Notably, she can only be called in a specific area hidden in the level (usually, but not always, 32 x 32 pixels in size), and her calls cannot be repeated once found. When called, she will judge the current level's suitability as a date spot for her and Zero, invariably finding a reason to reject it. Knives - Unlocked by finding out her number and calling her in the postgame.A select few of his calls, however, provide actually useful information, such as the existence of ladder jumping, the effectiveness of the Z-Saber against shielded enemies, and stomp dashing providing a greater speed boost than normal dashing, among other tips. A joke contact, when called he will often give useless "Pirate Tips", tell nonsensical stories, or try to posit some inane conspiracy theory. Pirate Man - Unlocked by talking to him at Chateau Chevaleresque.Notably, when Yamato Man is called during his own boss fight, Tomahawk Man will answer and fulfill the number's purpose instead. If called outside of a boss (or when facing a devkit miniboss, excepting Stompy or Lavaproof Response Cannon), he will be noticeably less helpful.
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When called during a boss fight, he will warn of certain attacks, give strategies on how to defeat them, and occasionally hint at their weakness. Yamato Man - Unlocked after clearing Mojo Dojo.When called, he points Zero towards the location of uncollected CDs in the current stage, and provides tips on how to collect them. Galaxy Man - Unlocked after clearing Construction of Constructions.In some levels, Agent Stern answers instead, but he still fills the role of giving advice. When called, she gives advice on what enemies and/or gimmicks are in the current stage, and how best to deal with them. Agent Krantz - Unlocked at the end of Chapter 1.Sometimes, she will also give advice on how to use the weapon wheel, or will give some background information about her activities. When called, she explains the abilities of the player's current weapon and/or chip. Hyde - Unlocked at the start of Chapter 2. After Zero abandons Wily in Chapter 2, this number will stop working until Null and Void is cleared. When called, he gives background lore on the current level, such as what it is and why it was built. Each one has a specific function, and can be called on to receive certain information: There are seven primary contacts, all unlocked throughout the game under various means, and their numbers are saved in an easily-accessible contact list. While in a level, the Z-Phone can be accessed from the pause menu (or from a dedicated option on the world map), with the option to call a number by typing in a four digit number. Wily, he gives it to Zero after the latter arrives at his newest hideout. The Z-Phone is a feature in Make a Good Mega Man Level: Episode Zero.