MEGA MAN XTREME 2
GAME HINTS DATA BASE STRATEGIES HELP PRINT

GAME HINTS

Reploids, powered by something known as a “DNA Soul” (no, I won’t get into a discourse about that here), cannot function without their souls. Someone has been going around gathering souls from Reploids to use in building items. Most of the Reploids attacked in this way merely deactivate. However some have had their souls replaced with the Maverick virus which naturally causes them to go Maverick. X and Zero have been called in to put a stop to whoever is behind this in order to save the Reploids from being deactivated.

SPECIAL FEATURES
[Screen shot of Iris saying, “Let’s call it a DNA Soul.”]
Let’s not and say we did.
This is much like Xtreme as one might expect, similar in style but with new bosses (spanning three SNES games (Mega Man X1 through X3) rather than two), and new parts and enhancements to gather. Not only is Zero in this game (as a player character) but Iris is too, taking the role of both Roll (no pun intended) of the original series and Alia from the normal X games.

(Note: This is a Game Boy Color game only. It will not run on a standard Game Boy or on a Nintendo DS. However, it does run on a Game Boy Advance.)

The game’s mechanics are a little confusing though and the manual isn’t very helpful in some respects so I’ll cover some highlights here.

REVIEW
Play Control: 3
The same as the first Xtreme, really. Zero can actually attack while on the move, which is nice.
Graphics: 4
Same basic quality as Xtreme.
Animation: 3
X’s sprites are as good as always and he gets a new one for his upgraded equipment. Zero’s however look pretty odd and even the Saber animation (which is impressive in most other X games) is rather lame here.
Music: 3
The music quality itself isn’t all that bad, but unfortunately many of the tunes are from Mega Man X3 which barely even qualify being called music.
Sound Effects: 3
Same as Xtreme.
Plot: 3
I can’t really complain about the plot too much. There are the usual English grammar mistakes and plot idiocies, but there’s also a lot of story scenes and interaction between X and Zero during the game which is nice. Zero’s plot seems a bit more refined however. And I wish people would only give speeches once. I don’t need to see the same story over and over every time I die.
Difficulty: 3 (normal)
This game is a lot easier starting out than its predecessor. Enemies do a reasonable amount of damage this time even before you get any Heart Tanks or armor. Some of the later stages and bosses can be a headache however. As usual X tends to be a tad easier to play than Zero, although not for the same reasons. In this game it’s because Zero’s Saber has horrible reach.
Replay Value: 3
The control is still a little loose and Zero plays rather poorly compared to his PSX games. Although you do have to replay the game multiple times if you want to see everything.
Polish: 2
A lot of the problems from the first Xtreme game got carried over to here. For example some enemies toss chunks of themselves when they die which don’t harm you but due to the limited colors of the system and the fact that many weapon shots flicker too, it’s almost impossible to tell these harmless chunks from weapon shots, so you’re left struggling to dodge for no reason. Also the level design is somewhat poor in areas, failing to take into account the smaller screen.
Overall: 80%
Similar to Xtreme with lousy level design in some areas (mainly the ones which aren’t blatant copies of the original SNES levels). The character interaction is better here though.

+ Plus:
This game has the best interaction between X and Zero of any title to date, meaning they give the illusion of the two working together even though you are only playing one at a time.
- Minus:
The level designers still haven’t figured out that vertical scrolling is bad. Funny, the original Mega Man games got it correct right from the start. Because of the poorly done scrolling, there are many places here where you can’t see something that’s above or below you until after you hit it. This is particularly unhealthy when said things happen to be spikes...
SUGGESTED ORDER
Although getting through stages without any weapons or items isn’t all that difficult in this game, fighting the Mavericks still can be. The below are only suggestions; since bosses go in a loop, try someone else if you have troubles.

X’s Mission


Zero’s Mission
TELEPORTING HATCHES
There are no teleporting hatches in the regular game (*gasp* *shock*). However there are hatches for the Extreme and Boss Attack modes (see the Secrets section if you don’t know how to unlock these).

Strategies

In the Boss Attack mode, you fight with X and Zero (use the normal operation to switch between them) through eight Mavericks. The game times you and records your best times but only if you complete the mission (defeat all eight). You are given all of the weapons, Parts, and Heart Tanks, but no enhancements, no Sub-Tanks, and no lives (if you die once you have to start all over).

One strategy is to ignore the special weapons and instead just use Parts. Try the following:

For X: Equip the Buster Plus 1, Buster Plus 2, the Hyper Dash, and either the Ultimate Buster or the Barrier Extender...and then just rapid-fire all of the Mavericks to pieces. The Hyper Dash is there to help you avoid damage, since because X cannot air-dash there are a couple of attacks which you otherwise simply cannot dodge. The Buster Parts will cause you to take insane damage on the boss.

For Zero: Same basic idea: Equip the Saber Plus 1, the Saber Plus 2, and the Ultimate Saber, then get close and slash away. The Ultimate Saber will ensure that you are doing maximum damage with each of your swings (but if it slows you down too much ditch it for something else). Zero can only equip three Parts, but he doesn’t really need the Hyper Dash because he can air-dash.

Note: Which Parts you have available in this mode might be dependant on which Parts you have built at least once during the normal game. I’m not sure because by the time I got this mode I’d already built all of the Parts. So if you are missing some Parts just go build them in the normal game, then come back here.

Teleporting Hatches Layout

(Extreme mode uses the B layout, naturally.)

Left hatch is A course; right hatch is B course. Clockwise starting from upper-right:
A Course: Gator, Moth, Stag, Mandrill, Penguin, Eagle, Armadillo, Centipede
B Course: Hornet, Ostrich, Catfish, Mammoth, Tiger, Octopus, Sponge, Rhino

Yep, that’s right, all of the Mavericks from Xtreme! The Xtreme 2 bosses have info elsewhere on this page, but for the Xtreme 1 guys...

BOSSES
Velgauder:
As X, use Ray Claw or just the X-Buster. For Zero try the Drill Crush or the Saber (or the Final).
Face Tank:
Since you can use both X and Zero during this battle, take advantage of it. Have Zero slash at the lower face, while alternating hitting the tank itself to shove it backward (you don’t want to touch the spike on the front—and you definitely don’t want to get trapped underneath the platform). Zero can also hit the upper face while standing on the platform if the tank is close to him, but he’s likely to be low on health by this point. So once the lower face is toast, switch to X, stand on the platform, and rapid-fire the upper face like mad (or try the T.Fang if you have it). Giga Crush the tank first if you can. This battle is painfully unfair because there is literally no room to dodge, so don’t worry about using a Sub-Tank if you have to. You can refill it before the next stage.
Berkana:
As a curious handicap, whenever there are spikes on the walls, you are not allowed to jump, and when there are spikes on the floor, you’re not allowed to fire. Keep this in mind and dodging shouldn’t be difficult. You can shoot the A and B shots to prevent this, or just dodge them. Try the Tri-Thunder or just use super-shots. Equip the Buster Plus Parts to make the battle go by that much faster.
[Screen shot of Gareth saying, “My name is Gareth. Don’t forget it.”]
Too late, I already did.
Gareth:
When Gareth goes off the top of the screen, dash back and forth across the room to avoid his spears. Otherwise, try to hit him on his head or his feet (if he’s in the air) since he has a rather annoying shield. He reacts to Tri-Thunder but it does only 2 damage, so you’re better off equipping Parts to increase the power of your Saber and slashing him.
Sigma 1:
(You knew he had to be in here somewhere...) S.Slicer and M.Tornado do decent damage, or you could opt for the Parts technique mentioned in the Teleporting Hatch section. This is the Neo Sigma form from Mega Man X2. He is extremely fast compared to most foes in this game so you’ll have to be on your toes. Note: Your energy will be completely refilled after this battle (before Sigma 2) so don’t waste Sub-Tanks.
Sigma 2:
Even if you ignored the character switch ability throughout the rest of the game, use it here, because this battle was designed for both characters. Depending on what color he is, Sigma can be damaged by different weapons. (You knew this was a color-only game for a reason...) This form is basically the Kaiser Sigma from Mega Man X3 except there are no walls to climb here and his attacks are different.

When Sigma is cyan (light blue), use X, air-dash upward to gain the height you need (you know, Capcom, a wall would have been useful...) and shoot fully-powered super-shots at the higher animal-like head on the front of the robot. (You have to hit the head; otherwise your shots will just bounce off.) The Ultimate Buster comes in handy here; I’d also use the Buster Plus 2 rather than fooling with special weapons. When Sigma is red, switch to Zero and jump and hit him with the Saber (equip both Saber Plus Parts if you can). In either case, when you connect with your shots properly, the robot will flash, but you won’t do any damage at first.
Keep at it, firing/slashing as fast as possible, and eventually the robot will disappear and Sigma will be hanging in space. Shoot Sigma; you can get a shot or two in before he turns back into the giant robot.

His attacks are varied but can mostly be dodged, except the small green spheres which are sometimes more trouble than it’s worth. When he advances forward with a large green slash in front of his machine, just shoot him repeatedly until he goes off the screen. The downward green beam pauses every few seconds so you can dash under it while it’s not firing. Really, the only saving grace to this battle is that Sigma’s green energy attacks only do a tiny amount of damage—even so, you might need some Sub-Tanks before it’s all over.

Note that if you lose all of your lives to Sigma, the nearest continue point is the stage right before the teleporting hatches—yes, you have to re-fight all eight Mavericks just to challenge Sigma again. Between this, the tank boss, and the near-impossible jumps in the Berkana/Gareth fortress stages, you have to wonder if the game developers were trying to make the game irritating on purpose...

PASSWORDS

This game uses saved games, so there’s nothing I can post here. The good side is the saved games remember everything, including how full your Sub-Tanks were.
ITEMS
Heart Tanks Sub Tanks Enhancements

Oddly enough, even though Zero can get enhancements which benefit him, the subscreen shows a picture of X instead. Also if you’re playing the Zero mission, when you get X he’ll have all of the enhancements even if you haven’t gotten all of the capsules. (This is tougher to determine with Zero since his sprite doesn’t change but I suspect this is the case in reverse as well.) Also note that only X can get his capsules, and only Zero can obtain his. A capsule won’t activate for the wrong character. So if you find one and nothing happens, switch characters and try approaching it again.

X’s Enhancements

Zero’s Enhancements
PARTS
Not all Parts are able to be built from the start of the game. Iris gradually creates new Parts for you to build as the game progresses, which turns the “?” icons into something you can select. Note that as near as I can tell, how many Souls you collect determines when Iris creates new Parts. Also it may depend on how many Souls you currently have, not how many you have gathered (and spent) throughout the game. I’m not sure, but if you are looking for a particular Part, try refraining from building anything and saving your Souls and it might go faster. For example, I got X’s Armor at 2000 Souls, the Extreme Mode at 3000, and the Boss Attack Mode at 4000. (Use Flame Mammoth’s stage for gathering Souls; just stand on the conveyer belts and shoot enemies that drop from chutes. Zero’s best choice would probably be Wire Sponge’s stage: don’t destroy the flying robots that drop the green vines, but instead just pace back and forth destroying the vines they drop.)

Common Parts

X Parts Zero Parts
TRICKS AND SECRETS
General Hints Character Switch

Once you get the character switch ability, don’t forget to use it to your advantage.

Modes

The game contains the following modes:

The Shotokan:

Now this one is sneaky. You pick this up in Berkana’s section of the final fortress stage (where X and Zero split up; you have to be using X and thus have to choose to fight Berkana). At the very end of the stage, right before the gate that leads into Berkana’s room, is a tall vertical room with electricity (read: spikes) lining the walls. You have to climb up the room on orange floating platforms. At the top of this section, before the ladder, air-dash to the right through the tan-colored section of the wall. (There is electricity on the wall but it won’t hurt you; this is sort of a leap of faith really.) Beyond is the capsule with the Shotokan. Note: You probably have to have all of the enhancements for this capsule to appear. I haven’t tested this yet.

ENDING
X’s Ending

X can sense the DNA Souls returning to the Reploids (evidently they just float back to their proper places on their own...unless they’re Maverick Souls of course). X also spends some time thinking about Zero. Although the game never mentions whether or not Zero succeeded in defeating Gareth without you, it is assumed he did.

Zero’s Ending

Similar to X’s ending, except Zero is said to “assist” in returning the Souls (rather than just standing there sensing that they’re going on their own). The ending also mentions that Zero feels he can do anything as long as X is around. (Clearly whoever wrote this never played Mega Man X6.)

Extreme Ending

This ending shows the island with the DNA Souls returning, and X and Zero have a conversation about the Souls, and about Iris’s first job as a Maverick Hunter. Then they say that their job is done and go home.





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Last update: June 3, 2006