Mega Man X Legacy Collection 2

Mega Man X Legacy Collection 2

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X7 Wounded Reploid Guide
By Thaao♡Zavok
Locations of all X7 Reploids, what rewards each gives, and how to make sure they don't die
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Overview
In Mega Man X7, wounded Reploids are scattered around the eight initital stages and need to be rescued. They appear as stationary Reploids with their names displayd above them and "Help!" displayed above their names. Touching the Reploid with your Hunter (including while riding Ride Armors, etc.) will teleport them to safety. You will see the word "Thanks!" appear above in place of "Help!" them when they are successfully rescued.

If an enemy or an enemy attack touches the wounded Reploid before you rescue them, the Reploid will be killed. Reploids that are killed can no longer be rescued during the playthrough, and any reward associated with that Reploid (if any) will be lost for the rest of the playthrough.

Every stage has 16 lost Reploids to be found. At the end of a stage (whether you clear the stage, use the escape module, or get a game over), Alia will report to you all rescued or killed reploids for that stage. If you've played the stage more than once, previously reported Reploids will be listed in gray text, while newly reported Reploids will appear one-by-one in white text. You can also view your current Rescue list for each stage from the Stage Select menu by pressing R1/RB.

All Reploids -- lost, rescued, or killed -- revert to being lost so they can be rescued again when loading Clear Data to start a New Game+.

Rewards

Some Reploids carry useful items that will be given to the Hunter upon rescue. You can't see the rewards that are given for any Reploid until after they are rescued, so for Life-Up and Weapon-Up rewards, you must know in advance which Reploid gives which reward if you're wanting to distribute the rewards in a certain way, since they are only given to one Hunter at the time of Rescue.

The images in the Rescue list show which type of item was given by that Reploid. A green icon means that Reploid was rescued but did not give a reward. A red X icon means that Reploid was killed. Even if a killed reploid would have given a reward, the icon for the reward will not be displayed.

1-Up : This will award an extra life to the player upon rescuing the wounded Reploid. There is always one Reploid with a 1-Up in each stage.

Life-Up : This will increase the maximum Life Energy of the Hunter that rescues this Reploid. There is always one Reploid with a Life-Up in each stage.

Weapon-Up : This will increase the maximum Weapon Energy of the Hunter that rescues this Reploid. There are always two Reploids with Weapon-Ups in each stage.

Chip Item : This item allows you to upgrade your Hunters. No matter who rescues the Reploid, you can distribute the Chip Item to either of the two Hunters you brought with you to the stage after you finish the stage. There are always two Reploids with Chip Items in each stage.

In addition to receiving rewards for rescuing some individual Reploids, once a total of 64 Reploids have been rescued across all eight stages, X will come out of retirement and join as a playable Hunter. If you fail to rescue 64 Reploids before clearing the eight initial stages, X will still come out of retirement after the eighth stage is cleared. Rescuing 64 Reploids is a way to unlock him early.

The Achievement "Who Rescues the Rescuer?" is also obtained by rescuing all 128 Reploids in the game. The achievement should pop after you finish the stage where you collected the 128th Reploid, after the Results screen when you are prompted to save your game.
Lava Factory
Lava Factory is one of the most difficult stages for rescues in the game. Many wounded Reploids are placed in dangerous positions where they can be easily killed. Most of them give you time to recognize them and get to them quickly, but there are a few that you need to know about beforehard or they will likely die.

To rescue B.J., Axl's A-Trans ability is required.

There is a 'cheese method' that can be used to avoid deaths from the time bombs. When a bomb is triggered, go backward until the bomb is off the screen. The bomb will finish its countdown, but the explosion will not spawn, leaving the Reploids in their path safe from the explosion. Thanks to Robert's Ramblings for pointing this out.

Outer Factory Area

The beginning area of this stage plays in 2D. You must rush to rescue Reploids before they are killed by the bombs. There is one Reploid that can easily die before you notice him. There are a couple of hidden Reploids in the skies here, too.

  • ROVIN - Just after Alia's second call in the stage, there will be a platform with Mets around it and a time bomb above it. Rovin is on the platform.



  • ROY - You will see a Guardian Red walking toward the foreground from the background while atop a high platform. As soon as you notice this enemy in the backgroudn, drop down and dash toward Roy to rescue him. It's very easy to let Roy die without ever even noticing him.
  • TONY - Tony is on top of the gate after the area where you rescued Roy. Jump from the higher platform you dropped off to the left and hover over to the gate to climb on top. Has a Weapon-Up.



  • B.J. - B.J. is floating high in the air to the right of where you rescued Tony. In order to reach him, you must use Axl's A-Trans to transform into Flyer. Use the Flyer's flying ability from the top of the gate where you rescued Tony and fly to the right until you reach him. Has a 1-Up.



  • TIM - Tim is in immediate danger of being killed by a time bomb. Hurry to the right as soon as you seen him, drop down so you can get under the platform, and hurry back to the left to jump to Tim. Has a Chip Item.
  • BRUCE - In a similar position to Tim. Beware the Guard Fan on the platform avoe.



  • LEON - He's in a similar situation as Tim and Bruce, but he is much harder to reach because you must travel further to get to him while the time bombs are going off, and he is guarded by a Guard Fan. The best way to get past the Guard Fan in time is to dash toward it with Axl and then use the Dodge Roll just before you touch the laser. You should roll through the laser and grab Leon unharmed.
  • STEVE - Under a platform where you fight a Dragon Blaster.
  • JIM - On the normal path a bit ahead of where you found Steve.



  • ALAN - At the end of this area, you will find a teleporter hatch that takes you to the 3D section of the stage. Alan is located floating high in the air to the right of the teleporter hatch. From the high platform to the left of the exit hatch, simply jump to the right and hover over to him.

Lava Tank Area

The second half of the stage is a 3D area. As long as you explore the area thoroughly, you should be able to pick up most of the rescues easily. The biggest danger is Paul, who can easily die if you get to his area without knowing what will happen beforehand.

  • CHUCK - From the beginning, simply follow the platforms until you get to a place where you can turn left, but there's a dead end to the right with two Guard Fans spinning around. Chuck is in the back of this platform. He is not in danger of dying from the Fans, so you can take your time dodging the Fans to rescue him.



  • PAUL - Paul appears behind behind two Dragon Blasters in the back corner of the area. The Dragon Blasters cannot hurt him, but there is a Met stationed just behind Paul that will kill him easily. If you try to jump between the Dragon Blasters, you will likely get hurt and not reach Paul in time. Instead, make sure to stay far away so that the met does not spawn and take out at least one Dragon Blaster carefully so you can rush in and grab Paul before the Met can kill him.
  • MATTHEW - You will arrive at a segment where you can drop down to narrow piping where you find the Life-Up heart tank. You can go left or right here. To the right is a dead-end where you can find Matthew behind some Flyers. Has a Chip Item.



  • GUY - You will find a ledge that seems to lead to nowhere from one of the platforms. You'll have to walk out onto it to get close enough to Guy to see him spawn. When you get close to him, a Dragon Blaster will burst from the lava below, so make sure to grab Guy without waiting around too much or he could get killed.
  • TREVOR - After rescuing Guy and crossing a long narrow piping close to the lava, you can turn right to continue toward the exit hatch. Instead of turning right, head to the back of the dead-end platform to the left and pick up Trevor. Most of the Flyers are in the air, so you can just dash under them and easily grab Trevor without having to fight. Has a Weapon-Up.
  • GARY - When you reach the exit hatch, instead of going into it, hover out to the platform you can see in the distance to find Gary. Has a Life-Up.
Tunnel Base
Opening Area

You start the stage in a tunnel pathway. After turning the corners of the dirt path in the beginning, you can find a Ride Armor to make the section easier. It's possible to rescue Reploids while piloting the Ride Armor. There are 4 Reploids to rescue here, with 2 being hidden beyond doors you must approach to open.



  • OTIS - Shortly after entering the metal-floored tunnel from the dirt road, you will see a large door on the left of the hallway. Approach the door and it will open, with Otis behind it.
  • GRAHAM - Shortly after entering the metal-floored tunnel in the center of the tunnel.
  • DAN - In a corner where the tunnel turns immediately after dispersing a security wall. Has a Life-Up.
  • FAY - Nearing the end of the tunnel, you will find a large door on the left where the hallway turns guarded by three Runnerbombs. Approach the door to open it and find Fay behind. Has a Chip item.

Second Area

The second area of the Tunnel Base has a floor made out of some kind of green "energy." If you climb up the platform to the left, you can find a Ride Armor to make this area easier. Some of the Reploids are in the green part, so you'll need it to rescue them without getting hurt yourself. There are 5 Reploids to rescue in this area. 2 are in the green "energy" and the other 3 are on platforms.



  • KEN - Just beyond the platform where you pick up the ride armor, next to the wall on a lower platform.
  • AL - In the green energy near the center-back of the room. Has a Weapon-Up.
  • WALTER - In the green energy in the back-left area of the room, near the exit.
  • MICHAEL - On the far right side of the room, between the two security walls, on a normal platform. If you ignore him long enough, the security wall may kill him. Has a Chip Item.
  • JULES - Standing on the platform in the very center of the room.

Third Area

The third area is a small winged corridor with a large door in the middle dividing it symmetrically. There are many enemies about, including large Ride Armors which are unpredictable and can kill Reploids if you let them move around too much before rescuing. In total, there are only 3 Reploids here. There are 2 Reploids just by the entrance to the area, and another 1 once you pass thorugh the large door dividing the area. The last one can be killed very easily if you are not quick.



  • CARLOS - Immediately upon entering the area, toward the bottom of the screen.
  • OLIVER - Immediately upon entering the area, toward the top of the screen.
  • LEE - Near the top of the screen on the raised platform after crossing through the large door in the middle of the area. There are many enemies nearby and it's very easy for him to die quickly, so rush to him as soon as you pass through the door in the middle. Has a 1-Up.

Fourth Area

The fourth and final area of the stage is a gauntlet match against a bunch of large enemy Ride Armors. To proceed, you have to defeat a certain number of them. When you start getting close, a countdown will appear on screen. Make sure you rescue all of the wounded Reploids before defeating the last one, as defeating the final target takes you immediately to the boss room.

If you immediately climb the pillar to your left upon starting this area, you can find a Life-Up at the top of the pillar. From there, continue following the pillars clockwise around the room to find the various Reploids scattered around the room. You may want to turn the camera a bit at the top of each pillar to make sure you don't miss someone by not being able to see them.



  • ERIC - On the ground between the Life-Up pillar and the next pillar clockwise.
  • KEITH - On the ground behind a pillar near where the Sub-Tank can be found.
  • DUANE - On top of a pillar two past the pillar you find the Sub-Tank on. Has a Weapon-Up.
  • GORDON - On the ground behind a pillar just beyond where you found Duane.
Radio Tower
Radio Tower is a very linear 2D stage in which all of the wounded Reploids are all along the path as you walk through. Other than one who is in a pit, you would have to make a concentrated effort to avoid rescuing them, though some of them may get killed before you reach them.

There are three sections of the stage, with the second being a fight with a mid-boss. There are no wounded Reploids in the mid-boss area.

Lower Tower (Before Mid-Boss)

The lower tower area focuses on dodging an onslaught of attacks from a large mechaniloid at the center of the tower. At first, it will only toss spiked wheels at you, but later it will fire seeking missiles, drill at the ground with its claws, and shoot fireballs that will expand when they hit the ground.

The wounded Reploids are all just standing along the path. Since the giant Mechaniloid attacks somewhat at random and the speed you go through the tower will change at where it does its attacks, it's very easy for the Reploids to get killed before you can reach them.

The best method to pick them up is to use Axl and constantly dash through the entire section. You should be able to outrun all of the attacks. When the fireballs fall, they can only hurt you once they touch the ground and spread into a sheet of flame. Just before the fireballs hit the ground, make sure to do a dodge roll. If you're continuously dashing, the dodge roll should always be enough to roll you out of the way of the flames, as Axl is completely invulnerable to damage during the roll. You can use the same method to go through the claws if you need to, or you can stop and fire at them if it's safer. If you stop, it might be better to use Zero's sabre to attack the claws, since it will also often destroy missiles coming at you from the other side.

With this method, pay attention to the order you rescue them and quickly switch out to your partner if you're wanting them to absorb the Weapon Up or Life Up. Alison (Life-Up) and Julia (Weapon Up) are the last two Reploids in the section. They come after Cate, who is on top of a crate. The Reploids appear in the following order:



  • RITA - After the first crates you have to jump over.
  • TRACY - Further up the tower. Has a 1-Up.
  • LILY - Further up the tower. Has a Chip Item.
  • BETTY - Further up the tower.
  • CATE - Further up the tower. On top of a crate.
  • ALISON - Further up the tower. Has a Life-Up.
  • JULIA - At the end of the first section before jumping up to fight the Mechaniloid. Has a Weapon-Up.

Upper Tower (After Mid-Boss)

Since the Mechaniloid is destroyed, you don't have to worry about its attacks anymore. Now there are various enemies stationed around the tower.

Antenna Shield cannot kill the Reploids, as they do not move nor attack. Bounding's attack is very slow and waits for you to approach, so it is nearly impossible for Bounding to kill a Reploid. The only enemy you have to worry about is Batton Bone. They will fly toward your Hunter only when you get close enough, so you can try to lure them to fly over a Reploid, take them out from afar, or rush in to save the Reploid before the Batton Bones can reach them.

Other than Berinda who is in an open crack in the tower platform, all of the Reploids are simply standing along the path like in the first section. It's safe to fall into the holes in this area, as they only make you fall to lower sections of the tower. If you have Zero with you, you can easily double-jump to save Berinda or reach the platform from below again without having to repeat a section of the tower.

The Reploids appear in the following order:



  • LUCIE - Between some Anenna Shields near the beginning of the area.
  • BERINDA - In a crack in the platforms. It's safe to fall through in order to rescue her.
  • CINDY - First of three Reploids all in a row together. Has a Weapon-Up.
  • EMI - Standing with Cindy and Holy.
  • HOLY - Standing with Cindy and Emi.
  • JUNE - Before a series of cracks in the platforms.
  • KEIKO - Before more cracks, in danger of being attacked by Batton Bones. Has a Chip Item.
  • MARIAN - Near the end of the area, standing together with Janis.
  • JANIS - Near the end of the area, standing together with Marian.
Battleship
In this stage, you will jump from ship to ship in a convoy to try to reach the last ship. The ships will be more and more destroyed as you advance. Few Reploids here are in danger of enemy attacks, and the ones who are can easily be reached before they die.

Ship #1

The first ship is very small and there are only 3 Reploids to rescue here, all near each other. There are a lot of enemies here, but you can just run past them all easily. Stay on the side of the boat nearest the bottom of the screen to make sure you get to Markus easily.



  • MARKUS - The first Reploid you will encounter, before the platforms that move up and down into ramps. If you leave him long enough, he can be killed by the Mets, so be careful to rescue him before that happens. Has a Weapon-Up.
  • IAN - Above the ramping platforms. Use Zero's Double Jump or hover/glide from one of the raised platforms.
  • ANTHONY - On the other side of the ramping platforms, opposite Markus.

Ship #2

The second ship is also fairly small, but there are now 5 Reploids to rescue here.



  • ROBERT - You can see him from the beginning of the area, on the left of the screen. Between a crate and some fire on the left side of the ship.
  • JOE - To the right of where Robert was, between the two crates with Mets on top.
  • PETER - After destroying the security wall at the top of the little ramp after rescuing Robert and Joe, jump over the broken wall and Peter will be just to the right. Has a Chip Item.
  • CHRIS - To the left of the broken security wall, hidden a little further back in front of the crates to the left. If you're extremely slow or prioritize fighting enemies, the Runnerbomb on top of the crates could throw a grenade into him. Has a 1-Up.
  • TODD - Behind the crate with the Met on top of it on the left side of the ship, opposite of where Chris was. Not in much danger unless you approach him, ignore him, and let the Runnerbomb throw a grenade at him.

Ship #3

The third ship has 4 Reploids to rescue. Make sure to rescue all four before approaching the mid-boss at the end, as you can't return after that point.



  • RICK - Behind the crates to the right at the start of this area. Has a Chip Item.
  • PHIL - A bit ahead of the crates on the main pathway after Rick. He is standing near an exploding crate that can kill him once you've approached it, so make sure to rescue him quickly.
  • MAURO - Beyond where Phil was, he is off to the right surrounded by an arc of flames. If you tried really hard, you could maybe get the Met to kill him, but he's not in any real danger.
  • BOB - Behind the first Gun Volt you encounter here, standing very close to a flame. Although it looks like he's in a dangerous spot, he can't be hurt by anything, so you can take your time taking out the Gun Volt as needed.

Ship Wreckage

The wreckage area is the fourth area of the stage and the final area before meeting Splash Warfly. There are 4 Reploids here to rescue, all of whom are very easy to find and reach.



  • ANDY - Near the beginning, floating in the air.
  • HENLY - Below a raised red platform in front of a crate. He's not in any danger from the enemies here so feel free to take them out first before rescuing him. Has a Weapon-Up.
  • BILL - In the air later in the area. Has a Life-Up.
  • FRANK - In the air a bit past Bill. Landing on the blue crate floating in the water to the right will take you to Warfly and not allow you to return, so make sure you've rescued him before jumping on it.
Deep Forest
Deep Forest is a stage that plays completely in 2D. There are no loading points to multiple areas, other than to go to the boss area at the end, where you must fight a mid-boss first. There are no wounded Reploids in the boss area, though, so all of them should be found before transitioning to the next area.

There are a few well-hidden Reploids to rescue and a couple that can die easily here, too, so be careful.

2 of the Reploids in this stage REQUIRE Axl to reach as you must copy an enemy's DNA data (it may be possible to reach these with Glide Armor if you can make it far enough; let me know). Another 2 can only be reached with Axl's hover or the Glide Armor's leg parts. The leg parts are acquired in this stage, so you'll have to backtrack if you're not wanting to use Axl.

Reploid Locations



  • ALEX - Standing on a ruins platform, just in front of Ruinsman. Ruinsman is generally pretty slow to start attacking, so the threat of Alex dying is low, but it's possible he may throw a boulder right away, so try to grab Alex as quickly as possible.
  • BEN - Standing in front of some BlockApes that stack. Rescue him quickly in case they decide to do their jumping attack. Usually they will throw rocks slowly, so the threat of Ben dying is fairly low.
  • CHARLY - It is very easy for Charly to die if you are not quick. After you encounter your first set of Kyun-B enemies (the small bee-like robots that appear in groups), he will be standing just in front of another swarm. Kyun-B will move quickly as you approach, likely to touch him. In the previous swarm, you can use Axl's A-Trans to drop DNA data from one of the Kyun-B, which will increase his speed for a short while. This will make you more than fast enough to rescue Charly before he is killed. It is possible to reach him without Kyun-B's DNA data, but more risky.
  • DAVE - Standing in front of a large boulder that will start rolling when you get near. As soon as you see the boulder or Dave, quickly dash forward to rescue him so the boulder does not crush him. Has a Chip Item.



  • FRED - When you encounter your first Ape Stone enemy (the big rock faces with green eyes), jump on top of it. Jump to the left and hover as far as you can. You will find a little alcove in the trees where Fred is hidden.
  • LUISE - On top of an Ape Stone early in the Ape Stone section. Has a Weapon-Up.
  • MICK - On top of another Ape Stone. This one hovers above a Ruinsman and is part of a group of three Ape Stones. If you have Zero, double jump up to the hovering Ape Stone and climb its face. If you don't, you'll have to defeat Ruinsman and the central Ape Stone, then jump on the last Ape Stone and jump back to the first one to find Mick.
  • JACK - After the Ape Stone section before the camera angle changes and you start walking down a hill, Jack is floating high in the air. Jump on top of the last Ape Stone and hover as far as you can to the right to rescue him.



  • NICK - As soon as you start walking down the hill after the camera angle change, following the Ape Stone segment, you will see Nick standing on the path. If you wait around too long, he can be killed by the Block Apes throwing rocks from the air, but it is unlikely. Rescue him quickly just to be safe.
  • HUEY - After the hill, the camera angle will return to normal, and you will jump down onto a pillar where Alia will give you a call to warn you about spikes. Huey is just to the right of the pillar. Hug the wall to slide down it to rescue him. Has a Life-Up.
  • SIMON - From where you rescued Huey, you need to walk across the spike pit to the left of the pillar. In order to do this, you must have Axl use A-Trans to transform into Ruinsman. You can go back up the hill with the altered camera angle or move on to the next pillar in the spike pit after Huey to find a nearby Ruinsman. After transforming, move across the spike pit to the left of Huey's pillar until you reach an Ape Stone at the end. Climb on top of the Ape stone and jump over the gap to the other Ape Stone to the left; when it rises to its highest position, you will rescue Simon. Do not defeat the Ruinsman on the other side of this Ape Stone (standing on the non-spike platform near the pit) as you will need to use himt to transform into Ruinsman again to get back across the spike pit. Otherwise, you'll have to die after rescuing Simon and Roger. Simon has a Chip Item.
  • ROGER - To the left of where you found Simon, on the ground. There are no spikes here so it is safe to drop down to the ground from atop the Ape Stone. After rescuing him, get Ruinsman's DNA Core again so you can walk back over the spike pit. If you killed Ruinsman already, you'll have to die, but Roger and Simon will stay rescued. Roger has a Weapon-Up.



  • ISAAC - As you continue along the spike pit to the right, you will see Isaac floating in the air. To the left of him are two Ape Stones. You can destroy the top one and jump from the lower one and hover to reach him easily. Has a 1-Up.
  • EDIE - In the spike pit between two pillars. You can sacrifice a life to get him, or transform Axl into Ruinsman to reach him safely.
  • KEVIN - After the spike pit area, you will find Kevin hovering over a very large pit past some Ape Stones.
  • TOM - Standing on the path just before the end of the stage, past a giant Ruinsman. Very easy to find.
Air Force
The first part of this stage involves jumping from jet to jet, while the second part takes place on and in the mothership. Most of the rescues are pretty easy, but a few on the mothership can die easily if you're not fast.

Fleet Area

  • DEREK - On the second blue plane you jump to (where you encounter a Flyer), he is on the right wing.
  • NEIL - On the first green plane, ride it until it is next to a blue plane on the left. He is on the far left side of it.
  • NIGEL - After the first red plane, a green plane will move left to right between planes. Go to the left blue plane to find Nigel on the wing. Has a Life-Up.



  • RAY - The second red plane you get to will crash after flying for a bit. Ray is in the air where it crashes aligned with the center of the red plane.
  • HAROLD - Immediately to the left when you get on the red plane that crashes, you'll find to a blue plane with an Aperoid in the middle. In the distance, you can see a lower blue plane with two Aperoids on it. Defeat the Aperoid on the higher blue plane and find Harold behind it.



  • JEFF - On the lower blue plane with two Aperoids, Jeff is between them. Stand on the nose of the higher plane where you found Harold and the Aperoids will target you, allowing you to defeat them while Jeff stays safe between them.

Mothership (Outside)

After the third red plane of the fleet, you will be taken to the mothership. You'll start on the outside wing and then move inside. The two Reploids on the outside must be rescued before defeating the two cannons and the gatekeeper, as it will force you to go to the next section after that.



  • HERBIE - On the back (left) side of the ship, standing the orange thruster closest to the cannons. To easily make sure he doesn't die, stay to the far right and fight the cannons first so he doesn't spawn until after you've destroyed the left cannon. Has a Weapon-Up.
  • KELLY - The far back-right of the ship's wing, hidden behind one of the cannons. Not in any immediate danger. You can stand where she is to take out the cannon easily.

Mothership (Inside)

After defeating the gatekeeper on the mothership wing, you will enter the ship as the final area before reaching Crowrang.

  • BARRY - Easily found in the hallways once you get inside the ship. Close to a Runnerbomb, so rescue him quickly. Has a Chip Item.
  • YAMAGUCHI - Found in the hallways a little later than where you find Barry. Just as you turn a coner, by two Runnerbombs.



  • MO - After the initial hallways inside the mothership, you'll come to a large room with rafters over a large pit. Take the right pathway to find Mo. He can easily die by being shot by the Pastegunner, so rescue him quickly or destroy the Pastegunner before he dies. Has a 1-Up.
  • BERT - On the other side of the wall where Mo was. You'll reach him as you travel around the rafters going the other way. Has a Weapon-Up.
  • MITT - At the end of the rafter room where you found Mo and Bert, you'll find Mitt tucked away in a back corner surrounded by two Runnerbombs. If you approach the wall behind them from the other side, you can take out the Runnerbombs with X's charged shot before spawning Mitt, leaving him in complete safety. Otherwise, the Runnerbombs will target your character first, so swiftly rescue Mitt before fighting the Runnerbombs. Thanks to dungeonconquerorB for pointing out the trick of shooting the Runnerbombs behind the wall before spwaning Mitt.



  • DAMON - After the rafter room, you'll be in another hallway area. At one point, you will arrive at an intersection of hallways where you can continue going forward or turn left or right. Take the left path to find Simon at the end of the hallway in a small room that also holds a capsule for X. Has a Chip Item.
  • SILVER - Take the right path opposite the left path that you took to find Simon and you will find Silver guarded by two Aperoids. Jump around the left side of them or defeat them while they focus their attacks on you to rescue him.
  • KIM - Taking the forward path at the intersection that led to Simon and Silver will take you to a command center just before you exit to fight Crowrang. Kim is in the middle of the command center area surrounded by an Aperoid and a Runnerbomb. Rescue her quickly before she is killed.
Cyber Field
This stage is very confusing, so I'm sorry if some of the descriptions are bad. I get lost in here easily myself. If any of these are wrong, please let me know.

To rescue many reploids, you will have to walk through walls. The only way to do this is to use Axl's A-Trans ability to become Mushadroyd (the slow Samurai bots).

Beginning Area

This area is small and serves as an introduction to the mechanic of walking through walls. Make sure to rescue all 4 Reploids here before entering the teleporter hatch to move to the next portion of the stage.

  • RIN - After Alia calls you to tell you about Axl's ability, you'll encounter a Mushadroyd. Go up and to the right to find Rin surrounded by Kyun-B. Rescue her quickly. Has a Chip Item.



  • DANIEL - After passing a couple Ball de Voux enemies, when you encounter your first wall you can walk through, become Mushadroyd and enter the wall to find Daniel. Has a Weapon-Up.
  • SU - A bit to the left of the first wall you can walk through is another on the south side. Go through it and you will find Su.
  • ROSETTA - Further into the same room you found Su in. Rescue her before returning through the wall.

Main Area

The majority of the stage takes place here after you enter through a teleport hatch. Now in addition to walls you can walk through, there are orange warps that will teleport you to the underside of the area where everything is upside-down. Good luck figuring out where you are!

  • DOUG - As soon as you enter this new area, you'll find an orange warp hex to the left of you. Go through the warp by jumping into it. Now walk back to the underside of the large hex where you entered the area to find Doug.
  • MARRY - Coming to an intersection, you can take a path back and to the right where there's a wall to walk through. Marry is behind it.
  • CLIFF - Go through the next orange warp you come across after rescuing Marry and walk around until you find Cliff. This is also where you can take a warp to get to the Life-Up tank.



  • RICHIE - You will find an orange warp where you can see a much larger orange warp hex to your right where Brian and Jelly are. Before rescuing them, hop into this orange hex and walk around on the underside until you find Richie.
  • BRIAN - When you approach the next orange warp, you'll see a much larger orange warp hex to the right. Ignore the smaller orange warp for now. Go up to the next blue hex and walk into the large orange room. Brian is in the corner. Rescue him quickly or the Ball de Vouxs may shoot him.
  • JELLY - Just a bit to the right of Brian on another corner of the same large orange hex. Now go enter the warp on the smaller orange hex that is touching the large orange hex, but not once you do this, you will not be able to go back. Has a Weapon-Up.



  • MALIBE - After the point of no return, continue forward until you find Malibe in the middle of the area. Has a Chip Item.
  • DON - To the left of where you found Malibe, jump into the orange warp. You can find Don in the upside-down area. Has a 1-Up.
  • COLIN - In the same upside-down area as Don.



  • TED - Head back to where you found Malibe, then enter the orange warp just to the right. Explore around the upside-down area to find Ted. Has a Life-Up.
  • HIDE - In the same upside-down area where you can find Ted, you can get to the large orange warp hex to return to the right-side-up area where you will find a capsule for X with Hide standing next to it.
  • MARC - Return back to the right-side-up area where you came from to first find Ted. Just to the right of this hex is a room where you must walk through the wall to find Marc. After finding him, you can take the far north warp hex to fight Snipe Anteater and finish the stage.
Central Circuit
Central Circuit is a Ride Chaser stage. The entire stage is one long track that loops. The wounded Reploids here are generally not in danger of dying, but it's easy to drive past them. Picking up the last time bomb on the track will take you to the boss, so focus on rescuing the Reploids your first lap around the track, then spend your second lap picking up the rest of the time bombs you missed.

Reploid Locations

  • DEAN - Immediately to the left when you start the track.
  • VINNIE - Just ahead of Dean on the right side of the track, to the right of a time bomb.




  • DOLPH - After the first turn when you approach some overturned pink cars. On the right before you get to the cars. Has a Weapon-Up.
  • BLACK - On the same straightaway as Dolph, behind the third overturned car, which is on the left side of the track.




  • RUDI - Behind a bunch of stacked crates on the left side of the track. Somewhat hard to see, so be careful.
  • ROCK - Just past Rudi, still on the left side of the track. Has a Chip Item.
  • MARIO - Just past Rudi and Rock, behind an overturned car. Has a Life-Up.
  • JOEY - In the tunnel with the divider pillars on the left side. Joey is near the end of the tunnel on the right side.
  • SID - Just behind Joey, closer to the tunnel exit.



  • SCOTT - On the first large curve after the tunnel section between some Runnerbombs. Has a 1-Up.
  • ROB - Immediately after the ramp that makes you jump to another section of track. He's on the right side, so try to enter the ramp on the far right side to be close to him. The time bombs are on the left, and it's near impossible to grab the bombs and Rob in one trip since the ramp causes you to speed up even if you're going slow.



  • SAM - Past Rob behind an exploding crate. He will not die from the crate's explosion, so you can take your time reaching him if you need to. Has a Weapon-Up.
  • ELTON - Just past Sam on the left side of the track as you're ending the turn into the straightaway with pink electrical strips on each side.
  • KATO - Further up the straightaway with the pink strips, about halfway through, again on the left side.
  • LUKE - Near the end of the pink strip straightaway, past some exploding crates, again on the left side.



  • TANAKA - On the curvy road past the pink strip straightaway. The last Reploid before you reach the beginning of the track again. Has a Chip Item.

21 Comments
AAnesidora 5 Apr @ 10:04pm 
This has helped me out! Thank you for your support, my man. Now I have unlocked the achievement for all the Reploids in peril.
PLMMJ 22 Dec, 2024 @ 8:48pm 
Also, the Reploid between two Runnerbombs in the mothership is E mitt.
PLMMJ 22 Dec, 2024 @ 7:11pm 
For Jack in the Deep Forest, you can actually barely rescue him with a jump from the very ledge of that Ape Stone and then air-dash towards him.
Thaao♡Zavok  [author] 27 Nov, 2024 @ 7:37pm 
I think those are different orange hexes I am referring to. I will have to play again to make sure though and then edit the guide accordingly. Thank you for pointing this out.
Dwarven Crusader 27 Nov, 2024 @ 7:02pm 
Richie: You will find an orange warp where you can see a much larger orange warp hex to your right where Brian and Jelly are. BEFORE RESCUING THEM, hop into this orange hex and walk around on the underside until you find Richie.

Jelly - Just a bit to the right of Brian on another corner of the same large orange hex. Now go enter the warp on the smaller orange hex that is touching the large orange hex, but not once you do this, YOU WILL NOT BE ABLE TO GO BACK.

Caps lock for emphasis, Richie is placed after a Point Of No Return but if you go to rescue him first you can't go back to rescue the two listed after him, and the guide you wrote specifically says to rescue Richie first which you should not do in order to avoid having to run the stage again.
Thaao♡Zavok  [author] 18 Nov, 2024 @ 8:14pm 
Thank you for the feedback, though I can't find where in the guide it says that about Richie being a point of no return...?
Dwarven Crusader 18 Nov, 2024 @ 3:10am 
This guide has a critical flaw, it says to pick up Richie before the two listed after him and then it says "don't pick up Richie yet that's the point of no return".
Belladonna 29 Mar, 2024 @ 5:20pm 
Having the reploids capable of being killed is an unbelievably frustrating mechanic. It happens so easily, too. If an enemy sneezes fifty feet away, the reploid will die. It's like they looked at how the Nightmare enemies in X6 could possess reploids and thought: "What if we made that even more infuriating?"
BlazingRaven495 12 Mar, 2024 @ 7:42pm 
Yeah I also wondered if my theory worked for both calls and rescues. but I suppose we'll never know.
Thaao♡Zavok  [author] 11 Mar, 2024 @ 10:21am 
Not sure on that one, since I made sure to do it in one playthrough. I could see it going either way -- I think the calls from Alia for Smooth Operator don't have to be done in a snigle playthrough, so it may be the case that you can do these the same way.