Megaman Maverick Hunter X - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Megaman Maverick Hunter X - Strategy Guide (Page 02).
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== 9. ABANDONED MISSILE BASE:
=============================
Chill Penguin's stage doesn't really remind one of a missile base, more like an
arctic research facility. Whatever. X's version is the one you're likely famil-
iar with, while Vile's is only slightly different.
============
PLAYING AS X
============
From the start of the stage, head to the right to run into some rabbit and
woodcutter mechaniloids. Defeat these and the wasps, and move on towards the
cave segment of this level. Drop down the staircase structure, destroying the
Batonton-like mechaniloids as you go. You'll also run into quite a few spike
wheel enemies here. Further along, you'll run into the start of a zig-zagging
section of ledges.
=> LIGHT CAPSULE: HEAD PARTS
----------------------------
You need the Foot Parts to break into the room this capsule is in. Climb up
the first wall of this section to find them, then dash-kick your way past
the blocks into the room with the capsule.
After exiting the capsule room, continue working your way up the platforms
until you reach the top. Climb up the short shaft to reach a higher level of
the cave, and proceed to the right to encounter more flying enemies and a
few ostrich-like mechaniloids. Work your way through this short garrison, and
you'll end up back outside. Hop over the tall obstructions and you'll find
some Ride Armor. Hop inside and dash-jump over the pit.
=> HEART TANK
=============
There's a small platform here sticking up out of the snow. Hop on top of it
with the Ride Armor, then double jump (first jump, then hit Up + X to launch
X out of the armor) to reach the top of the next cave. Head to the first
igloo structure and use the Fire Wave a few times to reveal the Heart Tank.
After you're finished here, continue heading across this part to reach the
last stretch of the level. Here there are a few snowball throwing enemies that
can create large snowballs if their projectiles hit the snow. Dodge and blast
them as you see them to avoid being struck. After you clear this area, you'll
be at the boss gate.
== BOSS ENCOUNTER: CHILL PENGUIN ==
-----------------------------------
The Fire Wave is the best weapon to use, and it cancels out any moves he was
in the process of executing. Penguin has five basic attacks:
- Shotgun Ice (Ground): He'll stay on one side of the room and fire 4 chunks
of ice at you. Staying on the wall makes avoiding this easy.
- Ice Penguins: He'll create two ice penguins as a shield from your attacks.
Sometimes this leads into the next attack:
- Snowstorm: When he leaps and pulls the ring in the center of the room, it'll
trigger huge gusts of wind that will blow you and any penguins in the room
to one side.
- Sliding: An easily telegraphed move, this one involves him sliding the en-
tire length of the room, and bouncing off the wall a bit. He's invincible
when doing this, so just dodge.
- (HARD MODE ATTACK) Aerial Shotgun: He essentially fires rebounding Shotgun
Ice shots when he's leaping about. This can make simply dodging him quite a
bit tougher.
The Fire Wave is best because Penguin seems to have no invulnerability when
preparing to slide this time, so you can almost just stand there with the Fire
Wave active (it'll run out faster, though). Basically just pelt him with that
or charged X-Buster whenever you can. The only thing that makes him tough is
the Hard Mode fight, where you have to contend with the ricocheting Aerial
Shotgun attacks.
===============
PLAYING AS VILE
===============
=> HEART TANK
=============
To get this one, proceed through the ice cave, defeating the ride armor
mechs until you get to the other side. Climb up the wall, destroying the
snowball throwers and grab the Ride Armor. Dash jump back to the left
and dash past the two dragonfly igloo structures. Continue to the left
and drop down. Punch the first igloo you saw after exiting the long
cave with the flamethrowers and ostriches to get the Heart Tank.
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== 10. ELECTROMAGNETIC POWER PLANT:
==================================
============
PLAYING AS X
============
It's important to remember that this stage can change conditions based on
whether or not Storm Eagle has been defeated. If he's been beaten, the floor
traps in the first part of this stage will be gone, but the rest of the stage
lights flicker on and off as a result of the damage done by Eagle's airship.
Even in the darker parts, you can still see outlines of ledges and things,
so it won't be terribly hard. Anyway, the first part of this stage is a pretty
straightforward path of ladders and platforms. The only enemies in this
section are the missile launchers, and they can be blasted with only a few
charged shots, and dodging their attacks is easy. Eventually you'll come to a
place where one of the ladders leads downward, and another upward.
==> SUB TANK
============
If you have the Boomerang Cutter, take the lower path and lean against the
wall that you can see the Sub-Tank. Jump up and use the Boomerang Cutter to
nab it.
The next area involves total darkness, except for the occasional fly-by of a
firefly robot that lights the path. Make your way across all the pitfalls, and
destroy the ostrich mechaniloid at the end. Once you reach the end of this
section, head down the ladder and into the next chamber to find the mini-boss,
Thunder Slimer. The Fire Wave works well until you run out, then you can just
supplement with regular Buster fire. If Eagle hasn't been defeated, this boss
sports a nasty electrical blast attack; if Eagle has been beaten, then the
attack will just go *poof*. Dash to avoid getting stuck in the puddles he
creates, and finish him off to advance. The next section is a staggered area
full of crash roaders and stationary cannons. You might take a few hits here,
but it won't matter.
==> HEART TANK
==============
After you climb up and defeat the megatortoises, stop when you see the lad-
der leading downward. Climb up the right-hand wall until you see the Heart
Tank sitting on the ledge. You'll need the Boomerang Cutter to get this one,
as the length of the ledge has been extended and you can no longer reach it
with a dash jump.
Go down the ladder, and traverse the section filled with more roaders and
megatortoises. Defeat them and climb up to reach another short firefly-filled
area. Make it through here and past another ostrich, and you'll reach the
boss gate.
== BOSS ENCOUNTER: SPARK MANDRILL ==
------------------------------------
Goodness, they've gypped him even more than before. Mandrill has zero invinc-
ibility time now, so as X, you have no excuse to even so much as take a hit.
Mandrill has three main attacks, should you choose the non-cheap way of
fighting him.
- Electric Spark: Mandrill will hit the ground and send massive sparks that
travel along walls at you. He'll do this up to three times in a row.
- Swinging: He'll leap and grab the cables at the top of the room, and swing
across them. Dash under him to dodge, but he'll try to land on you.
- Dash Drill: Bringing meaning to the last five letters of his name, Mandrill
transforms his arm into a massive drill and screams across the room at you.
He's invincible while performing this to all attacks except the Shotgun Ice.
He doesn't really seem to have any specific Hard Mode attack; I think he just
inflicts more damage and his attacks come faster. Just hit him with the Shot-
gun Ice as soon as he breaks out to continually freeze him for an easy win.
===============
PLAYING AS VILE
===============
==> HEART TANK
==============
This is the same location as X's version, but you'll need to grab the Ride
Armor sitting nearby and make a dashing-eject jump (dash jump with the
armor, then eject from it) to grab the ledge that the Heart Tank sits on.
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== 11. ENERGY MINE RUINS:
=========================
============
PLAYING AS X
============
At the start of the level, there is a wheeled cart. If you take it, you will
destroy the enemies in your path, but get flung off when it comes to an abrupt
stop at the end, falling down a pit. A well-timed jump can let you soar over
the enemies and be fine, sustaining no injuries. You'll also find the classic
1-Up Batonton hanging from the ceiling in the same location as it is in the
SNES version. Once you make it through this section past all the bat mechan-
iloids and the ostriches, you'll reach a pit you can drop down. Be careful,
as the minute you drop, a Moleborer will start up.
==> SUB TANK
============
Drop down and let the Moleborer drill past you, then run to the left where
it was parked to find the Sub Tank.
==> HEART TANK
==============
Simply destroy the second Moleborer before it carves through all of the
rock in order to reach the Tank. It sits on a ledge high up that you can't
reach if the borer reaches the spike pit.
== BOSS ENCOUNTER: ARMORED ARMADILLO ==
---------------------------------------
Armored Armadillo's gotten a bit nastier overall. Unless you're packing the
Electric Spark, battling him is going to be a challenge, as he'll block your
attacks (most of them, anyway). He has five basic attacks:
- Rolling Shield 1: This is his regular, starting attack. He'll move around
the room in a fairly predictable pattern, and usually stop in the center.
He gets faster with this attack as you wear him down.
- Rolling Shield 2: This is a doozy to avoid unless you have some fancy foot-
work. He starts rolling around the perimeter of the room, increasing in
speed with each pass. He lands randomly, so it's difficult to accurately
pinpoint where he'll land.
- Plasma Blast: He usually does this directly after the Rolling Shield attack,
unless he goes right back into the rolling. He will fire small plasma shots
from his helmet, and continue to do so until you hit him, at which point
he'll generally resume one of his Rolling Shield moves. Drop down between
the shots and fire at him.
- Guarding: He does this only if you don't knock his armor off. Basically he
just brings his plates in front of him and deflects all of your attacks.
- (HARD MODE ATTACK) Rolling Shield 3: He curls up and starts ricocheting
around the room in completely random arcs, usually firing off plasma shots
at the same time. This move is very difficult to dodge.
===============
PLAYING AS VILE
===============
==> HEART TANK
==============
This one requires at least some effort. While riding these platforms across
the expanse to the boss gate, try to stay towards the upper ones. Eventually
you will be able to barely see one hanging off to the right. Leap off and
grab this one to make it to the ledge where the Hadoken capsule sits in X's
game to find the Heart Tank.
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== 12. SUBTERRANEAN BASE:
=========================
PLAYING AS X
============
At the beginning of the level, there will be a few water glider and mega-
tortoise mechaniloids. While you're on the ground level of the water, your
Buster shots will line up directly with the water skippers, and there is
plenty of room to dodge the missile attacks from the tortoises. Once you get
into the deep water, a few sea horse robots will attack you. No matter how
many you shoot, they'll always respawn, so it's better to simply jump over
them and move on in the level. Eventually you'll meet a large submarine enemy.
It has a few basic attacks, which include missiles that can turn unpredictab-
ly, and a new ramming attack. Try to destroy the scope on top as quickly as
possible, as the sub will ram you if it spots you with its searchlight. You
also need to destroy the scope, since there's a new shield in front of the
sub's core which disappears only if the scope is gone. The other important
move this miniboss can use is water suction - it'll either pull you in or try
to blow you away, but this isn't too hard to get used to. Once you destroy
the sub, move on to where you'll encounter some fish mechaniloids. Try to
jump over them, or you'll get sucked in and they'll try to drop you on the
nearby spikes. After you get past a group of these, you'll face a second sub-
marine. This is like the first one, only you have some precarious footing here
over some spikes. Jump instead of running to get away from the water suction
attack in this case. After you destroy this sub, you'll reach some cyclone
generators. The first one will lead you to a ledge with an energy capsule.
Collect it and move past the second generator to the third.
==> HEART TANK
==============
This is a fairly complicated one, in terms of just effort. First, you have
to ride the cyclone up to where the Cruiziler boat is floating. Hop on board
and blast the blue crystal with your weapons until it sinks. You'll have to
contend with missiles and flying mechaniloids, but this shouldn't be hard.
After the boat sinks, it'll crash through the floor and create a passageway
to an underwater chamber where another miniboss, an Utuboros, waits. Destroy
this by shooting either its head or its tail while it's swimming around. It
has an unpredictable pattern, mostly, so just try to compensate. After it's
destroyed, a hatchway on the right that leads to the Heart Tank will open.
Now head back to the left, and climb the wall to continue onward in the stage.
After a short segment, you'll reach another Utuboros. Follow the same strategy
here, except you'll have to deal with the mechaniloid burrowing under the
ground sometimes. Wait for it to resurface, then continue blasting it. Once
it's been defeated, you can move to the right again, where some more fish
enemies will be waiting. Defeat these and you'll reach the boss gate.
== BOSS ENCOUNTER: LAUNCH OCTOPUS ==
------------------------------------
Launch Octopus is noticeably easier in this game than he was the first time
around. His attacks are easier to avoid, and he likes sticking to particular
combinations as well. He has four basic moves:
- Homing Torpedo:
- Torpedo Spread:
- Energy Drain:
- Tentacles:
===============
PLAYING AS VILE
===============
==> HEART TANK
==============
This is in the same location as X's game. Refer to the description above for
more detailed instructions.
Now head back to the left, and climb the wall to continue onward in the stage.
After a short segment, you'll reach another Utuboros. Follow the same strategy
here, except you'll have to deal with the mechaniloid burrowing under the
ground sometimes. Wait for it to resurface, then continue blasting it. Once
it's been defeated, start heading back to the left towards the first cyclone
generator.
==> SUB TANK
============
Ride the cyclone up to find some Ride Armor, then dash and dash jump your
way back to the right, and land atop the first pillar before you fought the
second Utuboros. Dash jump from here to the left, and eject from the Ride
Armor to grab the Sub Tank from the top of the water.
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== 13. FORTRESS TOWER:
======================
============
PLAYING AS X
============
==> HEART TANK
==============
As you make your way towards the very top of the tower, stop before you
reenter the inner portion. The Heart Tank is sitting on a far ledge just
out of reach. You can try, if you have the Arm Parts, to use a charged
Shotgun Ice to reach it, or come back here after you've defeated Kuwanger
and grab it with the Boomerang Cutter.
===============
PLAYING AS VILE
===============
Start off climbing up the ladders while defeating the knight mechaniloids.
Further up, you'll start encountering megatortoises and wall cannons. Deal
with them as you continue your ascension. At the top, head right and nav-
igate your way through the barrage of trip-lasers. There's a ladder crawler
at the end, so destroy him and go up the ladder.
==> HEART TANK
=============
This one's can be a slight tad tricky to reach. As you near the top of
the lift, there's a lone spiked platform on the right-hand side. Jump
on top of it and quickly leap off to the left to grab the side of
another spiked platform that holds the Heart Tank.
==> SUB TANK
============
This is located where X's Heart Tank is. To get it, climb up to where you'd
get it with X, and use his Quick Homesick (Shoulder: Boomerang Type) weapon
to snag it.
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== 14. RECON BASE RUINS:
========================
============
PLAYING AS X
============
==> LIGHT CAPSULE: ARM PARTS
============================
Before entering the cave, dash jump off the ledge and grab the upper part
of the ceiling. Climb up to a new chamber and defeat the green guardian,
RT-55J (he's FAR easier this time) to reveal the capsule.
==> HEART TANK
==============
You can only get this if you've beaten Launch Octopus, which you should have
done by now. Before entering the cave, drop down into the water-filled hole
and use your wall kick to break some blocks leading into another chamber.
Stand on the ledge and dash jump across the gap to reach a ledge with the
Heart Tank.
===============
PLAYING AS VILE
===============
You start off in the same forest as X. Move forward a few paces and destroy
the grasshopper mechaniloid, but not the woodcutter.
==> HEART TANK
==============
Hop on the wood, and wait for the mechaniloid to chop it so it sends you
flying back to the left. As you pass behind the tree, jump up to grab the
Heart Tank (if you look closely, you can actually see it when you start the
stage). Alternately, you can jump from the start of the level and fire off
the Quick Homesick boomerang and nab it.
==> SUB TANK
============
Before you enter the cave, jump up to where X fights RT-55J, and grab the
Ride Armor. Hop in and head into the gave, holding down Triangle for the
spread attack. Dash past the pickaxe-throwers and other mechas until you
see a hole leading up into the ceiling. Stay under it, then jump, and hit
Up + X to jump out of the ride armor so you can reach the Sub Tank. You can
also get this with the Quick Homesick if you stand just to the right of the
gap in the ceiling, and fire it off at the peak of your jump, in case you're
not proficient with Vile's gimped use of Ride Armor.
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== 15. NEW-TYPE AIRPORT:
========================
============
PLAYING AS X
============
==> HEART TANK
==============
Ride the lifts all the way to the top, then dash jump off to the left from
the highest and left-most point to land on the ledge where the Heart Tank
is.
==> SUB TANK
============
As you cross to the next platform, shoot the turret on top of the lift to
destroy it. Ride the lift up to the large control tower, and break the glass
to get inside. Destroy the enemies in here, and the Sub Tank will be sitting
on the far-right side.
==> LIGHT CAPSULE: BODY PARTS
=============================
This is located in the same place as the Head Parts in the original game.
After the midpoint of the level, past the section with the hovering lifts,
climb up the long tower and drop down on the other side into a new area.
Use your Head Parts to break into a protected area, and the capsule will be
sitting there on the other side.
===============
PLAYING AS VILE
===============
==> HEART TANK
==============
Grab one of the moving lifts, and climb up to the large control tower. Don't
break the glass; instead, climb up to the roof and head left where you'll
find the Heart Tank.
==> SUB TANK
============
This one is, in my opinion, needlessly difficult to get. First, start from
the location of the Heart Tank and grab the Ride Armor. Now, within the
32 seconds allotted to you, dash as quickly as you can across the hovering
lifts to try and reach the other side where the fuel tanks are on a lower
part of the ledge (just after the stage midpoint). You must get the Ride
Armor to detonate here so that it explodes the fuel tanks and reveals the
Sub Tank.
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== 16. SIGMA PALACE 1:
======================
Sigma's palace is where we start changing things up a bit. In fact, for both
characters, the entire layout is slightly different than the original game.
PLAYING AS X
============
You'll touch down on the outer perimeter, which is guarded by a multitude of
flying and megatortoise mechaniloids. Use the Storm Tornado in all its over-
powered goodness to make things easier. Once you reach the end, however, the
layout of the stage changes drastically. In the old game, you had to travel
across some flying platforms to reach the upper area of Sigma's fortress.
Instead, the fortress just begins as you travel a bit underwater through a
brief section reminiscent of Launch Octopus' stage (so guess who we're going
to fight?). After dealing with some seahorses, it's time once more to square
off with one of the submarines mini-bosses. Destroy the scope to get rid of
the shield, and jump out of the suction stream. You have very little safe
room, so be careful here. After you defeat the sub, you'll have to deal with
some more suction fish mechaniloids. And to top it off, another encounter with
our favorite water-dwelling Maverick, Launch Octopus. Let him have it with the
Boomerang Cutter to destroy his tentacles, then put him out of his misery with
the Rolling Shield.
What happened to the part with Zero? Bah, we'll get to that later. The next
part will be familiar, although it's been heavily modified. It's the trek up
the long vertical tower towards your rematch with Boomerang Kuwanger. The
enemies are more plentiful, and there are a few electric fields to contend
with as well. Make your way up cautiously, as enemies respawn very quickly.
Once you reach the top, head through the door, and torpedo the renegade beetle
to death again. The last part of the stage is the same - simply pound your way
through the gauntlet of Metools, spiked wheels, and flying mechaniloids to
reach the boss gate. Inside, a slightly less-hectic battle with the spider
guardian, Bosspider (they changed his name, too?), awaits you.
== BOSS ENCOUNTER: BOSSPIDER ==
------------------------------
Bosspider is surprisingly easy in this game. The Shotgun Ice is your best bet,
since it moves very fast, and the boss' weakness is ice anyway. In terms of
attacks, Bosspider's repertoire isn't that advanced. In fact, he only has two
real moves:
- Crashing: Bosspider will string a pattern together and attempt to land on
you. This isn't terribly difficult to avoid - just dash back and forth in
the center until you identify which path the boss is taking, and then move
out of the way.
- Mini-Spiders: After taking some damage, Bosspider will sometimes drop four
small spiders for you to contend with. Dash jump over them and resume wait-
ing for the boss to expose his weak point.
Basically, watch the laser bars to see where Bosspider can go, and run back
and forth trying to predict where he'll, then hit him with the Shotgun Ice
when he lands and his eye opens. Unlike the SNES version, Bosspider doesn't
seem to noticeably increase in speed as he takes damage, so just repeat this
strategy until he's defeated.
===============
PLAYING AS VILE
===============
== BOSS ENCOUNTER: BOSSPIDER ==
------------------------------
Bosspider is surprisingly easy in this game, even for Vile. Pack the Distance
Needler as your default weapon - it not only works beautifully against most
enemies/bosses, but the boss is also weak to ice. Bosspider doesn't have a
very wide array of attacks, either, making this fight fairly elementary:
- Crashing: Bosspider will string a pattern together and attempt to land on
you. This isn't terribly difficult to avoid - just run back and forth in
the center until you identify which path the boss is taking, and then move
out of the way.
- Mini-Spiders: After taking some damage, Bosspider will sometimes drop four
small spiders for you to contend with. Dash jump over them and resume wait-
ing for the boss to expose his weak point.
Basically, watch the laser bars to see where Bosspider can go, and run back
and forth trying to predict where he'll, then hit him with the Distance Need-
ler when he lands and his eye opens. Just like in X's game, Bosspider doesn't
seem to noticeably increase in speed as he takes damage, so just repeat this
strategy until he's defeated.
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== 17. SIGMA PALACE 2:
======================
Once again, the order that you face the bosses in is different from the SNES
Mega Man X. However, there are no stage differences here between X and Vile
except for the enemies that populate each area.
PLAYING AS X
============
Stage 2 starts really recreating the Maverick lair environments - the one you
start off in belongs to Armored Armadillo. Move through the first part, and
use a Storm Tornado to effortlessly break down a barrier in your way past the
first pitfall. Continue on down to reach some Ride Armor (after destroying
another barrier). Head to the right, then dash back to the left after one of
the bore drillers rushes at you. It'll land in a spike pit, so wait for it to
die before continuing on. Head right, blasting the barriers in your path.
Eventually you'll reach some more barriers, and another driller will come at
you. This one will very likely hit and demolish your ride armor, so quickly
get behind it and toast it with the Fire Wave to keep it from demolishing you.
Once it's out of the way, it's a short trek to reach where Armored Armadillo's
clone waits for a quick battle. Shock shock, and move on.
Just past the next door, we find the section that got cut from Stage 1, with
the hovering platforms over an expansive pitfall. Activate the Rolling Shield
and charge it up to make your life easier (the rocks on the cliff are spaced
further apart, so trying to climb up the cliff itself is far trickier than the
SNES game allowed for). Once you reach the top, head right a little bit and
gear up for a short rematch with Storm Eagle.
After demolishing the feathered fiend, it's a very short jaunt through a fire-
fly-filled area to the next hatch. As a player, you are awarded no points for
guessing who you're facing here.
Anyway, put Mandrill on ice, and move into the next area, which consists of a
fairly short vertical shaft occupied by some walker enemies and stationary
cannons. Defeat them while working your way upwards to reach the final boss
gate where Sigma's favorite wall-crushing mural - Rangda Bangda - waits.
== BOSS ENCOUNTER: RANGDA BANGDA ==
-----------------------------------
This boss has gotten a bit nastier, taking a cue from the X5 version almost.
The same pattern applies - destroy the parts of the face-like structure to
defeat it. Just watch out for the varied attacks the boss carries, and you'll
do fine:
- Red Eye (Energy Bullets): When the red eye(s) come out, they'll spray a
hail of bullets around the room.
- Green Eye (Fire Spread): The green eye sprays fire in a circular pattern,
and is fairly easy to avoid.
- Blue Eye (Homing): The blue eye is the worst, as it tracks you around the
room and crashes into you.
- Nose: The nose attacks when the walls close in. Just slide on the walls
while attacking, and don't drop off, or else you'll hit the spikes below.
The key to defeating this boss is to avoid the attacks from the eyes while
hitting them with the Chameleon Sting. Sometimes the eyes shield themselves
and can be hard to hit, but keep at it and you'll take them out. When the
eyes have taken enough damage, the walls will close in and you'll attack the
nose. If the eyes still remain after this phase, the walls will retract and
you'll go at them again. This will repeat, with the walls closing in slightly
if the nose is destroyed before all the eyes. Just keep blasting with the
C. Sting and you'll defeat it.
PLAYING AS VILE
===============
== BOSS ENCOUNTER: RANGDA BANGDA ==
-----------------------------------
This boss can be a bit more difficult playing as Vile, but pack along the
Nervous Ghost weapon and you'll have an easier time. Since it's the same boss
that X fights, the attacks that Rangda Bangda uses are unchanged, although
you'll need to alter your approach a bit.
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== 18. SIGMA PALACE 3:
======================
The third stage follows the same pattern as the last two - three Maverick-themed
short stages, followed by a boss. Only this time, you'll run into Vile again,
and figure out why Zero hasn't showed up.
============
PLAYING AS X
============
This stage starts off similar to the staggered levels section of Chill Pen-
guin's level - mostly because you'll be facing Chill Penguin in just a bit.
Proceed past all the stationary turrets and rolling wheels to reach the
upper-right corner. Defeat a few Metools, and you'll reach the gate leading
to the rematch with Chilly. Toast him, and move on.
The next section is chock-filled with pickaxe-throwing mechaniloids and
megatortoises. Equip the Storm Tornado and use it to clear yourself a path
straight on through to the next gate, where a rematch with Sting Chameleon
awaits. Cut him down (literally), and move on into the flame-filled area
that just blatantly gives away the next boss. This section is just a short
vertically-laid out area of conveyor belts and scrap mechaniloid dispensing
machines. Avoid or destroy the hovering copter mechaniloids littered about as
well, and you'll soon reach the next gate, where Flame Mammoth is hiding.
Defeat him, and you'll move onto yet another veritable gauntlet of enemies.
This area is full of flying enemies, turrets, and spiked wheels. Employ the
same tactic as you did before with the Storm Tornado to easily clear out a
pathway. Keep moving to the right until you reach Zero's unconscious form. A
cutscene will ensue where X is captured - again - by... again, Vile. Zero
wakes up in time for some heroics, and pulls his self-destruct routine again.
He's blown backwards, and after some more conversation, it's time for the
showdown.
== BOSS ENCOUNTER: VILE ==
--------------------------
Vile behaves a little like his original form. All of his moves are intact,
including the dash that you can't use when playing as him. All in all, he has
only a few basic moves that he'll use:
- Cherry Blast: Vile's default Vulcan gets a lot of mileage here, as it stops
just about any attack you fire at him.
- Bangaway Bomb: Vile launches his scattering napalm whenever he overleaps an
attack of yours.
- Dashing: This doesn't constitute a real attack, but it's a move you never
get to play with. Just jump over him when he dashes at you.
- Scatter Laser: Vile fires a laser after a few seconds of charging up. This
is quite easy to dodge, since it doesn't go the width of the screen.
- Peace Out Roller: Vile's ground-based electric attack can easily catch you
off guard if you're not careful. Jump over it, but be prepared for Vile's
counterattack.
Vile is weak to both the Homing Torpedo and Rolling Shield, although the
latter does more damage. Keep shooting at him and dodging his attacks, and
he'll go down easily enough.
After Vile's defeated, a short dialogue sequence ensues where Zero cautions X
that Sigma is still out there (duh?). If you never got the Arm Parts from Dr.
Light, Zero will hand his over for you to use. After Zero passes away, just
head to the right to reach the boss gate.
== BOSS ENCOUNTER: D-REX ==
---------------------------
The big two-piece tank is back, and hasn't changed much at all.
===============
PLAYING AS VILE
===============
Vile's stage is laid out mostly the same as X's, though the staggered levels
at the start are a bit different. Proceed up the levels, defeating the cannons
and spiked wheels, and drop down past the knight mechaniloids. Move up a few
more sections and take out the three missile-launching enemies, and you'll
reach the gate leading to the rematch with Chill Penguin. Dodge his attacks,
and blast him until he's dead, then move on.
The next section has a few missile-launching enemies, and floating mechani-
loids as well as Metools. Defeat them along with the other few scattered
enemies, and you'll soon reach the boss gate where Sting Chameleon awaits.
Defeat him, and you'll move onto a flame-filled area that is laid out in a
staggered format similar to the first part of this stage. Make your way up the
levels while defeating the enemies, and you'll eventually reach the gate that
leads to your rematch with Flame Mammoth. Take him down, and exit the gate to
reach the final area. This section is chock-full of enemies, so use the
Marooned Tomahawk (why don't you have it equipped?) to make your life easier.
Once you're done, just run forward to meet up with the two Maverick Hunters
that are going to give it their best shot to try and stop you. Teach them
who's boss, will ya?
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