Mega Man X: Command Mission Walkthrough :
This walkthrough for Mega Man X: Command Mission [Playstation 2] has been posted at 16 Aug 2010 by rimbi and is called "Boss FAQ". If walkthrough is usable don't forgot thumbs up rimbi and share this with your freinds. And most important we have 4 other walkthroughs for Mega Man X: Command Mission, read them all!
Walkthrough - Boss FAQ
M E G A M A N X : C O M M A N D M I S S I O N B O S S F A Q --------------------------------------------------------------- Written by Colin Spence aka PPM | Last Updated: 11/10/04 | v1.0 ====== 0) ToC ====== 0) Table of Contents 1) Introduction 1.1) Contacting Me 1.2) Version History 2) Battle Controls 3) The Story Bosses 3.1) Hippopressor 3.2) Spider 3.3) Wild Jango 3.4) Silver Horn 3.5) Dr. Psyche 3.6) Mad Nautilus 3.7) Mach Jentra 3.8) Shadow 3.9) Supra Shadow 3.10) Incentas 4) The Rebellion Cadre 4.1) Botos 4.2) Ferham 4.3) Scarface 4.4) Scarface II 4.5) Epsilon 4.6) Eject Epsilon 5) Chapter Ten 5.1) Wild Jango 5.2) Silver Horn 5.3) Mad Nautilus 5.4) Mach Jentra 5.5) Incentas 5.6) Depth Dragoon 5.7) The Maverick 5.8) The Supra Maverick 6) The End =============== 1) Introduction =============== Welcome to my fourth official FAQ on GameFAQs. I am Colin Spence, otherwise known as PPM. If you have any doubts about my abilities, I should like you to know that I have beaten this game and have defeated most every boss in it. I also wrote this Boss FAQ in real time; that is to say, I wrote each boss strategy as I was fighting the boss in question. I've been a fan of the Megaman series since Megaman 2 for the original NES and a fan of RPGs since around that time, as well. What I'm basically saying is that you should trust me on this. ------------------ 1.1) Contacting Me ------------------ I've got some guidelines if you want to get in touch with me. IF YOU HAVE A QUESTION, MAKE SURE THAT... ...it's not already answered in the guide. ...it's not answered on the boards. ...you ask it in a coherent fashion. IF YOU HAVE ADDITIONS, MAKE SURE THAT... ...you're reading the most recent version of the guide. ...you get them to me as soon as possible! IF YOU HAVE ANYTHING ELSE TO SAY... ...by all means, email me. My email address is ppm42 AT yahoo DOT com. You can also reach me on the GFAQs boards. I'll be under the name "PPM". -------------------- 1.2) Version History -------------------- v1.0 - 11/10/04 Guide complete! ================== 2) Battle Controls ================== Since you'll be fighting battles, it's only proper that you get a crash course on the controls. X - Attack Circle - Sub-Weapon Square - Sub-Weapon Triangle - Menu, Cancel Turn L1 - Customizable (see Options in Pause Screen) L2 - Switch Characters R1 - Not Used R2 - Action Trigger =================== 3) The Story Bosses =================== This section will cover the bosses fought in the earliest chapters of the game. ----------------- 3.1) Hippopressor ----------------- Chapter One Element: None Weakness: None EXP: 200 Zenny: 250 FME: N/A Items: Fire Missile, Guard Buster Let's all laugh at his clever name. We done? Good. You'll start this fight with X and Zero reunited, and it feels so good. You should have picked up the X Heart Force Metal from your fight with the Preon on the lower floors, so equip it. Your first priority for the early stages of the fight should be wiping out the Shark Missile. Use X for that; Zero is liable to miss. Hippopressor will charge the missile every time you destroy it, though, so keep on your toes. Use Zero to attack Hippopressor's head until it blows up, as it's protected from the type of damage the X Buster does. After the Hippo loses its head, it'll reveal a Particle Cannon. The good news is that it's no longer protected from X's attacks. The bad news is that the Particle Cannon is painful and has the chance to Bind you. If that's the case, use an Anti-Lock, which you should have picked up on the way up. You'll want to fix the Bind status as quickly as possible, because it cuts your speed in half, leaving ample room for a Shark Missile to come and kill you dead. Once you deal enough damage to Hippopressor, it'll stop charging the Shark Missile -- which is a good thing. At this point, you can either switch to Hyper Mode and kill it with a bang, or prolong the fight and do things the old-fashioned way. X Fire's Action Trigger, at 100% WE, will deal a smooth 1700 damage to it, pretty much annihilating it instantly. Your choice. Eventually he'll go down and you can reap the rewards. Don't forget to pick up the two Force Metals in green crystals after the fight. ----------- 3.2) Spider ----------- Chapter Two Element: None Weakness: Fire EXP: N/A Zenny: N/A FME: N/A Items: None Spider...ah, the requisite cool one. He'll put up a shot-blocking barrier, so you'll have to go in to Hyper Mode to get your close-quarters attacks in. Store up your WE when in Hyper Mode until you get 100%, then let loose with a Charge Collider from your Action Trigger. Another smooth 1700 damage, another quick victory. --------------- 3.3) Wild Jango --------------- Chapter Two Element: Thunder Weakness: Fire EXP: 1000 Zenny: 500 FME: N/A Items: Protect +1 (Steal), Thunder Guard (Steal), Sub Tank, Thunder Buster Yeah, he looks fun to bring to parties. I wonder if he knows the Thunder Slide or the Stray Cat Strut. Okay, that's enough bad music puns for now. Now, when you freed the guard's friends, you should have gotten a chance to shop. Pick up the Fire Buster and some Thunder Guard Force Metals. Also in that room is an Ultra Fire in a blue crystal; take that. Be sure to talk to the Resistance Guard to refill your LE. Once your preparations are complete, you're ready to start this fight. By the time your fight starts, Spider will have joined your party. His Action Trigger, provided you get a good enough hand, will work wonders on Jango. The cat's main attack will be Rolling Assault, a Thunder dive-bomb, but he'll also use Ultra Thunder and Lightning Rod on you. Ultra Thunder will hit both X and Spider for a few hundred damage. Lightning Rod will hit you for considerably less, but it will make Jango even faster. Deplete some of his life and he'll use Shock Nail, a nasty Thunder claw strike with a Virus side effect. Use a Vaccine Program to clear that up. Of course, if you find the battle to be getting a bit too hot for you, bring on the heat yourself and switch to X-Fire. Something to note about Hyper Modes: when you're in one, you can't be affected by status changes like Virus. Something notable about Spider's Hyper Mode, Trickstar, is that he won't receive any damage while he's in it, and he also deals impossibly awesome amounts of damage with his Action Trigger. So just keep pounding away at Jango and he should "fall down go boom" very quickly. ---------------- 3.4) Silver Horn ---------------- Chapter Three Element: Water Weakness: Thunder EXP: 4000 Zenny: 1000 FME: N/A Items: Combat Absorber (Steal), Shot Absorber (Steal), Ice Buster, Build Hyper Before you head off to fight, you should trade in those Thunder Guards from Jango for some Water Guards at the shopping district in New Hope. Use the Thunder Buster you got from Jango, though, in this fight. Pick up some Thunder Missile Sub-Weapons, too, if you can afford them. In the last room of colored panels, step on them in the order green, blue, red, yellow to unlock the crystal holding Spider's Queen of Diamonds. In the room before that, step on them in the order yellow, blue, red to unlock the Tank Parts. Silver Horn has a few main attacks. First, he'll use an ice jet attack by pounding the floor. Second, he'll use Tidal Wave, a non-Water attack that sweeps your entire party. Third, he'll use Cryogenics, which has the chance to Freeze a fighter. Bring along some Warm-Ups or you could be in trouble. His last attack is Ultra Blizzard, just like the item. Keep smacking him around until he uses Liquid Coating, which brings you into Stage Two of the fight. In Stage Two, he'll start to use a powerful attack known as Pressure Abyss. It is a pretty much guaranteed Critical Hit, so I'd suggest avoiding it or at least reducing the damage with Hyper Mode. You'll want to go into Hyper Mode during this stage of the fight, because it means his death is near. Note with X-Fire that your regular buster's element is Fire now. It's still awesomely powerful, it's just not his weakness any more. Use any Gain Hypers you may have on X and just keep putting out the Charge Collider. Silver Horn will fall. --------------- 3.5) Dr. Psyche --------------- Chapter Four Element: None Weakness: None EXP: N/A Zenny: N/A FME: N/A Items: Virus Missile (Steal), Smoke Missile (Steal) You'll want to have taken the route Easy -> Hard -> Hard -> Hard in the Eternal Forest to get the Joker (the Smoker, the Midnight Toker) for Spider. Switch out Massimo for Marino in this fight. Goofy lookin' fella, isn't he? He'll summon some needles as soon as it's his turn -- you'll want to get rid of them before their turn comes up. They can be delightfully annoying. Aside from the needles, he's got some nasty tricks with status effects and the like. With 4th Dimension Slow, he can Freeze a fighter. Doom Blaster hits hard, and it hits twice. Outside of that stuff, though, it's a relatively simple fight. Save your Hyper Mode activations for the next part. ----------------- 3.6) Mad Nautilus ----------------- Chapter Four Element: None WeaknesS: None EXP: 8800 Zenny: 10000 FME: N/A Items: Cure All (Steal), Tractor Net (Steal), Sub Tank, Virus Missile Here's Dr. Psyche's evolved form. Cocky little bugger. You'll have to grin and bear it while he pounds on you, until he starts charging Mad Energy. His core will be exposed and his shields down, so attack him then. You'll want to use Marino's Hawkeye ability for this, since the Nautilus is an Air enemy. His Mad Cocktail attack will slam you with any random status ailment -- we sensing a theme? -- so I'd suggest Defending while you're waiting for the core to open, since you can't be affected by status ailments then. When he starts charging Mad Energy, he'll use Mad Ecstasy on you. This is an attack that will either hit everybody twice, two of you thrice, or one party member six times. Keep some Backups ready for that last one. After he closes his core, he could use Energy Capture, which will take LE from one of your fighters and refill his. He could also use Hell Gravity, which will halve your HP, rounded down. In this fight, you don't want to use X-Fire, as it converts your Shot damage to melee damage, which doesn't work well against Air enemies. Rely instead on Trickstar and Quicksilver, Marino's Hyper Mode. Quicksilver greatly increases Marino's speed, which is perfect if you want to deal a lot of damage in the short time you have to deal it. Really, though, you can beat the Nautilus without even resorting to Hyper Mode. He's one of those throwaway bosses. ---------------- 3.7) Mach Jentra ---------------- Chapter Five Element: Fire Weakness: Water EXP: 10000 + Preons Zenny: 12000 + Preons FME: 900 + Preons Items: Twin Fire (Steal), Tank Energy 100 (Steal), Sub Tank, Fire Buster MKII Buy Fire Guards and Ice Missiles with your bounty from the Nautilus. Keep the Ice Buster you picked up from Silver Horn on X for this fight. Don't use X-Fire in this fight, either; you'll just wind up healing Mach Jentra. The recommended party for this fight is X, Zero, and Marino -- or at least, my recommendation. Use Marino's Hawkeye to bring Mach Jentra down, leaving him wide open for a Heat Haze-assisted slash from Zero. Don't worry so much about the Preons in this fight. (Worry about them in the next one -- I mean, what?) Jentra has three main attacks. The first is a Call to Arms, in which he summons Preons. This is the one you should worry about least, since they're no big threat. The second is a dive-bomb attack that deals moderate damage. The last is called Flames of Gehenna, which is a bit like Ultra Fire, only on crack and ecstasy at the same time. So no, it's not a very fun attack. He can also drain your WE, but it happens rarely. He's got the item attack Giga Fire, too, which is a souped-up version of Mega Fire. Marino's Quicksilver is pretty useful in this fight for grounding Jentra. Zero comes with two Heat Hazes, giving you six hits per attack if you use them both. X is always a good choice, though as already mentioned, don't use his Hyper Mode. Kick the other two into Hyper Mode and kick the crap out of Jentra. He's only got one stage, and that's the one you see. He should tumble very quickly with proper preparation (like what I told you in the first paragraph). ----------- 3.8) Shadow ----------- Chapter Six Element: None Weakness: None EXP: N/A Zenny: N/A FME: N/A Items: Gain Hyper (Steal), Unlock Limiter (Steal) Knock him down before he finishes charging the Pulverizer Cannon. It'll deal INSANE amounts of damage to everybody in your party. I don't care how you do it as long as you DO IT. *ahem* And with that out of the way, Shadow is a big fan of attacks that decimate your LE. Unless he slashes you or uses a Blizzard attack, he can't actually kill you. Your basic strategy is to pound the hell out of him until he breaks his own shield, then keep attacking until the battle finishes itself. ----------------- 3.9) Supra Shadow ----------------- Chapter Six Element: None WeaknesS: None EXP: 9000 Zenny: 8000 FME: 600 Items: Build Armor (Steal), Build Shield (Steal), Z Ichimonji, Figure Token As Zero said, it's time for round two. In this fight, your third party member will be bumped out of the party to make room for Zero. Just so you know. Shadow picked up a few new tricks for this battle. The first is called Codebreaker, a DOA attack (read: One-Hit KO). He kept the Fragmenting Cannon and the Pulverizer Cannon (to which the same rule applies -- knock him down before he's done). X-Fire's Action Trigger at 100% WE will halve his health easily, so resort to that as quickly as possible. From there, Black Zero's Action Trigger with two Heat Hazes will finish him off. Not a difficult fight, if you abuse Hyper Modes. And if this game has taught you anything, it's that you should abuse Hyper Modes. -------------- 3.10) Incentas -------------- Chapter Six Element: Fire / Water / Thunder Weakness: Water / Thunder / Fire EXP: 12500 Zenny: 15000 FME: 1000 Items: Build WE (Steal), Build LE (Steal), Twin Ice, Twin Thunder This guy is not fun, with a capital "NOT FUN". I really, really, flat-out hate Incentas. There's no clear-cut way to kill him, so I'll just show you all what Lourde Incarnadine told me on the GameFAQs boards when I was having trouble with Incentas. ...Rather, since the post has been purged, I'll share with you the gist of what he told me. Start off the fight with X, Zero, and Marino. Keep Marino in there just long enough to steal the Build parts, then switch her out for Cinnamon. (I used Spider first time through, but it's your choice.) Attack with normal weapons and Sub-Weapons until Incentas starts using the "Hyper!" attacks. At that point, throw it into Hyper Mode and keep kicking butt. Lourde has yet to steer me wrong; won't you follow his advice? ====================== 4) The Rebellion Cadre ====================== Yes, you do have to exterminate the Cadre. Here're the strategies for doing just that. ---------- 4.1) Botos ---------- Chapter Seven Element: None Weakness: Water EXP: 15000 + Bits Zenny: 16000 FME: 1500 Items: Super Absorber (Steal), Fire Resist (Steal), Twin Fire, Fire Stella o/~ I see the little silhouetto of a _ham_... o/~ Quite the stage hog, this Botos. I fought this one with my standard party of X, Zero, and Marino. Give Marino's Hawkeye to Zero and equip her with the Ice Star, which the Liquid Globs in Gimialla Mine drop very rarely. As an alternate weapon for Marino, you can take the Thunder Stella from a green crystal on the second floor of the pyramid base. To remove the shield from the crystal, aim the lasers in the room below at the red panel on the wall. Give X the Ice Buster MKII from the shopping district. Zero will fare well with any sword you give him. Equip at least one member with Twin Ice if you feel like it. I thought it would help, but I wound up barely using it. Right, with that lengthy preparation done, here comes Botos. With his first attack, he'll summon two O-Bits. They can heal, cast Hell Gravity, and use Mega Fire, as well as being a crucial part of most of Botos's song-based attacks. Battle Andante will hit your entire party's stats, dropping them all by 25%. Showtime will hit your entire party for around 800 damage. Fortunately, he doesn't use that often. He can fly up to you and hit you twice, also for a total of 800 damage. Battle Rhapsody will hit the whole party for around 500 or 600 damage. Battle Forte and Battle Allegro will increase his stats by 25%, but if you're lucky (like I was), he won't use either of them. The attacks aren't too bad, really; it's dealing the 40,000 damage you need to kill him that'll get you. Around halfway through the battle, which is up to you since he doesn't have any indicating states, start going into Hyper Mode. Don't use X-Fire in this fight, though. Botos flies, for one, so you'll probably not hit him enough to matter. Second, he may not absorb fire, but he reduces fire damage dealt to him enough for the damage to not matter. Stick with Black Zero and Quicksilver in this fight. When Black Zero's WE is at 100%, use Heat Haze, Hawkeye, and the Action Trigger, in that order. If you're quick enough, you should be able to pull off ten Zero Slashes, which translates to 20 guaranteed hits (with Heat Haze), dealing upwards of 7000 damage. A couple of those and Botos won't be doing much singing for a while. ----------- 4.2) Ferham ----------- Chapter Eight Element: None Weakness: Thunder EXP: 20000 Zenny: 18000 FME: 2000 Items: Build Hyper (Steal), Force Missiles (Steal), Ice Stella, Heat Haze Stock up. If you want X, Zero, and Marino to fight this one, use the Thunder Stella, the Thunder Buster MKII, and pretty much any sword (I'd recommend the Z Saber++) -- but don't sell your old weapons. You'll need them for the next boss fight. Keep the same Sub-Weapon setup that you had for the Botos fight, but swap Twin Ice for Twin Thunder, if you used it at all. If you miss Marino having Hawkeye, the Triclaw Killers in the Vanallia pyramid base drop it. Just something you might want to know. Oh, look. It's a sultry flying robot woman with a laser whip and a heat shadow. Kinky. Her Bloody Snake attack will hit everybody -- thrice if her Heat Haze is active, once otherwise. You'll want to knock her down if you want to get rid of her Heat Haze, and you _want_ to get rid of her Heat Haze. She can use Giga Blizzard, which is souped up to deal even more damage at around 800. Once you smack her enough, she'll start using Sonic Blizzard, which will hit your entire party for around 500 damage and has the ability to Freeze any or all of your fighters. Around that time she'll also start using Tera Blizzard, which is like a hyper-powerful version of Giga Blizzard on one person. Zero is essential in this fight. Don't hesitate to kick it into Hyper Mode and HAT Trick her. (By which I mean, Heat Haze, Hawkeye, Action Trigger.) X-Fire won't be very effective in this fight either, but Quicksilver works like a charm. Keep your health up and don't think twice about throwing some Ultra Thunders at her if you need to. It's too bad this normally kills her. I liked her. ------------- 4.3) Scarface ------------- Chapter Nine Element: Thunder Weakness: Fire EXP: 6000 Zenny: 10000 FME: 2400 Items: Ultra Thunder (Steal), Thunder Resist (Steal), Tank Energy Infinity, Shock Lance Beta Here's to the end of the Rebellion Cadre, because by the end of this chapter, you'll have them out of your hair for good. Scarface absorbs Thunder attacks, which is why I told you to keep your Fire weapons handy, since you'll not get a chance to head to the shopping district between the Air Bus and this fight. Give Marino the Fire Stella you won from Botos and equip X with the Fire Buster MKII you got from Mach Jentra. Zero's still anything goes. Something very important about Scarface: He'll counter against an attack that deals the same kind of damage he was last attacked with. This means that if you hit him with the Fire Stella, which deals S damage, your next attack had better be from Zero's saber or X-Fire, otherwise you're in for a world of hurt. The same holds true in reverse: If Zero attacks, you'd better follow with Marino or X (in non-Hyper Mode) unless you like pain. Sparky hits hard. He's got Ultra Giga Thunder, which is...well, it's like Ultra Thunder and Giga Thunder combined, and it hits everybody. He can use Plasma Ball, which hits one person for a good 1000 damage and has the chance to Bind. Plasma Array hits everybody and most often Binds everybody, too. Tera Thunder is just like Ferham's Tera Blizzard, only of the Thunder element. His lance attack slices one of your members. Electro Breaker acts like Energy Capture, but on all three characters and of the Thunder element. It's never too late in this fight to make Scarface say hello to your little friend and slam him in the face with a fully-charged Charge Collider from X-Fire. Just make sure you haven't attacked with a C attack on the previous turn (like the mistake I made >_
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