Mega Man X Walk Through
Mega Man X Walk Through
Mega Man X Walk Through
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/ / / / ___/ | ___ / /| | \ \ / / ___ / // / /_/ // / / /
/ // // / /___| \\ \/ _ | \ \/ / /__/ / ___/ __/ _ / / /
/___//__//__/_______\_____/__/ |_| \ / / / / /_/ /\ \ / /
________ ______ __ _____ / / /_/ /___/_/ \_\_/
\_ | / / | / |/ _/ / \
/ |/ / | |/ | / / /\ \ - GUIDE FOR: MEGAMAN X
/ / /| |/ / / / \ \
/ / / / _ | | / / / \ \
/ // // /_/ |_|_/|__// / \ \_
/___//__//__/ /_____\ /______\
-[1.02]---------------------------GAME REVIEW----------------------------------
Hopefully a different and unbiased look at Megaman X - but being a fan of the
series, character, and genre - can it be possible?
MEGAMAN 7?
As well as being one of the best known video game characters ever (and
arguably CAPCOM'S main gaming icon), Megaman possibly holds the dubious title
of staring in the most video games ever. You could therefore be forgiven by
thinking that this is just another Megaman title - because you would be wrong
(but obviously right to!). For starters this is not Megaman 7, instead it's
the beginning of a completely different series of games (I have heard that
the X could possibly stand for 10, and that this game ties in with the more
recent Megaman 9?). As with most of his previous outings, this is a 1 player,
2d platform affair.
If you think back to when this game first came out (hopefully you can
remember that far back), the Super Nintendo had already been knocking around
for a couple of years even in the UK, so far from this being just a launch
title, CAPCOM where always going to pull out all the stops to make Megaman's
16 bit debut special. I for one was very excited at the prospect of a new
Megaman game, although this change of direction with a new cast, and new
animal like bosses was met with scepticism.
PRESENTATION?
The game intro simply profiles this supposed latest incarnation of Megaman,
and with the actually game plot barely hinted upon, you will have to read the
manual if you are even remotely interested in what's going on (you do have a
manual right?). Luckily though, the storylines have never been the strong
point of Megaman games, but the gameplay is usually spot on - which is the
case here.
Begin the actual game and the first thing you will notice are the enhanced
graphics, with colourful sprites and interesting backgrounds - especially on
the great looking intro stage (cars, lights, and the enemies that destroy the
ground are a very nice touch). You really wouldn't expect anything less than
enhanced graphics seeing as Megaman has spent most of his existence in 8 BIT,
but they are actually quite good even by SNES standards. Despite the nifty
visuals, there are a few moments of slowdown in the game, most noticeably on
the fast moving mine cart stage (make that slow motion). Overall though, the
graphics are definitely a strong point.
The easy intro level quickly gets new players adjusted to the controls, and
then onto the familiar stage select. The eight bosses all look equally
daunting in profile form, and come in all shapes and sizes due to the SNES'
extra processing power. Being able to choose any one of 8 stages has always
been a good thing about Megaman games, with most being pretty varied (if
unoriginal), consisting of the usual ice stage, mine cart stage, factory
stage with conveyer belts etc. A single familiar face returns in the shape of
those Hardhat wearing robots from the previous games, while robot bunnies,
robot woodcutters, even robot caterpillars make up the rest of the enemies
(everything is robotic remember). Perhaps some of the enemies seem
uninspired, but the bosses all look great - the chameleon boss who blends
in with the background is especially neat.
GAMEPLAY?
The new Megaman character runs, jumps, shoots, and even climbs with ease -
the control is easily this games best feature, in fact the Megaman X
character is probably the most responsive 2D character ever (better even than
Mario). The new wall climbing feature can often prevents you from falling to
your death, and once you get the hang everything you will realise what a huge
dimension this adds to the game. The slide from the last few games has gone,
and replaced with a dash button which overall proves more effective. The
other trick from Megaman's original array of abilities is being able to
charge up his weapon, and this also remains relatively unchanged.
After playing for a while you will notice how none of the stages are
particularly long or difficult, and it is mainly those damn bosses that will
prevent you from completing most early on - with some proving particularly
tough. What comes into play here is the thing that Megaman X is all about -
enhancements. At the start your character seems nicely reminiscent of the
original Megaman, but grab a few upgrades and the added defensive armour
changes his looks completely. Other extras include extending your life bar
up to 100%, and spare energy tanks to call upon when you need them. Needless
to say, with the fully powered up Megaman you can defeat any of the Mavericks
with ease, but these enhancements are not at all easy to find - so bear that
in mind.
Another nice new trick is the addition of altering stages, which although not
to the extent of adding much to the already good replay value, is still a
nice touch. Defeat the penguin boss for example, and the dangerous lava in
another stage freezes, while defeating the eagle boss will cause his plane to
crash into the power plant stage, removing the dangerous sparks from the
floor.
SOUNDS LIKE?
The familiar catchy tunes return, but now make use of SNES' formidable audio
chip - the result is one of the more memorable game soundtracks, and one of
Megaman's finest moments. The original tinny NES tunes are replaced with
some classic drum and bass, guitar and piano style tunes - most of which are
perfectly in fitting with the surroundings. The overall music quality is very
high, with great themes for the title screen and stage select, and the
accompanying fanfares and sound effects are all perfect.
The crazy mine cart stage has an equally hip tune, while the snow stage has a
serene and slow tune, and the boss theme is perfect for the Maverick
showdowns. STORM EAGLE and SPARK MANDRILL both have great catchy tune's, and
the end theme and ZERO'S theme are quite moving with the storyline. The few
poor tunes just seem a bit hard to make out the rhythm, with LAUNCH OCTOPUS'
and STING CHAMELEON'S tunes both seemingly lacking, but that's about it.
OVERALL?
This is a great platform game, and most Megaman fans will rate this as one of
the best, but others should enjoy it too. It might appear difficult at first,
but is in fact is one of the easier Megaman games once you discover all of
the power-ups, but the last boss just might be to difficult for some people -
damn is he tough. The number of sequels has proved that this is still a very
popular series, and hopefully CAPCOM will continue to do it justice.
HIGHS LOWS COMPARISON
Its Megaman! Uneven Difficulty Megaman X3 9/10
Great Graphics Unoriginal Levels Rockman & Forte 9/10
Amazing Control Some Poor Enemies >> MEGAMAN X << 9/10
Excellent Music A Bit Short Megaman 7 8/10
Altering Stages TO MANY SEQUELS!! Megaman X2 7/10
===============================================================================
[2] MEGAMAN X
By
CAPCOM
1993
===============================================================================
-[2.01]-----------------------------STORY--------------------------------------
MEGAMAN X
SPECIFICATION
_-----_ "HEAD" IS EQUIPPED WITH:
/_|/-\|_\ Broad-range eye camera
| _\___/_ | Ultra-sensitive Voice Recognition System
|| \_ _/ || Voice Generation System made by HAYATON Inc.
\ \_o|o_/ /
\| -_ |/
___ _\___/_ ___ "CHEST" IS EQUIPPED WITH:
/ |/ \_/ \| \ Accumulative Energy Generator
\ |__ __| / Micro-fusion Fuel Tank
/\_// \___/ \\_/\ Central Joint-controlling System
|_/ \__/ \__/ \_|
/ \ \ / / \ "ARMS" ARE EQUIPPED WITH:
/ | -\___/- | | X Buster (Mega Buster Mark17)
| __ | | | \__/ Energy Amplifier
\/ \/ /_\ /_\ / _| Variable Weapon system
\()/ / \_/ \ \/_/
/ / \ \ "LEGS" ARE EQUIPPED WITH:
/ \_/ \_/ \ Gyroscopic Stabilization System
/ \ / \ Emergency Acceleration System (Optional)
| | | |
| \ / | INTERIOR SKELETON:
/ | | \ Reactive armor skeleton which reduces
| | | | damage by 93 percent.
| | | |
| | | | BODY SKIN:
_|___ / \ ___|_ Lightweight "Titanium-X" alloy.
/ \___/ \___/ \
/___________\ /___________\
WARNING:
"X" IS THE FIRST OF A NEW GENERATION OF ROBOTS WHICH CONTAIN AN
INNOVATIVE NEW FEATURE - THE ABILITY TO THINK, FEEL AND MAKE
THEIR OWN DECISIONS. HOWEVER THIS ABILITY COULD BE VERY DANGEROUS.
IF "X" WERE TO BREAK THE FIRST RULE OF ROBOTICS, "A ROBOT MUST
NEVER HARM A HUMAN BEING", THE RESULTS WOULD BE DISASTROUS AND
I FEAR THAT NO FORCE ON EARTH COULD STOP HIM.
APPROXIMATELY 30 YEARS WILL BE REQUIRED BEFORE WE CAN SAFELY
CONFIRM HIS RELIABILITY. UNFORTUNATELY I WILL NOT LIVE TO SEE THAT
DAY, NOR DO I HAVE ANYONE TO CARRY ON MY WORK. THEREFORE, I HAVE
DECIDED TO SEAL HIM IN THIS CAPSULE, WHICH WILL TEST HIS INTERNAL
SYSTEMS UNTIL HIS RELIABILITY HAS BEEN CONFIRMED. PLEASE DO NO
DISTURB THE CAPSULE UNTIL THAT TIME.
"X" POSSESSES GREAT RISKS AS WELL AS GREAT POSSIBILITIES. I CAN
HOPE FOR THE BEST.
SEPTEMBER 18, 20XX
T. LIGHT
You have to read the game manual to get a better idea of the actual story,
which centres around an archaeologist named Dr. CAIN who stumbles upon the
remains of what was Dr. Thomas LIGHTS Laboratory (Dr. LIGHT Invented the
original MEGAMAN). Inside he discovered a capsule containing a robot simply
named X - and the warning shown above, but all the lengthy system checks
seemed to have been completed on him. Realising Dr. LIGHTS genius, Dr. CAIN
witnessed a robot that could think and make its own decisions in an almost
human way. With Dr. LIGHT'S knowledge, Dr. CAIN hoped to create a new era of
robotics.
X helped Dr. CAIN create a replica, from now on know as a "REPLOID", and it
seemed to function ok. Within months the REPLOIDS where running off the
assembly line, and most people seemed to accept them and the jobs they
performed. After a while, it was clear that all was not well - certain robots
were going MAVERICK and harming people before they could be shut down. The
people's reaction was mixed simply because of the dependency on REPLOIDS, and
so instead a new group of REPLOIDS were assigned to stop these malfunctioning
machines - known as the MAVERICK HUNTERS and led by the incredibly
intelligent SIGMA!
All went well for a while, with only X's constant wondering about his role in
life seeming to disturb him. Eventually though, SIGMA also went MAVERICK, and
took most of the HUNTERS with him. In thinking that REPLOIDS are more
intelligent than humans, they are preventing their development - and so must
be eradicated! With the terrified humans fleeing the city, X is very
distressed by these events and decides to join the MAVERICK HUNTERS and their
new leader ZERO...
-[2.02]---------------------------GAMEPLAY-------------------------------------
SET-UP:
PASSWORDS:
This game uses a password system to save your progress, so remember to write
this down as you progress through the game - you get one whenever you leave
a stage regardless of the circumstances. You can re-enter your password from
the title screen later, which will restore your exact status to the stage
select screen. In some cases, certain special events WILL NOT be saved, and
this includes your progress through the four final SIGMA stages.
OPTION MODE:
From the title screen you can also choose the options menu, offering a nice
sound test and the ability to reconfig your buttons (I find it easier to
switch the dash button to R on the top of the pad) - but unfortunately there
is no difficulty option.
SKILLS:
CHARGING:
You standard weapon is the trusty X-Buster, for which you can rely on to
defeat any enemy in the game, albeit with varying levels of ease. It will
never run out of ammo, and can be charged up to 2 higher damaging levels.
Simply hold the fire button down, and as soon as you see X begin to absorb
energy then he is ready to fire the medium shot (1 second approx.). Hold the
fire button down slightly longer (2 seconds approx.) and the energy absorbed
will turn yellow, enabling you to fire the larger shot.
Later in the game you will acquire the ability to charge up to an even higher
level - hold down the button for even longer and the energy absorbed will
turn pink (3 seconds approx.), which releases an awesome pink wave of energy.
STATUS SCREEN:
Pressing the START button during the game will immediately bring up the
STATUS SCREEN - displaying the number of lives, various energy levels for any
weapons or SUB TANKS you have obtained (see below), and also providing an
EXIT function if you are returning to an already completed stage (taking you
back to the stage select). From here the game is effectively paused, allowing
you to choose your weapon or use a SUB TANK without hindrance.
WEAPON SELECT:
In this game you can cycle through the special weapons you have obtained by
pressing buttons L or R (L or A if you change them like I do), although it is
probably still easier just to press start and choose one from the status
screen. Pressing R will cycle forward, while pressing L will cycle through in
reverse order - you can also revert immediately back to the X-Buster by
pressing both buttons simultaneously.
WALL CLIMB:
The wall climb is a new skill unique to Megaman X, and is an invaluable
tactic for avoiding death on many occasions. When X is falling or jumping
next to a wall, press the jump button and he will propel from it - this is
made slightly easier if you hold the joypad towards the wall, which makes X
slide slowly down it. This tactic allows easy navigation of vertical walls
right from the start, and is something that you will need to do a lot of
(this is something that the original MEGAMAN still cannot do).
REGULAR ITEMS:
ENERGY CAPSULES:
When you start the game you will see your LIFE BAR in the top left, which
provides 16 easily lost bars of energy - so you need to be careful and
constantly on the look out for energy capsules. There are two types of these
- small and large, both of which can be found scattered all over the levels,
but most often appear randomly from destroyed enemies.
WEAPON CAPSULES:
Two similar items that you will come across are the blue weapon capsules,
which recharge the energy of any special weapons you might have obtained.
Weapons gained from each defeated MAVERICK will drain WEAPON ENERGY as you
use them - which is denoted by a separate bar that appears to the right of
your LIFE BAR when you select one. If the current weapon is at full energy,
then the power will automatically be transferred to the weapon in your
inventory which has the lowest energy.
EXTRA LIFE:
There is also a less common item that can be found scattered around a few of
the levels, or possibly dropped by destroyed enemies - a Megaman head,
providing you with a much needed EXTRA LIFE (a maximum of 9).
SPECIAL ITEMS:
The Special items can only be found hidden throughout the eight regular
stages, and usually require a lot of skill to locate or obtain.
HEART TANK:
The HEART TANK extends your maximum LIFE BAR by two small bars, of which
there are Eight in the game - one on each MAVERICK stage (collect them all to
effectively double your LIFE BAR).
SUB TANK:
The SUB TANK (of which there are four) allows you to store surplus energy,
meaning that any energy capsules collected when you are at full power will
instead be stored and not wasted. When you run low of energy, simply select
a SUB TANK from the status screen and press Y - it will then completely empty
into your LIFE BAR (filling up to 14 bars).
UPGRADES:
Megaman X's final surprise is the new UPGRADE system. There are five capsules
hidden throughout the eight regular stages, and each provides X with an
enhancement that not only makes the character look cooler, but provides
abilities that are invaluable for your survival later on.
DASH UPGRADE (Found on CHILL PENGUIN'S stage):
This is the easiest upgrade to obtain, but also the MOST important. Without
this you will not be able to get any of the other upgrades, or many of the
special items - not to mention the fact that most bosses are considerably
more difficult without it! You cannot avoid picking up this upgrade during
CHILL PENGUIN'S stage, but you should still aim to get it as early as
possible.
Simply press the assigned dash button (or double tap in the direction you're
facing) and X will boost forward - best used in conjunction with the jump
button. With good timing you can also use this to jump further off of the
walls, and just by having this upgrade you can break certain bricks by
jumping against them.
ARMOUR UPGRADE (Found on STING CHAMELEON'S stage):
This is the second most important upgrade, which simply halves all of the
damage you receive, but you still need to be wary of Instant Death
situations!
HELMET UPGRADE (Found on STORM EAGLE'S stage):
This is the least most useful upgrade, which simply allows X to destroy
breakable bricks by bashing them with his head. It only has one positive use
in the game, which is to obtain the.....
X-BUSTER UPGRADE (Found on FLAME MAMMOTH'S STAGE):
You will eventually obtain this upgrade during the course of the game even if
you fail to gain it on FLAME MAMMOTH'S stage - but at a much later point in
SIGMA'S fortress. It allows you to charge your normal X-Buster to a higher
level, but more importantly is the added ability to charge the weapons you
gain from each MAVERICK.
HADOUKEN UPGRADE (Found on ARMORED ARMADILLO'S STAGE):
The hardest Upgrade to find, and one which provides the most amazing power to
wield. Press the Joypad DOWN, then FORWARD, then FIRE to perform RYU'S
trademark move from STREET FIGHTER 2. It can only be performed when you have
a full LIFE BAR, but defeats enemies and MAVERICKS (including SIGMA!) with
just one hit!!!
MAVERICK WEAPONS:
SHOTGUN ICE (S.ICE):
Fires a fast shot which rebounds and sprays into 5 smaller (but equally
damaging) shots when it hits a wall. Charge it up to create an ice platform
that will slide forward along any flat surface and can be stood on - it will
only break against strong enemies or if it hits a wall.
ELECTRIC SPARK (E.SPARK):
Fires a medium speed shot that splits into two sparks that hug the walls on
contact. Charged up will create a powerful electric wall that fires both back
and forward.
ROLLING SHIELD (R.SHIELD):
Fires a slow moving forcefield that rolls forward, rebounding once from a
wall and rolling indefinitely before crashing into a second wall or enemy.
Charged up will create a permanent force field around X which can destroy all
weak enemies, but will be absorbed by anything stronger.
HOMING TORPEDO (HOMING.T):
Fires a slow moving missile that will seek and follow an enemy - a maximum of
2 can be fired at once. Charged up will create 5 fish missiles that will also
home in on enemies, but are much more damaging.
BOOMERANG CUTTER (B.CUTTER):
Fires a medium speed boomerang that circles a short range in an upwards arc
(occasionally a downwards arc while jumping). You can fire a maximum of 3 at
a time, and they will all return to you unless they leave the screen or hit
an enemy (WEAPON ENERGY w ill return when reclaimed). Another benefit from
this useful weapon is the way it grabs onto both regular and special items,
and then brings them to you - which is the only way to obtain some of them.
Charged up this will produce 4 large green boomerangs that will circle the
screen in all directions before leaving (you will not get the energy back).
CHAMELEON STING (C.STING):
Sprays 3 fast green laser beams forward, but charged up will make you
transparent (invincible) for just under 10 seconds - during which for can
move through enemies and even over spikes. You can also fire the CHAMELEON
STING while transparent.
STORM TORNADO (STORM.T):
This creates a long stream of air in front of you that hovers briefly before
shooting forward - excellent against enemies that require multiple hits to
destroy. Charged up will create a huge tornado around you, severely damaging
anything close, above or below you.
FIRE WAVE (FIRE.W)
You can hold the button down for a short-range but constant stream of fire.
This flame-thrower attack will charge up automatically if you have the
X-BUSTER UPGRADE, so you might want to tap the button instead. Charge it up
to shoot a flame into the ground - creating a wall of fire that travels
forward along flat surfaces. This weapon is also excellent against stronger
enemies but remember that it will not work while you are underwater, so be
careful!
===============================================================================
[3] WALKTHROUGH
===============================================================================
This Walkthrough details the stages in the order which is probably best for
new players, although each section has been written without any assumptions
made on the number of upgrades collected, or previous levels completed. In
other words, you can go with any order you wish and still find the guide
(hopefully) useful.
-[3.01]------------------------Highway Stage-----------------------------------
The first MEGAMAN game to feature the now customary introduction level, which
takes place on a collapsing highway, and populated with all sorts of robotic
enemies as well as cosmetic vehicles fleeing the Reploid overrun city. You
just need to head right, constantly charging the X-Buster helps because the
largest shot can destroy many enemies at once. Small flying enemies attempt
to destroy the floor, but pose little worry, but a few larger enemies tend to
take many hits. There is a section where you have to fight a large robotic
wasp-like flying enemy, and you will need to use the new wall climb after it.
There is an identical situation right after, with another giant wasp like
thing - just keep blasting it while avoiding its missiles. Shortly after a
few collapsing platforms you will see enemy cars driving towards you - just
keep shooting to slow them down. If you don't kill the driver and attempt to
jump over them, then the car will turn around and chase you.
|----------------------------|
|---------| Boss |-----------| A large spaceship will drop a few more car
|----------------------------| enemies onto the ground before VILE appears.
| | VILE is the small purple guy in the giant
| Name: VILE | Ride-Armour, and no matter how much you avoid
| Difficulty: Very Easy | him or fight back, he will eventually pummel
| Normal X Shots: NA | you into submission. Just before you are dead,
| Large X Shots: NA | he will stop running into you and try to hit
| Weakness: NA | you with a paralysing weapon (so you can't beat
| | him, but you can still die if you are not
|----------------------------| careful).
After a mocking speech, a red robot called ZERO shows up and blasts the arm
off of VILE'S Ride-Armour, after which VILE makes a hasty retreat. X is
reassured by ZERO that he will soon get stronger, possibly even as strong as
him one day! ZERO then departs for SIGMA'S fortress, while X goes on a quest
to build his strength and abilities up.
-[3.02]-------------------------Stage Select-----------------------------------
A new twist this time, no longer do we have humanoid robots all ending in
***man, but all of X's adversaries now resemble various animal like forms
(which is also hinted in their name). You can click on SPEC/STAGE/MAP on this
screen before highlighting each MAVERICK to get an idea of each ones stage
and abilities, although this is mostly cosmetic and helps little. While it is
possible to defeat a number of the MAVERICKS from the start, it is only
something that the best players should attempt, and even then - some of these
are nigh on impossible at this point.
Each of the eight MAVERICKS possess an obtainable weapon that seriously
damages another Maverick, so in theory it is best to tackle them in this
order regardless of who you start with, but this often means returning to
previous levels to obtain important items - and so it is less efficient.
Below is a guide to help you decide the order in which to tackle each stage.
BOSS ORDER (Clockwise):
By using the first order (starting with Chill Penguin) you will always have
the correct SPECIAL WEAPON to defeat the next boss. By using the second order
(again starting with CHILL PENGUIN) you will only have to return to a stage
once - so it is by far the most efficient (but more taxing).
(1) EASIEST: (2) OPTIMAL:
CHILL PENGUIN CHILL PENGUIN
/ \ / \
FLAME MAMMOTH SPARK MANDRILL STING CHAMELEON STORM EAGLE
/ \ / \
STORM EAGLE ARMORED ARMADILLO LAUNCH OCTOPUS FLAME MAMMOTH
\ / \ /
STING CHAMELEON LAUNCH OCTOPUS ARMORED ARMADILLO BOOMER KUWANGER
\ / \ /
BOOMER KUWANGER SPARK MANDRILL
When using the OPTIMAL order, note that it is actually possible to place
either LAUNCH OCTOPUS' or ARMORED ARMADILLO'S stage at any point in the ring
- this is simply because neither stage requires any items or upgrades to
obtain every item on the level. The only exception to this rule is that STING
CHAMELEON *MUST* be chosen *AFTER* LAUNCH OCTOPUS so that the level will
flood - allowing you to reach a vital SPECIAL ITEM. All of the other other
levels must be done in the order stated, leaving you needing only to revisit
CHILL PENGUIN'S stage to collect the HEART TANK.
BOSS AND STAGE DIFFICULTY (When chosen first):
The BOSS table assumes you will collect all possible power-ups from the level
before fighting the boss (e.g. even if you select ARMORED ARMADILLO first,
you can still obtain both the HEART TANK and the SUB TANK - whereas if you
choose STING CHAMELEON first you will be unable to pick up any of the
levels special items).
The STAGE difficulty table in mainly ranked on aspects such as the overall
size and the number of instant death situations - although to be honest, none
of the level can really be classed as difficult.
BOSS STAGE
VERY HARD HARD
|- LAUNCH OCTOPUS |- LAUNCH OCTOPUS
|- SPARK MANDRILL |- SPARK MANDRILL
|- STING CHAMELEON |- ARMORED ARMADILLO
|- BOOMER KUWANGER |- STORM EAGLE
|- ARMORED ARMADILLO |- FLAME MAMMOTH
|- STORM EAGLE |- BOOMER KUWANGER
|- FLAME MAMMOTH |- CHILL PENGUIN
|- CHILL PENGUIN |- STING CHAMELEON
EASY EASY
-[3.03]---------------Snow Mountain Stage: CHILL PENGUIN-----------------------
This stage is the obvious first choice because not only is it an easy level,
but you will obtain the DASH UPGRADE at no real effort. Just head right and
then up (remember to use the wall climb jump), and you will eventually find
the upgrade capsule blocking your path. The accelerator system (DASH UPGRADE)
is a must at this early stage, giving you a longer jump when used in
combination, and which can also be used when jumping from the wall (very
helpful against the bosses).
Shortly after, you will find a Ride-Armour suit similar to the one used by
VILE on the Highway Stage. While using this armour you can smash the ice
covered houses, and if you jump out of it while it is also jumping, you can
get some extra height. Right after the Ride-Armour is a situation like this,
you can either go through the cave, or jump up and then out of the armour and
go across the top. It is slightly easier to go over, although you might want
to muck around in the Ride-Armour for a while (remember to jump out of the
armour if you fall into a hole inside the cave - you can easily wall climb
out).
Over the top of the cave are more of those small iced buildings, but you are
unable to destroy these unless you have the FIRE WAVE from FLAME MAMMOTH.
Inside the first small building is the HEART TANK for this level (come back
here later). Continue and you will soon find snowballs being thrown at you,
but these are pretty easy to avoid, and when you reach the boss-door keep
destroying the robots that throw them to get energy capsules (full energy is
a must for any boss battle). Then enter the door to face CHILL PENGUIN...
|----------------------------|
|---------| Boss |-----------| CHILL PENGUIN is small compared to most of the
|----------------------------| others, giving a large area to avoid him. He
| | often jumps across the screen in an attempt
| Name: CHILL PENGUIN | to hit you (contact is very damaging), but
| Height: 5.34ft | you should easily be able to avoid it. When
| Weight: 237lb | he lands he sometimes breathes icy breath,
| Difficulty: Easy | creating two ice statures that remain on the
| Normal X Shots: 32 | level until destroyed (and also damage on
| Large X Shots: 10 | contact), his breath can also freezes you
| Weakness: FIRE WAVE | temporarily if you are close enough, giving
| (11 Hits) | him a damaging free hit. Sometimes while
|----------------------------| jumping he might grab the hook in the middle
on the ceiling instead, summoning an icy wind
that blows you either left or right, also sending any statues smashing into
the wall. He can also shoot slow or fast ice rocks at you, although these
stop if they hit an ice statue (so you can hide behind them). His final
attack is the Slide, where he shoots forward on his stomach - also very
damaging.
As long as you hit him with Charged shots, and remain on the walls (just
watch for him jumping when he is near to the wall you are climbing), you can
defeat him quite easily. Just hit him constantly, the easiest time being
when he jumps, lands or finishes a slide attack.
Using the FIRE WAVE doesn't really make him much easier, although you can now
destroy the ice statues almost immediately. He will still jump around and
slide on his stomach, so you still need to be careful while on the ground.
The charged up FIRE WAVE is completely useless because it is so hard to hit
him with and will run out after about 4 or 5 hits. Because the Fire Wave
requires you to hold down the fire button, it will charge up automatically
anyway - which is actually more of a hindrance during the battle.
-[3.11]-----------------------HADOUKEN UPGRADE---------------------------------
After defeating all eight MAVERICKS you will join ZERO at the entrance to
SIGMA'S fortress, and after a short conversation you will return to the stage
select. You can select SIGMA'S stage by choosing the bottom right box, but
first you should return to some of the MAVERICK'S stages to pick up any
missed items (although you can do this in-between SIGMA stages if you want
- but I don't recommend it).
The final upgrade can now be found at the end of ARMORED ARMADILLO'S stage
after you have obtained all eight HEART TANKS, all four SUB TANKS, and the
other four upgrades. Just make your way to the final mine cart ride, and when
you jump off at the end just before the boss's door, jump up and get the
energy capsule before jumping into the ravine to your death. Repeat this
strange requirement four more times, making sure you have Full Energy and all
full SUB TANKS on the fifth time - and you should see the final capsule on
the cliff. You need a lot of lives for this, so make sure you get a maximum
of nine from the "Fat Bat" at the start of this level (see ARMORED ARMADILLO
stage guide above).
With the HADOUKEN UPGRADE in your possession it's time to take on SIGMA!
===============================================================================
[4] ENDING
===============================================================================
-[4.01]-----------------------------STORY--------------------------------------
THE WAR HAS ENDED FOR NOW AND PEACE HAS BEEN RESTORED. BUT THOSE WHO
SACRIFICED THEM-SELVES FOR THE VICTORY WILL NEVER RETURN.
EXHAUSTED, X GAZES AT THE DESTRUCTION HE HELPED CAUSE AND WONDERS WHY HE
CHOSE TO FIGHT. WAS THERE ANOTHER WAY?
STANDING ON THE CLIFF, THE ANSWERS SEEM TO ESCAPE HIM. HE ONLY KNOWS THAT
HE'LL FIGHT AGAIN BEFORE HE FINDS HIS ANSWER.
HOW LONG WILL HE KEEP FIGHTING? HOW LONG WILL HIS PAIN LAST? MAYBE ONLY THE
X-BUSTER ON HIS HAND KNOWS FOR SURE.....
-[4.02]------------------------------CAST--------------------------------------
HIGHWAY STAGE: OCEAN STAGE: SNOW MOUNTAIN STAGE: POWER PLANT STAGE:
Spiky Amenhopper Ray Bit Gun Volt
Crusher Sea Attacker Tombot Hotarion
Ball De Voux Gulpfer Bomb Been Flammingle
Road Attackers Armor Soldier Turn Cannon
Anglerge Snow Shooter
Bee Blader Cruiziler Thunder Slimer
Utuboros
===============================================================================
[5] VERSION HISTORY
===============================================================================
-[5.01]-----------------------------UPDATES------------------------------------
-------------------------------------END---------------------------------------
Thanks for reading
[email protected]
*Mega Man X: FAQ/Walkthrough* by CRESPO99 </features/recognition/10267.html>
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