Mega Man ZX Advent - Expert Mode No Damage Run [Part 2]

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This is part 2 of my expert mode no damage run of Mega Man ZX Advent. A varied set of stages await; from floating ruins to burned-out towers, there’s a lot to discuss, so it’s right to the notes.

-Kicking off with Legion HQ, giving a taste of what Area C could’ve been had it a morsel of action within. Immediately, an example of some lovely hitbox jank: Grey’s gun can extend past the wall in the elevator ride down, allowing you to shoot regular shots at the safeguarded enemies, removing the need for dodging of any sort. Following that is a rather alarming example of irresponsible vehicle usage; the motorcycle guys return with their unremarkable driving skills bared for all to witness. The combination of reckless endangerment alongside the standard Galleons running amok makes for some tight climbing, especially in the room leading up to Siarnaq.

-Speaking of Siarnaq, my goal in this fight was to showcase that it’s possible to dodge his mirage attack without destroying any of them. To my knowledge, he’ll always begin by throwing kunai from one of the top two mirages, followed by one on the bottom; the inconsistent aspect arises from whether it’ll be a mirage on the left or right that fires first. By standing on the very edge of either platform, a well-timed dash can dodge both arrangements from the top mirages, and the descent to the ground will bait the second volley into missing. Quick perception is needed from here; dash toward the ground mirage which fired during your fall; it’ll be dissipating as you arrive, so there’s no risk of contact damage.

-With the newly minted copy of Model P, the highway is ripe for picking. Throwing a maddening amount of Kunai down range will clear the obtrusive collection of foes crowding the streets, most notably, the Enforcers and their ear-piercing sirens. Model F serves as heavy artillery, shooting and brawling through the two minibosses the stage houses. Judicious punch usage turns Circrush into a circus; both the body and blue discs are susceptible to high-impact attacks.

-Thetis shares one common trait with Z1 Leviathan: standing on the rightmost platform is the optimal choice. Well, the left one should work too, nevertheless, the point is you want to avoid the middle. Thetis has full mobility in the water; he’s exorbitantly quicker than you, so mitigating the points of entry he can attack from is nearly required to avoid a hair-pulling experience. Once you apply this knowledge, the battle becomes a tepid one; unfortunately, there’s no middle ground present.

-Model L makes its merits known immediately in the Floating Ruins: using the Ice Dragon to one-shot the Hyper Boles is required, otherwise you’re left waiting an eternity for two sets of projectiles with an excessive breadth to rain down. The halberd’s air slash is highly effective at protecting you while speeding past the remainder of the enemies. The second room is a personal favorite; the combination of forward momentum conferred by the wind alongside the various tornadoes strewn about allows players to advance well in front of the camera with proper routing, bypassing all of the intended platforming in the process.

-The Scrapyard is an odyssey; of particular note is the second area, composed of a set of confounding rooms. Well, that would’ve been the case but this esoteric labyrinth is subverted by horrendously conspicuous neon lights emblazoned above the requisite doors. I suppose I should be thankful that it's not Volteel's stage again. Model H’s tornadoes prove essential for hassle-free navigation past the waterfalls of detritus. There’s also one incredibly tense dash past a falling spike gate that’s sure to give you the jitters. The third area devolves into block puzzles, with sequestered switches controlling their direction of travel. Tornadoes bare their merits again; their wall-piercing nature allows striking the switches in advance, relieving the need to search other rooms.

-The Control Center receives high praise for containing what is quite possibly my favorite section of movement in the entire Zero/ZX chronology. Normally, the onset comprises an excessively drawn-out elevator sequence, but climbing through the demolished ceiling preceding the door provides unfettered access to the elevator shaft. Rospark is the bluntly intended method of traversal, however, I reject that proposition in its entirety and instead substitute him with the venerable Model H. What ensues is an absolute thriller of a sequence, nowhere else can this sense of speed be acquired during a vertical ascension; this makes the Ice Temple skip in Z2 feel mundane. The combination of chaining vertical air dashes in tandem with wall-climb slash cancels brings about kinetic energy unlike any other.

Timestamps:

00:00 - Legion HQ | Siarnaq
05:48 - Highway | Thetis
10:06 - Floating Ruins | Aeolus
12:24 - Scrapyard | Vulturon the Condoroid
17:27 - Control Center | Queenbee the Hymenopteroid

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mega man zx
megaman zx
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rockman zx
mega man zx advent
megaman zx advent
rockman zx advent
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model a
model l
model h
model p
siarnaq
aeolus
thetis
no damage
expert mode



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