Two months after Geo’s fateful meeting with Omega-Xis, the world appears to be at peace. Transers have been replaced with their upgrades: Star Carriers. The FM-ians are gone, the Satellites are gone, and society is going along on its way. But some people want to disrupt this peace and gain control of the world through an ancient technology, and they plan to use EM waves to do it...


Screen shot from Capcom.
There are three versions again; however, there are only two actual retail boxes. Each game is actually two versions in one. Both games get Zerker, the Electric element. Thus why they are titled Zerker X Ninja and Zerker X Saurian.

As you might expect, this game plays a lot like the first one, though they have made a number of tweaks and changes. Here are a few of the more notable differences:

Star Cards

Star Cards are cards where the name is followed by a * with a tiny number underneath it. These are simply variations of regular Battle Cards. You win them from “G” versions of viruses that appear randomly. (“G” viruses are larger and have all of their statistics doubled.) Star Cards can only be placed into certain slots of your Folder, which means you are limited to a maximum of 3 of them. However, they can be used like normal cards (you can even make them Favorites) and they also boost the attack power of any card in the Folder that has the same name. The higher the number under the star, the higher the power bonus.

Screen shot from Capcom.
Thus, Star Cards actually give you several benefits at once: You can have more cards in your Folder in total; you can have more than just the normal limit of 3 copies of the same card in your Folder (the Star Card itself doesn’t count toward the limit); and you can boost the attack power of all copies of that card.

Rescuing Mr.Hertzes

Sometimes during battle there will be a Mr.Hertz on the battle field in one of the tiles in the row immediately ahead of yours. This is a variation of the Mystery Data in battles from Battle Network games. If the Mr.Hertz takes a hit of any kind—from you or from the enemies—he will vanish. If he survives the entire battle, he will reward you with an Ability program after the battle.

Note that any card that auto-aims will target the Mr.Hertz—and usually before targeting anyone else, since most auto-aim cards go for the closest enemy, and that’s virtually always the Mr.Hertz. Also note that Mr.Hertzes are considered to have no element for the purposes of cards like RdrMisil1.

Wave Command Cards

Wave Command Cards are physical cards that you place onto the touch screen on the DS and then you use the stylus to touch the dots or holes in the cards to input the secret code that the card holds. This has various effects depending on the card you use. There are two basic categories of cards.

To use a Battle Card, you first need an in-game item called a Blank Card. (See the Items section for some examples of where to find these.) Go to your Card Box, highlight a Blank Card, and press A. This brings up the input screen. Note that once you write data onto a Blank Card, you can overwrite that data at any time by highlighting the card, pressing Select, and then inputting a new Wave Command Card. So this means you can switch your cards at any time you want. (But they have to be in the Card Box, not your Folder, to do this.)

To use any other type of card, go to the Omega-Xis screen in your subscreen and press Select. You can get all sorts of special effects using this. Most of them are self-explanatory; however, let me detail Mega Man Data Cards for a moment. Mega Man Data Cards let you apply a power-up to MegaMan which can increase his statistics and add free abilities. Once you input one of these, you will gain a new subscreen page to the right of the Omega-Xis page that shows your current power-up and its effects. Press A while on this page and you can turn off the power-up or delete it entirely. Some power-ups lower your Link Power when they are equipped.

Note: I am not going to reveal any Wave Command Card input codes on MMHP. The reason is because you have to buy these things. It would not be fair for me to give them away for free.

Miscellaneous Notes

Play Control: 3

Screen shot from Capcom.
Pretty much the same here as the previous game, although I don’t know if this was an intentional change, but MegaMan’s recovery time seems to be noticeably worse in this game. Taking a hit or using an attack can nail your feet to the floor, preventing you from moving for a significant enough amount of time that you end up taking even more hits. This makes the game feel sluggish when you press left or right and nothing happens.
Graphics: 3
Not a whole lot has changed here either, although they now use the top screen to show the sky, which isn’t actually exploited very much, but sometimes something is floating up there for you to see. Because it is now possible to walk on the ground level in wave form, it is sometimes confusing about where you can walk and where you can’t.
Animation: 3
The animations return from the previous game; they also added a few more—for example, several townspeople have special “looking up” sprites for looking into the sky in the upper screen. And Geo has a sprite for pulsing in while wearing skis which is cute. Another thing I didn’t mention is they paid extra attention to making sure Omega’s head is always on Geo’s left arm when he’s in wave form, at least for his normal sprites.
Music: 4
At first, the music seemed pretty standard to me, but as I played, several tunes jumped out at me as being quite good. Also, I always appreciate lots of use of stereo.
Sound Effects: 3
Very similar to the previous game. There is an extra reverb sound effect when you get attacked, though this is mostly only noticeable if you have headphones on.
Plot: 3
The plot’s not bad; they actually did remember to take into account events that happened in the previous game. (If you wonder why I’d mention this, note that Battle Network 2 failed to do this...) The whole thing about Omega eating the OOPArt was quite funny. On the other hand, there are a couple of “hand meets forehead” places, such as the heroes deciding to sit around and wait for the bad guys to destroy the world before doing something to stop them...
Difficulty: 3 (normal)

Screen shot from Capcom.
The difficulty does not seem to have really changed much. Just as a hint, if you are really having troubles with the game, find, buy, steal, or cheat yourself a MegaMan Rogue power-up. Nothing will stop you with that form applied...
Replay Value: 4
Each game comes with two versions so you can Brother up with yourself if you don’t know anyone else who has a copy of the game. This makes it rather worth going through the game at least twice. But even despite that, as with the previous games there’s still a lot you can do even after you’ve beaten the game.
Polish: 3
Nothing terribly jumps out at me in this department, but they did add some extra touches, such as the Wave Roads now flicker electronically which is kind of cool.
Overall: 86%
There’s not a whole lot to say here, since this game is very similar to the previous one.
+ Plus:
Once you get the clear game save, the music resets to normal even though the world is still in peril, so at least you don’t have to run around listening to the crisis tune all the time.
- Minus:
If you start a quest that you can’t complete for whatever reason, and then you save the game, you are stuck for good, because there is no way to cancel a quest and you can’t take new quests when you currently have one active. They should have either let you do multiple quests at once, or let you cancel your current one.
I’m writing this based on the Ninja version of the game. I don’t think there will be any drastic differences, but if something that I say doesn’t match your version, that’s probably the reason.

Note: This walkthrough covers only the main plot of the game. For information on the Title Menu Star area, side quests, and other hidden goodies, see the secrets section.

(Note: I know that technically Omega’s nickname is “Mega.” I’m still not going to call him Mega. Sorry.)

Carry the Stars

Star of the Show Vacationing Stars Just Chill Eating the Past Something He Ate Interlude One Big Mess What’s Up? Breaking All Bonds The Power of Friendship Precursor to Ruin Floating Continent of Mu
Most of the bosses in this game are covered in the Data Base section.
Le Mu

Screen shot from Capcom.
There are only 3x3 panels of the battle field; Le Mu takes up the other 2 rows. It has two arms and its torso. In the center of its torso is the glowing symbol which is what you have to hit. At the start, your attacks won’t do damage, but the panel in its chest starts turning colors. When you get it to red, it shatters, and then Le Mu’s appearance changes almost completely and you can see the OOPArt in the center of its chest. At this point you can damage its HP.

Le Mu forms black holes on your side which damage you normally if you are standing on the panel when they appear (the panel flashes first as usual). Watch that you don’t move onto a panel while the black hole is still there; it’ll hurt. Also, Le Mu can form Murians from the black holes which attack the panel in front of them. Le Mu can also throw drills—they can either go straight forward or hit diagonally to the left or right. It throws about four drills in a set unless you knock it out of the attack. And Le Mu can slam the ground with its sword arms or fire a screen-engulfing laser (block this, of course).

Equip the highest damage Mega Weapon you have and try to break away the front panel as fast as possible so that you can focus your Battle Cards on actually damaging its HP. You’ll probably spend most of your time dodging black holes; the Murians are a bit easier to see coming, although be careful one of them doesn’t knock you out of your Tribe On mode if you have one active.

General Auriga
Similar in appearance to a Guts Dozer, this guy uses mostly charges. His solders will appear in a line in front of him or around him as he rolls forward. You can destroy the pawns to get them out of your way, but it takes a few hits, so you may need to use a Battle Card on it. Sometimes he charges alone, hitting two columns instead of just one. Obviously just dodge to the side for this one. Auriga can also sit in a corner or somewhere and send various-colored minions toward you rapidly. You can dodge between them but you have to be fast, and destroying them can be tricky as well. One strategy is to use Invisible so they go right through you, or to launch yourself away from them with a card like BsrkSwrd. You can also try to block them with objects.

Ironically, his ultimate attack is one of the easier ones to deal with. He moves to the center of the field with a very large spiked bar. Shoot him in the center, where the gem is; when you do enough damage, you will destroy the spiked bar and abort the attack. Otherwise he’ll flatten you because there is no room to dodge.

You can’t knock Auriga out of attacks. He has SuperArmor. But you can paralyze him with Counter Hits.

Apollo Flame
This guy has a curious defensive property that protects him from taking damage for the first hit of virtually any attack. It’s not an aura because it doesn’t matter how much damage you do; you just have to hit him rapidly enough to break through the invisible shield and start affecting his health. For example, if you use a StkyRain on him, the first hit or two of the attack won’t hurt him, but the rest will. Apollo Flame is weak against Aqua but keep this defensive property in mind because if you bounce an Aqua card off his shield, his weakness will not come into play.

As for his attacks, his most basic attack forms sun flares like a prominence that arcs from one panel to the next; he creates a lot of them all over the battle field, not necessarily on your side. In fact, usually only one panel on your side is affected. You can either dodge or block this. Second, he will send tornados toward you, one on each row; these block non-piercing shots so don’t try to use Battle Cards through them. Apollo usually sends these in sets of two. You have to be careful about the timing of your block because if you block too soon, your shield will expire right before the second tornado hits you, and you won’t have time to put it back up again. Also, Apollo can throw down a fireball that hits the 2x3 panels on your side—just block this or Counter Hit him while he winds up for it.

Apollo Flame has SuperArmor but is vulnerable to Poison panels—which bypass his defensive property—so FlotShoe plus some PrplCarpt cards can be a way to help deal with him. StkyRain is a good card since it is Aqua and does multiple hits, and of course, if you can raise your own Power and Rapid ratings, you can do some damage by just rapid-firing him.


Screen shot from Capcom.
Astonishingly, you can actually have two saves per cartridge now instead of just one. You get one save per version. So, you get a save when you play the Zerker version, and you get another save for the version of your game cart (either Ninja or Saurian). For each version, you have to play through the plot from the beginning. (The game is basically the same regardless of version; the different versions just determine what transformations you get.)

When you choose “NEW GAME” you create “Auto Brother” information for the other version. This allows you to, at a later point in the game, form a BrotherBand with that other version of the game, which allows you to “Double Tribe” with that version of the game. (You can only “Triple Tribe” if you form a BrotherBand with someone who owns the other version of the game.)

Note that when you save the game when you have Brothers, one of your Brothers’ portraits might be randomly shown for the questions asking you if you want to save, instead of Geo’s.

This section lists most of the items you can find by searching real world objects, or by finding blue and purple Mystery Waves throughout the main plot (the green ones are random). This doesn’t list every item in the game, but it should give you a start. Quest rewards are listed in the Quests section instead of here (except for the really critical ones). Ciphers are in the Secrets section. These are in roughly chronological order ’cuz I’m weird like that, but I did separate them into categories.

HP Memory

Battle Cards


Ability Waves

Mega Weapons

Purple Mystery Waves



Quests are a little different here. When you are in wave form (or when you talk to them or have your Visualizer on), look for icons over people’s heads that are reddish-pink instead of cyan blue. Then Wave Change and “talk” to them in wave form. Omega will ask if you want to check out their Star Carrier. Say OK and this will let you activate the quest. Then pulse out and talk to the person in person. You will get an option about what to talk about, the quest or his normal conversation line. Pick “Star Carrier” and go from there. Note that when you fulfill a quest’s objectives, you must talk to the original quest giver before the quest is officially counted as being completed.

Cipher Codes:

The cipher system is a bit more streamlined now; address your ciphers to L.M. Shin.

When Vega realizes she can’t rule the world, she orders Le Mu to drop the floating island onto the earth below, at least destroying the fools that she’d wanted to rule over.

Meanwhile Rogue is fighting Hollow when Hollow realizes Vega is in trouble so he teleports away.

Hollow appears in front of Vega to challenge MegaMan, but before they can fight, Le Mu causes an explosion that knocks everyone away from it. When the smoke clears, Vega sees that Hollow shielded her from the explosion, and she realizes belatedly that Hollow had become precious to her too, just like Altair, whom she based Hollow off when she created him as the world’s very first Matter Wave. Of course, she realizes this too late, but as Hollow is disintegrating, Altair’s voice urges Vegalita to live a long and happy life.

Vega recognizes that Le Mu is still executing her final command. Since it’s now well out of control, Geo and Omega realize they have to destroy it in order to save the planet, and, leaving Vega behind, MegaMan runs back up to Le Mu.

With the encouragement of his friends and the rest of the people down on earth, Geo gathers up his strength and blasts Le Mu into nonexistence. Left without its power source, the floating island begins to crumble, but Geo doesn’t have the strength left to escape. (No word as to why he didn’t just pulse out, which would put him immediately back on the ground.) The continent breaks up and falls into the sea (along with the OOPArt). Credits roll.

After the credits, Geo hears the voice of his father telling him that he’s done well so far, but he still has a promise to keep. A promise to return to his friends. After all, they would be sad if he died.

Geo wakes up in Echo Ridge with Solo standing nearby. Solo claims he saved Geo only because Geo was in his way when Solo was escaping the island himself. Solo adds, before walking away, that Geo is right where he belongs. As Geo’s friends arrive to welcome him home, Geo realizes he really is right where he belongs.

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Last update: March 30, 2010