![Mega Man X6 [XTREME]: Easiest Path to 100% - Part 6 - Inami Temple Bonus Area](/images/yt/xx/mega-man-x6-xtreme-mode-easiest-path-to-100-part-6-inami-cuqrb.jpg)
Mega Man X6 [XTREME]: Easiest Path to 100% - Part 6 - Inami Temple Bonus Area
Please note: I am not playing at a high skill level. This is meant to be a guide for beginners or people who find this game too hard, so playing with too much practice would be self-defeating. This was recorded after I hadn't played a Mega Man game in over a year, on purpose.
This isn't just housekeeping, this is actually a pretty important step. In the bonus area of Inami Temple we pick up Saber Plus and Hyper Dash, both of which are really good parts. Hyper Dash in particular opens up several items in the game that require either a dash or a jump enhancement, so getting it as early as possible is a big help.
At the beginning of the video I equip Super Recover. This makes healing items do double. It only comes into play potentially at one point in this video near the end, which I'll point out later. Super Recover isn't really important here, it's more important to note that we have enough Nightmare Souls to equip our first part. This happens at 500 souls. I have about 750 at this point, but don't let that worry you. Each boss we've killed gives 200 souls, so no matter how you've done at collecting miscellaneous souls from Nightmares, you'll have 600+ right now. Throughout the run, I'll continue to ignore my actual Soul counter and operate as if I have the minimum number of parts slots available.
0:45 If you haven't already noticed, activating Guard Shell is incredibly annoying. You have to turn it on through the menu, not rapid weapon switching, but it will only activate properly on certain frames of Zero's animations. The most reliable method I've found seems to be doing it while Zero is in a jumping animation.
3:05 I was really pleased to have made it through this section on my first attempt this time. All of that practice from the previous segment must have finally sunken in. But the extra health and a little bit of luck helped too.
3:33 There are four Reploids in here. We only really need two of them, but since this is a 100% run, no need in splitting hairs.
3:54 After grabbing this Reploid I suicide. To get out of here, I either have to run out of lives, or go through High Max. Both methods are very doable, but in the name of this being an "easiest path" walkthrough, I'm going to avoid High Max for now. This means I have to suicide myself to 0 lives, which is extra annoying since each Reploid is a 1-up. There is an Exit command in this game, however it's very confusing, because the game counts the "main zone" and "bonus zone" of each stage as separate regions. So although I've beaten Rainy Turtloid, I can't use the Exit command here.
4:12 Third Reploid, followed by another suicide.
4:35 And here's our final Reploid and suicide.
4:49 You'll see me hesitate here. I'm trying to decide how I want to close out the video. I ultimately decide to show the player what pattern they'd follow if they want to reach High Max, because it's actually surprisingly difficult without Zero's Giga Attack. I take another suicide to reset after making my decision.
5:00 From here you'll see me follow the normal path to the bonus area's boss room. Grabbing the two orbs on the right side of the room is easy, as is the one on the bottom. However, the one in the middle left part of the room is extremely difficult to reach and get back out to safety. Because of this, you'll want to start by dashing to it quickly, and then retreating to the start of the room for a full heal. Repeat this until you succeed, then sweep the right two orbs.
5:30 One important thing to note that I'm doing here, particularly in the lower areas, is trying to make Zero take as many hits from bats as possible. They do substantially less damage than the other obstacles, and it will make a difference during this long sweep down to the healing pod at the end of the area.
5:41 This heal item is actually the reason to have Super Recover equipped. I don't need it here, but if you take significantly more damaging destroying the top orb, getting double healing here can be a lifesaver for this part. Since we have no other useful parts, there's no reason to go without it right now.
6:43 Since I died on that last orb due to sloppy play, I decide to go ahead and demonstrate how easy it is to actually get that one, and how that shouldn't normally happen. If you get the first three in the room, then you should be a lock for getting to the boss.
7:14 I don't intend to actually win here, so I just suicide the rest of the way out.
If you'd like to see how you can handle High Max at this point in the game, I've created a separate video for that here: https://youtu.be/wQ1ZuNm-CnU
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