Megaman Maverick Hunter X - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Megaman Maverick Hunter X - Strategy Guide (Page 01).
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== MEGA MAN: MAVERICK HUNTER X GUIDE
====================================
Written by Tim
Guide last updated on 03/27/05
:: timb0882@gmail.com
::
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==================
// INTRODUCTION //
==================
Welcome to Mega Man Network's official walkthrough/guide for MEGA MAN: MAVERICK
HUNTER X, the first installment in what may become a series of remakes for the
first few games in the Mega Man X series. Use the index below as a reference
guide or your browser's Find command to navigate the sections, and check out to find guides for all of the other
games in the Mega Man X series.
LATEST UPDATES (will be deleted when guide is complete)
=======================================================
Version 1.5 (03/27/05): Came back to this guide after starting the initial pro-
gress on Powered Up. Finished adding all item locations,
and turned back to finishing the walkthroughs.
Version 1.2 (02/08/06): Finished Vile's boss strategies, including the very
detailed final boss, and added some new information from
people who have contributed to the guide.
Version 1.1 (02/05/06): Updated Hadoken AGAIN, finished Final Sigma strategy,
and updated weapons list for Vile with US names. Also
added a few bits here and there to Vile's strategy, and
made all appropriate US name changes to the guide.
Version 1.0 (02/02/06): Game released in US. Finished all boss strategies, up-
dated yet again on the Hadoken, and only have the rest
of the stage walkthroughs left to flesh out.
Version 0.7 (12/31/05): Added new "Mode Explanation" section to start, updated
info on Hadoken unlockable, and fleshed out the stage
walkthroughs a bit more. Reorganized the recommended
order section as well, and added the last item for Vile
to the walkthrough.
Version 0.6 (12/28/05): Completed item locations in stage walkthroughs for X,
have all of Vile's items except for his last Sub Tank,
and finished some more walkthrough content. Added list
of updates as well (natch).
Version 0.5 (12/27/05): Completed reorganization of guide, and added placehold-
ers for all sections, so it'll be easier to add content
into guide.
Version 0.4 (12/25/05): Finished Vile's Normal Mode game, began writing walk-
through content for him as well.
Version 0.2 (12/23/05): Finished X's Normal Mode game, began item locations,
and did Secrets & Tips information.
Version 0.1 (12/22/05): Received game and began skeleton guide structure, incl.
Table of Contents.
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====================
// SECTION INDEX //
====================
1. Introductory Notes
2. Version Differences
3. Mode Explanation
4. Using X and Vile
5. Recommended Stage Order
6. Power-Up Uses & Locations
7. X and Vile's Armaments
8. Central Highway Stage
9. Prototype Weapons Plant
10. Abandoned Missile Base
11. Electromagnetic Power Plant
12. Energy Mine Ruins
13. Subterranean Base
14. Fortress Tower
15. Recon Base Ruins
16. New-Type Airport
17. Sigma's Palace 1
18. Sigma's Palace 2
19. Sigma's Palace 3
20. Sigma's Palace 4
21. Bonus Content
22. Secrets & Tips
23. Credits
24. Legal Info
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=========================
== 1. INTRODUCTORY NOTES:
=========================
Mega Man: Maverick Hunter X is a game "based on" the original Mega Man X for the
Super NES, which was released back in 1993. The "based on" part is fairly im-
portant, that is to say that this is not simply a straight-up port or remake.
Many elements are quite different from the original title aside from simply
graphical upgrades or stuff like that. The anime cutscenes and special "Day of
Sigma" short go into detail on stuff that we as fans haven't ever gotten the
chance to see before. Vile as an unlockable, playable character is almost a
dream come true for many fans (though I foresee some clamoring for a Mega Man
Vile after this - a series that, like Legends, would be destined for very few
titles :P).
With that out of the way, this is not a simple rehash of the Mega Man X guide.
In fact, there's enough stuff different throughout both playthroughs - both X's
and Vile's - that necessitates a completely new walkthrough. Vile's game mode
is mostly the same as X's in terms of stage layout (almost every stage has a few
things that are completely different), but enemies and sometimes even bosses
(such as in Sigma's Palace) are changed up a bit. Due to this, every stage will
have two walkthroughs for each stage - the first if you're playing as X, and the
second if you're playing as Vile. Stages themselves are no different if playing
in Hard Mode (explained below), but you take more damage, and enemies/bosses
are harder to kill. Additionally, all bosses have extra abilities in their
repertoires that they bring out only in Hard Mode. These will be explained in
each stage's boss strategy.
Read below for more detailed information on the nuts and bolts of how this game
compares to its original predecessor.
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== 2. VERSION DIFFERENCES:
==========================
By the very nature of the game, there are tons of differences between this PSP
version and its original SNES counterpart, namely graphics and other gameplay
features. But I'll use this space to go over the more notable ones that directly
affect you as the player.
- The game no longer has passwords; instead, it uses a save file on your Memory
Stick Duo. The only sad thing is there's no remixed Password theme to accom-
pany the "Data Select" screen.
- The Escape Unit in the game (In-stage Options Screen - first option) works
regardless of whether or not you've cleared a stage, so you can use this to
gain items early, like Heart Tanks, armor for X, Sub Tanks, etc. without
having to kill off all your extra lives or beat the stage boss (!).
- Light Capsules have different locations from the SNES version. Well, not
really. They're mostly located in the same spots, but Capcom has thrown us for
a bit of a loop by just alternating which capsules are in which stages. Add-
itionally, while Heart Tank and Sub Tank locations remain the same for X's
playthrough, they are radically different for Vile's. The walkthrough will go
over these locations in more detail.
- Anime (FMV) and still cutscenes replace a few segments in the game. X and Vile
(yes, the clone that escaped from Star Wars gets a chance to strut his stuff)
have their own openings/endings, every boss encounter has its own dialogue
sequence (complete with beautifully-rendered artwork of the characters in
various poses of action or emotion), there are other story-driven cutscenes,
and of course, the huge 25-minute anime sequence - "Day of Sigma" - becomes
available once you complete X's game in either Normal or Hard Mode. You can
access this from the main menu under the "MOVIE" option.
- The game features three gameplay modes: X Mode, Vile Mode, and Free Play Mode.
In addition, X and Vile each have their own Hard Mode version of the game.
Initially, you can only play as X, and Vile is unlocked after beating the
game. New Game + is available if you continue and play using your "Game Clear"
save data. Each character's Hard Mode is akin to the Mega Man Zero games,
where you're rewarded for undergoing excruciating pain and suffering (although
X's Hard Mode is mostly on-par with the SNES version). In Vile Mode, you get
a different story, and quite a few different weapons. In fact, Vile easily has
five times the arsenal of X!
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== 3. MODE EXPLANATION:
=======================
As explained above, there are three different modes of play within Mega Man:
Maverick Hunter X. Below, you'll find detailed descriptions of what to expect
in each mode.
NORMAL MODE
===========
For X, this is sort of Mega Man X Lite, as it's the same layout and style as
the SNES game (except for all notable exceptions as described in the walk-
through segments), but it's a bit easier than the SNES game was. Enemies seem
to take less damage than they would, although there is no notable difference
in how enemies are placed throughout the stages. Vile, though, has a tougher
time mostly because his game is harder than X's anyway.
HARD MODE
=========
X's game is a tad tougher than the SNES version, except for some bosses like
Bospider and Sigma. Enemies take more damage, but on the whole, it feels more
like the SNES game than X's Normal Mode does. Like Normal, this is available
from the start of the game, although only for X. If playing as Vile, though,
prepare for some measure of pain. For an intro stage boss, X can be notorious-
ly difficult, and it only gets harder as you go on. If you're really looking
for some challenge out of this game, play Vile's Hard Mode.
FREE PLAY MODE
==============
Recent X games have had some sort of benefit to beating the game and then
continuing a new game using your cleared save file, and Maverick Hunter X is
no different. Continuing as either character starts you off at the stage
select with every stage available to you (including the Sigma Palace levels),
with all items. Vile's little "perk" in this mode is that he's no longer re-
stricted by a maximum point level for his weapons - you'll notice that your
max number is now the infinity symbol, so you can equip all three of the
highest-power weapons for some real fun. Additionally, bosses never "die" in
this mode, that is, you can clear a stage and defeat the boss, but they'll
never be darkened out, so you can re-fight them over and over again.
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== 4. USING X AND VILE:
=======================
Like Mega Man & Bass, Zero and Axl, or any other combination of multiple char-
acters, X and Vile have their differences that makes their individual games
unique. Read below for explanations on using the two characters.
USING X
=======
If you've played any Mega Man or Mega Man X game, you'll be familiar with the
way X handles. He can run, dash (when he has his upgrade for it), jump, and
shoot. His X-Buster has three levels of charge power, and he can gain a
fourth when he gets one of the two Buster enhancements. He utilizes the
Variable Weapons System, which allows him to copy weapon data from defeated
Mavericks and adapt it for use with his own Buster. To be totally blunt, X
is about as basic as they come.
BASIC CONTROLS
==============
Directional Buttons/Analog Stick: Move X
Start Button: Pause
Select Button: Access Options Menu
L/R Buttons: Cycle through Weapons
Square Button: Attack (hold to Charge)
X Button: Jump (hold + Circle to dash jump)
Circle Button: Dash (after equipping Foot Parts)
Triangle Button: Fire X-Buster while special weapon is equipped.
USING VILE
==========
It's always the secondary character that's different, of course. Zero has a
Z-Saber that changes up his combat abilities, and Axl has twin pistols. Like-
wise, Vile has three types of weapon systems: his Arm, his Leg, and his
Shoulder. Each weapon system can equip different parts gained by defeating
the Mavericks, or combinations of the Mavericks (see Section 7 for more info
on Vile's armaments). His Arm uses gun-based weapons, his leg uses grenade-
based weapons, and his shoulder fires cannon or laser-based weapons. For the
most part, Vile controls the same as X, although he can't dash. When selecting
bosses, you go to a weapon select screen, where you can equip Vile's various
weapons based on the amount of weapon energy you have available - see Section
7 for more info.
BASIC CONTROLS
==============
Directional Buttons/Analog Stick: Move Vile
Start Button: Pause
Select Button: Access Options Menu
L/R Buttons: No function
Square Button: Attack with Arm weapon
X Button: Jump
Circle Button: Attack with Leg weapon
Triangle Button: Attack with Shoulder weapon (hold D-Pad to aim)
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== 4. RECOMMENDED STAGE ORDER:
==============================
Even though X and Vile have different weapons, the stage order remains essen-
tially the same for both characters. It's altered a bit from the original game,
mostly due to the capsule order being changed. Vile's game is easier if you
start with Penguin, since you gain an armor upgrade from him. Refer to the two
lists below for recommended orders for each character.
PLAYING AS X
============
BOSS NAME USE WEAPON ACQUIRED
========= === ===============
Flame Mammoth --------- X-Buster/S. Tornado -------- Fire Wave
Chill Penguin --------- Fire Wave ------------------ Shotgun Ice
Spark Mandrill -------- Shotgun Ice ---------------- Electric Spark
Armored Armadillo ----- Electric Spark ------------- Rolling Shield
Launch Octopus -------- Rolling Shield ------------- Homing Torpedo
Boomerang Kuwanger ---- Homing Torpedo ------------- Boomerang Cutter
Sting Chameleon ------- Boomerang Cutter ----------- Chameleon Sting
Storm Eagle ----------- Chameleon Sting ------------ Storm Tornado
PLAYING AS VILE
===============
BOSS NAME USE WEAPON ACQUIRED
========= === ===============
Chill Penguin --------- Bumpity Boom/W. H. Kick ---- N/A; refer to Section 7
Storm Eagle ----------- Nervous Ghost -------------- N/A; refer to Section 7
Flame Mammoth --------- Splash Hit -------------- N/A; refer to Section 7
Spark Mandrill -------- Distance Needler ----------- N/A; refer to Section 7
Armored Armadillo ----- Go-Getter Right ------------ N/A; refer to Section 7
Launch Octopus -------- Zip Zapper ----------------- N/A; refer to Section 7
Boomerang Kuwanger ---- Banzai Beetle -------------- N/A; refer to Section 7
Sting Chameleon ------- Marooned Tomahawk ---------- N/A; refer to Section 7
It should also be noted that I included a varied list of weapons to use, based
mostly on how easy it was to use said weapon against a given boss. Some I gave
Leg types for because the bosses are more stationary than most. In the grand
scheme of things, Vile gets so many weapons that it's really up to you.
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== 5. POWER-UP USES & LOCATIONS:
================================
As I stated in the notes and version differences, all the items except for the
Light Capsules are in the same locations as in MMX1 (for X's game). Vile's
game features different locations for the Heart and Sub Tanks, so for ease,
I'll separate them into two subsections - one for X, and one for Vile.
X'S ITEMS
=========
Foot Parts - Allows X to dash - Found in Flame Mammoth's stage.
Head Parts - Headbutt some ceilings - Found in Chill Penguin's stage.
Arm Parts 1 - More powerful X-Buster - Found in Sting Chameleon's stage.
Arm Parts 2 - Secondary X-Buster upgrade - Given by Zero*
Body Parts - Upgraded defense - Found in Storm Eagle's stage.
Heart Tanks - More life added to meter - One per stage.
Sub Tanks - Life energy reserve - Found in the stages of:
- Storm Eagle
- Flame Mammoth
- Spark Mandrill
- Armored Armadillo
* See Section 22 for info on X's second Buster upgrade (yes, it is a bit diff-
erent from the Light Capsule one).
VILE'S ITEMS
============
Heart Tanks - More life added to meter - One per stage.
Sub Tanks - Life energy reserve - Found in the stages of:
- Storm Eagle
- Launch Octopus
- Boomer Kuwanger
- Sting Chameleon
NOTE: Vile earns weapons by defeating bosses, but does not otherwise gain any
kind of armor upgrades or extra abilities. This in of itself makes Vile's game
a bit more strategy-based.
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== 6. X & VILE'S ARMAMENTS:
===========================
Read below for detailed dossiers on each of the weapons X and Vile will acquire
throughout their respective quests.
X'S WEAPONS
===========
Playing as X is standard fare. You get one weapon from each Maverick you beat,
then you use that weapon on the next foe in line, and so on until you defeat
the entire loop. X's weapons can be charged if you have the X-Buster upgrade,
but charged shots use more weapon energy. The numbers in parentheses indicate
the amount of weapon energy used - the first number is a regular shot, and
the second is the charged shot.
• FIRE WAVE (02 units/04 units - Defeat Flame Mammoth)
This weapon shoots out a stream of flame from the X-Buster. When charged up,
it sends a wave of fire racing along the floor.
• SHOTGUN ICE (02 units/04 units - Defeat Chill Penguin)
This weapon fires a short burst of ice that will ricochet off the walls and
split into three shots. It also leaves a trail of ice behind it that can
freeze objects. When charged, a penguin-shaped block of ice forms that X
can ride on.
• ELECTRIC SPARK (02 units/04 units - Defeat Spark Mandrill)
This weapon can rapid-fire bursts of electricity. When charged, X fires out
two large shockwaves of electricity out to either side.
• ROLLING SHIELD (02 units/04 units - Defeat Armored Armadillo)
This weapon fires off a small shield of energy that rolls along the ground,
and bounces off walls once. When charged, X is surrounded by a sphere of
energy that can absorb some attacks. X can also switch weapons while the
shield is active.
• HOMING TORPEDO (02 units/04 units - Defeat Launch Octopus)
This weapon fires up to three small torpedoes that home in on the target
they're fired at. They can split up on multiple targets if there are more
enemies. When charged, X fires a torpedo spread of five that collectively
attack one enemy or a group of enemies.
• BOOMERANG CUTTER (02 units/04 units - Defeat Boomer Kuwanger)
This weapon launches up to three scissor-shaped cutting weapons that fly
out and then boomerang back to X. When charged, energy rings spiral out
from X's body, striking everything in the four cardinal directions.
• CHAMELEON STING (02 units/04 units - Defeat Sting Chameleon)
This weapon fires a three-pronged laser beam that has impressive reach. When
charged, X is rendered invincible for a brief period of time.
• STORM TORNADO (02 units/04 units - Defeat Storm Eagle)
This weapon fires off a powerful tunnel of wind that can cut through almost
any kind of structure and pass through walls. When charged, X creates a
vertical wind tunnel that sucks enemies in the near vicinity into it.
VILE'S WEAPONS
==============
Vile is another story. He has so many weapons that it's almost an insult to
him that he gets beaten by X (for story purposes, of course). Vile's weapons
are classed by body part - he has weapons for his arms, his legs, and his
shoulder-mounted cannon. Vile operates on a system sort of like Regular Memory
in the Battle Network games in that you can equip weapons only if you have
the capacity to use it. Your weapon meter increases in size with each boss
you defeat, but you can only equip weapons if you have the expansion slots
needed to equip it. For instance, you can't use a weapon that uses 16 units of
energy if your meter is only 12 units in length.
ARM WEAPONS: VULCAN TYPE
========================
• CHERRY BLAST (COST: 02 | DEFEAT: N/A; Initial Equipment)
With a range of approximately 25 feet, this vulcan is easy to use.
• ZIP ZAPPER (COST: 08 | DEFEAT: Armored Armadillo)
Though boasting extreme accuracy, this vulcan lacks extensive range.
• BUCKSHOT DANCE (COST: 12 | DEFEAT: Sting Chameleon)
VThe scattering power of this vulcan results in less than perfect aiming.
• DISTANCE NEEDLER (COST: 06 | DEFEAT: Chill Penguin)
This vulcan has good range and speed, but cannot fire rapidly.
• TRIPLE 7 (COST: 16 | DEFEAT: Flame Mammoth)
Boasting both power and spread, this vulcan consumes much power.
ARM WEAPONS: MISSILE TYPE
=========================
• HUMERUS CRASH (COST: 04 | DEFEAT: Launch Octopus)
Missiles offer more power than vulcans, but consume more energy.
• POPCORN DEMON (COST: 06 | DEFEAT: Launch Octopus, Sting Chameleon)
This missile splits into 3 units and can cause great damage.
• BANZAI BEETLE (COST: 06 | DEFEAT: Launch Octopus, Storm Eagle)
A set of wings allows this missile to glide, contacting many enemies.
• LOST LAMB (COST: 06 | DEFEAT: Launch Octopus, Boomerang Kuwanger)
This missile travels at an odd angle but can be very useful.
• SEROTINAL BULLET (COST: 04 | DEFEAT: Launch Octopus, Chill Penguin)
This missile is extremely slow, but can be set as a trap.
ARM WEAPONS: ROCKET PUNCH TYPE
==============================
• GO-GETTER RIGHT (COST: 06 | DEFEAT: Spark Mandrill)
A rocket punch sends your fist flying to teach enemies a lesson.
• SPOILED BRAT (COST: 06 | DEFEAT: Spark Mandrill & Launch Octopus)
Though lacking in power, this rocket punch offers intense speed.
• EGOTISTIC PILL (COST: 12 | DEFEAT: Spark Mandrill & Armored Armadillo)
This punch can pierce enemies and objects, but can be stubborn.
• GOLDEN RIGHT (COST: 20 | DEFEAT: Spark Mandrill & Launch Octopus)
Though suffering from a short range, this weapon is among the strongest.
• INFINITY GIG (COST: 16 | DEFEAT: Spark Mandrill & Chill Penguin)
Advanced homing technology can be difficult to get a handle on.
SHOULDER WEAPONS: CANNON TYPE
=============================
• FRONT RUNNER (COST: 02 | DEFEAT: N/A; Initial Equipment)
This cannon not only offers power, but can be aimed up and down.
• TRIDENT LINE (COST: 06 | DEFEAT: Sting Chameleon)
This weapon fires 3 rounds, but leaves you open for a moment.
• FATBOY (COST: 20 | DEFEAT: Boomer Kuwanger)
The most powerful cannon around, it consumes a lot of energy.
• FIRE MURRAIN (COST: 08 | DEFEAT: Flame Mammoth)
This weapon spreads explosions on contact, damaging lots of enemies.
• LONGSHOT GIZMO (COST: 14 | DEFEAT: Storm Eagle)
This cannon fires 5 shots at once, but leaves you open to attack.
SHOULDER WEAPONS: LASER TYPE
============================
• CERBERUS PHANTOM (COST: 06 | DEFEAT: Sting Chameleon)
Not as powerful as other weapons, this laser fires in 3 directions.
• NERVOUS GHOST (COST: 08 | DEFEAT: Sting Chameleon, Flame Mammoth)
This laser can be aimed with the up and down directional buttons.
• RISING SPECTER (COST: 18 | DEFEAT: Sting Chameleon, Flame Mammoth)
It cannot be aimed, but its wide shape covers a large area.
• STRAIGHT NIGHTMARE (COST: 14 | DEFEAT: Sting Chameleon, Storm Eagle)
Though slow, this laser can burn through multiple enemies in a row.
• NECRO BURST (COST: 28 | DEFEAT: Sting Chameleon, Launch Octopus)
Use up all your energy at once to unleash a powerful energy burst.
SHOULDER WEAPONS: BOOMERANG TYPE
================================
• METAL CRESCENT (COST: 04 | DEFEAT: Boomerang Kuwanger)
Use the directional buttons to aim this weapon that fires 3 cutters.
• QUICK HOMESICK (COST: 04 | DEFEAT: Boomerang Kuwanger, Flame Mammoth)
This cutter travels in an arc like a boomerang. Use it to pick up items!
• PARASITE SWORD (COST: 06 | DEFEAT: Boomerang Kuwanger, Chill Penguin)
Fires cutters that grow as they fly and can pierce enemies.
• TWO HEADED SLASH (COST: 06 | DEFEAT: Boomerang Kuwanger, Launch Octopus)
This specialized weapon unleashes 2 cutters at once.
• MAROONED TOMAHAWK (COST: 12 | DEFEAT: Boomerang Kuwanger, Armored Armadillo)
This long-lasting weapon spins in place and goes through objects.
LEG WEAPONS: NAPALM TYPE
========================
• BUMPITY BOOM (COST: 02 | DEFEAT: N/A; Initial Equipment)
This powerful leg weapon launches hot napalm, but leaves you open.
• RUMBLING BANG (COST: 12 | DEFEAT: Spark Mandrill)
This napalm sports a wide horizontal range, but cannot attack upwards.
• SPLASH HIT (COST: 08 | DEFEAT: Launch Octopus)
This napalm can attack foes above, but has a narrow horizontal range.
• TERRITORIAL POW (COST: 04 | DEFEAT: Armored Armadillo)
Though offensively weak, this napalm destroys some enemy shots.
• BANGAWAY BOMB (COST: 10 | DEFEAT: Storm Eagle)
This napalm travels along the ground, laying a path of fire.
LEG WEAPONS: ENERGY BALL TYPE
=============================
• DEADSTAR HUG (COST: 04 | DEFEAT: Armored Armadillo)
Unleash balls of energy which bounce once when contacting walls.
• PEACE OUT ROLLER (COST: 06 | DEFEAT: Armored Armadillo, Spark Mandrill)
This ball of energy splits into two upon contact with the ground.
• SWORD BOUQUET (COST: 16 | DEFEAT: Armored Armadillo, Flame Mammoth)
Unleash a wave that follows the ground and stops at walls.
• HOT ICICLE (COST: 10 | DEFEAT: Armored Armadillo, Sting Chameleon)
Send destructive energy upward in areas with ceilings.
• STUBBORN CRAWLER (COST: 12 | DEFEAT: Armored Armadillo, Boomerang Kuwanger)
This energy ball travels over terrain, but uses much energy.
LEG WEAPONS: FLAMETHROWER TYPE
==============================
• WILD HORSE KICK (COST: 06 | DEFEAT: Flame Mammoth)
Shoot jets of flame from your leg. Strong, but not energy efficient.
• DRAGON'S WRATH (COST: 08 | DEFEAT: Flame Mammoth, Storm Eagle)
A long-range arcing flamethrower useful against far away enemies.
• GREEN-EYED LAMP (COST: 10 | DEFEAT: Flame Mammoth, Sting Chameleon)
Powerful, but with a short range, this weapon consumes much energy.
• SEA DRAGON'S RAGE (COST: 12 | DEFEAT: Flame Mammoth, Chill Penguin)
This powerful flamethrower can even be used underwater.
• BURNING DRIVE (COST: 16 | DEFEAT: Flame Mammoth, Boomerang Kuwanger)
Create a powerful ball of flame using nearby oxygen as fuel.
EXTRA PARTS (ARMOR)
===================
• FROZEN CASTLE (COST: 00 | DEFEAT: Chill Penguin)
By utilizing a thick layer of ice, this armor reduces damage by half.
• SPEED DEVIL (COST: 00 | DEFEAT: Storm Eagle)
A layer of atmospheric pressure adds speed by reducing resistance.
Remember that Vile's weapons requires a bit more planning on the player's part.
Vile can only, of course, have one weapon equipped at a time, and the game
makes you think about what you're doing by requiring that you trick Vile out
before entering any given stage, so once you accessorize him, you can't change
out your selections until you're back at the Stage Select. Choose wisely, as
Vile's game is harder overall anyway.
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== 7. CENTRAL HIGHWAY STAGE:
============================
The introductory stage of the game takes place on the familiar highway setting
from MMX1. As either X or Vile, you must battle your way to the end where, dep-
ending on your character, you will face a different boss.
============
PLAYING AS X
============
The highway stage is very straightforward. Just run forward and take out the
spiked wheel and missile-shooting mechaniloid. Jump over the pit and take on
the gauntlet of flying mechaniloids. You'll deal with a few more missile-
shooters here too. Keep running forward past the enemies to eventually reach
the first Bee Blader. It takes too much time to waste charging up here, so I
recommend just rapid-firing it to death. Watch out for the walkers it drops
as well as the missiles, and you'll defeat it. Climb up the wall after it
crashes to the ground, take out the next two walkers, and you'll face the
second Blader. Take this out the same as the first, and move on. After the
next gap, you'll face a spiked wheel and some wasp mechaniloids. Deal with
these while navigating the treacherous cracked flooring, and move on to the
right to encounter some different flying mechaniloids. Keep heading on through
and you'll encounter some runaway cars. Destroy them, and move on past the
gas station in the background. Destroy three more cars here, and you'll be
able to proceed onward. Just ahead, the Death Rogumer will drop down, and Vile
will show up for a fight.
== BOSS ENCOUNTER: VILE ==
--------------------------
Wow, a real boss battle this time? Players of Mega Man X8 will recognize the
style here - you have to hit Vile directly to damage him (his Ride Armor is
impervious to your attacks). Vile has only a few attacks at this stage of
the game.
- Dashing: This is simple. Vile will dash and attempt to punch you. There is
really no way to avoid this unless you have the Foot Parts.
- Punching: Just what it says. Vile rears back and plants one right in your
face.
- Electric Shock: Vile fires a ground-based energy attack that freezes you to
the ground. He often follows this up with a punch attack.
- Jumping: Vile will jump to avoid your fire.
All it takes is four charged shots in both Normal and Hard Mode to defeat him.
Just be wary that he inflicts more damage in Hard Mode. Hit him, not his Ride
Armor, to defeat him.
Once you do take him out, Vile will seize you anyway, Zero will rescue you,
and after a conversation with the Hunter Navigator, you'll move onto the Stage
Select.
===============
PLAYING AS VILE
===============
Vile starts off in the same area as X. Run forward to engage a few pickaxe-
throwing mechaniloids. Dodge their fire while you blast them, then run past
the ground-pounding mechaniloids. Stay a safe distance from the megatortoise
as well, while hammering it with your Machine Gun Arm. Fight a few more of the
ground-pounders and you'll eventually reach the first run-in with a Bee Blader
mechaniloid. I prefer taking it out with the Machine Gun, but you can opt for
up-close fighting with your shoulder cannon as well. When it's almost dead,
lob a few of your Bumpity Boom napalms to finish it off, then move on. Grab
the energy pellet down the pit if you need it, destroy another pickaxe mechan-
iloid, and move on to the second Bee Blader. Take this one down as well, and
move on. Just past the next pitfall is another megatortoise. Destroy it, and
you'll hit a fast-moving crash roader just further along. Hop over it while
blasting it, and move on. The section with collapsing floors follows, with
more pickaxe-tossers. Destroy them, and try to lob grenades at the last mega-
tortoise positioned rather awkwardly just ahead. Some more roaders, tortoises,
and flying enemies lie ahead. Once you reach the gas station part, just run
forward taking out the cars until you reach where X is.
== BOSS ENCOUNTER: X ==
-----------------------
X isn't a terribly hard challenge, though he does get the advantage of a full
life meter. He has only his Buster attack at this stage, so there's no real
point in listing out an attack dossier. He'll probably start off firing reg-
ular shots at you in groups of three. They're not too hard to dodge, but don't
make a practice of getting hit by them. By far, the grenades are the best
weapon to use. Toss them whenever X is just running around charging up his
Buster. Use your Gun on him the rest of the time, and X will eventually go
down. If fighting in Hard Mode, just be warned that X is faster and uses his
charge shot more often.
Of course, Zero shows up to rescue him, but oh well. After a quick dialogue
sequence with Sigma, you'll move onto the Stage Select.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
==============================
== 8. PROTOTYPE WEAPONS PLANT:
==============================
Taking on Flame Mammoth's level first means more hazards from the lava flows
and eruptions in the middle part of the level. X should come here first because
he gets the Foot Parts here. Vile can come here when it's safer after defeating
Chill Penguin. However, both walkthroughs are written as if it's tackled before
Penguin is defeated.
============
PLAYING AS X
============
=> LIGHT CAPSULE: FOOT PARTS
============================
Before you start across the catwalks over the lava, turn back to the left
and jump up into the small alcove where the Arm Parts was in the SNES
version (you don't need the Foot or Head upgrade this time) to find the
capsule.
=> HEART TANK
=============
On the bottom-most part of the catwalks, near the right-hand wall, the
Heart Tank is sitting on the lava. You'll have to probably sacrifice a
life to get it now, or you can come back after Chill Penguin's been
defeated and grab it safely.
=> SUB TANK
===========
You'll need the Head Parts to get it this time. Work your way up all the
catwalks, heading as far left as you can. When you reach the left-most
one with the Metools and the 1Up, take a dash jump off to the left to
reach a small alcove with some head blocks. Break through them and climb
up to grab the Sub Tank.
== BOSS ENCOUNTER: FLAME MAMMOTH ==
-----------------------------------
Flame Mammoth can be a bit tricky as the first boss, due to the lack of Storm
Tornado, the fact that his room is smaller, and his increased jumping height
and distance abilities. Overall, he has four attacks:
- Oiling: Flame Mammoth shoots globs of oil on the ground. These aren't dan-
gerous by themselves, but can be if they're ignited by the next attack.
- Fire Wave: He'll spout bursts of flame over the room. They can deal massive
damage if they hit any puddles of oil.
- Press: This is simply his jumping attack. He'll stun you if you're not in
the air when he lands, so try to jump before he does.
- (HARD MODE ATTACK) Blue Fire: Mammoth will create sparks of blue flame that
rocket up towards the ceiling. This can be especially bad if the conveyor
belt is moving your direction. You can attempt to dash jump over the sparks
before they blossom into full bursts.
Even without the Storm Tornado, he's not that difficult. Simply charge up the
X-Buster and pelt him with charged shots whenever you can. You'll eventually
take him down.
===============
PLAYING AS VILE
===============
Vile gets a present early on in the stage - some Ride Armor! Hop in, and blaze
through as fast as you can until it self-destructs. Rush past the conveyor
belts in the first section while defeating the scrap robots and megatortoises.
After you clear this section, drop down the first pitfall and move on to the
right. This section can be pretty dangerous with all the lava eruptions and
multiple enemies, so move cautiously. Run past all the pickaxe mechaniloids
until you reach a set of ledges leading upwards.
=> HEART TANK
-------------
This is pretty much where the Sub Tank is in X's stage. Climb up all of the
ledges filled with pickaxe robots, and head left. Jump off the ledge and
grab the wall, then climb up into the small alcove where the Heart Tank is.
Head back down and proceed to the right. Destroy the cannons, climb up, and do
the same for the next vertical stretch. If you're a bit low on health, take
some time in the next section to farm health from the scrap robots before
moving on past the rest of the compressors. Clear the three compressors, then
drop down to reach the final stretch of the level. This part is mostly similar
to X's section, except the knight enemies are placed differently, some Metools
and pickaxe-throwers are here, and there are some megatortoises to contend
with. Work your way carefully past the onslaught, sticking to the top route
whenever possible, and you'll eventually reach the boss gate.
== BOSS ENCOUNTER: FLAME MAMMOTH ==
-----------------------------------
Fighting Flame Mammoth isn't altogether different from fighting as X, except
you have no dash attack. Instead of dash jumping over him, you will have to
drop down and run if you don't want to get hit by his jumping. Mammoth still
has the same attacks, though:
- Oiling: Flame Mammoth shoots globs of oil on the ground. These aren't dan-
gerous by themselves, but can be if they're ignited by the next attack.
- Fire Wave: He'll spout bursts of flame over the room. They can deal massive
damage if they hit any puddles of oil.
- Press: This is simply his jumping attack. He'll stun you if you're not in
the air when he lands, so try to jump before he does.
- (HARD MODE ATTACK) Blue Fire: Mammoth will create sparks of blue flame that
rocket up towards the ceiling. This can be especially bad if the conveyor
belt is moving your direction. You can attempt to dash jump over the sparks
before they blossom into full bursts.
Your default grenades are the best weapon for inflicting damage on him. Launch
and hit him when he's not stomping around or shooting flames, and you'll
soon claim victory.
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