Mega Man X6 No Damage (Zero): Gate's Lab, Stage 2-1 [Xtreme]
Project: Mega Man X6, where I'm taking No Damage with Zero on Xtreme Mode. Note that parts will be used once they're acquired, so this isn't a minimalistic run or anything. Either way, whether you like X6 or not, hopefully you'll find enjoyment from this run. Thanks for dropping by.
Gate's second stage. Technically, this is a two part stage. But since the game still treats High Max as his own separate stage (what with the victory fanfare and everything), I decided to just split them into their own videos. I wasn't going to make myself suffer trying to get both High Max AND Gate's stages in a single take. It's really both of these stages that warrant the most concern.
You've got Central Museum shenanigans coming back with the damn rocks and totem poles. Along with... well, a toned down version of the Nightmare Clusterfuck. Thankfully the lynch mob of Nightmares before the totem poles can just be skipped outright, so the Nightmares really aren't the problem here...
THE TOTEMS.
Look, they're fine on their own, but dealing with them while trying to maneuver through this place is a task in itself. You've got those rolling enemies that act purely on RNG making things worse, too. They can keep on rolling or stop whenever they want to shoot you. On top of that, the middle totem pole has this REALLY weird habit of just not spawning immediately sometimes. It's probably a glitch, but I had PLENTY of takes ruined because this thing wants to show up whenever it wants to. I could be WAAAAY at the top and right as I'm killing the last totem and Nightmares, that middle pole will just finally appear and that falcon head would sneak me due to not seeing it coming. That's why when I killed that last falcon head in the video, I waited for a bit just to see if the game was going to fuck with me again in that part like it usually did.
Well, High Max is even easier this time, thanks to the Ensuizan trick that's known by most high level players. Destroying his fancy new barriers instantly about four times in a row before he can do anything with it will make Max glitch out and go into his final phase of attacking right away. Since this desperation attack is much less Touhou-ish than his first fight, it's all a matter of just Ensuizan attacking after carefully dodging the Death Balls at the right time. It's more execution based than it looks, but still easy once you get the rhythm down.
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Parts used:
-Saber Plus
-Hyper Dash
-Master Saber
-Jumper
-Powerdrive
To explain what the ending difficulty analysis means:
Enemies - My ranking from a scale of 1 to 10 (from easiest to hardest respectively) on how difficult the enemies in a stage are. (NOTE: For this Boss Rush at the end of the run, I'll count the Maverick re-fights as enemies).
Platforming - Ranking for how platforming in a stage (i.e. Stage Hazards, Obstacles, etc.) affects the difficulty score.
Boss - Self-Explanatory.
The Overall Ranking's determined by averaging all three categories instead of just adding the numbers together. There's an exception to this, however. If any category warrants a 10/10, the overall score will raise to 10. This is because if at any point a stage puts me in the mindset that it feels like a 10, then the whole stage will be treated with the same difficulty overall because it isn't a very easy experience overall.
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