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FAQ/Walkthrough

by techie.pinoy

Megaman:  Maverick Hunter X
                             FAQ/Walkthrough v.1.1
                                 15. March 2006


===============================================================================
- 0 - Introduction ------------------------------------------------------------
===============================================================================

 As with any new system, the first few games being released for the Playstation
 Portable are ports or remakes of existing games.  This game, Megaman: Maverick
 Hunter X (MMHX from this point onwards) is one such game.  This is a remake of
 the 1993 SNES game Megaman X by Capcom.  Unlike most other remakes though, 
 Capcom has done a great job in that they not only upgraded the game so that it
 conforms with current standards in terms of graphics and style, they also 
 added in a bunch of new features and game modes.  This resulted in a great 
 game for new players as well as nostalgic romp for older fans of the 
 franchise.
 
 This FAQ aims to guide players through MMHX, giving relevant tips on the 
 harder portions of the game.  The following items are covered in this guide:

 * A quick run down on what's new in this game.

 * An introduction to both characters with a detailed discussion of their 
   weapons and upgrades.

 * Walkthrough for both X MOVE and VILE MODE (both for normal and hard).
 
  
===============================================================================
- 1 - What's New in Maverick Hunter X -----------------------------------------
===============================================================================

 Upon booting up the game for the first time, fans of the original will 
 instantly recognize a number of key changes.  
  
  * First and foremost, a new graphics engine was implemented.  Gone are the 2D
      sprites moving on "layered" flat backgrounds.  Everything is now made in 
      3D!  Sprites (X, Zero and the Maverick Bosses in particular) are very 
      detailed and the animations are now great to watch (you'll see what I 
      mean after you kill your first Maverick Boss).
  
  * A new playable character is introduced in Vile.  Fans will remember Vile as
      a powerful yet relatively minor character in the original game, only 
      appearing in a couple of scenes: one near the beginning and another time 
      right near the end of the game.  Through the different cut scenes and the
      actual game itself, we get to know more of the motives behind Vile and 
      how he fits into the X Saga.  More on Vile later on.  
      
  * X's stages have been changed a bit though not by that much.  The most 
      significant change is the swapping of the locations of the armor  
      upgrades.  This change I was, I think, made them a bit easier to obtain 
      but that is just my opinion.
  
  * Overall difficulty of the game is somewhat on the easy side.  The included 
      X's Normal mode should be easy to cruise through if you're a veteran 
      Megaman X player.  If not, you should still be able to play through the 
      said mode in a couple of days.  Hard Mode is more at par with the 
      original but still a bit easier.  I would have hoped that they instead 
      labeled Normal Mode as "Easy", Hard Mode as "Normal", and created a 
      really hard "Hard" Mode.  Difficulty is something that the current 
      generations of games has been a bit lacking I think (with the exception 
      of the Zero games for the GBA of course).
  
  * You will now able to "Escape" even non-completed stages and go back to the 
      Stage Select screen.  They probably realized that it was a common tactic 
      for beginners to get upgrades/power-ups from stages then forcing stage 
      select via suicide :-) (well I know I did that).  
      
  * A number of few new albeit minor features were added as well such as the 
      inclusion of a save feature (for newer gamers, believe it or not older 
      games never allowed you to save as is a limitation of the systems 
      involved) to replace the Password system, and the inclusion of Free Play 
      Mode which is essentially your last save game with all bosses revived for
      play through again (very handy for FAQ making).  Note that in Free Play 
      Mode, Vile's equipping limit is removed (you'll understand this later on 
      in the FAQ).

  * Upon completion of the game, you will be treated to a 20 minute long movie 
      featuring the start of the conflict between Reploids and Mavericks.  
      Sigma's turning is detailed as well as the motives behind this.  Now I 
      hope they include another movie showing the beginnings of Zero :-).
      
             
===============================================================================
- 2 - Megaman X ---------------------------------------------------------------
===============================================================================
 
 From the start, the Megaman titles follow the same basic formula, where the 
 main protagonist fights 8 (or 6 in the original) themed robot masters after 
 going through stages following the same theme (i.e., Ice Stage for Ice bosses,
 Fire Stage for Fire bosses, etc).  After defeating the said robot masters, the
 protagonist steals a crippled version of that enemies weapon which he can now 
 use on the following stages (as long as the energy meter for said weapon 
 allows of course).  Note that some robot masters are more susceptible to some 
 weapons than others (similar to Pokemon where Leaf Types are easily defeated 
 using Fire Types).  
  
 Players familiar with the original Megaman series but new to the X series will
 quickly find out that X is much more agile compared to the original blue 
 bomber.  X can climb up walls and slowly slide down them as well.  He can (
 with the correct upgrades) also perform pretty long jumps.  X also sports a 
 cooler more mature look (this is further emphasized if you compare this game 
 with Megaman Powered Up!, the remake of the original Megaman game).

 In terms of weapons, X starts out with the Variable Weapons System (or X-
 Buster).  This is your standard pellet shooter with the additional ability to 
 charge-up for more powerful shots.  As discussed above, this has one special 
 feature and that is the ability to replicate weapons of defeated bosses (
 though in comparison, these weapons are definitely gimped versions of the 
 originals).  Once upgraded, his X-Buster can charge up the said stolen weapons
 either for more powerful shots or for special abilities (such as temporary 
 invincibility or shielding).  
  
 Below is the list of weapons that X can obtain in the game:
  
 ROLLING SHIELD 
    Firing Cost: 2 units (4 charged up)
    Description: Fires a spherical projectile that rolls along the ground and 
        until it hits an enemy or obstacle.  Fully charged up it creates a 
        shield which blocks some non-energy based projectiles and destroys some
        smaller enemies  outright.  It is significantly improved in that you 
        can now switch weapons while this is active greatly increasing its 
        usability.  You get this after you beat ARMORED ARMADILLO.  This is 
        most useful against LAUNCH OCTOPUS as it staggers him for a bit of 
        time.
        
 HOMING TORPEDO 
    Firing Cost: 2 units (4 charged up) 
    Description: Fires a missile that homes in on the nearest enemy or non-
        energy based projectile.  This has been gimped somewhat compared to the
        original in that it does not home in on enemies as fast as before.  
        This is best used when there are no obstacles between you and the 
        enemy.  Charged up it fires three somewhat stronger homing missiles.  
        You get this after you beat LAUNCH OCTOPUS. This is most useful against
        BOOMER KUWANGER.  It also staggers him upon impact.

 BOOMERANG CUTTER 
    Firing Cost: 2 units (4 charged up)
    Description: Fires a short range boomerang that travels a small distance 
        and loops back to the thrower.  This weapon is relatively weak but has 
        some very specific applications.  One such application is that it 
        carries all power ups and pickups it passes through back to X.  Charged 
        up it fires a number of more boomerangs starting from X in the four 
        primary directions.  Fun to watch but has limited use.  You get this 
        after you beat BOOMER KUWANGER.  This is most useful against STING 
        CHAMELEON as it causes him to stop his current action when hit.  Also 
        note that it is also effective in limiting the move set of FLAME 
        MAMMOTH (it cuts off his trunk) and LAUNCH OCTOPUS (it cuts off four 
        of his tentacles).  More on this later.

 CHAMELEON STING 
    Firing Cost: 2 units (4 charged up) 
    Description: Fires three laser beams one going horizontal and the other two
        at ~5 degree angles up and down.  It can also be aimed up and down (up
        angling all shots by 5 degrees upwards and down angling all shots 5 
        degrees downwards). This is useful in that it makes aiming some enemies
        easier though I rarely use this except for the boss susceptible to it. 
        Charged up, X is rendered invincible for a duration (indicated by X 
        flashing different colors).  You get this after you beat STING 
        CHAMELEON.  This is most useful against STORM EAGLE.  It staggers him 
        upon impact negating his more lethal attacks.

 STORM TORNADO 
    Firing Cost: 2 units (4 charged up) 
    Description: Fires a tornado type attack horizontally, which can hit larger
        enemies multiple times and destroys most non sub-boss/boss enemies 
        outright.  Charged up it fires a larger vertical tornado. Useful in 
        many situations.  You get this after you beat STORM EAGLE.  This is 
        most useful against FLAME MAMMOTH.

 FIRE WAVE 
    Firing Cost: 2 units (4 charged up) 
    Description: A flame thrower type weapon that sends out a continues flame 
        starting from X's arm propagating to about 8th the length of the PSP 
        screen.  This is pretty strong though has limited use because it 
        requires you to be at close range as well as being very energy 
        consuming.  Charged up it sends a wave of fire from  the ground just in 
        front of X that propagates until it hits a solid object.  You get this 
        after you beat FLAME MAMMOTH.  This is most useful against CHILL 
        PENGUIN.  Upon impact, he is burned severely and he cannot do anything 
        while burning.

 SHOTGUN ICE 
    Firing Cost: 2 units (4 charged up) 
    Description: Fires a shard of ice that shatters upon impact (enemies or 
        obstacles).  Each shard is as powerful as the original.  It has the 
        ability to freeze certain enemies.  When charged up, this creates a 
        large block of ice which X can use like a skateboard.  The ice block 
        can also be used as weapon.  You get this after you beat CHILL PENGUIN.
        This is most useful against SPARK MANDRILL.  He is frozen solid for a 
        duration.

 ELECTRIC SPARK 
    Firing Cost: 2 units (4 charged up) 
    Description: Fires a small electric sphere which splits into two upon 
        impact.  It has the ability to electrocute certain enemies.  When 
        charged up, a sort of electric storm is created centered on X frying 
        enemies in a radius of almost the vertical length of the PSP screen.  
        You get this after you beat SPARK MANDRILL.  This is most useful 
        against ARMORED ARMADILLO.  Hi is staggered and his armor is removed
        making him susceptible to damage even while rolling.
  
 Note that each of these weapons have their own energy bar which is depleted 
 with each use (more so if charged up).
  
 Aside from these, X can pickup armor upgrades that give him specific 
 abilities.  These are as follows:
  
 LEG PARTS - Gives X the ability to Dash.  Unlike the slide move from the 
    original series, Dash can be used in conjunction with jump giving the X to 
    jump long distances.  
  
 HEAD PARTS - Makes X's head harder :-).  This gives him the ability to break 
    some blocks with his head and block some attacks coming from above (like 
    the falling rocks in STING CHAMELEON's stage).
  
 BODY PARTS- This reduces damage taken by half.
  
 ARM PARTS - While the non-upgraded X-Buster is able to charge to 3 levels, 
    after the upgrade charge level is increased to 4, which is actually two 
    level 3 charges traveling in a helix formation.  Note that these hit 
    separately so full damage is not always done.  More importantly, this 
    upgrade gives X the ability to charge up stolen weapons as well.
  
 You also get two "secret" upgrades.  These are the following:
  
 Z-BUSTER UPGRADE - Upon reaching near the end of the game, if you didn't 
    pickup the ARM PARTS upgrade, an ally of yours (Zero, not discussed, 
    playable character in later games in the X series) will give you his 
    version of the X-Buster, the Z-Buster.  It is a much more powerful compared
    to the X-Buster and has many things going for it.  For one, instead of two 
    level 3 charged shots forming a helix, this is actually one level 5 
    projectile meaning it hits harder and it always hits at full strength 
    unlike X's level 4 blast which only hits full blast if both 
    projectiles in the helix formation hits the enemy and often that not it 
    doesn't.  Plus, its red :-).
  
 HADOUKEN UPGRADE - Most older gamers should know that Capcom (the makers of 
    Megaman) also had another fairly successful series under its belt, the 
    relatively well known Streetfighter Series.  The main character of the 
    game(in my point of view), Ryu, has one well known move named Hadouken.  
    Triggering this, an energy blast is fired from his hand propagating 
    forward.  Given certain requirements, X can get a version of this move (
    complete with animation and sound effects).  Note that this is more akin to
    the Hadouken move in the first Streetfighter in that it can kill anything 
    in one hit (except if doing can disrupt the story of course).  Note that 
    to use this, X's life bar should be full.  This is triggered by the key 
    combination DOWN, DOWN+FORWARD, FORWARD+SQUARE.
  
 Note that X's armor is blue but as you collect upgrades, the body part 
 relating to the upgrade is changed to white (i.e., X will have white legs 
 after the leg upgrade).  In the end, X will be white (i.e., white bomber?, 
 doesn't suit him much).  Just a thought. 
  
 X can also pickup power ups in the form of 8 heart tanks (raises max life by 
 two tics) and 4 sub-tanks (a store for health when you pick them up while 
 your life is full so you can be use when you need them).  

  
===============================================================================
- 3 - Vile --------------------------------------------------------------------
===============================================================================

 Vile shares some of the abilities of X (climbing, stealing weapons, etc.) but 
 his style of play is radically different.  
  
 While X's arsenal of weapons consists of his X-Buster plus 8 weapons stolen 
 from maverick bosses (as is normal Megaman fare), Vile has a staggering 45 
 weapons (and two armor upgrades),  in his repertoire.  
  
 While X's weapons are all readily available once obtained, Vile can carry only
 3 weapons at a time, one for each of his launchers (shoulder mounted gun, arm,
 and leg/knee) and these are selected at the start of the level and cannot be 
 replaced until you go back to the stage select screen.  Equipping these 
 weapons also depend on Vile's energy bar which starts out very short but 
 increases with each defeated boss.  This energy bar is shared by all three 
 weapons chosen.  Note that each weapon has a firing cost and the total of 
 these costs cannot exceed the length of your bar (so if you have an energy bar
 20 tics long, you can't equip three items if the total of their firing cost 
 exceeds 20 tics).
  
 Note though that in contrast to X whose energy bar can only be refilled via 
 energy pickups, Vile's energy bar is constantly refilling (and fast at that). 
 This means that you can use weapons indefinitely.  You can't spam them though.
 Sooner or later, rate of fire is reduced greatly as the refill rate can't cope
 with your fire rate.  Also note that, depending on the order you defeat the 
 bosses, you may be able to pickup the stronger weapons sooner than later, but 
 this doesn't mean you can use them immediately.
 
 As discussed above, Vile has three weapon launchers:  his shoulder-mounted 
 gun, his arm, and his leg/knee.  Each of these have three weapon sub-classes 
 and these sub-classes are unlocked upon defeat of certain bosses.  Each sub-
 class has 5 types which you are unlocked after defeating other bosses.  This 
 means that you would need to two bosses to get some weapons.  These are 
 discussed below.  
  
  Note the following:
  
  * I haven't had the time to extensively test all weapons against all enemies 
    but I have had success in finding weaknesses for all enemies.  I will 
    update the list later on.
        
  * For those observant enough to notice, from the below you will see that 
    weapon weaknesses are similar to X's (i.e., ICE types are strong against
    SPARK MANDRILL, FIRE types are strong against CHILL PENGUIN).  This is not 
    always the case though so be forewarned. 
  
= ARM WEAPONS =================================================================
 
  This is your most commonly used type and is most akin to X's X-Buster.
      
----- VULCAN-TYPE--------------------------------------------------------------
 
      This is your default ARM weapon type.  This type can be described as a 
      sort of rapid fire gun (hold-down SQUARE button), akin to Bass' weapon in
      Megaman and Bass although this cannot be aimed.  This is available from 
      the start.
      
      CHERRY BLAST 
      Energy Requirement: 2
      Description: This is your default Vulcan.  It has good range but damage
          leaves much to be improved.  You probably won't use this outside 
          after you defeat your first boss unless you are short on energy.  
          This is available from the start.
          
      ZIP ZAPPER 
      Energy Requirement: 8 
      Description: This VULCAN, though a bit stronger than the default, has 
          very limited range (about a quarter of the length of the PSP screen 
          only).  I prefer CHERRY BLAST over this due to difficulty of use.  
          This becomes available when you defeat ARMORED ARMADILLO.  
  
      BUCKSHOT DANCE 
      Energy Requirement: 12 
      Description: This is a combination of Chameleon Sting from X and Cherry 
          Blast in that it fires a series of "Vulcan shots" forward but the 
          resulting shots are angled slightly at about 5% - 10% horizontally.  
          This is pretty useful in that in some cases you no longer need to 
          jump shot to hit enemies.  Other than that usefulness is limited.  
          This becomes available when you defeat STING CHAMELEON.  
      
      DISTANCE NEEDLER 
      Energy Requirement: 6 
      Description: This, in my humble opinion, is the best of the Vulcan 
          class weapons.  It has excellent range (much longer than the PSP 
          screen length), and it can go through most enemies (even shielded 
          ones!).  It's main downfall is that its fire rate is very slow but 
          that is compensated by its relatively more powerful shots.  This 
          becomes available when you defeat CHILL PENGUIN.  I've tested this 
          to be useful against SPARK MANDRILL.

      TRIPLE 7
      Energy Requirement: 16 
      Description: Similar to BUCKSHOT DANCE only more powerful but more 
          costly so you can't combine this with some of the more powerful 
          shoulder and leg types until Free Play.  This becomes available 
          once you defeat FLAME MAMMOTH.  

          
----- MISSILE TYPE ------------------------------------------------------------
 
      Vile removes his arm and fires a missile from the hole.  This is less 
      powerful compared to the last type below but unlike that one it can be 
      fired multiple times.  This offers a good balance of speed and power.  
      Note that ALL MISSILE TYPEs become available after you defeat LAUNCH 
      OCTOPUS.  
          
      
      HUMERUS CRASH 
      Energy Requirement: 4 
      Description: This is your basic MISSILE TYPE.  It fires a missile 
          horizontally.  It is not rapid fire, so you need to press the 
          SQUARE button multiple times.  This becomes available after you 
          defeat LAUNCH OCTOPUS.  I've tested this to be useful against 
          BOOMER KUWANGER.
      
      POPCORN DEMON 
      Energy Requirement: 6 
      Description: Fires a missile that splits into three a short distance 
          away from Vile.  Its usefulness is akin to that of BUCKSHOT DANCE 
          in that you can fire missiles at enemies on slightly higher or 
          lower ledges.  This becomes available after you defeat STING 
          CHAMELEON.
      
      BANZAI BEETLE 
      Energy Requirement: 6 
      Description: Fires a missile with wings which improves accuracy in that 
          you can hit the enemies via the wings as well and not only the 
          missile itself.  This becomes available after you defeat STORM 
          EAGLE.  I've tested this to be useful against FLAME MAMMOTH.  
      
      LOST LAMB
      Energy Requirement: 6
      Description: Fires a missile that travels at a trajectory similar to 
          BUCKSHOT DANCE.  I don't use this that much as I feel there are 
          much better weapons.  This becomes available after you defeat 
          BOOMER KUWANGER.  Oddly enough, this is useful against BOOMER 
          KUWANGER himself.  
      
      SEROTINAL BULLET 
      Energy Requirement: 04 
      Description: Fires missiles that travel at a very slow rate (almost 
          floating for a few seconds).  This is most useful against aggressive 
          enemies in that you can fire it then run a way and see said enemies 
          rush into your missile.  This becomes available after you defeat 
          CHILL PENGUIN.  This I have tested to be effective against BOOMER 
          KUWANGER and SPARK MANDRILL.  Though this doesn't damage him that
          much, this is also useful against STORM EAGLE.

----- PUNCH TYPE --------------------------------------------------------------

      For fans of the series, this is similar to the weapon given to Megaman by
      Hard Man in Megaman 3 in that you launch your fist itself into a rocket 
      boosted punch attack.  This is extremely powerful but you need to wait 
      for your arm to reattach to your body before you fire again.  
      Nevertheless, this is the best arm type weapon and one that you would be 
      choosing most of the time.  All PUNCH TYPEs become available once you 
      defeat SPARK MANDRILL.
  
      GO-GETTER RIGHT 
      Energy Requirement: 6 
      Description: The default PUNCH TYPE.  This is as close to the original 
          Hard Man Punch weapon as you can get.  This becomes available once 
          you defeat SPARK MANDRILL.  This is most effective against  
          ARMORED ARMADILLO though this does not have the effect of removing 
          his armor.
          
      SPOILED BRAT
      Energy Requirement: 6 
      Description: The same as GO-GETTER RIGHT but FASTER and WEAKER.  I 
          won't use this.  IMHO I'll take one of the VULCAN's instead if I 
          was looking for something fast.   This becomes available after you 
          defeat LAUNCH OCTOPUS.
  
      EGOTISTIC PILL
      Energy Requirement: 12
      Description: PUNCH TYPE but armor piercing!  Useful but I would choose 
          something else.  This becomes available once you defeat ARMORED 
          ARMADILLO.  
  
      GOLDEN RIGHT 
      Energy Requirement: 20 
      Description: This is extremely strong (probably the strongest in terms 
          of raw damage of all of Vile's weapons).  It suffers greatly in 
          range though which limits its usefulness.  This becomes available 
          once you defeat LAUNCH OCTOPUS.
  
      INFINITY GIG 
      Energy Requirement: 16 
      Description: This is probably the best PUNCH TYPE of all.  It has the 
          power of a PUNCH TYPE plus homing and armor piercing.  If you've 
          played Diablo II using a high pierce guided arrow Amazon, you'll 
          know what I mean.  This is just so good.  This becomes available 
          after you defeat CHILL PENGUIN and is extremely useful against 
          ARMORED ARMADILLO though it doesn't remove his armor.  
          

= SHOULDER-MOUNTED GUN WEAPONS ================================================

  This form your anti-air arsenal.  Note that you pause in place when you fire 
  this (even in the air) which may be advantageous and disadvantageous 
  depending on the situation.


----- BLAST TYPE --------------------------------------------------------------

      These fire concentrated energy similar to X's charged shot in appearance 
      (though you don't need to actually charge).  This is Vile's default 
      SHOULDER TYPE and as such is available from the get go.  Note that except
      if explicitly specified, this weapon can be aimed using the UP and DOWN 
      keys.  Note though that UP fires at ~80 degrees from the horizontal, 
      default fires at ~45 degrees from the horizontal and DOWN fires 
      horizontally.

      FRONT RUNNER 
      Energy Requirement: 2 
      Description: This is your default BLAST TYPE.  It's about as powerful 
          as X's charge shot.  This is available from the start.
          
      TRIDENT LINE
      Energy Requirement: 6
      Description: As is all weapons you get from beating STING CHAMELEON, 
          this fires 3 FRONT RUNNER like blasts at angles of each other.  
          Note that the 3 blasts are fired one at a time leaving Vile 
          vulnerable for that time span.   
        
      FATBOY 
      Energy Requirement: 20
      Description: Exceedingly powerful but cannot be spammed due to 
          Energy Requirements.  This becomes available after you defeat 
          BOOMER KUWANGER.
          
      FIRE MURRAIN 
      Energy Requirement: 8
      Description: This fires a short range blast that explodes after 
          traveling a short distance.  It is very powerful though and good 
          against multiple flying enemies.  This becomes available after you 
          defeat FLAME MAMMOTH. 
  
  
      LONGSHOT GIZMO 
      Energy Requirement: 14 
      Description: Similar to TRIDENT LINE except it fires five blasts.  This 
      becomes available after defeating STORM EAGLE.


----- LASER TYPE --------------------------------------------------------------

      This fires lasers (obviously).  These are extremely powerful though I 
      would use the type below except for specific situations.  All LASER TYPEs
      become available after defeating STING CHAMELEON.  NOTE THAT IN MY 
      OBSERVATION ALL LASER TYPES ARE USEFUL AGAINST STORM EAGLE.

      CERBERUS PHANTOM 
      Energy Requirement: 6
      Description: This is the default LASER TYPE.  Like all weapon's 
          received from STING CHAMELEON, this fires 3 lasers at angles of 
          each other.  Note that this can be aimed.  This is especially 
          effective against STORM EAGLE, having the ability to stagger him.   
          This is important given it is almost impossible to defeat STORM 
          EAGLE without the ability to interrupt his tornado attack.
          
      NERVOUS GHOST 
      Energy Requirement: 8 | DEFEAT: Sting Chameleon, Flame Mammoth)
      Description: Stronger version than CERBERUS PHANTOM but fires only one
          laser.  Note that this can be aimed.  This becomes available after 
          defeating FLAME MAMMOTH.    

      RISING SPECTER
      Energy Requirement: 18
      Description: Much, much stronger laser though cannot be aimed.  You 
          won't need to though because of its width.  This is very effective 
          against STORM EAGLE.  This becomes available after you defeat FLAME 
          MAMMOTH.
      
      STRAIGHT NIGHTMARE 
      Energy Requirement: 14 
      Description: Slow and piercing, this is one of the more powerful 
          lasers.  This has the distinct disadvantage of not being able to fire
          upwards.  I don't use it much though, since I find RISING SPECTER to 
          be more useful.  This becomes available after you defeat STORM 
          EAGLE.  This is useful against FLAME MAMMOTH.
      
      NECRO BURST (COST: 28 | DEFEAT: Sting Chameleon, Launch Octopus)
      Energy Requirement: 28
      Description: Now this is different.  Firing this kills any non-boss 
          enemy right next to you.  This means though that you'll be taking a 
          lot of damage.  Also note that after firing this, you won't be able 
          to fire anything else for a short while so its usefulness is rather 
          limited!  I would like to try this against some end bosses though 
          sometime except using this will mean you'll be using the weakest 
          weapons of your other launchers because of the cost.  This becomes 
          available once you defeat LAUNCH OCTOPUS.


----- BOOMERANG TYPE --------------------------------------------------------- 

      This is akin to X's BOOMERANG CUTTER except for different flight patterns
      and number of projectiles.  Read below for details.  This type becomes  
      available after you defeat BOOMER KUWANGER. Note that in my experience, 
      ALL BOOMERANGE TYPES ARE EFFECTIVE AGAINST STING CHAMELEON AND HAS THE 
      ABILITY TO CUT OFF BOTH FLAME MAMMOTH'S TRUNK AND LAUNCH OCTOPUS' 
      TENTACLES.

      METAL CRESCENT 
      Energy Requirement: 4 
      Description: This is you default BOOMERANG TYPE.  It fires 3 boomerangs 
          and is aim able.  This becomes available after you defeat BOOMER 
          KUWANGER.  
           
      QUICK HOMESICK 
      Energy Requirement: 4 
      Description: This is the exact same boomerang as X's in that it 
          returns to you picking up items along the way. Note that this is 
          the ONLY BOOMERANG TYPE with this ability.  This becomes available 
          after you defeat FLAME MAMMOTH.   
          
      PARASITE SWORD
      Energy Requirement: 6
      Description: This is exceptionally powerful and useful.  It fires a 
          single boomerang which grows larger the farther it goes.  It can 
          also pierce through enemies and shields! I usually use this over 
          every other SHOULDER TYPE except MAROONED TOMAHAWK.  This becomes 
          available once you defeat CHILL PENGUIN.

      TWO HEADED SLASH
      Energy Requirement: 6
      Description: Another useful boomerang type.  This is almost the same as 
          PARASITE SWORD except for the fact that it fires two boomerangs and 
          that the boomerangs don't grow in size.  This becomes available after
          you defeat LAUNCH OCTOPUS.
                  
      MAROONED TOMAHAWK 
      Energy Requirement: 12
      Description: One of the best weapons in the game, in my humble opinion.  
          This fires a boomerang that stops a short distance away from Vile 
          and just rotates in place.  It can also pierce through enemies 
          and shields! This is very useful against all stationary enemies and 
          can also be used to block of pesky flyers while you fight something 
          else.  This becomes available after you defeat ARMORED ARMADILLO.

= LEG WEAPONS =================================================================
 
  This holds your most powerful weapons and are your best bet against  
  stationary enemies.  Note that triggering this usually involves quite a  
  lengthy animation sequence (i.e., Vile kneels down before firing) so time 
  your use wisely.

----- BOMB TYPE ---------------------------------------------------------------

      This your default LEG TYPE and as such is available from the start.    
      These are mostly powerful given the right situation.  One tip for these 
      weapons is to jump then fire them.  This makes firing time a bit faster 
      and a lot less difficult to aim though you need to be right on top of an 
      enemy to hit it.

      BUMPITY BOOM 
      Energy Requirement: 02 
      Description: This is your default BOMB TYPE and powerful at that.  It 
          usually takes two to three shots to kill powerful stuff though so I 
          don't use it when I get something else.  This works well against 
          CHILL PENGUIN though which is nice for a default weapon.
  
      RUMBLING BANG
      Energy Requirement: 12 
      Description: A bit more powerful than BUMPITY BOOM and sporting a 
          larger horizontal range, its not one I prefer though.  This becomes 
          available after you defeat SPARK MANDRILL.
      
      SPLASH HIT 
      Energy Requirement: 8 
      Description: This is the best of this type, IMHO.  It fires a tornado 
          similar to a X's charged up STORM TORNADO which is a lot more useful
          compared to others in its class.  I use this a lot in the early 
          going.  This becomes available after you defeat LAUNCH OCTOPUS.
      
      TERRITORIAL POW 
      Energy Requirement: 4 
      Description: More of a shield type than anything else, it blocks some 
          enemy projectiles. You need to time it right though.  Me, I'd 
          rather avoid projectiles than waste offensive power on this one.     
          This becomes available after defeating ARMORED ARMADILLO.
          
      BANGAWAY BOMB
      Energy Requirement: 10
      Description: This fires something similar to X's charged up FIRE 
          WAVE though not as powerful.  This is useful against ground 
          enemies.  This becomes available after defeating STORM EAGLE.


----- BALL TYPE ---------------------------------------------------------------
 
      This is slightly better than the BOMB types simply because you can fire 
      them a distance away from enemies which makes the animation sequence 
      bearable.  Jumping before firing is still the best way to use this.  IN 
      MY EXPERIENCE ALL BALL TYPES (except HOT ICICLE) ARE EFFECTIVE AGAINST 
      LAUNCH OCTOPUS.  THIS TYPE BECOMES AVAILABLE AFTER YOU DEFEAT ARMORED 
      ARMADILLO.
        
      DEATHSTAR HUG 
      Energy Requirement: 4 
      Description: This is very similar to X's ROLLING SHIELD attack.  This 
          type becomes available after you defeat ARMORED ARMADILLO.
      
      PEACE OUT ROLLER
      Energy Requirement: 6
      Description: When this hits a surface, this splits into two each going 
          in opposite directions of each other (so if it hits a wall, one 
          goes up and the other goes down; if it hits the ground, one goes 
          left while the other goes right).  This is the most effective 
          weapon against ARMORED ARMADILLO, as it removes his armor and is 
          easy to use (you just need to hang on to either wall and fire away). 
          This is a shame because you need to beat him (as well as SPARK 
          MANDRILL) first to get it.

      SWORD BOUQUET 
      Energy Requirement: 16
      Description: This napalm fires something similar to X's charged up FIRE 
          WAVE though not as powerful.  This is useful against ground 
          enemies.  This becomes available after defeating FLAME MAMMOTH.
          
      HOT ICICLE
      Energy Requirement: 10
      Description: Similar to SWORD BOUQUET except its fired on ceilings not 
          floors.  Not that useful since you have your SHOULDER gun to deal 
          with flyers.  This is pretty useful against STORM EAGLE though.  
          This becomes available when you defeat STING CHAMELEON.
          
      STUBBORN CRAWLER 
      Energy Requirement: 12
      Description: Similar to DEATHSTAR HUGGER except it doesn't stop when it 
          hits walls.  This becomes available when you defeat BOOMER 
          KUWANGER. 


----- FLAMETHROWER TYPE -------------------------------------------------------

      This is like a whole family of different types of X's FIRE WAVE. These 
      are the most powerful weapons in your arsenal.  Note that if fired while 
      on the ground, fire is release horizontally.  When fired while jumping, 
      fire is released from Vile down.  Firing it while jumping, in my opinion 
      is much more better than while on the ground as it keeps you safe from 
      ground enemies.  This type becomes available when you defeat FLAME 
      MAMMOTH.  NOTE THAT NOT ALL FLAMETHROWER TYPES ARE EFFECTIVE ON CHILL 
      PENGUIN.
      
      WILD HORSE KICK
      Energy Requirement: 6
      Description: This is your default flamethrower with about the same 
          range and power as X's FIRE WAVE.  I have tested this to be useful 
          against CHILL PENGUIN.  This is available after defeating FLAME 
          MAMMOTH.

      DRAGON'S WRATH 
      Energy Requirement: 8 
      Description: It has exceptionally long range.  It arcs as well making it
          a bit more difficult to aim.  I don't use it that much.  I have 
          tested this to be useful against CHILL PENGUIN.  This is available 
          after defeating STORM EAGLE.  

      GREEN-EYED LAMP 
      Energy Requirement: 10 
      Description: This is similar to WILD HORSE KICK in terms of range but 
          upon reaching max range it flares up and causes more damage.  Not 
          as useful as others though.  I prefer range over power.  This is 
          available after defeating STING CHAMELEON. 
           
      SEA DRAGON'S RAGE 
      Energy Requirement: 12
      Description: This is the only flamethrower useful under water and it 
          has excellent range to boot.  This is one of my favorites.  This 
          becomes available after you defeat CHILL PENGUIN.
      
      BURNING DRIVE
      Energy Requirement: 16  
      Description: This is exceedingly power if used correctly but is limited 
          in range.  I prefer SEA DRAGON's RAGE.  This becomes available 
          after you defeat BOOMER KUWANGER.
    
 Vile also receives a couple of armor upgrades, though it doesn't change 
 anything graphically.  
 
      FROZEN CASTLE
      Description: This reduces damage taken by Vile by half!  You need to 
          defeat CHILL PENGUIN to get this.
          
      SPEED DEVIL
      Description: This greatly improves your speed!  You need to defeat STORM
          EAGLE to get this.
  
 Vile's stages are also somewhat more difficult.  The level designers have done
 a great job in swapping the enemy types and locations in Vile's levels such 
 that although the they are (structure-wise) the same as X's, reaction times 
 are much more critical if you want to go through to the maverick boss with 
 minimal damage.  
  
 All in all Vile's game is a lot more strategic and requires a lot of 
 forethought especially in the early going.  It is much more satisfying though 
 (similar to how Zero's game in X4 is a lot more satisfying compared to X's).


===============================================================================
- 4 - X GAME WALKTHROUGH ------------------------------------------------------
===============================================================================

 Note that I won't provide you with a step by step walkthrough the entire 
 stages as that won't be that useful.  I will instead focus on the giving you 
 tips in beating specific points in the game that are particularly difficult.  
 
 For those experienced MMX players here, the route taken in this FAQ is not at 
 all optimal.  My aim is to provide the easiest route for beginners so don't 
 flame me saying that I'm not doing stuff right.  End goal is to beat everyone 
 and collect everything and this is pretty much achieved albeit in a much 
 longer time.   
 
 Now let's begin.

= CENTRAL HIGHWAY =============================================================

 General Tips:

 * Familiarize yourself with controlling X.  This is the best place for you to 
   do it as the enemies are relatively harmless.
   
 * Keep your X-Buster charged up even if you don't see any enemies so you are 
   always ready to fire.
   
 * If an enemy doesn't drop after a charged shot, continue shooting it with 
   uncharged shots.  It will drop faster than if you charge up your shot again.
   This is not applicable against bosses though since you will after firing
   they will be invincible and this time is best used charging up again.
   
 * When fighting the giant bee, just continue firing taking note of the enemies
   it drops.  When it starts lobbing missiles, dodge these by jumping.  Take 
   this time to re charge up your X-Buster.
 
 BOSS: Vile
   
 * Note that unlike the first game, Vile does not aim to capture you this time.
 
 * Only his head is vulnerable so don't bother trying to hit his Ride Armor.
 
 * When he dashes towards you, jump over him, though he is big, his speed 
   relative speed should make it easy for you to jump over him.
   
 * When he fires his spark attack, jump else, you'll get stunned for a while.


= STARTING ACTIVITES ==========================================================

 * Note that you can get all armor upgrades even before you defeat each 
   individual boss.  I highly recommend this as this will make your life a lot
   easier even in normal.  Below are their locations:
   
   LEG PARTS: PROTOTYPE WEAPONS PLANT
   HEAD PARTS (need LEG PARTS): MISSILE BASE
   BODY PARTS (need HEAD PARTS): NEW TYPE AIRPORT
   ARM PARTS (need LEG PARTS): RECON BASE
   
 * To make it even easier, there are a number of HEART TANKS and SUB TANKS 
   readily available to you at the start.  These are as follows:
 
   HEART TANKS available in:
     MINE RUINS
     SUBTERRANEAN BASE
     NEW TYPE AIRPORT (needs LEG PARTS)
     PROTOTYPE WEAPONS PLANT
     
   SUB TANK available in:
     MINE RUINS
     NEW TYPE AIRPORT
     PROTOTYPE WEAPONS PLANT


= MISSILE BASE ================================================================

 * Again, always charge up your X-Buster.  Most enemies will go down in one hit
   while for others you will need to follow it up with a few single ones.
   
 * The best way to defeat the woodcutter is to jump over him and shoot him from
   behind.
 
 ITEMS:
 
 * HEAD PARTS (needs LEG PARTS) * 
   Near the start of the stage where you need to climb up but are hindered by  
   wheel enemies, you will find a set of breakable bricks on the right wall.  
   Just climb up it and the wall should break.  You will find the HEAD PARTS 
   just behind it.
 
 * HEART TANK (needs fire wave) *
   Somewhere along the middle of the stage, you will notice a metallic bunker. 
   Go past it and through to a cave.  When you get out from the other side, 
   find the ride armor.  Go over to the top of the cave by jumping in the 
   armor then jumping, and then at the apex of your jump, jumping out of the 
   armor.  You should be high enough that you can go on top of the cave.  From 
   their find the bunkers and break them open using Fire Wave.  Go back later 
   if you don't have it yet.
   
 BOSS: Chill Penguin
 
 * For those who didn't follow this FAQ and has acquired FIRE WAVE already use 
   it.  The hardest part of this battle would be to hit him once.  This will
   stun him and you can stun him continuously through timing your shots 
   carefully.  
   
 * For those without FIRE WAVE, immediately grab hold of the wall farther a way
   from him and charge up your X-Buster.  If he grabs on to the ring, fire away
   with your X-Buster making sure you charge it up again.  If he jumps to your 
   side of the screen, drop over him and run to the other side and grab hold of
   the other wall as he will either jump and hit you or grab on to the ring and
   fire his blizzard attack which will make you fall to the ground.  You 
   survival relies on being able to keep hold of a wall.  Ignore his other 
   attacks.  He should go down in a bit.

 * Hard mode is a bit of a doozy if you try this guy first.  He has one special
   attack where he fires a series of Shotgun Ice shots against a wall and you 
   will undoubtedly get hit.  Since you will probably have very limited life 
   you would need to take a more offensive approach here as you won't survive 
   if you try waiting it out.  You may want to get some upgrades, HEART TANKs 
   and SUB TANKs available first to make life easier for you.


= POWER PLANT =================================================================

 * If you've beaten STORM EAGLE already, you will find this place in ruins.  
   The spark hazards will be gone.  The dark stages will be very dark, however,
   making those parts a wee bit harder IMHO.
   
 * Learn to dodge the sparks.  They don't do much damage but it does add up.
 
 * To fight the big enemies firing sparks and missiles, just charge up your 
   shot, and after he fires his missiles, dodge them and fire your charge shot.
   Follow this up by spamming single shots.  Repeat as necessary.  
 
 * When you get to the dark areas where you see flying light bugs, just go 
   slowly.  Stop when the area gets dark and move forward when it lights up 
   again.  This shouldn't be that hard.
   
 * When you get to the large gel type robot, just charge up your shots and fire
   at him from the side wall, remembering to move to the other end if he gets 
   near you.
   
 ITEMS:
 
 * SUB TANK (needs BOOMERANG CUTTER) *
   Near the beginning where you avoid the sparks, always take the stairs down. 
   Near the end of this area, you should find the SUB TANK behind a wall.  You 
   should be able to reach it with a well aimed BOOMERANG CUTTER.
   
 * HEART TANK (needs BOOMERANGE CUTTER) *
   Near the middle of the stage, you will find a set of stairs going down.  
   Notice the ceiling is especially high in this area.  That is because their 
   is a HEART TANK off screen.  You can reach this by grabbing hold of the 
   right wall and climbing up.  When you reach the top, you need to aim your 
   BOOMERANG CUTTER such that it reaches the HEART TANK.
   
 BOSS: SPARK MANDRILL
 
 * You should have SHOTGUN ICE now.  You just need to keep him frozen and he 
   should drop without any difficulty.

 * If you don't have SHOTGUN ICE, well, some strategy is in order.  The first 
   thing you should do is learn his movements.  You should know the animation  
   sequence for his different attacks so you can dodge them easily.  As with 
   CHILL PENGUIN, hug one of the walls and charge up your X-Buster.  If he 
   climbs up, he will go to your side so fire your X-Buster then go to the 
   other wall.  If he does his dash punch, drop over him (time it right since 
   if he hits you before you drop, you will fall and hit him), fire your X-
   Buster and hug the opposite wall.  If he fires his spark attack, drop down (
   as it can traverse walls) fire your X-Buster and climb the same wall again. 
   He should drop in no time.
   
 * He won't be as hard as CHILL PENGUIN in Hard Mode since he doesn't have any 
   additional attacks.  Note though that while you can afford to get hit a 
   couple of times in Normal, in Hard Mode, avoiding hits  is much more 
   critical as damage taken is much larger. 


= MINE RUINS ==================================================================

 * For miners, charge your shot.  As he throws his pickaxe, fire the shot and 
   step forward (or backward) a bit (enough that it misses you) and fire 
   multiple single shots.
 
 * Be careful when riding the train.  You will always fall in a pit at the end 
   of a ride if you just stay put.  Jump at the last second.  Also, just keep 
   firing single shots especially.  Be careful with the third (last) train 
   sequence.  The end is a real doozy. 
 
 * The best way to deal with the mining tanks is to use either FIRE WAVE or 
   STORM TORNADO on it.  If you don't have this, use one charged shot followed 
   by a quick barrage of single shots.  It should go down before long.  
   
 ITEMS:
 
 * SUB TANK *
   You should see a mining tank during one of the longer drops.  Quickly climb 
   back up the wall and let it go past you.  The SUB TANK is right behind it.
   
 * HEART TANK *
   At the second long drop, you will find yourself right behind another mining 
   tank.  Quickly release a fully charged shot (you did charge before hand did 
   you) and barrage it with quick single shots while following a short distance
   hind it, being careful not to run into it.  It should die before it reaches 
   a hole in the ceiling holding the HEART TANK.  If you lack the dexterity, 
   just go back later when you have FIRE WAVE or STORM TORNADO.  It will go 
   down easily with either.
   
 * HADOUKEN UPGRADE (need everything!) *
   Just go through this entire stage with full SUB TANKS and without taking any
   damage.  After the last train ride, time a jump to get above the entrance to
   the boss fight.  You should see the capsule there.  To get past this test
   easily, charge up your ROLLING SHIELD and you should be nigh invincible.  
   Spam a STORM TORNADO on stronger enemies to beat them easily.
   
 BOSS: ARMORED ARMADILLO
 
 * If you have ELECTRIC SPARK, use it else, use Charged Shots.  Either way the 
   pattern is the same.

 * If you have ELECTRIC SPARK, immediately fire it at him and he will drop his 
   ARMOR, then go to the side wall.  If not, immediately climb the side wall.  
   Now he will shoot you a few times.  Keep on the wall ignoring these rounds 
   as they won't hit you.  He will then roll into a ball and bounce around the 
   screen.  When he first rolls into a ball, he will hit the ground below you 
   and ricochet well away from you missing you completely.  Immediately drop 
   down and position your self such that his bounce path will miss you, it's 
   not that hard believe me.  After going from left to right a couple of times,
   he will unroll himself.  If you don't have ELECTRIC SPARK, immediately fire 
   your charged shot (else he will block it).  If you have it, just fire away. 
   Either way, go back to the wall and repeat the process.  When he reaches 
   less than 50% his life, he will have a new attack.  He will roll into a ball
   again but this time, he will roll in place for a few seconds.  This is your 
   cue to drop down as he will roll around walls and ceiling instead of bounce 
   around it as before.  Now just time your jumps carefully (he will gain speed
   continually while rolling).  Hit him again when he unrolls.  He should die 
   soon enough.    

 * Like CHILL PENGUIN, ARMORED ARMADILLO also has a special attack that is 
   nigh unavoidable.  His attack is one where he bounces around the screen but 
   instead of at 80 angles which is very easy to avoid, it will be at 30 degree
   angles!  He will also be firing blasts on all four cardinal directions.  If 
   you are presented with the option, get hit by his blast instead of ARMORED 
   ARMADILLO himself as damage is much less.  Stock up on upgrades and power 
   ups first if this is your first boss.


= SUBTERRANEAN BASE ===========================================================
  
 * To beat the turtles, just fire you charged shot, wait for him to fire off 
   BOTH missiles then walk forward (or backward) then fire again.  Rinse and 
   repeat.
   
 * You can charge up your ROLLING SHIELD here to prevent the rolled shrimps 
   from harming you. 
   
 * The round fish will suck you in, they are mostly harmless but try not to 
   drop on the spikes when you destroy them from the inside.
   
 * You will soon meet up with a large submarine like fish.  To beat it, charge 
   up your shield for protection against the smaller eels (if you don't have it
   doesn't matter).  Then just fire away at the thing on its head (a search 
   light of sorts).  It will eventually drop off along with its shield.  Now 
   just continue firing its main body and it should die without any troubles.  
   Note that one of its attacks involves firing off a small whirlwind (similar)
   to Storm Eagle's. This is mostly harmless for the first sub at least.  
 
 * You will meet up with a second sub, except with this one you have to deal 
   with having a relatively small place to stand on with either side having 
   spikes.  Just repeat the process above but this time jumping when he fires 
   off his wind attack. To avoid getting pulled/pushed to the spike pits. 
    
 * You will encounter a big dragon type robot. Just keep firing at his head or 
   tail and it should drop sooner or later.  Keep to the sides and you should 
   be safe.
   
 ITEMS:
 
 * HEART TANK *
   Around the middle of the stage, you will find missiles dropping from above.
   Go back until you find a sort of whirlwind device.  Hop on it and it will
   take you to a large boat type robot.  Hop on it and fire at its core (its 
   big and blue you can't miss it).  Sooner or later, it will drop down taking 
   you along with it and break through the blast doors below and into a large
   area.  Moving forward you will meet up with a dragon type robot.  Just keep 
   firing at his head or tail and it should die soon enough.  Keep onto the 
   side walls to be safe.  When he dies move to the right side of the room to 
   receive the HEART TANK.

 BOSS: LAUNCH OCTOPUS
 
 * If you have BOOMERANG CUTTER, keep firing on him until his tentacles drop 
   off disabling his absorb attack.
   
 * If you have ROLLING SHIELD just keep to a side wall and keep pelting him 
   with it when he comes in range.  Then keep him stunned using buy firing the 
   ROLLING SHIELD in time with the end of his stun animation.

 * If you don't have ROLLING SHIELD, keep on the ground and keep your X-Buster 
   charged up.  Fire at him when you can and recharge.  If he fires his 
   missiles, jump to avoid them.  If he fires fish, fire you charged shot at 
   them and then jump over what's left.  When he starts spinning, that's your 
   cue to run.  Make sure that you are not in the middle when the whirlwind 
   forms as this not only damages you greatly, it also heals him!  He'll die 
   before long.
      
    
= FORTRESS TOWER ==============================================================

 * Slowly make your way up.  This is not a very difficult stage for X.  If you 
   have rolling shield, have it up at all times so you don't need to worry 
   about the flyers in this stage.
 
 * When you get to the part on the elevator going up, always have your X-Buster
   charged up and kill the wheel robots ASAP.  Use STORM TORNADO if you have 
   it.
 
 ITEMS:  
 
 * HEART TANK (needs BOOMERANG CUTTER or ARM PARTS + SHOTGUN ICE) *
   After the elevator, you will be climbing up a series of ledges with guns 
   coming out of the left wall.  When you get to the top, you will see the 
   HEART TANK on a ledge.  This is very easy to get if you have BOOMERANG 
   CUTTER,  just aim it correctly and you should get it in one or two tries.  
   With SHOTGUN ICE, you need to be a bit more agile.  Charge it up to create 
   an ICE BLOCK.  Ride the ICE BLOCK and immediately jump up to the ledge.
  
 BOSS: BOOMER KUWANGER
  
 * If you have HOMING TORPEDO as it stuns him.  Note that you can't keep him 
   stunned though. 
   
 * Climb the wall on the side of the room opposite him.  If he fires his 
   boomerang, drop down and fire whatever weapon you are using then when it is 
   safe, climb back up (if you are using your X-Buster, charge it up again).  
   If he rushes towards you, go over him to the opposite wall.  You won't be 
   able to avoid his boomerang otherwise.  Rinse and repeat.      


= RECON BASE ==================================================================

 * Again, mostly weak enemies.  Just spam you Buster shots and they should go 
   down without a problem.
 
 * For woodcutters, remember to charge up first and destroy the blocks that he 
   lobs at you.
 
 * On the cave with the falling rocks, walk slowly and keep fire HOMING 
   TORNADOES every few paces to root out the robots.  Don't worry about the
   rocks as your helmet should block them (that is if you have the helmet 
   already).  The robot will drop easily by spamming your HOMING TORNADO.  
 
 * You will soon get some ride armor use it.
     
 * You will have to contend with other ride armor enemies here, 3 punches from 
   yours should flatten them though.  If not, a charge shot plus a steady shot 
   of normal shots should do them in.
   
 ITEMS:
 
 * ARM PARTS (need LEG PARTS) *
   After the first "green area", you will find a cave.  You should recognize it
   by the low ceiling and the pit at its entrance.  Dash Jump to reach the 
   upper ledge.  Here you will fight a rather large (about the size of FLAME 
   MAMMOTH) robot.  Just keep firing charged shots (or STORM TORNADOES) on his 
   head and dash-jumping over him when he gets close.  Once you beat him, you 
   will gain access to the ARM PARTS.
    
 * HEART TANK (need LEG PARTS, and have beaten LAUNCH OCTOPUS) *
   Starting from the same cave entrance, drop into the pit.  The screen should 
   scroll down (else wrong pit and you just died, sorry about that).  You have 
   to break a few bricks, do so by climbing up them (you need the LEG PARTS to 
   break them).  Now do a dash-jump right and you should reach the an upper 
   ledge to the right.  Note that this would be flooded if you defeated LAUNCH 
   OCTOPUS already giving you the ability to reach that said ledge, else you'll
   most likely come short though I was able to reach it once (in the original) 
   before without beating him though I don't know if that's possible now as I 
   haven't been able to do so.
   
 BOSS: STING CHAMELEON
 
 * This is one easy boss to defeat even without BOOMERANG CUTTER so it is a 
   good first level choice.
 
 * If you have BOOMERANG CUTTER use it.  It will stagger him giving you some 
   breathing room and preventing him from using his more lethal attacks.
 
   
= NEW-TYPE AIRPORT ============================================================

 * This is a relatively easy stage, but you need to be alert since even though
   you don't take much damage, it doesn't matter if you fall off a ledge or 
   platform.
 
 * Shoot the grabbers immediately.  If you are captured, time your shots so 
   that they don't drop you off the to a premature death when they blow up.  
   For other enemies, use the same strategies as before (as they are mostly the
   same).  
 
 * Again don't rush it especially in the jumping areas, patience is a virtue in
   Megaman.
 
 ITEMS:
   
 * HEART TANK (need LEG PARTS) *
   At the very beginning, you will be riding a set of moving platforms operated
   by pulleys.  At the very top of the platform (you won't be able to go up 
   anymore at this point), do a dash jump towards the left.  You should land 
   just above the starting position.  The HEART TANK should be there.
   
 * SUB TANK *
   Near the middle, you should see a gun situated on a rising pillar.  Destroy 
   the gun and ride the pillar up.  You should see a large glass room.  Shoot 
   the glass to break it and go through.  The SUB TANK is on the far side of 
   the room.

 * BODY PARTS (need HEAD PARTS) *
   Near the middle of the stage, you will climb a tall pillar to a set of 
   ledges above.  Note that at the top, you will see that you can drop down the
   other side of the  pillar.  Jump across to the other side of the small room 
   and you will find some breakable walls above you.  Break through these and 
   you will find the capsule where you get the HEAD PARTS.
   
 BOSS:  STORM EAGLE
 
 * I usually give strategies not requiring any special items but for this one, 
   having the LEG PARTS (or CHAMELEON STING) would save you from much anguish.
 
 * Use CHAMELEON STING if you have it.  It always staggers him and breaking his
   attack sequence.  Note that most (some are though) of his attacks are 
   passive and as such won't damage you.  They will push you down the side of
   the ship though and that will kill you.
 
 * As always keep your X-Buster charged (if you're not using CHAMELEON sting). 
   If you don't have the LEG PARTS or CHAMELEON STING, keep very close to him. 
   If he does his normal wing buffet type move (he uses his wings to create a 
   relatively mild wind to push you back), just keep running forward and keep 
   shooting.  CHAMELEON STING would stop him from doing it but its not really 
   that important to do so.  If he fires up his tornado attack, keep dashing 
   forward else you'll get pushed off the ledge.  If you don't have the LEG 
   PARTS yet, you need to watch out for this attack and jump over him to get 
   behind him (even if it means taking some damage) else you will die.  If he 
   flies up, he will either throw an egg which releases 4 homing birds (easy to
   kill with one perfectly aimed charged shot), or he will fly further up.  If 
   he flies up, keep on running in one direction.  He should either attack you 
   flying diagonally in your direction (he won't hit you unless you stand 
   still) or by flying along the ground (this will hit you so JUMP!).  Now if 
   you don't have either of my recommended equipment, try to have a few 1-ups 
   :-).  It would be much easier just to come back when you have either.


= PROTOTYPE WEAPONS PLANT =====================================================
 
 * This is a bit easier if you already defeated CHILL PENGUIN as all flames 
   would have been extinguished already.  
 
 * Again, being aggressive will get you killed and fast!  Take your time.  
   Hmmm, there seems to be a common pattern with all my strategies :-).
 
 * The moving platforms will cause you a lot of pain if you try rushing it.  
   Take it slow, there is a bit of wait time in between junk drops so you don't
   need to rush it.
 
 * At some point in the stage, you will encounter a small hall with motion 
   sensors.  Note that if you move, the cubes right next to the sensors will 
   each fire on shot at you.  Note that you can hang on to these cubes without 
   any trouble so use them to traverse the sensor area.
   
 ITEMS: 
 
 * LEG PARTS *
   This is very hard to spot at first (if you're the type who just runs in with
   guns blazing :-)) but when you find it, you should go here first in every 
   game.  Near the start of the stage, right BEFORE the area with ledges and 
   pickaxe throwing miners, you will pass through an area with a relatively
   low ceiling.  Around the middle of this area, the ceiling will suddenly 
   become higher and you will see that there is a wall to your left that is 
   rather easy to climb up on.  Go up and you should get the LEG PARTS. 
     
 * HEART TANK (defeat CHILL PENGUIN or not but you'll die after getting it) *
   Right near the beginning where the ground is on fire and with miners 
   throwing pickaxes at you, try to stay at the bottom most ledges at all 
   times.  You should see the HEART TANK on the ground next to a wall under one
   of the longer ledges.  Just dash to it and you should reach it before you 
   die.  With CHILL PENGUIN defeated, the fire on the ground will have been 
   extinguished already making it possible to get it without dying.
   
 * SUB TANK *
   This is in the same general area as the HEART TANK except instead of being 
   in the bottom right part of the area, the SUB TANK will be in the upper left
   area.  Go up this area (if you have CHAMELEON STING and ARM PARTS, charging 
   it up will make this much easier) to the upper left area of the room.  When 
   you get to the top left ledge, do a jump to the left wall. Slide down and 
   you should see the area where the SUB TANK is stored. 
    
 BOSS FIGHT: FLAME MAMMOTH

 * Use STORM TORNADO if you have it.  Else, charge up your X-Buster once again.
 
 * Unlike other bosses, you should stay a bit close to him.  This is because he
   will start lobbing balls of fire at you (like throwing a grenade).  When he 
   does this, run back a bit and shoot him.  If he throws another one, run back
   again and shoot again.  Keep doing this until you get to the wall, in which 
   case wait for him to be right below you then jump over him (this can be 
   tricky as he is a lot bigger than most other bosses), and repeat the same 
   process going in the opposite direction.  If he lobs a black glob at you 
   keep well away from it as, if he throws a ball of fire on it, it will create
   a much bigger fire that is relatively hard to avoid.  Also, if he jumps, 
   jump as well, timing your own jump such that you are be airborne when he 
   lands.  If not, you will be stunned and open to attacks.  He should die in
   no time.  
   
 * He has one hard mode attack (you will notice this one immediately as it is 
   blue and not red).  This is similar to a fully charged FIRE WAVE.  It is, as
   its name states, a wave of fire propagating forward.  Simply do a dash-jump 
   over the fire before it gets to high to avoid it.     


= POST ACTIVITIES =============================================================

 * This is a good time to review the FAQ and check what items you don't have 
   yet, say the HADOUKEN UPGRADE for example.
   
 * In between the last few stages, you might want to revisit ARMORED 
   ARMADILLO's stage to fill up your SUB TANKs and stock up on 1-ups.  This is 
   the best place to do this since (1) you are totally safe, and (2) 1-ups drop
   once in every 1 or 2 minutes.  To do this, charge up your ROLLING SHIELD.  
   Now just run back forth between the first train and the first ostrich 
   destroying all the bats (they should die upon contact with your shield) and 
   collect the items they drop.  This second or third bat drops 1-ups so 
   frequently that you will find you have 9 lives (i.e. full) before your four 
   SUB TANKs are filled up.
 
 
= SIGMA PALACE 1 ==============================================================

 * The first part of this level is relatively easy.  Just use STORM TORNADO and
   you should be fine.  Keeping ROLLING SHIELD up makes this a bit easier as 
   well, conserve it though since you'll need it soon.  Note that this is like 
   a shorter but harder version of LAUNCH OCTOPUS' stage so just use the same 
   strategy as there.
 
 * You should encounter the same big robot fish sub thing as before.  This 
   time, you will have to fight him with a relatively small ledge to stand on 
   (making his whirlwind attack especially deadly).  Use STORM TORNADO to make 
   short work of him.  If he does fire his whirlwind, make sure you jump and 
   not dash as dashing room is not that wide.
 
 * You will now fight LAUNCH OCTOPUS once again.  Use the same strategy as 
   before. 
 
 * Now you will have to go up a series of ledges (similar to BOOMER KUWANGER's 
   stage).  Take it slow and you should get there with little trouble.  ROLLING
   SHIELD helps in this area as well.
 
 * You will now fight BOOMER KUWANGER.  Use the same strategy as before.

 * Take it slowly through the next area and you should reach this stage's boss 
   without any problems.
   
 BOSS: BOSSPIDER
 
 * This is a relatively simple boss to defeat.  Use either SHOTGUN ICE or the 
   good old charged shot.

 * He has only a couple of simple attacks.  His first one is to lob four 
   spiders at you which, upon landing will go in your direction.  Jump over 
   them or fire a well timed charged shot (or STORM TORNADO) to destroy them 
   all in one shot. 
 
 * His other attack starts of with him creating a series of horizontal "webs" 
   between the 5 pillars behind you.  These represents the possible paths he 
   can take from the top-down.  To get his actual path, start where he is and 
   always take the first web left or right until you reach the bottom.  
   Position yourself as close as possible to him while still being out of his 
   reach.  He will only be vulnerable for a very short amount of time so being 
   near him gives you a bit more leeway.  He should die without you taking much
   damage (if at all).  Note that SHOTGUN ICE works well against him.
   
   
= SIGMA PALACE 2 ==============================================================

 * The first part shouldn't present any significant challenge to you.  Use 
   STORM TORNADO and you'll breeze through unscathed.  Watch out for the mining
   tanks though.  The second one, in particular, will drop right behind you and
   this usually means a one hit kill.  Good thing you have Ride Armour here.  
   Time it such that it when it hits the miner (and explodes in the process) 
   you are clear of the spikes when you become vulnerable.  There is a big hole
   in the ceiling where he drops, use this knowledge to your advantage. 
 
 * You will soon meet up with ARMORED ARMADILLO.  Use the same strategy as 
   before.
   
 * You will now reach an area with floating platforms.  Charge up your ROLLING 
   SHIELD once again and cruise through this part unscathed.  Don't fall 
   though.
   
 * You will be fighting STORM EAGLE once again.  Use the same strategy as 
   before.
   
 * Pass through the next (relatively short area) and you should be fighting 
   SPARK MANDRILL.  Use the same strategy as before.
   
 * Another short walk, if you need to fill up your Sub Tanks here.    
 
 BOSS: RANGDA BANGDA
 
 * This boss looks like a big face with both eyes and the nose capable of 
   attacking you, albeit one at a time.  
 
 * His eyes will do the most damage at you as they are hard to avoid.  They 
   will appear in either of the 3 colors, RED, GREEN and BLUE.  When RED, it 
   will fire 3 fire balls that are pretty much hard to avoid but doesn't damage
   you much anyway.  When GREEN it will fire a single shot which is easier to 
   hit as well.  When BLUE, it will throw its entire weight on you.  Note that 
   keep moving as it will do this a couple of times before returning to the 
   socket.  Shoot each eye when as often as you are able to.  Use CHAMELEON 
   STING or a charged X-Buster against the eyes. 
  
 * The nose is much easier to avoid as it follows a clear pattern (you did 
   ARMORED ARMADILLO right, so this shouldn't be a problem to you).  You will 
   know he is coming when the walls suddenly close in to you leaving only a  
   quarter of the original screen length, and no room on the floor (falling    
   means death because of the middle spikes).  What I did to hit it is throw   
   ROLLING SHIELDS from above him.  This seems to be the safest and easiest    
   method.  Note that don't get hit, or if you do, make sure you go back up the
   wall again immediately.  Falling means instant death.     


= SIGMA PALACE 3 ==============================================================
 
 * The whole stage is easy so I won't give details on the enemies anymore 
   albeit annoying (especially the FLAME MAMMOTH one).  I'll go straight to the
   Mavericks you'll be fighting.
    
 * Here you'll be fighting CHILL PENGUIN, STING CHAMELEON, and FLAME MAMMOTH.  
   Beat them using FIRE WAVE, BOOMERANGE CUTTER and STORM TORNADO (BOOMERANG 
   CUTTER if you want to cut his trunk off) respectively.
    
 BOSS: VILE 
  
 * Learn his moves.  By default he will fire CHERRY BLAST which, though hard 
   to dodge, is not that damaging.  His BANGAWAY BOMB attack is very damaging 
   but easy to avoid as well.  His laser attack is easy to avoid as well, just 
   stay at the far end of the screen when he fires so you have enough space 
   and time to dodge it.  His PEACE OUT ROLLER attack will often catch you off 
   guard so be careful.  Use ROLLING SHIELD to damage him more.  Try to 
   conserve your SUB TANKS because you'll be facing another boss in this area.
 
 ITEMS:
 
 * Z-BUSTER (need to NOT have ARM PARTS)
   After you beat Vile, Zero will give you his Z-Buster, but you need to not 
   have upgraded your own X-Buster with the ARM PARTS.  IMHO, its not worth it
   but you might want to do it a second time just to have this (for bragging
   rights).
      
 BOSS: D-REX
  
 * You'll be facing a large tank that looks like a T-Rex's head.  It is 
   composed of two parts that move independently of each other.  The bottom 
   part is invincible so don't bother trying to hit it.  
  
 * The bottom part only has one attack and that is to rush the left wall.  when
   it hits the wall with you on it, you will fall down, but thankfully it won't
   damage you (though it will leave you stunned leaving you open to attacks).
  
 * The upper part will glide back and forth and diagonally up and down.  Be 
   sure you don't get squashed between the two parts as will damage you 
   significantly.  
  
 * The best way to beat him is to stay on the ground and jump-firing BOOMERANG 
   CUTTERS.  If the bottom half is getting precariously close, just jump 
   through to the other side (being careful not to get squashed.) 
     
 * He will also sometimes fire a large electrical ball at you.  You will no 
   this immediately as the charging sequence is very noticeable.  If this 
   happens, do a carefully timed dash jump over the ball.  If done correctly, 
   you shouldn't receive any damage.  Use SUB TANKS as needed.


= SIGMA PALACE 4 ==============================================================
   
 * Were finally at the last stage.  This part is composed of 3 bosses in 
   succession.
   
 BOSS: VELGUARDER
 
 * When you get the timing right, you won't get hit a single time against him.
 
 * He has three basic attacks.  First he will try to fire a sort of flame 
   thrower at you.  Second he will try to fire a few ice bolts at you.  You 
   can either try to avoid them (the first by jumping over, the second by 
   positioning yourself correctly).  Both can be stopped by firing a fully 
   charged X-Buster (or Z-Buster) shot at him right before he gets a shot off. 
   The latter is the better option IMHO.
 
 * He will also jump over you to the wall then back down to his original 
   position.  Fire another charged shot to stagger him again.  (If you have the
   HADOUKEN UPGRADE, you can wait for him to jump up the wall and trigger it,
   he should land right on the fireball and die instantly).    
 
 * He won't put up much of a fight.
 
 BOSS: SIGMA 1
 
 * This fight is just as easy if you get the pattern right.  

 * Just get up the left most wall and stay there.  He will do one of two 
   things.  He will either shoot you with a series of pellets from his forehead
   (in which case, you should position yourself correctly so that the pellets 
   will hit the wall above and below you) or ricochet from wall to wall then 
   back down (similar to the nose part of RANGDA BANGDA).  This is easily 
   avoided by keeping to the top left corner and dropping at the last moment.  
   Note that in hard mode, if you do this, he will sometimes zoom down above 
   you so to be safe, after dropping down, always zoom to the other side and 
   repeating the sequence now from the top right wall.  This shouldn't present 
   you with any problems as well.
   
 BOSS: SIGMA 2
 
 * You then fight SIGMA's final form.  This is easily the biggest boss of the 
   game.  If you've played Megaman 3, this boss is strangely familiar to it in
   structure.  It is a very big character with only its head as its vulnerable
   spot.  
 
 * Use ROLLING SHIELD on its head to damage it.
 
 * It has quite a few attacks.  The first one involves it hitting you with 
   either hand (whichever you are closer to).  You should be able to dodge it 
   easily once you recognize the animation sequence.  You should then ride on 
   top of the hand and hit its head with ROLLING SHIELD a couple of times.
   
 * It can also attack via large sparks from his hand combined with sort of 
   flame thrower from its mouth.  If he starts his animation, hug either wall. 
   You should be safe from both attacks from there.
 
 * It can also fire a laser from its shoulder.  This will release a wave of 
   lasers propagating to the opposite wall.  Position yourself under the hand 
   near the start of the wave and when the laser on that hand dissipates, jump 
   over it and fire a couple of ROLLING SHIELDs at him.  He is vulnerable until
   the laser reaches the opposite wall.
   
 Congratulations, you just beat X Mode.


===============================================================================
- 5 - VILE MODE WALKTHROUGH ---------------------------------------------------
===============================================================================

 Similar to the X MODE WALKTHROUGH above, this won't go into much detail 
 regarding the stage layout.  I will focus only on problematic areas.
 
 I will also give the recommended weapon load out for Vile (at least what I 
 found useful).
  
 Again, the route taken in this FAQ is not at all optimal.  
 
 Now let's begin.


= CENTRAL HIGHWAY =============================================================

 Recommended Load out: Like you have a choice :-)
 
 General Tips:

 * Familiarize yourself with controlling Vile.  Each of the three weapon 
   launchers have particular uses.  The ARM TYPEs are for general use.  The 
   SHOULDER TYPEs are mainly for airborne enemies and stationary enemies on 
   upper platforms.  The LEG TYPEs are mainly for stronger enemies on the 
   ground.  Note that for LEG TYPEs, I suggest that you jump attack instead of 
   keep on the ground since firing from the ground leaves you exposed to other 
   attacks.  Needless to say that if you do this, destroy all flyers and 
   turrets capable of firing at you when you are in the air first.
   
 * Here you will meet up with the most common (and most annoying) enemy in Vile
   Mode.  Those pesky miners are a pain due to their strategic location.  As in
   most other enemies, the basic strategy is wait for them to fire, dodge the 
   projectile and let them have it (if they don't die on the initial attack, 
   just repeat the process).  Never fire your LEG TYPEs before the initial fire
   of an enemy (unless you are sure you are safe).

 * Turtles are easy once you get the pattern of their attack.

 * When fighting the giant bee, just continue press and hold the SQUARE.  When 
   it starts firing missiles, dodge them by jumping.  If it sends out any 
   walkers, fire at them using your SHOULDER CANNON (press DOWN while firing to
   fire horizontally).  

 * The car type enemies can be defeated easily by jumping over them then 
   shooting from behind.
 
 BOSS: X
   
 * X is a piece of cake here.  He doesn't have much in terms of weapons.  His
   Charged Shot does hurt though so be careful.  What I do is I jump over him, 
   then drop a BUMPITY BOOM, timing it such that I not land on him.  He 
   sometimes jumps though so be careful.  This is much harder in hard mode as 
   damage to you is much higher.
   
= STARTING ACTIVITES ==========================================================

 * To make life easier, there are a number of HEART TANKS and SUB TANKS 
   readily available to you from the start.  If you are having trouble 
   fighting your first boss, take your time to get a few (one SUB TANK does 
   wonders) before retrying the said boss.
 
   HEART TANKS available in:
     MISSILE BASE
     POWER PLANT
     ENERGY MINE RUINS (easier though after STORM EAGLE)
     SUBTERRANEAN BASE
     FORTRESS TOWER
     RECON BASE RUINS
     NEW-TYPE AIRPORT
     PROTOTYPE WEAPONS PLANT (easier though after STORM EAGLE)
     
   SUB TANK available in:
     SUBTERRANEAN BASE
     RECON BASE RUINS (easier after STORM EAGLE)
     NEW-TYPE AIRPORT (difficult but obtainable whether you choose to get it at
                       the beginning or near the end)
 
 * Note that while these are technically available to you, surviving to the 
   point where you can get them can be a problem, especially in hard mode.
   
= MISSILE BASE ================================================================

 Recommended Load out: Following the FAQ, you should have no choice else, WILD 
   HORSE KICK, and DRAGON'S WRATH (the latter is better due to range) works 
   well against CHILL PENGUIN. 
   
 * Take it slow.  Vile's game is not designed for rushing.
   
 * The best way to defeat the woodcutter is to jump over him and shoot him from
   behind.
 
 * Use the terrain.  If an enemy is above and can't target you, use your 
   SHOULDER TYPE.  If he is below, use your LEG TYPE.  Your enemies are doing 
   it so why can't you.
    
 ITEMS:
 
 * HEART TANK *
   The HEART TANK is inside the first metallic bunker you encounter.  Get the 
   Ride Armor at the opposite end of the cave.  Make your way back with the 
   Armor to the said bunker.  Note that the easiest route is over the cave.  
   
 BOSS: Chill Penguin
 
 * If you don't have either FLAMETHROWER TYPE, immediately grab hold of the 
   wall farther a way from him and wait.  Use the same general strategy as X.  
   Expect a harder fight though since you don't have charged shot.

 * If you have a FLAMETHROWER TYPE, attack him once to burn him, wait for him 
   to be vulnerable again (when he stops flashing) and immediately fire again. 
   If you do it right, this shouldn't take long.

 Note that after this you will have FROZEN CASTLE which halves the damage you 
 take automatically making the latter stages much easier.


= POWER PLANT =================================================================

 Recommended Load out: Following the FAQ you should have DISTANCE NEEDLER which
   works wonders in this stage.  
  
 * The layout is mostly the same as in X so the same tips apply.
   
 * When you get to the large gel type robot, just keep firing your NEEDLER at 
   him from the side wall, remembering to move to the other end if he gets near
   you.
   
 ITEMS:
 
 * HEART TANK *
   You find it in the same location as X's.  If you have QUICK HOMESICK, use 
   the same strategy as in X using the BOOMERANGE CUTTER, else just use Dash 
   Jump using the Ride Armor you get nearby, and jump out at the right moment
   to reach the ledge.  Either way is easy.
   
 BOSS: SPARK MANDRILL
 
 * Use the same strategy as in X without SHOTGUN ICE, using whatever weapon you
   have.  DISTANCE NEEDLER does not freeze but it does the same damage as 
   SHOTGUN ICE.  
    
 PUNCH TYPEs are now available to you.
 
= MINE RUINS ==================================================================


 Recommended Load out: Following the FAQ, you should have both GO-GETTER RIGHT
   and INFINITY GIG, both of which are good options against him, though you 
   should only have enough energy for the former.  PEACE OUT ROLLER works well
   against him as well as it removes his armor.  Unfortunately, BALL TYPEs are
   unlocked only after you defeat him the first time making PEACE OUT ROLLER
   out of the question at this point.
   
 * No train rides for Vile :-).
 
 * I never got to destroying any of the tanks.  Just avoid them, you won't lose
   anything by not killing them.   
   
 ITEMS:
 
 * HEART TANK (easier after STORM EAGLE) *
   This is at the same location as the HADOUKEN upgrade but instead of the 
   train ride, you'll have to traverse a series of floating platforms.  at the 
   top right platform, make a leap of faith to the right and you should see 
   another platform.  Jump from there to the right wall to get the HEART TANK.
   Note that after you get SPEED DEVIL you're jumping range will increase 
   significantly making this easier. 
   
 BOSS: ARMORED ARMADILLO
 
 * If you have PEACE OUT ROLLER (FREEPLAY MODE only), just stick to a wall and 
   keep firing, taking care to go down when he rolls.

 * Use the same general strategy as in X.  This shouldn't be that hard for you.

 BALL TYPEs are now available to you.   
            
= SUBTERRANEAN BASE ===========================================================
  
 Recommended Load out: following the FAQ, only DEATHSTAR HUGGER is really 
   needed though most BALL TYPEs work well.  PEACE OUT ROLLER works well in 
   this stage.
   
 * Use the same general startegy as X.
   
 * When you meet up with the fish submarine sub boss jump over him and spam 
   your LEG TYPEs from above him (watch your energy bar).  
 
 * You will meet up with a second fish, except with this one you have to deal 
   with having a relatively small place to stand on.  The same strategy works 
   well.
    
 * You will encounter a big dragon sub boss. Just keep firing at his head or 
   tail and it should drop sooner or later.  Keep to the sides and you should 
   be safe.  If you have your Ride Armor, one punch should bring it down!
   
 ITEMS:
 
 * HEART TANK *
   Same as X.  Pity you can't take your Ride Armor in here to fight this 
   dragon.
   
 * SUB TANK *
   After you Punch the second dragon sub boss (the one above ground) with your 
   Ride Armor :-), go back to the left side pillar and do a dash jump.  You 
   should see the SUB TANK floating slightly on the water.  You should be able 
   to reach it with the dash jump. 

 BOSS: LAUNCH OCTOPUS
 
 * If you have any of the BOOMERANG TYPEs, keep firing on him until his 
   tentacles drop off disabling his absorb attack.
   
 * If you have any of the BALL TYPEs just keep to a side wall and keep pelting 
   him with it.

 * If you don't have a BALL TYPE in hand, keep the ground and keep firing with
   your SHOULDER TYPE.  Use the same strategy as in X MODE.
   
 MISSILE TYPEs should now be available to you.


= FORTRESS TOWER ==============================================================

 Recommended Load out:  If you followed the FAQ, HUMERUS CRASH and SEROTINAL 
   BULLET should be available to you and both are effective against BOOMER
   KUWANGER though I prefer the former due to its speed advantage.  SPLASH HIT
   will make his stage more than manageable so use it as well.  
   
 * The Ball and Chain Robots and the Turtles are pain but, with SPLASH HIT they
   shouldn't pose much of a threat to you as you can blow them up from below.  
 
 * When you get to the part on the elevator going up, be careful as the thorns
   mean instant death.  Your ARM WEAPONs will be of much better use to you 
   compared to the other launchers.  The other launchers have a lengthy 
   animation sequence which makes you susceptible to the spikes.
 
 ITEMS:  
 
 * HEART TANK *
   When you reach the top of the elevator, you should see a platform very high 
   up.  To reach it, jump on the platform near the exit and quickly jump up to
   the HEART TANK.  Do this quickly as the platform will break before the 
   elevator stops.  If you are having a hard time reaching it, just go back 
   when you get QUICK HOMESICK and use it to get the HEART TANK.
    
 * SUB TANK (needs QUICK HOMESICK) *
   Use the same strategy as in X's HEART TANK replacing BOOMERANG CUTTER with
   QUICK HOMESICK.
   
 BOSS: BOOMER KUWANGER
  
 * If you have any MISSILE TYPE use it.
  
 * Use the same strategy as in X.      


= RECON BASE ==================================================================

 Recommended Load out: MAROONED TOMAHAWK works best but you'll be gimping all 
   of your other launchers to use it.  All other BOOMERANG TYPES will work well
   (with QUICK HOMESICK being the worst).  Use a VULCAN TYPE for your ARM 
   WEAPON (though it's not really necessary).
   
 * The hardest part here would probably be the one where you face many Ride 
   Armors.  They are best dealt with using a VULCAN TYPE as this can keep them
   away by simply holding the fire button.
   
 ITEMS:
 
 * HEART TANK *
   Near the start, you should see a Woodcutter robot on a high ledge.  Hop on 
   the metallic wood he shoots at you and you will pass by the HEART TANK.
    
 * SUB TANK (easier after STORM EAGLE) *
   Get your Ride Armor from same location as X's LEG PARTS.  Keep it alive 
   until about the middle of the stage (after 3 enemy Ride Armors).  You 
   should see a hole in the ceiling.  Jump and then jump out of the Ride Armor
   to reach the hole and the SUB TANK inside.   
   
 BOSS: STING CHAMELEON
 
 * The strategies for X still works well here.    

= NEW-TYPE AIRPORT ============================================================

 Recommended Load out:  CERBERUS PHANTOM is all you need here.  SEROTINAL 
   BULLETS help as well.   
 
 * Most tips using X still works here.  Again, don't rush it.
 
 ITEMS:
   
 * HEART TANK *
   This can be found above the building where you find the Xs SUB TANK.  Use 
   the floating platform near the end if you shot the glass. 
   
 * SUB TANK *
   Take the Ride Armor in the place where Xs SUB TANK is and go down.  Use 
   your Ride Armor�s guns to shoot the flame throwers on the floating 
   platforms before you hop on (or better yet dash jump over them).  Don't try 
   to punch any of them.  At the end of the second set of platforms, you should
   see a set of crates below the ledge.  Just punch the first one using your 
   Ride Armor to go through.  If you find that you are almost out of time, 
   another tactic would be to not destroy the last flamethrower enemy and land 
   just between it and the crates, destroying your Armor.  If done correctly, 
   the blast should destroy the crates as well.  Go right to get the SUB TANK.
   
 BOSS:  STORM EAGLE
 
 * This is one annoying boss.  Aside from the fact that your LASER TYPEs don't 
   stagger him, you don't have dash.  This is workable though.
 
 * Use the same strategy as X (without the LEG PARTS).  Remember to choose to
   jump over him (even if it means hitting him) than staying put as he will 
   push you off the side.  If he tries his dive attack on you, just keep firing
   your SEROTINAL BULLETS and he will run into them giving minimal damage 
   (better than none at all if you ask me).


= PROTOTYPE WEAPONS PLANT =====================================================
 
 Recommended Load out: STRAIGHT NIGHTMARE and BANZAI BEATLE are best against
   FLAME MAMMOTH.  Choosing a BOOMERANG TYPE over STRAIGHT NIGHTMARE is best 
   though to make the level a lot easier.  
   
 * Same rules apply as in X.  Read that part and you should be fine.
   
 ITEMS: 
 
 * HEART TANK (easier after STORM EAGLE) *
   This is in the same area as the X's SUB TANK.  Pretty easy but without SPEED
   DEVIL, you run the risk of hitting an enemy on the bottom ledge making you 
   miss your mark.  One trick I use is to keep firing your current leg types 
   pressing forward slowing your descent somewhat.
    
 BOSS FIGHT: FLAME MAMMOTH

 * Again, same strategy as in X using BANZAI BEETLE instead of STORM TORNADO.
 
 
= POST ACTIVITIES =============================================================

 * This is a good time to review the FAQ and check what items you don't have 
   yet.
 
= SIGMA PALACE 1 ==============================================================

 Recommended Load out: I suggest a BALL TYPE, a BOOMERANG TYPE (not QUICK 
   HOMESICK please), and a MISSILE TYPE (a fast one is preferred).  
   
 * You should have developed some strategies now on most enemies.  My 
   suggestion, as always is to take it slow.  
 
 * You should encounter the same big robot fish sub as before.  Even though the
   platform is small, you should still be able to easily defeat him using your
   BALL TYPE.  Just jump on top of him and spam your BALL TYPE from above him 
   and he should go down.   
 
 * You will now fight LAUNCH OCTOPUS once again.  Use the same strategy as 
   before. Plus you have a BOOMERANG TYPE :-).
 
 * Now you will have to go up a series of ledges (similar to BOOMER KUWANGER's 
   stage).  Take it slow and you should get there with little trouble.  Your 
   BOOMERANG TYPE will get you out of here without a problem.
 
 * You will now fight BOOMER KUWANGER.  Use the same strategy as before.

 * Take it slowly through the next area and you should reach this stage's boss 
   without any problems.
   
 BOSS: BOSSPIDER
 
 * Sorry if this is getting repetitive but the same strategy as in X applies 
   here still. 


= SIGMA PALACE 2 ==============================================================

 RECOMMENDED LOADOUT: PEACE OUT ROLLER, RISING SPECTER, and DISTANCE NEEDLER.
 
 * Again, the mining tanks are a pain if they catch you by surprise.  Otherwise
   this isn't that hard.  Use the same Ride Armour strategy as in X to get 
   through him.
 
 * You will soon meet up with ARMORED ARMADILLO.  Use the same strategy as 
   before.  Note that with PEACE OUT ROLLER, you are now able to remove his 
   armor!
   
 * Take it slow through the floating platforms.
   
 * You will be fighting STORM EAGLE once again.  RISING SPECTER staggers him!
   
 * Pass through the next (relatively short area) and you should be fighting 
   SPARK MANDRILL.  Use the same strategy as before.
   
 * Another short walk, if you need to fill up your Sub Tanks here.    
 
 BOSS: RANGDA BANGDA
 
 * Sorry still same strategy as in X :-). 


= SIGMA PALACE 3 ==============================================================
 
 Recommended Load out: PEACE OUT ROLLER, INFINITY GIG and METAL CRESCENT 
   (believe me, you shouldn't worry yourself about the bosses here, only worry 
   about X and Zero).
   
 * The whole stage is easy so I won't give details on the enemies anymore.  
   I'll go straight to the enemies you'll be fighting.
    
 * Here you'll be fighting CHILL PENGUIN, STING CHAMELEON, and FLAME MAMMOTH.  
   In easy mode, use the appropriate weapons and sail right on through.  In 
   hard mode, use the strategy without the appropriate weapons and use SUB 
   TANKS when needed.
   
 * If you used your SUB TANKS, refill them before heading out.  You'll use them
   all in hard mode the first time you go against X and ZERO and they would 
   most probably be not enough.
    
 BOSS: X and ZERO 
 
 * In this mode, X and Zero share one life bar and once either one of them take
   enough damage or a relative amount of time has passed, one will warp out 
   and the other will warp in.  I will give strategies for both.  
  
 * ZERO has only a few relatively easy attacks.  Either he shoots charged shots
   at you or does a flying kick.  Either is easily avoided.  Either spam PEACE 
   OUT ROLLER or INFINITY GIGs at him until he warps out (or dies).
       
 * X will always warp in with a ROLLING SHIELD equipped.  Your first order of 
   business is to destroy it. The best weapon against it is a spammed PEACE OUT
   ROLLER.  Just jump and spam it (you need to jump to avoid his normal fire). 
   If he fires his HOMING TORPEDOES, fire your METAL CRESCENT to cancel it out.
   If he suddenly changes color to purple, that's your cue to move.  He will 
   fire a charged STORM TORNADO on your current position.  Once his shield is
   gone, spam INFINITY GIGs or PEACE OUT ROLLERs.
   
 * They will sometimes join forces and both will fire a charged shot.  These
   charged shots will combine and split into four homing charged shots which 
   are unavoidable as far as I know.  
   
 * After ZERO dies, X will warp in.  He will be much more powerful in that he
   moves around more and he will fire two charged STORM TORNADOES instead of 
   one.  Use the same strategy as before and he should go down after a couple
   of tries.  In hard mode, you pretty much need at least two SUB TANKS full at
   this point.
    
 Congratulations, you just beat Vile Mode.
   

===============================================================================
- 6 - Tips and Tricks ---------------------------------------------------------
===============================================================================

 * You can fire X's default shots (but not charge it up) even if you have 
   enemy weapons equipped by pressing triangle.
   
 * INFINITY GIG can fire on enemies through thin ceilings.  Note that while the
   actual projectile is not able to pierce the ceiling, it should damage the 
   enemy.    

 * Instead of pressing circle to dash, double-tap forward.  It's easier to 
   trigger that way.
  
===============================================================================
- 7 - Personal Review ---------------------------------------------------------
===============================================================================

 Pros:  The game is extremely polished and the production    Graphics:     4/5 
        values are very good.  The new features give X a     Sounds:       3/5
        whole new lease to life.                             Gameplay:     5/5
                                                             Longevity:    3/5
 Cons:  The game is a bit on the short side.  The fact       Tilt:         5/5
        that its easy doesn't help it much either.  Sounds   -----------------
        could have been better.                              Overall:      4/5

 Megaman:  Maverick Hunter X sets the bar high for all remakes.  Not only does
 it bring the Megaman X experience to new gamers, it brings a slew of great new
 features that makes it a viable buy for older gamers like me.  
 
 At first, I was kind of sceptical since well, games cost a lot of money and 
 this is a remake of a game I know very well.  I was very worried that while I
 might enjoy it, there might not be enough of it to enjoy it for a long enough
 time as to make it worth the buy.  In the end (and after watching a number of 
 gameplay videos), I decided to shell out the dough and give it a try.
 
 The first thing that hit me was how the graphics has been improved.  The new 
 style really brings an old game to the present!  X even fires from his left
 arm always irregardless of where he is facing (in the old days, to minimize
 the amount of memory a game takes up, developers just mirrored a sprite 
 horizontally when a character moves to the opposite direction).  Defeating 
 your first boss is even more fun since you actually see them crumple up and 
 die before exploding instead of just flashing and disappearing without a 
 trace.  There are some significant slowdowns though when you encounter a large
 amount of enemies and that detracts to the game a bit.
 
 Sounds remain mostly the same (though the tunes are remixed to current console
 standards).  Characters are voiced pretty well (except for some of the bosses
 like FLAME MAMMOTH who seems devoid of emotion).  Gameplay sounds do get a bit
 irritating though (hearing Vile say "Take This" while trying to fill your SUB 
 TANKS can get annoying).  Nothing special in this regard though it could be a 
 lot better in my opinion.
 
 Gameplay is basically the same one we've known and loved all these years.  It 
 is still extremely addictive.  It is a bit easy though and average gamers 
 should finish the game in a week tops.  Don't flame me.  I just have to say 
 that games nowadays tend to be on the easy side.  I'd hoped that the 
 developers put in some masochistic hard mode in somewhere for us older gamers
 but alas, its not meant to be.  That's really too bad since this is a
 very nice game and I'd hoped there were more to it.  That said, X and Vile 
 controls very well (I can go further into saying that controls are noticably 
 better than the original).  
 
 Overall, I can say that the game has been successfully introduced to a new 
 generation of gamers and adds a sufficient amount of content to give older 
 players like me more than enough reason to revisit a franchise that we have 
 grown with all these years.  I'm just a bit disappointed that the game was
 made way to easy now and the fact is that it is just a bit too short. 
  
 Now, let's hope that Megaman Powered Up! is even better than this. 
 
 
===============================================================================
- 8 - Contact Info ------------------------------------------------------------
===============================================================================

 For suggestions and corrections, e-mail me at [email protected].
 For questions and clarifications, e-mail me at [email protected].
 For requests to post this FAQ at your site, e-mail me at 
 [email protected].  For any other e-mail regarding the game,
 e-mail me at [email protected].  Please write the nature
 of your e-mail in the Subject line.  Note that I would request that you follow
 the above convention.  Note that the above points to one email address only,
 except they will be sorted already.
 
 Send in any strategies you have on beating the bosses in VILE MODE.  I regret 
 that I don't have time to test all the weapon combinations so any help will be
 greatly appreciated.


===============================================================================
- 9 - Version Info ------------------------------------------------------------
===============================================================================

 14. March 2006     1.0   First release of the FAQ.
 15. March 2006     1.1   Fixed a number of glaring errors in the first FAQ!  
                          Added a review and Tips Section.

===============================================================================
- 10 - Legal Info -------------------------------------------------------------
===============================================================================

 This may be not be reproduced under any circumstances except for personal,
 private use. It may not be placed on any web site or otherwise distributed
 publicly without advance written permission. Use of this guide on any other
 web site or as a part of any public display is strictly prohibited, and a
 violation of copyright.

 All trademarks and copyrights contained in this document are owned by their
 respective trademark and copyright holders.

 Copyright 2006 Michael Madri�an