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Kalir

Do you require aid.
(whatevs)
title.png


Hey everyone!

Let's play Zexion!

Released literally this year in March, Zexion is one of the best Metroid homages I have ever seen. I understand this is extremely high praise to throw at a game, especially once released so recently, but I do not give out this praise lightly. A lot of games that call back to the Metroidvania style of game take ample inspiration from multiple sources, and lately I've noticed a trend of pulling from Dark Souls in particular. And that's fine, Rebel Transmute is great, but sometimes I don't want to deal with soul runs and tradeoff equipment and a very limited focus on exploration compared to combat. It feels like the games don't really understand or want to engage with the interesting parts of Metroid. Zexion makes it much simpler: you still have some intense boss fights, but the bulk of the game is about exploration, looking for secrets, and getting mobility options to flesh out your kit and allow you to explore new areas.

Considering the dev, Gallant Leaf, didn't really spend a lot of time advertising the game AND stuck with the name Zexion despite that being an existing Kingdom Hearts character (news to me too), it hasn't been able to get much traction in terms of publicity, which is a damn shame that I intend to ameliorate in my own way: by LPing it! Joining me will be some of the usual crew: jenkitchen, BEAT, and Kishi for the first couple of updates, plus or minus people as time goes on and schedules vacillate. I'll also be using this first post as a catalogue of all the upgrades we find, citing Database entries and ingame functionality. (I won't post the whole Database though because it persists through savefiles and I cannae be arsed to figure out which monsters we have and haven't seen.)

WEAPONRY:

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Machine Gun

Natu's starting weapon. It's your basic machine gun; high fire rate, low damage-per-shot. Note that Natu's Prototech suit allows them to charge any weapon when not firing, making the first shot bigger and stronger. It doesn't do a lot with the Machine Gun since the fire rate is the selling point, but it's convenient anyway!

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Pulse Wave

A Machine Gun upgrade that makes it shoot gooder, obtained in Guardia. It fires two additional projectiles with each shot that helix around the primary shot, and those extra projectiles get stronger under certain energy conditions. If you're at full health, they're a little stronger, and at low health, they're significantly stronger. It's a nice little force amplifier with some extra fun here or there, what's not to like? Do note that the extra shots can hit walls, so firing past terrain can offset the benefit. Check your aim is all.

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Missile Launcher

Natu's starting heavy weapon. Missiles pack a lot more of a kick than most energy-based weapons, but require ammo to work with. Natu's suit apparently converts raw material picked up from the environment into missiles through the Missile Container system, and any time the UI shows a little rocket pickup, that's actually the suit tagging viable material suitable for conversion, and that's cute. Missiles are capable of destroying large stone blocks, and they even have some kickback at close range, enough so that devoted speedrunners (i.e. not me) can do missile jumps to skip certain areas! That's a deep magick beyond my capabilities, though.

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Javelin Missiles

Obtained from Lode Star in R'talva. Javelin Missiles provide a boost to multiple stats for your default missiles. They fly faster, can pierce through enemies they destroy, and even reload faster, allowing you to simply spam high-speed rockets at an enemy rather than worry about having an X-Missile charge interrupt. The X-Missile still beats it for power and utility, but Javelin Missiles are certainly a welcome upgrade.

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Force Blaster

Our first new beam, obtained from Orballus in Machinus. The Force Blaster deals about the same per-shot damage as the Machine Gun, but favors a close-range three shot spread. This makes it better than the Machine Gun at both close range spike damage and widespread shots to clear out little guys, although the Machine Gun wins out at longer range. The Force Blaster also comes with enough kick to push targets it hits away, whether they're heavy armored crates or hostile targets!

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Pentashot

Found in the deepest part of Phobyss. This upgrade to the Force Blaster makes it fire five shots rather than three, with no other drawbacks. This simply makes the Force Blaster better at the two jobs it needs to be good at: close range spike damage, and mid-long range dispersal of small targets. The extra shots fan out the total spread of the Force Blaster a little wider than usual, so it's not exactly free damage, but it's close enough and who's counting anyway.

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Power Cartridge

Salvaged from the Ruined Titan in Machinus. Does exactly what it says on the box: your Force Blaster and Machine Gun shots just become stronger. This allows them to stay competitive with your other offensive options as the game goes on, and that's nice. No other features, doesn't need 'em.

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Power Chip

Obtained from Skoldoggr in Kresezoa. It's literally a second copy of the Power Cartridge. With both the Power Chip and Power Cartridge available, your Machine Gun and Force Blaster are at maximum power! Again: no other features present, no other features needed.

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Snake

Obtained from Twinheart in Pulsava. The Snake is a remote-controlled ball of energy which can absorb shots and pickups alike, making it extremely useful in unfavorable terrain that would give other weapons trouble. While it does significant damage, it cannot be fired uncharged, giving it an exceptionally poor rate of fire, so it suffers in more open areas... which is fine, because then you can just pull out the Machine Gun or Force Blaster for business as usual. The Snake fits into its niche with exceptional comfort, and it's a favorite of mine.

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Tunneler

Obtained in Fijedar, guarded by a Huvcrog. This Snake upgrade drastically improves the projectile's longevity and gives it enough punch to carve through rock like the Lance or our missiles do. Previously, the Snake would usually fizzle out if it ran into a wall for too long. The Tunneler prevents that from happening, allowing our shot to remain onscreen and controllable for longer. This DOES make it harder to "cancel" the projectile so you can fire a new one, but that's a fiddly difference that your usual Snake enjoyer will either not care about or be able to adapt to.

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Mega Bomb

Mega Bombs are rare and advanced explosives that can be detonated instantly and safely to deal damage to everything on the screen at once. Their upgrades can be found all over Cypher-X72, with each one increasing our capacity by 1. They're obviously useful for dangerous situations where you might be swarmed while exploring, but in boss fights their usage is largely relegated to clearing out missiles, which can be shot down but frequently require some precise aim to do so. Mega Bombs also tend to be able to damage enemies that can shrug off most other kinds of weapons, so they're worth trying in a pinch!

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Lance

Obtained from Colossus in Crysmoon. The Lance is a high-powered energy weapon that can do plenty of damage, but has limited range. It's capable of hitting targets through walls as well as punching through tougher rock and armor, which is obviously useful for raw damage output, but can also be handy in scenarios where other shots would simply be intercepted before even leaving the barrel, such as when sinking in Kresezoa quicksand. The range makes it hard to use, and it's still best with sustained fire, so you'll need to hold it on a target for best results. You can actually use it to hover above enemies if you fire downwards towards them, which can be a great way to avoid counterattacks! Oh, and if you hit a Crystaloid with it, you launch in the opposite direction, which is awexome.

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Focal Crystal

Obtained in Vulknor. The Focal Crystal is the Lance's upgrade, extending its range slightly and making it hit a little harder. Like the Pentashot and Javelin Missiles before it, it's basically just a straightforward upgrade for our weapon that is very appreciated.

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Power Core

Obtained from the Metal Bomber in Guardia. Natu's energy weapons charge up automatically, of course, but the Power Core allows them to charge up even further, making the first shot of a volley more potent than ever. It's a nice upgrade to all of our weapons, but none benefit so much as the Snake, with its naturally low fire rate and absurd projectile lifetime making it a perfect fit for the Power Core's improved charge level.

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X-Missile

Obtained from Siege in Guardia. The crown jewel of offensive weaponry, the X-Missile allows you to charge up your missiles, and in doing so impart properties of your current energy weapon to the missile. For the most part, the new shot works like the old one does, just with some missile-based extra sauce to it. As it hints at here, you can also introduce bombs into the mix, unlocking some secret techniques! I'll list the ones we have for our current weapons here (and give them names of my own devising because I don't know if they have names):
  • Machine Gun: Orinthian Flare. Fires a heavily damaging shot straight up. Useful for when a deadly threat is directly above you and you don't have the time to fuss with correcting your aim.
  • Force Blaster: Kinetic Collider. Fires four shots in diagonal directions that quickly converge back on where they were fired from, creating an explosion that does heavy damage but can also damage Natu. As an offensive option, it's hard to wield but very strong. However, you can also use it to damage boost yourself in dire circumstances (like, say, a randomizer somehow giving you the Force Blaster, X-Missile and Mega Bombs before any mobility upgrades).
  • Snake: Collector. Does no damage, but instantly heals Natu for one energy tank and immediately collects all pickups on screen. The healing is low enough that it's not worth using in boss fights compared to just outdamaging the boss, but it can be a crucial lifeline while exploring.
  • Lance: Supersonic Joust. Launches Natu forward at top speed, dealing sharp damage to anything in their path. Will attempt to curve around terrain, but will end with an explosive strike if a wall is hit. Obviously very useful for swift traversal of open areas, but can also be used to reach some areas before intended.
  • Arc Plasma: Parallel Spark. Fires a pair of shockwaves in both horizontal directions. These shockwaves travel fast and hit hard, making them perfect for fights where Natu is surrounded by multiple boss-level targets. In particular, there's at least one endgame threat that the Parallel Spark makes much easier.

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Arc Plasma

Obtained from the Plasma Artillery in Fijedar. Our final energy weapon, the Arc Plasma has a completely different charging mechanic compared to all of our other weapons. Like the Snake, it cannot fire uncharged, but it also doesn't charge passively. It uses the ol' button-hold method of charging, which has awkward interactions with the controller method of play: you can ONLY adjust your aim by using the right stick while charging, which can be hard to adjust while charging by button-hold. You can also hold the right stick to charge, but then you risk your aim snapping off when you release the stick. And finally, your charge can be interrupted if you're hit while charging, which is much more noticeable with the Arc Plasma than with the X-Missile. Those quibbles aside, the Arc Plasma is a very strong weapon that can punch through most forms of armor and melt formerly-indestructible blocks of ice crystal, as well as leaving a brief damage field at the point of impact.

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Plasma Burst

Obtained in Guardia, guarded by Sundar. The Plasma Burst allows a further charge level for the Arc Plasma, enabling a much larger and more damaging shot that doesn't arc with gravity, but it takes a LONG time to charge. If you're already practiced with holding a charge on the Arc Plasma and feel comfortable doing so for even longer, this can output damage comparable to the X-Missile, making it a useful way to stay competitive against prolonged boss fights when low on or unwilling to use missiles.

MOVEMENT:

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Wall Jump Boots

Obtained from Cyker in Kresezoa. The Wall Jump Boots allow Natu to kick off of any wall they can reach, and can be chained to ascend up tall shafts. The kick is strong enough that without additional technology, you can't ascend up a single wall indefinitely, but it does make for a strong exploration and evasion tool all the same.

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Slide Mod

Obtained on the border between Kresezoa and Machinus, guarded by the Gemini Core. The Slide Mod works exactly how a standard Mega Man slide do, giving Natu a brief groundbound boost of speed and letting them glide through narrow passageways. It's always a handy tool for mobility and evasion, but it requires level ground to really shine, something that certain environments might not afford. You can jump out of a slide, which will inherit a little of the speed of the slide.

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Rocket Slide

Hidden near the Beta Key in Guardia. The Rocket Slide is built for players who have been habitually slide-jumping throughout areas to get that little extra bit of speed. Just press the missile button while sliding to activate a massive boost of speed that will carry you across the entire plane. There's no limit on how far a Rocket Slide can go save for the terrain; it's still subject to the Slide Mod's usual limitations.

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Jump Booster

Salvaged from Phantom's suit in Pulsava. The Jump Booster is exactly what it sounds like: your jumps become better. It can work much like a traditional double-jump, amplifying your base jump height and letting you perform a second wall jump with the Wall Jump Boots. However, the Jump Booster only replenishes its fuel on landing and has to work against gravity, so it's less powerful when descending and can only slow your fall, not reverse it. Still an extremely useful bit of exploration gear.

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Marine Jets

Salvaged from a S'culvar eaten by Krakomaw in Kresezoa. The Marine Jets can be toggled on and off whenever your feet are off the ground in the water to allow full eight-directional controlled movement. This brings our underwater speed to parity with Natu's default run speed on land, as well as obviously being useful for reaching all sorts of underwater areas that would usually require advanced platforming to get to. Does nothing outside of water, but water is a common enough thing to deal with, especially in the Kresezoa and Phobyss regions, that it's still good to have.

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Phaser

Discovered below the west tower in Guardia. Straight out of Axiom Verge, the Phaser lets Natu pass through walls that are exactly one tile thick. It's very quick to activate and completely noiseless, making it useful for ambushing or sneaking past Helskar Blades in particular. It can also be useful for exploration, obviously, although there aren't many areas that require it; it's more intended to pick up alternate routes through areas we've already seen.

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G-Diffuser

Obtained in Exodia, guarded by Ghesis. The G-Diffuser allows you to slow your descent when falling. It's actually a fairly nuanced upgrade for its "weight". If you have the Jump Booster, its operation will take priority over the G-Diffuser, which will only activate once your Jump Booster fuel is exhausted. It stays active as long as you hold the jump button, with the intensity being adjustable by moving up or down. There aren't any areas in the main game where the G-Diffuser is really required, but it's nice and unobtrusive.

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Gravity Harness

Obtained from Aesos in R'talva. Hands down the coolest piece of movement tech in Zexion and many other games. Taking priority over both the Jump Booster and G-Diffuser, jumping in midair will activate the Gravity Harness, locking your personal gravity to the point it activates at. You can freely and swiftly move around in a small area around the harness point, allowing Natu to deftly maneuver their way through projectiles. Moving out of the area will keep the speed you left it with for a short time, permitting you to also do fast omnidirectional gravity slings. Best of all, the Gravity Harness also resets on a walljump, unlike the Jump Booster, so you can finally ascend up a single wall indefinitely with it and the Wall Jump Boots! AND using it resets the Jump Booster, too! The Gravity Harness rules!

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Zenith Thrusters

Hidden behind a spiky platforming gauntlet in Guardia. The Zenith Thrusters are the capstone of mobility upgrades, allowing you to rocket into the air at top speeds without needing to ever refuel. The sky is literally the limit with this thing: while it's imprecise, the raw power it affords means there is no area on Cypher-X72 you cannot navigate to once you have this. Randomizers that give it early compared to other items might struggle a bit more without the fine control imparted by other mobility options, however, and it goes without saying that it's less useful in tight spaces.

MISC:

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S-Blade

Looted from the armory of the Vallahar. With this, our slide also does some damage to anything in our path! It's not an especially reliable weapon in a vacuum since it doesn't protect us from contact with anything it doesn't kill, and it's still only really usable on level ground, but hey, it's a Charge Kick, and we love a Charge Kick.

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Navcore

Obtained from a Nav Station in Kresezoa. The Navcore allows us to finally have a full scrollable map at all times, rather than at Nav Stations only. It's an indispensable tool when exploring any region, but especially regions that don't have many Nav Stations in them already. You can get this as early as Jump Booster access, so frankly I have no excuse for putting this one off.

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Magnus Armor

Obtained in Vulknor, indirectly guarded by Neo Phantom. The Magnus Armor not only halves damage taken from direct attack, it also further reduces damage from almost all terrain hazards like spikes and magma, while also negating knockback from them! Some bonus areas with especially dangerous terrain can bypass this defense, but for everywhere else, the Magnus Armor is the best defense you could ask for. Well, aside from not getting hit, but that's a lot harder to use.
 
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PART 01
EGGFALL
KRESEZOA TO MACHINUS

TREASURE SEEKERS
jenkitchen - BEAT - Kishi
Natu the Orinthian star ranger sets out to Cypher-X72.

NOTES
  • YELLOW NATU. You can get a secret color-changer thingy and apparently that extends into the opening cutscene? So that's neat. I won't be using it for our file though.
  • KISHI SHOWS UP OUT OF THE BLUE. Welcome, of course!
  • INITIAL ARMAMENTS. Natu begins play with a Machine Gun (compatible with the standard autocharge) and a Missile Launcher. Missiles can destroy large stone blocks and can punch through certain enemy armors.
  • I RETURN TO MY SAVE HOLE SEVERAL TIMES A DAY. You fully heal your energy (but not your missiles) at Save Stations. Waow!
  • HIGHLY LIMITED MINIMAP. It's an interesting design choice, forcing more detailed and scrollable maps at Navigation Stations. It does at least make those always worth looking for, especially early on.
  • CYKER SHOULD NOT BE THIS HARD. The first boss is functionally a 1v1 with a Metroid style space pirate that climbs and walljumps. It's not very hard, but I did enter with only one missile so my firepower is a bit lacking. I still play the fight badly a few times until we eventually win, claiming their Wall Jump Boots and expanding our ability to explore the world a little bit more.
  • PLAYBOY BUNNY THEMED METROIDVANIA DISCOURSE. Listen. I'm ace.
  • GEMINI CORE IS COMPARATIVELY EASY. Defeating it gets us the Slide Mod, which allows us to Mega Man 3 through tight passageways. This plus the Wall Jump Boots forms the core of our earlygame mobility, with which we can move on from the seaside caves of Kresezoa to the sterile factories of Machinus.
  • STILL DONT HAVE THE HOPS TO GET THAT BURGER. You CAN stick around in Kresezoa if you want, but there isn't much to do without more upgrades.
  • MACHINUS FACTORY. The Machinus region is full of spikes, conveyor belts, rocket lifts, and everything else you could want from a factory stage except the inconspicuous migratory buzzsaws. One of my favorite bits is the XR class enemies that get assembled as you approach, mounting special weapon modules on different bodies!
  • PATROLLING HELSKAR BLADES. This faction is our primary Space Pirate analogue, with the strongest presence on Cypher-X72. If we encounter any Helskar Blades in our travels, we can sneak past them or engage them for a tricky fight. Winning will always give an upgrade of some kind!
  • CONSPICUOUS GLASS TUBE LEADING TO BOSS. Orballus is a pretty persistent threat that requires a good handle on the Wall Jump to deal with. Destroy all eight of its blasters to reveal the core, which doesn't take much damage to bring down. And once you defeat it, you claim the Force Blaster for your own! It's a handy trifold projectile that even comes with a bit of knockback, perfect for shoving blocks and enemies alike.
 
PART 02
ACCENTUATED BLOOD
GUARDIA GATE AND DEIMOS

SPACE BRIGANDS
jenkitchen - BEAT - Kishi
Natu the Orinthian star ranger locates their primary objective.

NOTES
  • I LOVE THE PHRASE "HEAL MY MISSILES". Ammo stations are the primary way to top off missile supply. You can find pickups here or there, like the one above the Save Station before Orballus, but ammo stations are ideal.
  • MACHINUS REACTOR. Not only does this location make a lot of sense in a world-building fashion, it's also a fun little challenge if you want an Energy Tank, or if you want to get acclimated to how water messes with your jump physics.
  • UI AND SPECIAL EFFECTS MATCH YOUR CURRENT WEAPON COLOR. It's a silly little thing but I like it a lot.
  • HELSKAR BLADES DEAL WITH SPIKES. We have two leaders of the faction. Phantom, in the wiry armor, simply airdashes over the spikes, while Siege in the heavy armor bombards the spikes away with missiles. In addition to convenient minimalist storytelling, it also tells us, the player, that we can use missiles to destroy spikes!
  • THIS LOOKS LIKE A PUZZLE! Simply get enough crates pushed over to the side that you can jump up that high ledge to enter a brief stretch of the Pulsava region.
  • THE GUARDIA GATE. Our goal of the Zexion is located at the base of Guardia's tower, sealed by an impenetrable gate (durability tested by Siege). In order to open it, we need to obtain all four of the Energy Keys. And the Helskar Blades have a headstart on their locations!
  • DAMAGE BOOST FOR SECRET. The game has several ?-Artifacts hidden throughout, some of which (like the one I hint at here) are missable. Obtaining even a single one will allow you to change the color of Natu and their weapon effects, while obtaining 5 in a single run will reveal Hidden Secret Garbage, more on that MUCH later.
  • ENTER DEIMOS. This entire interaction is where Zexion really starts to enter its paces with setpiece bosses. It starts off with a Helskar Blade facing off against a Guardian Mech, only for the machinery to activate the RITUAL OF BLOOD and produce the orb we will come to know as Deimos. Deimos is the first of many multiphase fights, in which the anomalous lifeform will possess whatever it can get its hands on in hopes of escaping and/or destroying us. It starts by possessing the Helskar Blade, leaving them to be mutated and destroyed when that doesn't work, and then tries to possess us followed by every bit of machinery in the room it can weaponize. It's a really cool fight!
  • SAVE STATION JUMPSCARE. Deimos flees after that last-ditch attempt to kill us, but we'll definitely run into it again later.
  • WE CAN'T ENTER GUARDIA YET. I forgot about that. Whoops!
  • RANDOMIZER MODE. You have to win the game once to unlock it, but the randomizer in Zexion is very nice. I've done multiple runs, and even though it keeps putting me in the Guardia region for my starter zone it's loads of fun. Highly recommended.
 
What happens if you let the ghost blood possess you? Instant game over?
 
What happens if you let the ghost blood possess you? Instant game over?
Got it in one, chief. Some other enemies will have command grab style moves later that will require a missile or other concussive weapon to break out of.
 
PART 03
WELCOME TO THE JUNGLE
PULSAVA

APEX PREDATORS
jenkitchen - BEAT - Kishi
Natu the Orinthian star ranger obtains the Alpha Key.

NOTES
  • WHAT'S A METROID. The lower half of Guardia is just this giant tower, which means a lot of it is devoted to puzzle-esque platforming challenges and occasional minibosses to get Missile Countainers and Energy Tanks. You won't usually make it the focus of your exploration, but it never hurts to just pop in, and there's even some more advanced tech here if you know what you're doing.
  • YEAH THAT'S JUST DEADASS THE BOOBEAM TRAP. The sentries are called "Hiburn" in this one but I know a Boobeam Trap when I see one.
  • THERE IS NO SIGMA KEY. Stop asking.
  • MORE PULSAVA. Pulsava, as a region, is full of awkward terrain and difficult enemies, whether that's the web-slinging Xebards, the ambushing Grigers, or the hives of deadly Zelpers. Yes, every enemy has a name and a Database entry. No matter the threat, navigating the jungle is tricky and combat is awkward due to the terrain.
  • WAIT YOU CAN'T GO BACK! To make matters worse, as we progress through Pulsava, something seals off routes behind us, making backtracking or looking for secrets impossible.
  • THE ROOM THAT KILLS YOU. It doesn't take long to reach the source of the vines sealing off routes. Twinheart is a boss that's more arena than combatant, forcing us to keep up with automated platforms that move towards its every-hungry maw. To defeat it, we have to climb up both sides of the stage to strike at the weakpoints, with even a couple of missiles being enough to destroy one. Once you destroy one weakpoint, the other fires a Snake projectile that makes navigating the other side even harder...
  • BUT THIS IS BETTER. The Snake is an amazing weapon. Remote-control projectiles in games are frequently kind of dicey, but the Snake benefits for a number of reasons to make it one of my favorite weapons. It can erase shots, grab pickups, and even navigate through difficult terrain (which Cypher-X72 has no shortage of), making it ideal for regions like Pulsava, where the Machine Gun and Force Blaster both run into issues.
  • THIS IS A WEIRD ROOM. Note the sigils on the walls that match the four Energy Keys? We might need those to do anything with this machine.
  • SHOWDOWN FOR THE ALPHA KEY. While we technically reach the Alpha Key first, Phantom swoops in and uses their superior mobility to take it first! Then they try to kill us, while we try to fight back to reclaim the key. Phantom has a lot of mobility and is smart enough to dodge missiles, plus enough firepower to keep up with us. There are a lot of automated turrets and bombs they deploy to keep us busy, and they can even hide out in the part of the room we can't reach, forcing us to use the Snake to get hits in.
  • YOU TRY CONTROLLING YOUR FIRE IN A LIFE OR DEATH BATTLE! Once you deal enough damage to Phantom, the Tarazor that laid the eggs returns home to the nest and proceeds to destroy Phantom's suit (Phantom themselves ejects at the last second) and then chases us. We do loot the Jump Booster from Phantom's suit, allowing us to segue into an escape sequence while we flee from the seemingly indestructible Tarazor.
  • GET IN THE SOUP. Eventually the Tarazor flanks us, forcing us into a battle over the early game alien acid. In order to win, we have to destroy enough of the floor under the Tarazor to expose some acid, and then time a shot to the face such that it has to guard instead of grabbing the wall. In its death throes, it coughs up the Alpha Key that Phantom left behind!
 
PART 04
PART OF THE ROUTINE
BACKTRACKING TO KRESEZOA

COLLECT ALL 3!
jenkitchen - BEAT - Kishi
Natu the Orinthian star ranger grabs a bunch of smaller pickups.

NOTES
  • NO RELATION TO KINGDOM HEARTS. Again, it's fine and doesn't bug me, and I don't think an auxiliary Kingdom Hearts character is a major enough player to really worry about name similarity, but it's a little weird.
  • THAT WAS REALLY SMART AND COOL JUST NOW. Every energy weapon in the game comes with a later obtainable upgrade. For the Machine Gun, we get the Pulse Wave, which adds more shots to the Machine Gun. Those shots become stronger at full energy, and stronger still at critically low energy. It's neat!
  • I CAN'T BELIEVE I DID THAT FIRST TRY. There's a few Snake navigation puzzles here but this one is harsh because of the time limit involved. Acing it in one go is, as everyone remarks, really impressive.
  • WORLD OPENS UP HERE. After you get the Jump Booster, there's a lot of possible places you can go, and the game becomes very nonlinear. Crysmoon to the east is the "expected" route, but you can also try to access the upper parts of Guardia via Pulsava, or backtrack to Kresezoa. For my part, I elect to do that last thing, but really, any one of those is a perfectly decent choice.
  • "IT'S BEAUTIFUL." "THAT'S AWESOME!" We happen across a Ruined Titan that was recently destroyed. My best guess is that Siege had a run-in with it, or rather, the Titan had a run-in with Siege. Unfortunately, whatever tech it holds is still impervious to our existing weaponry. Ah well, we can always come back later.
  • RED GUYS ARE EVEN MORE DANGEROUS. More than one class of Helskar Blade around! Heavies in red come with extra health and napalm missiles that coat the impact zone in flames for a while. And even regular Helskar Blades are still non-trivial foes! Treat Heavies with utmost caution and maximum firepower if they engage.
  • THE SEA. We already know that Natu's suit is too heavy to allow for swimming, but it also allows us to stay underwater indefinitely. So... Mega Man rules for water, basically. The Kresezoa Sea has a few critters in it that are very similar to some Earth lifeforms, but nothing that can't be handled with judicious Force Blaster. Until we hit the Nautiloids in the subsea caverns. Those things are strong.
  • MINING RIG. This actually leads to the homebase of the Helskar Blades, their battleship Vallahar. If we get spotted here, we'll be swarmed by Blades until we either escape or perish, so carefully avoiding notice is the name of the game. It's nice that it works on the same general rules of stealth as avoiding the Blades in the rest of Cypher-X72 works. I think their visual cone is roughly 180 degrees in whichever direction they're facing, so as long as you're on a different altitude and/or have cover you're pretty clear.
  • WE'RE NOT THE ONLY STEALTHER HERE. Another way Zexion The Game really sells the premise is by having different factions duking it out here or there, and the Infiltrator that raids the armory of the Vallahar before we get there is an excellent example. While they're mostly built for, as the name indicates, infiltration given their hacking and Spider Ball, they're also more than capable of taking us on in a fight.
  • TALES OF POSSIBLY CORPORATE ESPIONAGE. It is a mystery
  • THE DOOR IS HACKED EVEN THOUGH WE WIN THE FIGHT. Among the rewards include intel on some advanced armaments, including a massive armored mech and some new specs for Phantom's backup suit. Also: the S-Blade, an upgrade to our Slide Mod that lets us punch through weak terrain and weak enemies alike. So that's cool!
 
PART 05
SUNK COST FALLACY
KRESEZOA CLEANUP

DEEP SEA CASUALTIES
jenkitchen - BEAT - Kishi
Natu the Orinthian star ranger is unable to locate the secret thing.

NOTES
  • MY SIDE OF THE AUDIO IS WEIRD. We were too quiet in the last set of videos so I tried adjusting the audio for it and overcompensated a bit. That's on us, should be fixed in the next recording session.
  • I HOPE ONE DAY WE CAN ALL BE THE DANGER WORM. Spiralu is a miniboss you can freely ignore, like I did. We'll go take it down for its prizes eventually, but it'll be easier after we get the weapon from Crysmoon. I am making things harder for myself by putting Crysmoon off and that's fine because I can play how I want.
  • SECRET SUBMARINE. Now, the assumption to be had here is that this submarine belongs to the Helskar Blades, but no! It's actually in use by a S'culvar, an underwater soldier of the K'tarel Empire. More on those guys later, but they're the biggest faction present on Cypher-X72 that isn't the Blades.
  • EYE ON THE BALL! It doesn't take long to encounter the S'culvar, but we barely start the fight with them before Krakomaw shows up and eats them! Krakomaw's a fun fight because you need to balance staying out of range with being able to do damage, so the more you're willing to risk, the faster you can end the fight. That grab move is absolutely lethal for us as it was for the S'culvar though, so be ready to break free or die trying if Krakomaw grabs you.
  • RIGHT UNDER THE WIRE ON THAT ONE! At critical health, Krakomaw will drop the spacing game and simply try to ram you, so pour on the damage to win it and obtain the Marine Jets! If you are able to output high damage to the S'culvar at the start of the fight, you can get the Marine Jets from them instead, which causes Krakomaw to instead drop a ?-Artifact. The Marine Jets enable actual swimming action! That's cool!
  • ANOTHER TELEPORTER. Even with the Alpha Key, we can't use it. They unfortunately require all four energy keys to activate, which I'm... not thrilled about. You can remove that restriction for randomizer runs, thankfully.
  • THIS CORRIDOR IS THE AMBUSH CORRIDOR. I don't find it, but my goal in the upper areas of Kresezoa is to find a piece of advanced tech that will make navigation much easier. It's actually visible as an unexplored route on the map, roughly at the center of where Kresezoa and Machinus meet, if you want to play along at home and see for yourself. It is cool how much of the region is there to just kind of be explored, even if there's very few upgrades within!
  • WEAPONS GRADE BURGER. The Mega Bomb is an advanced bit of weaponry that you can find in a lot of places, but this spot in the heart of Kresezoa is the easiest spot to get one in. They're very powerful and rare, so use them wisely!
  • YOU DIDN'T SAVE! My worst gamer habit is not saving with 100% religious fervor.
 
PART 06
MYSTIC CRYSTAL REVELATIONS
CRYSMOON

AMICABLE LIFEFORMS
jenkitchen - BEAT - Kishi
Natu the Orinthian star ranger befriends a local lifeform.

NOTES
  • DEMON CORE POSTING. Do you like cautionary tales?
  • HOW DID I NOT EXPLORE THAT PASSAGE TO THE RIGHT? Sloppy of me.
  • LIKE IN MOLE MANIA. At this point I'm basically trying a bunch of things I don't remember well until I get bored and go to Crysmoon to actually make progress.
  • YOU CAN DESTROY A GUARDIAN MECH'S CABLES TO DISABLE THEIR WEAPONS. I had no idea! This game rules!
  • DRAMA OF THE TINY CUBE SHAFT. A rollercoaster of emotion.
  • DO YOU LIKE BUBBLE (ZELDA)? Crysmoon as a region is most notable for enemies with unusual properties. Nodulus enemies that spawn C-Taks appear to be immune to all attacks short of a Mega Bomb, Phazos can disable our weapons for a short time, Crystaloids reflect all attacks aimed at them, and Balorbs can briefly reverse our controls. The terrain's a little unforgiving as well, with Crysmoon being the first region to feature magma, doing way more damage than the acids of Pulsava.
  • HOW COULD YOU EVEN TELL THAT WAS THERE? The secret zone I entered was actually briefly perceptible, but not in the conventional way. Did you notice the wall-crawling Tagler going into the wall? That's a clue! Of course, I didn't notice that until reviewing the footage; at the time I was operating solely off of remembered exploration and navigation rooms past.
  • ASSIST OPTIONS. Lots of ways to make the game more forgiving, and that's always cool and good! Sure, I play without 'em as that's the intended experience, but maybe someone wants to see the game but doesn't have the Ace Gamer skills I've cultivated. Assist options are nice!
  • IT LOOKED LIKE SOME SORT OF SCREEN COVERING BOSS MONSTER. From our first steps into Crysmoon, we've gotten close to Colossus as it trudges in the background, but we can't actually fight it until we reach the end of our winding road on the easternmost edge of the region. It makes its entrance by crushing one of the reflective Crystaloids, which breaks the gem core on its Lance-bearing arm enough for us to grab the weapon for ourselves! Using it, plus the help of the Crystaloids, we're able to get up to the various relative weakpoints of the Colossus to eventually bring it down.
  • THEY ARE YOUR BUDDIES NOW. Once we finally take Colossus down, the Crystaloids decide to help us, demonstrating one of the Lance's secret movement techs: land a hit on a Crystaloid with it and it will harmlessly launch you in the opposite direction!
 
PART 07
TOTAL BIOME KILL
GUARDIA SURFACE

HARRISON ARMORY DEVELOPERS
jenkitchen - BEAT - Kishi
Natu the Orinthian star ranger obtains some real heavy tech.

NOTES
  • DID YOU SEE IT? WERE YOU PAYING ATTENTION? Mega Bombs can be used as a source of light, assuming you don't care about obliterating everything in the area.
  • AGAIN WITH THE SIGMA KEY POSTING. While all that's going on, Siege breaks through the discourse and grabs the Beta Key. So we gotta go deal with that.
  • THE PRICE OF FOOD IS HIGH BUT THE PRICE OF UPGRADES IS FREE. A bit of cleanup as I choose the wrong direction to pursue Siege in and force myself into a backtrack loop. That's okay, we can reach upper Guardia now.
  • POWER CARTRIDGE. The Machine Gun and Force Blaster can have trouble keeping up with later firepower, so it's nice that the Power Cartridge exists to help ensure those options are competitive throughout the game.
  • THE SURFACE OF GUARDIA IS A WARZONE. The bulk of the forces of both the Helskar Blades and K'tarel Empire are clashing here regularly, and while they focus on each other rather than Natu, there's still enough heavy ordnance flying around, to say nothing of the spikes, that traversing outer Guardia is a scary prospect. Move fast and don't engage, that's the way.
  • WE'RE NOT DOING THIS. We haven't even gotten close to the region that holds the final piece of the puzzle for traversing those spikes. Later.
  • IT'S THE SETPIECE FROM SONIC 3! The Metal Bomber fight isn't actually affiliated with any of the invading factions, but rather an ancient automaton that spontaneously activated and has begun bombarding the area. It will stay focused on us as long as we're in its territory, deploying all manner of heavy weaponry from above. Destroying the main cannon will force it to flee, as well as award us with the highly valuable Power Core for even better charge shots!
  • AND NOW WE GO THROUGH WALLS! At the tail end of west Guardia is a pipe maze, rewarding the dedicated explorer with the Phaser, straight out of Axiom Verge. From now on, single-tile walls pose no impediment to us!
  • I'M PROBABLY GONNA DIE A COUPLE TIMES ON THIS ONE. Siege lives up to their reputation for sure, proving themselves more than a match for a B'kargo class soldier of the K'tarel Empire before we even begin. Their claim to fame is, of course, their formidable firepower, with both energy and missile weapons that can charge up to amplify their already-potent damage. Siege will also just leverage raw strength against us as well, with both dash punches and attempts to grab and body slam mixed in (although I didn't fall victim to it in this fight). Easily the hardest fight Zexion has to offer up to this point.
  • YO YOU GUYS LIKE METROID PRIME? Siege retreats by leaving their missile rack behind as an explosive, but in the wreckage of the side tower we not only get the Beta Key, but probably the most drastic boost to firepower in the game in the form of their X-Missile module. Now we can charge our missiles to impart the effects of beam weapons onto them, and if we charge a missile and activate a Mega Bomb, we can unlock Secret Moves! More on these in the first post.
 
PART 08
FORBIDDEN ZONE
EXODIA

GRAVITIC GHOSTS
jenkitchen - BEAT - Kishi
Natu the Orinthian star ranger walks where they shouldn't.

NOTES
  • IT'S NOT MUNITIONS. Time for a side area. The Exodia space station is completely optional during your average playthrough of Zexion, but it's there and I want to do it so we're going to do it.
  • GREEN IS ALWAYS BAD. Exodia is dangerous for a few reasons, but the main one is the radioactive material strewn everywhere. It changes color with the second major threat of the region, reversed gravity, but whether it's green or red, the name of the game is avoidance. There's also some interdimensional ghost monsters that will lunge if they get close to us, so we must also be cautious about advancing and meticulously shoot them down before they get in range. Use the Snake or Machine Gun as needed.
  • WEREN'T YOU ALREADY HERE? Exodia's also hard to get through for extended periods of time because not only do enemies respawn after a while, but you may have to traverse the same area multiple times after finding a switch to reverse station-wide gravity.
  • THANK YOU PULSE WAVE! Pulse Wave and Power Cartridge do stack and it's oh so nice.
  • THAT WILL REVERSE STATIONWIDE GRAVITY. Don't do that unless you know which way you're going; it's very easy to make a wrong turn and lose the last five or ten minutes of your progress up here.
  • SUPER GRAVITRON 5000! Exodia is actually a really small area in practice! But navigating it has to be done twice, and even navigating a section a single time is a risky proposition that can be hard to grapple with.
  • THE G-DIFFUSER: IT'S NOT JUST FOR ARWINGS ANYMORE! The final tech at the end of Exodia is the G-Diffuser, which allows you to decrease the rate you fall at... but to claim it, you have to deal with the spatial cryptid Ghesis! This dangerous enemy can reverse gravity, summon other entities to harass us, and bite us from anywhere without even being in range. It would be a tricky enough foe in a normal region, but Exodia's inherent navigational difficulties make the fight at least as spicy as our match with Siege. Prioritize your safe landing and movement over dealing raw damage to make it through this fight cleanly... but that's not an easy lesson to hold to heart when a warp ghost is chewing your face off.
  • OH GOOD, THE FLOOR'S NOT A REACTOR ANYMORE. Grab the energy tank after beating Ghesis and you're done with Exodia! Funny how I can make it sound so much more simple than it actually is, but really, Exodia really is just an extremely compact and deadly location.
 
PART 09
THE LIGHTLESS OCEAN
PHOBYSS

RECURRING ANTAGONISTS
BEAT - fanboymaster
Natu the Orinthian star ranger takes a really fast elevator.

NOTES
  • WE CAN FINALLY JUST LOOK AT THE MAP! The Navcore is accessible as soon as you get the Jump Boosters and it's baffling that I somehow managed to not go to the ONE spot on my Kresezoa map that clearly was unexplored to get it. Seriously, who clears Exodia before getting the Navcore? Me, apparently.
  • DOG CAMEO. New people living in the house means new dogs. Hi Gaz.
  • VECTORMAN IS A PERIOD PIECE. I believe this to be a self-explanatory statement.
  • THEY'RE RETREATING FROM THIS THING. Deimos is back and they have been busy! Now codified in the Database as Deimos Growth, we run into them at the tail end of a skirmish with the Helskar Blades, wielding several of its defeated foes as tentacles. Although Natu is able to hold their own for a while, eventually Deimos is able to turn the tables and overwhelm them with raw power...
  • NOW WE HAVE TO DEAL WITH THE TANK. The Helskar Blades return with appropriate countermeasures, which means the Skoldoggr tank we saw in the cargo hold, armed with, among other things, a toxin bomb that causes Deimos to flee. That just leaves us with the Skoldoggr, a matchup that's honestly not as scary as Deimos itself but still pretty spicy. We blow off its main cannon, forcing the Skoldoggr to retreat and letting us salvage a tasty tasty Power Chip from it. Power Cartridge... 2!
  • THE ABYSSAL DEPTHS OF THE SEA. Defeating Deimos Growth and the Skoldoggr also lets us access an elevator to the Phobyss region, which is vast, dark, and empty... just like the real ocean! Also like the real ocean: has loads of horrific monsters in it! The most horrific of these is, of course, the Wranglar fish that can duplicate the glow of energy orbs to lure in unsuspecting prey or unsuspecting Natus.
  • BIG FELLA! Braleobrachus! We got a whale down here! It doesn't attack you or anything and doesn't seem to mind us cleaning an Energy Tank off of it. So that's cute.
  • PENTASHOT. Not hard to find or out of the way really, it's just kinda there. Force Blaster now shoots five shots. You love to see it.
  • REALLY BIG AND SUPER MESSED UP. Refeus has very little explanation beyond being an alien cyborg that apparently doesn't need much sustenance and can survive in highly toxic regions. It has an intimidating intro with the water turning a sickly brown just before entering its room, and it's a unique fight for how it controls the space with water currents, but it's also... not very hard. This is a boss that's mostly for the visual impact than the gameplay challenge but it's still fun.
 
PART 10
COLD EARTH THEORY
FIJEDAR

RAGEQUITTING XENOGEOLOGISTS
BEAT - fanboymaster
Natu the Orinthian star ranger gets a missable thing.

NOTES
  • LET'S GO SWIMMING! The last part of Phobyss is a fast-paced water tunnel segment with negligible threats and a few pickups to grab, and that's great. Sometimes you just want a fun little section of the game where you zoom around a lot.
  • ICE BIOME. In addition to the expected ice physics, Fijedar is also home to a bunch of dangerous lifeforms that take a fair chunk of damage to defeat, and it's coated with icy spikes all over that we can't break with missiles. Navigating Fijedar safely is definitely a trial.
  • I'M SO GLAD THAT WORKS. Using the Supersonic Joust to get that Missile Container is a hell of a lot easier than backtracking once we get better air mobility.
  • GET THAT OUTTA YOUR MOUTH! Deimos found an energy core to attach itself to in order to recharge, becoming Super Deimos and holding the Gamma Key hostage. It's also able to use the crystal blocks to protect itself from our attacks, which is supposed to telegraph you fleeing below it but I just didn't do that my first time around haha whoops. Anyway, this leads into a mini escape sequence while Super Deimos takes over almost the entire facility you're in.
  • GIMME THAT ARC PLASMA. Fortunately for us, we get our final energy weapon during this fiasco by destroying an Arc Plasma emplacement, and it proves able to break down the crystal blocks we've seen around this region and which Super Deimos is using as a shield!
  • HEY PHANTOM! I LIKE THE NEW ARMOR! Just as we get the upper hand against Super Deimos, Phantom arrives in their new Neo Armor, shutting down the energy core that Super Deimos was harvesting and that guards the Gamma Key. If you don't act fast, Phantom takes it instead! Either way, Phantom pursues Deimos down its escape route that we can't follow, ending the setpiece.
  • THERE'S JUST A GIANT APE THROWING BOULDERS AT YA. After getting the Arc Plasma, Fijedar becomes a more leisurely (but still not free) area. The most notable other areas are the segments where a Huvcrog chucks boulders at you from way up above, one of which guards the Tunneler upgrade for the Snake.
 
PART 11
UNCHECKED GROWTH
GUARDIA CLEANUP, R'TALVA

ISOLATED EXPLORERS
BEAT - fanboymaster
Natu the Orinthian star ranger previews a bonus boss.

NOTES
  • REMOTE CONTROL PLATFORM. This is the only platform in the game that works like this! Pretty cool, even if it's ultimately just for one pickup.
  • OBNOXIOUSLY VERTICAL AREA ELEVATOR. The position of the elevator is saved at all times, so it's not super reliable as a method of quickly traversing Guardia's tower, but it is a nice accessibility thing when it's around.
  • JENKITCHEN AND DOGS CAMEO. Hi everyone!
  • PARALLEL SPARK SHOWCASE. The Guardian Matrix is an advanced security system that locks any invaders (i.e. us) into a killroom and fires inwards. Due to how the weakpoints of the doors are aligned, the Arc Plasma's hidden bomb combo, which I call Parallel Spark, excels at destroying these things in record time
  • SUNDAR PREVIEW. This bonus boss, powered by a single particle of Zexion, wipes the floor with us in record time. We need some very specific kit and a LOT of energy and missiles to even think of tangoing with this thing.
  • R'TALVA THE ENDURANCE RUN. Exploring R'talva, one of the final regions in the game, is something that takes a lot of time no matter how capable you are. With the toughest enemies yet and extremely harsh terrain, plus a complete lack of amenities throughout, R'talva isn't a region you want to explore, but one you have to. The save room being buried in the heart of the region is a prime example of how unforgiving it is.
  • GIANT OVERGROWN MECH. Controlled by one of the Metabrane colonies that we've been harvesting energy from, Lode Star, as an optional boss, is primarily tricky by virtue of how difficult it is to access the weak point that forms its core. From the sides, its massive legs block all shots, you can't stand underneath it without taking damage, and of course being above it means being in missile range. As you can see, I favor using the Snake's X-Missile to maneuver heavy damage around the barriers while staying in relative safety. Take it down to claim the Javelin Missiles, upgrading your basic missiles with speed and fire rate!
 
PART 12
HYPERSPACE INVADERS
R'TALVA CONTINUED, VULKNOR PREVIEW

WAR MACHINES
BEAT - fanboymaster
Natu the Orinthian star ranger discovers the most hostile parts of Cypher-X72.

NOTES
  • EVENTUALLY BLUE. Once you hit the part of R'talva that looks a bit like Crysmoon, you're near the end, but it takes a LONG time to get there, and you'll have very little to show for it aside from the Javelin Missiles and maybe a couple of pickups, plus shortcuts to Machinus and Phobyss. The telltale lifeforms here are the vanishing Fey.
  • LITERAL FLYING SAUCER. Summoned into this part of R'talva by a leak from Hyperspace, Aesos is an advanced form of Fey that, yes, pilots a flying saucer in combat. It's a very tricky foe by virtue of its raw speed, making landing hits with any weapon hard. The Force Blaster is an ideal pick since it covers so much space at any given time, but the Machine Gun and Lance can also get some work done.
  • AND NOW, ADVANCED TECHNOLOGY. The Gravity Harness is one of the coolest bits of movement tech in any video game, and a worthy reward for defeating Aesos. Once you have this, you can more or less explore wherever in the world you want, although the immediate option next door is where most people will go given the choice between that and backtracking through R'talva.
  • BIBLICAL HELL. I don't do a lot here, just showcase it. Do you like dying to magma and boss rushes? Because hoo doggie is this the region for you. Bosses copying some of our major threats up to Colossus can be seen here, as well as Elite members of the Helskar Blades. And, of course, simply getting from point A to point B risks immediate meltdown.
  • I CAN WALK THROUGH WALLS, I DON'T CARE. Seriously, don't pick fights with Elites unless you're ready for a hell of a fight. Their antimatter missiles are no joke.
 
Sorry, I was feuding with YouTube for failing to load preview images for a few days. They're back now, so it's public now.
 
PART 13
WAR AND MERCY
VULKNOR

EXTREMOPHILES
jenkitchen - BEAT - GoggleBob - fanboymaster
Natu the Orinthian star ranger claims the last energy key.

NOTES
  • OHHHH YOU JUST GOT MEGAMANNED, SON. In between boss rematches with spicier mechanics (like the upgraded version of Orballus, Spheralos, which retains the ability to reverse our controls), we'll also see some platforming segments with dangerous terrain all around. The spike tunnel with the Crystalloids is optional but does provide us with a delicious Focal Crystal for use with our Lance.
  • BEAT ABSENCE. Channeling the fury of the restless dead is hard work and he needs his rest for that. You understand.
  • SMOOTH SEGUE TO INTRODUCING GOGGLEBOB AND POKÉMON GO. Zexion is not Zacian even if it hits like Zacian.
  • I LOVE RELEASING THE MAGMA. This opens up a shortcut to Crysmoon, including a lower half I could have explored ages ago (complete with Nav Station) but simply did not.
  • FIGHTING THE BOSS BEFORE THE MINIBOSS. The Elite Helskar Blade proves to have hands, so we go fight their boss for the Omega Key. Neo Phantom's no slouch, mind you; they make use of their excellent mobility, traps, holo-clone capabilities, and the difficult terrain to try kiting us all around the room. However, I manage to land three direct X-Missile hits right out of the gate and know how to Phaser through walls for the advantage, so I kind of clobber them in seconds.
  • I DON'T KNOW IF YOU CAN DESTROY PHANTOM. Could be fun for someone who isn't me to try, but Phantom surrenders the Omega Key at critical health, and I see no reason to go beyond the objective of "get Zexion, GTFO" so I let them live.
  • MAGNUS ARMOR. The objective for the Neo Phantom fight is the Omega Key, but the gameplay prize is just below. The Magnus Armor is the only armor upgrade in the game, but it makes it count, rendering us much more able to handle basically any threat in the game. We immediately use it to get a Missile Box (made of 10 Missile Containers).
  • HYPERSPACE. With the four energy keys, we can open up the Hyperspace Gates around Cypher-X72, FINALLY enabling fast travel. I just leave them unlocked upon discovery when playing randomizers because come on now.
 
PART 14
FINAL PREPARATIONS
GUARDIA CLEANUP, SUNDAR

SECONDARY CHARACTERS
jenkitchen - GoggleBob - fanboymaster
Natu the Orinthian star ranger experiences a taste of the power of Zexion.

NOTES
  • PLATFORMING CHALLENGE. This challenge isn't doable without the Gravity Harness, Wall Jump Boots, and Jump Booster at a minimum. Even the Magnus Armor doesn't do enough to curtail the damage from the spikes here. I do it first try since I have in fact done this challenge before, and the reward of the Zenith Thrusters is very worth it.
  • ROCKET SLIDE. This is a VERY missable and VERY useful upgrade and I'm sad that I went the whole LP without it, but we have it now.
  • THIS IS NOT A 100% RUN. Just isn't interesting to me, not while I can use that time to do other, neater things.
  • SUNDAR. Powered by a single particle of Zexion, this optional boss will give no quarter and push you to the limit in any regard that matters. Every option for mobility and offense you have should be considered here, which is a lot to ask when a lethal titan of firepower is constantly rushing you down.
  • I WAS READY FOR IT THOUGH. During the second phase, Sundar splits into two copies that fire intermittently at you, which is a perfect scenario for the Parallel Spark. This is, to my knowledge, the highest potential damage output I can land during this phase, but I do need at least 5 missiles in the tank to get the X-Missile charged and enable the Parallel Spark.
  • REAL BULLET HELL HOURS. The third phase starts outputting massive amounts of shots, basically requiring the precision movement of the Gravity Harness to maneuver through. Keep your cool and don't panic, because moving too far with the Gravity Harness disengages it, which almost certainly means taking a hit if you aren't ready.
  • DOES THIS THING HAVE BACKSTORY? Sundar is apparently a prototype warmachine that was designed before Zexion was fully understood, so even despite its overwhelming power, it's using its power ineffectively. Y'know, just to match the scale of Zexion's power with the planet-killer weapon we saw in the intro.
  • BUT WHAT IF WE MADE IT BIGGER? Defeating Sundar grants us access to the Plasma Burst upgrade for our Arc Plasma, as well as a Nav Station that reveals every single tile in the game. Use this to figure out hidden routes or find those last few upgrades you're missing!
 
PART 15
EVACUATE IMMEDIATELY
FINALE

PLANETARY REFUGEES
jenkitchen - GoggleBob - fanboymaster - BEAT
Natu the Orinthian star ranger completes their objective.

NOTES
  • UNSEALING THE CORE. With all four energy keys, the core where the Zexion is hidden opens up. This area is a little tricky owing to the assorted Zexion energy everywhere, but just navigate carefully and you're fine.
  • GET TO EXTRACTION POINT! The escape sequence out of the core and up the tower of Guardia would probably be a lot harder if we didn't get the Zenith Thrusters, buuuuuut we did. Randomizers and repeat plays on the same file can skip the escape sequence anyway. Still a fun little callback even if it's not very hard.
  • HE ATE YOUR ZEXION! Just as we're about to reach the extraction point, Deimos comes in off the top ropes and steals the Zexion, using it to become Deimos-Z and a marathon multiphase final boss fight. Emphasis on multiphase: this setpiece consists of no fewer than EIGHT forms! Fortunately, there is ample checkpointing within, with each phase having a checkpoint after clearing it, so no matter how overwhelming it gets, you have plenty of space to rest as you make progress.
  • THE HUMANOID ONES ARE THE HARD ONES. Most of Deimos' forms aren't too difficult, but the fifth one, the fast moving humanoid one IS. Small target with a plethora of attack options and no shortage of power behind each one is a recipe for a bad time no matter how you slice it. It takes so long for me to clear it that BEAT is able to return while I'm fighting it.
  • ENEMY OF MY ENEMY. The seventh phase is introduced as Phantom comes in to interrupt Deimos-Z's guarded attack, and they join us in the fight for that phase, where we have to take turns drawing the attention of Deimos-Z so the other teammate can get around their shield. This continues into the eighth and final phase, where Siege enters the mix and simply overpowers the shield, turning the end into a high-octane damage race.
  • YOU HAVE OTHER PRIORITIES, I UNDERSTAND. With Siege's help, Deimos-Z is destroyed and we reclaim the Zexion. Siege considers adding a ninth bout to our itinerary, but reconsiders in favor of saving Phantom's life, leaving Natu free to extract and return home to Orinth!
  • SECRET ENDING. Do basically any of the usual Metroid conditions to unlock a second cutscene for the ending, showing not just the outcome of Natu's mission, but that of the Helskar Blades as well. I've done it before so I'll just play it for you all here with the Database because I can.
  • PROBABLY NOT DOING THE 7TH LAYER. It's very hidden and very deadly and I think I'd die too much for it to be good video, but hey! More secrets hidden within this game for you to find when you play this game because PLAY THIS GAME!
 
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