forbidden area.
It was the place that you were both discovered.  I saw Scaravich enter the 
place...  I felt bad, but I disposed him.  Gate didn't seem to care...
I didn't want to remember this...


Shield Sheldon
--------------
Shield Sheldon.  Ex-security police.  He guarded Dr. Jim who was an important
person in the laboratory.  Suddenly, Dr. Jim became a Maverick.  However, he 
was able to control himself.  The Maverick Hunters identified Sheldon as a 
Maverick just because he was created by Gate.  Sheldon could not deal with 
being labeled, and so he ended it all.


Infinity Mijinion
-----------------
Infinity Mijinion.  Ex-test pilot for large weapons.  He had a special body
that could process at a high speed.  He ignored the test program, choosing 
instead to go on his on [own] schedule. He produced excellent results... 
But he always had trouble with the other staff.  Even Gate was unable to 
control him...  One day he was disposed of by making it look like
an accident...


Blizzard Wolfang
----------------
Blizzard Wolfang.  An ex-leader investigator of the North Pole Area.  
One day, his team members were attacked by Mavericks.  Although Wolfang
was able to defeat the Mavericks, his team members were annihilated...
Researchers who opposed Gate schemed to dispose of Wolfang and took 
advantage of the incident... They made it look like an accident.  
Wolfang was thrown into the cold sea...  I did it! 
But I was deceived into doing it...


Blaze Heatnix
-------------
Blaze Heatnix.  An ex-investigator for the Hot Spot.
His ability is far beyond the others.  He could research any dangerous area.
All other members who fell behind were killed...
Gate, who created Heatnix, improved his powers and strengths.
In order to prevent more victims, Heatnix was disposed deep underground.


Metal Shark Player
------------------
Metal Shark Player. An ex-investigator of Recycle team.
He studied recycling in order to create a new Reploid from
parts of disposed Mavericks.  His most important work was to analyze and 
control DNA data of the Mavericks.  His analysis ability was so great
that he succeeded in resurrecting dead Mavericks.  Since DNA resurrection
is explicitly prohibited, the law instantly dealt with him.
Gate was also interested in DNA resurrection, so he encouraged
him collect the DNA data instead of stopping him.  Metal Shark would
have continued if Gate had stopped him.

Show CheatCodes.com some Love!