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Megaman Maverick Hunter X - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Megaman Maverick Hunter X - Strategy Guide (Page 03).

  == BOSS ENCOUNTER: X & ZERO ==
  ------------------------------  
  This fight is quite fun, as X and Zero both take you on at the same time.
  Sometimes you'll square off against one Hunter, and sometimes they'll attack
  you cooperatively (this happens more in Hard Mode). Each Hunter has their
  respective moves, so learn to avoid them by themselves and when they attack
  in unison to come out on top:
  - X's ATTACKS:
    • Weapons: X will use his assortment of weapons, but mostly he'll stick to 
      the Homing Torpedo and Rolling Shield (charged). When his energy gets low,
      he'll also used a powered up double Storm Tornado.
    • Charged R. Shield: X uses this as a means of deflecting your attacks. The
      Distance Needler or the Golden Right (preferred weapon for this fight) 
      will knock it down, though.
    • X-Buster: X loves to run around and spam the trigger on his Buster. There
      really isn't any defense around this.
    • Charge Shot: X will occasionally stop to charge up. Hit him with a power-
      ful attack to hopefully stun him out of it; otherwise just jump over the
      shot if you can.
    • Ultimate Buster: When X is the only one of the pair left, he'll go into
      overdrive and rapidly fire fully-charged shots at you. Take him down quick
      when he begins this move.
  - ZERO'S ATTACKS:
    • Guarding: Zero will deflect some of your attacks, but he's not very good
      at guarding against rocket punch moves (hint hint).
    • Z-Buster: Like X, Zero likes to fire his Buster, but he usually does it
      after he's fired a charge shot so that you have a more difficult time
    • Charge Shot: Zero's charge attack is slow-moving and very easy to dodge,
      but it's his follow-up Buster attack that makes life difficult. If you're
      going to get hit, get struck by his smaller shots.
    • Dragon Kick: Zero will jump in the air and try to kick you with a very
      cool-looking flaming kick. Too bad it's his easiest move to dodge.
    • Rekkoha: If you defeat X first, Zero will power up and strike the ground,
      causing beams of flame to erupt from the ground. This is a very difficult
      attack to avoid.
  - DOUBLE ATTACKS:
    • Double Team: X and Zero will appear on opposite sides of the room and
      trap you in the center. X will likely rapid-fire his Buster, while Zero
      might get more intuitive with his moves (either charge shots or his flam-
      ing Dragon Kick).
    • Spiral Charge: X and Zero will teleport down on the same side and create
      a powerful Buster shot that combines their two attacks. Wait until the
      two blasts combine into the spiral, then overleap the attack.
  Basically just avoid the attacks of the two Hunters, and strike them whenever
  you have the chance. The Golden Right is the weapon of choice, as it breaks
  Zero's guard, destroys X's Rolling Shield, and does very nice damage to boot.
  Have a few Sub Tanks in reserve if things start to go their way, and you'll
  eventually win. Unfortunately...

  ... It's Game Over for you as well. Despite the fact that you've won, you'll
  be treated to a cutscene where, even after a savage beating, X STILL gets the
  upper hand. Damn, and you had all those weapons, too. After Sigma talks down
  to you, you'll die, and ... that's it. Save your game and play through again
  in Free Play Mode!

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======================
== 20. SIGMA PALACE 4:
======================
Vile's game ends at Stage 3, so the only walkthrough and strategies here will
be for if you're playing as X.

  PLAYING AS X
  ============
  Music change aside, this stage is the same as it was in the SNES version. I
  mean, what were they going to change? It's simply a vertical tower... Climb
  up it, using the worm dispensers to refill Sub Tanks if you need them, and
  head up for the final set of battles. Sigma and his pet wolf will confront
  you, and after some dialogue, you'll fight Velguader.

  == BOSS ENCOUNTER: VELGUADER ==
  -------------------------------
  Velguader behaves very much the same as he did in MMX1, and has only a small
  repertoire of attacks:
  - Ice Shot: Velguader fires off five shots of ice in arcing patterns. If he is
    on the other side of the room, just cling to the wall to dodge.
  - Fire Blast: Velguader will shoot a stream of flame that travels along the
    walls in the room. Drop off the wall to avoid it.
  - Wall Climbing: Velguader will leap from wall to wall attempting to crash
    into you.
  Zero's Buster seems to work better than X's, although that could just be
  speculation on my part. In either case, just stay on the walls unless he 
  shoots the fire attack, then drop down and attack to cancel out his next move.
  Drop if he starts to wall climb, and dash to the other side to avoid being 
  struck. If you don't have Zero's Arm Parts (why don't you?), use the Shotgun
  Ice to stun Velguader.

  After Velguader is put down, there's another dialogue sequence before Sigma
  himself challenges you. And damn, X totally nails the emotion of the moment
  with his dialogue. Bring it on, Cueball!

  == BOSS ENCOUNTER: SIGMA ==
  ---------------------------
  Sigma adds a couple of new moves to his attack patterns, but for the most part
  is just as easy as he was the first time around. Learn to avoid his attacks,
  and you can easily beat him without using a Sub Tank with a bit of practice.
  - Saber Strike: Stay on the ground or somewhere near there, and Sigma will
    attack with various saber strike combinations. He may simply slash, or lay
    into you with a multi-hit attack. 
  - Wall Climbing: Sigma will leap from wall to wall like Velguader trying to
    hit you. This is easy to avoid by dropping at the right time.
  - Laser Shot: Sigma will laugh and fire energy shots from his head. There are
    very easy to see safe spots, so just slide down between the shots.
  - Ground Dive: This usually follows his wall-climbing move. Sigma will simply
    dive straight down to the ground in an attempt to hit you if you get under-
    neath him.
  - Parry: Sigma's quite good at blocking your attacks if you're not shooting
    him when he's in the middle of a move. He'll block your attack, and if he
    does it at the right time, he can deflect it back at you.
  Sigma doesn't add anything new if fighting him in the Hard Mode game, but his
  attacks are stronger, and he takes less damage. Once again, the benefit of
  Zero's Buster here is that it's a more powerful shot, and you have a far
  greater chance of actually connecting with Sigma, and you can charge up fast
  enough to get another half-shot in on him on his way down. Sigma's pattern is
  very easy to follow. Stay on the walls to trigger either his Laser Shot or
  Wall Climbing moves. Shoot him with charged shots or the Electric Spark as 
  he's leaping, then drop to the ground while staying against the wall, and his
  Ground Dive attack likely won't hit you. He only attacks with his saber if you
  actually stay on the ground, which isn't a wise move. Keep at it to beat him.

  Sigma's not down for the count just yet. His body critically damaged, he 
  laughs at your skill, and summons his giant wolf-like machine to attack. The
  body will pluck Sigma's head off and insert it into the control chamber in
  the head. After another rather cool dialogue sequence, and a very cool ani-
  mation where the machine busts through the back wall, the battle will begin.

  == BOSS ENCOUNTER: FINAL SIGMA ==
  ---------------------------------
  Impressive visuals this time around - Final Sigma is no longer just a wall-
  papered background with a head, now the entire body comes forth from the
  background. This form is more or less easier than it was in X1, but the
  designers have compensated by making his attacks deadlier. 
  - Electric Wave: This comes in two flavors: Sigma either fires electricity at
    the ground and charges the floor, or his paws move around and create floor-
    to-ceiling bolts of lightning.
  - Fire Spread: Final Sigma will launch a wave of fire from its mouth that
    spreads across the screen.
  - Laser Rain: This is a very easy attack to avoid. Sigma launches a blast from
    his shoulders that creates vertical rays of energy across the room. Stand
    under one of the claws to avoid it.
  - Wall Charge (HARD MODE): Sigma will simply electrify the walls. This isn't
    a good time to hang out on them.
  - Ground Strike: Sigma's paws will strike the ground, sending shockwaves along
    the floor. Stay on the wall to dodge.
  Sigma's weakness is still the Rolling Shield, but if you got Zero's Arm Parts
  in the last stage, you'll have an even easier time as the blast is huge and
  the only time it misses is when Sigma's thrashing around. If using Zero's Arm
  Cannon, just stick to the wall and slide down if the claws start shooting
  lightning, and hit him in the head. If using the Rolling Shield, you'll have
  to risk landing on the claws and shooting at the head. This method guarantees
  more damage as Sigma uses his lightning attack if you land on his claws, so
  you'll need to be fast. The head, again, is the only part that's vulnerable,
  but aim for the blue glass covering Sigma's head to ensure a direct hit. After
  a minute or so, Sigma will bite the dust and crash through the back of the
  room, and you'll have beaten the game.

  
  ===============
  PLAYING AS VILE
  ===============
  You got killed in the last stage, fool. Play as X.

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=====================
== 21. BONUS CONTENT:
=====================
Mega Man: Maverick Hunter X has some nifty pieces of bonus content for you to
play around with. This section will go over the items you can unlock or other-
wise use to occupy your time away from the main game.

  1. THE DAY OF SIGMA
     As if boss dialogue and anime-style intros and endings weren't enough, by
     completing the game at least once, you'll get the MOVIE option added to
     the main menu, which lets you watch the 24-minute anime episode entitled
     "the Day of Sigma", which gives some really beautiful backstory on the X
     series. This episode depicts how Sigma finally turns Maverick, the events
     leading up to it, and lots of other cool stuff, including some flashbacks
     of X's involving Dr. Light! It's divided into four parts in case you don't
     want to watch the whole thing through, as well. When the game is localized,
     MMN will feature a transcript and story summary of the episode in our MMX
     Resources!

  2. MEGA MAN: POWERED UP DEMO
     This is available from the start of the game, as the TRIAL option in the
     main menu. This is a demo level from the upcoming Mega Man (1) remake, also
     for the PSP. You can either play the Cut Man level, use Game Share to get
     the Fire Man level, or return to the MHX menu. Cut Man's level has two
     options - New Style and Old Style. Old Style is the NES level redone in
     the new graphics style, but the stage layout and perspective is exactly
     the same as the NES game (this means the perspective is set farther back,
     and there are no level edits like in New Style). New Style is a closer
     perspective, with very noticeable changes to the level design, such as
     alternate paths. New Style also has three difficulty levels for you to 
     choose. If you have a friend with a PSP, you can do PSP to PSP connect-
     ivity to unlock the demo level of Fire Man. Powered Up comes out in March
     here in North America, so watch out for it - it's looking to be one heck
     of a game!
    
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========================
== 22. SECRETS AND TIPS:
========================
The game has some nifty tricks and other items of note that are worth mention-
ing in this little section of the guide. Below you'll find some tidbits over
stage conditions, easy ways to fill up Sub Tanks, and info on both Zero's Arm
Parts and the coveted Hadoken Fireball powerup.

  1. STAGE CONDITIONS:
     Certain stages change their appearance, becoming less hazardous if another
     has been beaten before it. They are as follows:
     - Defeating Chill Penguin before entering Flame Mammoth's stage cools down 
       the lava, making it safer to walk on. 
     - Defeating Launch Octopus before entering Sting Chameleon's stage fills 
       the pitfalls with water, making it possible to grab the Heart Tank.
     - Defeating Storm Eagle before entering Spark Mandrill's stage causes the 
       Death Rogumer to crash into the power plant, taking most of the power 
       offline. This makes it darker, but removes the floor hazards.

  2. EASY SUB-TANK FILL (X):
     Head to Armored Armadillo's stage after you have (a) defeated him and (b)
     acquired the Arm Parts upgrade. Start at the beginning, charge up the Roll-
     ing Shield, and run up and down the first ramp destroying the bat mechan-
     iloids with the shield. They almost always drop health refills, so it makes
     it very easy to refill your Sub Tanks in a very short period of time.

  3. EASY SUB-TANK FILL (VILE):
     This isn't so much an easy method, but it's fairly reliable. Just visit 
     Chill Penguin's stage and farm health from the walkers and flying robots in
     the first part of the stage. They almost always drop health refills, it 
     seems, making it fairly easy to fill up your Sub Tanks. An even better 
     method is to equip the Rising Specter (Shoulder: Laser Type) and let it
     blow up all the enemies on-screen, and just collect the items they drop.

  4. ZERO'S ARM PARTS:
     You can skip getting the Arm Parts upgrade from Dr. Light during Sting Cha-
     meleon's stage in favor of something with a bit of extra kick to it, if you
     can deal with making it all the way through Sigma's Palace levels without
     the ability to charge your weapons. Fight through the levels, and when Zero
     is destroyed, he'll give you his Buster before he dies. His Buster fires
     the charge shot you see in the intro stage, which is a bit bigger than the
     fireball spread that Light gives, and does extra damage to boot! (To see
     for yourself, beat the game, then use Zero's Buster on the intro stage. It
     murders Vile in two hits as opposed to the four that X's Buster takes!

  5. HADOKEN FIREBALL:
     I admit, I didn't expect Capcom to keep this one intact, but sure enough, 
     it's there, and they even made new artwork for Light in Ryu's karate gi! To
     get it, first gather all the items in the game - 8 Heart Tanks, 4 Armor
     Parts, 4 Sub Tanks, and defeat all the bosses. Now there are two ways to
     actually get this, and the second way is the only method that works in 
     Free Play Mode. The first method is the same way as the SNES version - go
     through Armored Armadillo's level, grab the energy capsule above the boss
     gate, and exit via the hatch and repeat 3-4 times, making sure you have 
     full energy on the last attempt (your Sub Tanks must also be full). The
     second method is simply to get a No Damage Clear in the level (this is
     achieved easily by activating the charged Rolling Shield, and keeping the
     shield in place while you spam the Storm Tornado on all the stage enemies).
     In all of my tests, the capsule has always appeared on the first try if
     I haven't taken a single hit. Once the capsule's there, talk to Dr. Light
     to learn about the power that only a few have mastered, and step into the
     capsule to receive the fireball power. After you get it, you can defeat any
     boss in one hit (including Final Sigma - though this is far easier said 
     than done). Execute the move easier using the Analog stick by inputting 
     the same sequence used in Street Fighter: Down, Down-Left, Left, Attack. 
     Note that Lefts can be exchanged for Rights, depending on which way you're
     facing.

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===============
== 23. CREDITS:
===============
This section is to acknowledge everyone that has helped out with updates to this
guide. It's small at the moment, but it has room to grow.

- MaverickHunter for some info on getting Sting Chameleon's items for Vile with 
  the Quick Homesick weapon.
- Troy Bradley for pointing out another (and far more effective) weakness for
  Boomerang Kuwanger when using Vile.
- Chip Jarrard for doing the same for Storm Eagle (better weakness).
- Jeff Riedeman and Robert Tam for some more detailed methodology on acquiring
  the last Sub Tank in Storm Eagle's stage (for Vile).
- Jason Laske for an alternate method of getting the Sub Tank from Octopus'
  level using Vile.

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=========================
== 24. LEGAL INFORMATION:
=========================
This guide must always be shown in full form with credit given to the author, 
and a link must be given to Mega Man Network 
Mega Man, X, Vile, Sigma, and all associated characters and games are copyright 
to Capcom Co., Ltd.
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