Of course, he'd be back.
X-Hunter Fortress - Stage 3
Oh, no. Oh, boy.
Everything's all good and everything...then you reach the platform. We've seen the platform here before, but in order to get where you need to go, you need to jump and quickly orientate the platform so that the green triangle in the center is pointing where you want it to go. The directions go right, down, left and up. It goes clockwise as you keep jumping on it, so you'll have to time your jumps and do them quickly if you want to get anywhere in one piece.
When you make it to the top of that shaft that requires the flying platform, you'll see two ladders - one leading up and one leading down. Lure the two bats towards you and hit one of them with the Crystal Hunter. Use the crystallized bat as a platform to the ladder leading up. You'll find two large health pick-ups and an extra life, but that's not all!
Keep going right, and charge through the spike pit with the charged-up Speed Burner. Take the wheel enemies out, make a small hop straight up and dash forward. Keep going right. Charge up the Speed Burner to go to the right, then dash to left when you make it past the first part of the winding path full of spikes. Slide down the left wall. You'll enter a hidden room with a capsule. The capsule will only show up if you have nine lives, full health, all enhancements, all of the Zero Parts, all the Heart Tanks and all four sub-tanks filled up. Inside is Ken's Dragon Punch (aka the Shoryuken) from Street Fighter II. It's even used the same way: Forward, Down, Down-Forward, and Y. It can take down a lot of enemies and even make short work of bosses, but it can only be performed if your health is full.
From there, you can drop down and finish the rest of the stage. Use the Crystal Hunter to freeze the bugs in place and use them as platforms to get across the spikes.
Agile will be in a machine of his own when you fight him. He can send out missiles that fly across the room (and into the foreground!) and he also sends out spiked platforms that can hit you when they fall down. When he glows red, he canot be damaged until he stops glowing.
Stay under him when he makes the spiked platforms, and you won't get hit. Thankfully, the spiked platforms are not instant death. As for the missiles, stay out of the air.
The best weapon to use is the Magnet Mine. Charge it up with the X-Buster upgrade, then get up to his level and let loose. The slow-moving energy orb will make quick work of him, and you can take him out in quite a few shots.
X-Hunter Fortress - Stage 4
Climb up the walls and you'll find a teleporter. Step inside and you'll be in a room with eight more. Unlike the last game, the bosses are all in separate rooms much like the classic Mega Man saga.
From upper-left to upper right, the order of the teleporters are: Morph Moth, Wire Sponge, Bubble Crab, Flame Stag, Magma Centipede, Crystal Snail, Overdrive Ostrich, and Wheel Gator. The same strategies apply.
Flame Stag strangely has an alternate color scheme (and blue flames!) when you face him here. Wire Sponge's room is smaller this time around. Magna Centipede's room has a higher ceiling. The area where you fight Overdrive Ostrich in the X-Hunter Fortress is much different compared to where you do it in the actual stage. You have far less room to manuever (and far less area to look at, too).
Oh, and if you still want to refill your energy, the four center platforms at the top have health pick-ups...but they're the small ones. I guess Capcom expected you to come prepared here.
When you beat all of the Mavericks a second time around, Sigma finally shows himself. Well, he speaks to you, anyway. Time to head out of this chamber before it explodes!
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