Mega Man ZX Advent - Expert Mode No Damage Run [Part 3]
This is part 3 of my expert mode no damage run of Mega Man ZX Advent. Several useful transformations are obtained in this set of stages, though, they’re partially offset by what is quite possibly the most disgustingly useless “weapon” in the Mega Man franchise. Time for some notes.
-The Quarry is the most eclectic stage in the game; the number of disparate sections players encounter rivals the Airship from Z2. Listed in order, in this level: you’ll navigate twisting enemy-laden corridors in the darkness, fight Aile donning Model ZX, race against exploding snake-blocks, either outrace or destroy the Armored Armadillo reference and fight a Model W corrupted Spidrill. It’s an outright carnival down in the depths, and thankfully, it’s a front-loaded one regarding difficulty.
-I fight Aile with Model H, principally to showcase that she’s susceptible to knockback at specific points in her pattern. The majority of the time, though, she works like an Omega-lite, wantonly throwing out hitboxes you have no hope of working around. Ostensibly, given these parameters, the fight was designed for Model A, and it’s undoubtedly easier that way, but Model H had a particular allure to it I couldn’t resist for this battle.
-In an homage to Z1 Phantom, the Shisaroids are fought at the onset of the Waterfall Ruins. Model A and ZX are apt choices for this fight; I choose Model A here to preserve the slicing and dicing for Ouroboros. The homing shot works wonders here; given that it scales in power relative to the number of locked targets, you’ll be dealing 4 damage per shot here instead of 3, so with two targets you’ll deal a cool and effortless 8 damage per lock-on. Add in the standard charge shot and you have a veritable range day, something akin to shooting at ballistic test dummies. Lacking the need to aim for the most part allows for a laser focus on dodging; if escaping unscathed is your goal, Model A has got your back.
-If you value your sanity at all, take the path to the right at the junction in the Waterfall Ruins. Dealing with a few instances of Protectos Jr. is far preferable to the corridor of prickly doom to the left.
-I don’t know why Albert stuffed Wood Man’s soul into the giant tree at the end, but two efficient solutions are to use either Model F or H. Use Buster Edit 2 blocks high with Model F to align with the opening or fly over to the back of the room and exploit damage stacking with Model H’s Sonic Boom.
-Grey’s return to the Mysterious Lab is leagues more difficult than the leisurely outing during his awakening. The chief annoyance is those freakishly oversized gumball dispensers; though lurking in stages prior, they make their presence brazenly clear in this one. Thankfully, these contraptions are curtailed by the power accorded in the previous stage: Introducing Argoyle and Ugoyle; if Mega Man Soccer 2 is ever ushered into reality, then these two deserve top billing. As Argoyle, players can perform simple bomb throws at a few angles. Summoning Ugoyle augments their offenses tenfold; the Soul Body-esque double packs a vicious kick, capable of punting most enemies across the screen. Furthermore, players can kick in rapid succession; I feel jealousy emanating from the Recoil Rod as I type this. Better yet, the battery “puzzles” are solved almost instantaneously using this form. The lack of wall-jumping capability is irrelevant, ledges are minute enough for regular jumps to suffice and ladders are present for any lengthy climbs. The Shisaroids and the Lab are a match made in heaven.
-The first half of the Bio Lab is the purest gauntlet since Area L in ZX. Jam-packed with enemies, this sewer affords players a great deal of freedom in choosing how to approach it; you’ll have a full arsenal of transformations upon arriving here. In this case, I adopt the mantra of “gotta go fast”, and so, Hedgeshock jolts onto the scene. Putting aside the morbidity of Hedgeshock electrocuting her own henchmen, she’s really rather effective in this section. Spark Ball yields phenomenal coverage while piercing through all but the Pump Cannon’s base. Her diminutive hitbox reduces the threat of contact damage while her rolling dash and exuberant voice lines contribute to the frenetic pace. No, it isn’t likely that she’s the most efficient navigator of this sector, but she’s unquestionably fun to use here.
-For more details on the fight against Bifrost, check out my standalone video titled “The Unfortunate Life of Bifrost”; it’s particularly enjoyable if you have a bit of a sadistic streak.
-On that note, outside of the mandatory tutorial, never use Bifrost. Ever. Let’s just say he makes Rospark look like a chess grandmaster.
Here are the timestamps for this part:
00:00 - Quarry | Aile
05:29 - Waterfall Ruins | Argoyle & Ugoyle the Shisaroids
09:25 - Mysterious Lab | Hedgeshock the Erinaceroid
12:46 - Bio Lab | Bifrost the Crocoroid
Thanks for watching! Any comments or questions you may have are welcome as always.
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