MEGAMAN X-TREME (aka ROCKMAN X: CYBERMISSIONS) for Game Boy Color FAQ
by LiquidCross

www.liquidcross.com
[email protected]

v1.3 - February 1, 2001


What's New?

v1.3 - Updated the "Ninth Capsule" entry again.
v1.2 - Added additional info to the "Ninth Capsule" entry in "Heart Tank/Sub
Tank/Capsule Locations." Added the "Credits" section.
v1.1 - Updated some Maverick weaknesses, added a few pieces to the "Notes" and
"Game Basics" sections, and changed a few item spellings.
v1.0 - The FAQ is finally completed! Woohoo!


What's in this FAQ?

1. Story
2. Game Basics
       a. Controls
       b. Options Menu
       c. Saving/Memory Units
3. Characters
4. Boss Information
       a. Suggested Order
       b. Weakness Chart
       c. Strategies
       d. Weapon Descriptions
       e. Zero Scramble Descriptions
5. Heart Tank/Sub Tank/Capsule Locations
6. Secrets/Unlockables
7. Notes
8. Contact Info
9. Credits
10. Disclaimer


1. STORY

In the year 21XX, Mavericks have infiltrated the Mother Computer! It's up to X
to dive into cyberspace to eliminate the Maverick threat. Tons of enemies from
MegaMan X and X2 (originally on the SNES) have returned to make a nuisance of
themselves.


2. GAME BASICS

This game works on Game Boy Color as well as the original Game Boy and Game Boy
Pocket. It looks MUCH better on Game Boy Color, however. :)


Controls:

The gameplay in MegaMan X is fairly simple:

D-Pad: Move left or right, or up or down ladders
A: Jump
B: Fire (hold to charge); Punch (if you're in a robot walker)
Down + A (or tap Forward twice): Dash
Select: Menu
Start: Dash (if you set it on the Options screen)

After acquiring upgrades (see "Heart Tank/Sub Tank/Capsule Locations"), X can
gain new abilities, like dash-jumping off walls and charging special weapons.


Options Menu:

Here you can test sound, change your control configuration, or turn on Auto
Charge or Rapid Fire. Auto Charge will automatically charge up your X-Buster,
and Rapid Fire will let you pelt enemies relentlessly just by holding down B.
NOTE: With Rapid Fire enabled, you will NOT be able to charge your X-Buster
unless Auto Charge is enabled also!


Saving/Memory Units:

After each stage, you'll be given to opportunity to save your game, so you can
play later. Also, in each stage, you'll come to many "flashing door" areas.
These are Memory Units (autosaves) - if you die, you'll continue here. Plus, if
you have to shut your Game Boy off, you can continue here the next time that
you play.


3. CHARACTERS

X - MegaMan X. The hero of the story is a powerful robot - the last one built
by the late Dr. Light. After being recovered by Dr. Cain, X is now a leader of
the Maverick Hunters - robots dedicated to bringing down 'bots gone berserk.

ZERO - X's friend, who just happens to be the last creation of Dr. Wily (the
evil Doc created him as a foil to Dr. Light's MegaMan X project). Although
originally a Maverick himself, Zero was defeated by Sigma (who was a Maverick
Hunter at the time - see MegaMan X4 on PlayStation for full details). Zero was
reprogrammed by Dr. Cain, and now hunts Mavericks alongside X. You can summon
Zero in Hard Mode (see "Secrets/Unlockables") to help you if you get "Zero
Scrambles" from capsules (see "Heart Tank/Sub Tank/Capsule Locations).

MIDDY - A computer operative in Maverick Hunter HQ. Middy helps X dive into
cyberspace.

DR. CAIN - A scientist who came upon X sealed in a capsule. After activating
him, Dr. Cain used him as a template to create a whole new breed of robots
known as Reploids.

VILE - A mercenary Maverick, and the sworn enemy of X. He often rides around in
a robot walker.

TECHNO - The Maverick equivalent of Middy.

GEEMEL - A "Shadow Hunter" - a Maverick designed for combat. Techno's boss.

ZAIN - Another Shadow Hunter. He carries a large sword, and he is sent into
cyberspace to destroy X.

SIGMA - X's archnemesis. No matter how many times X destroys him, Sigma always
comes back for more.


4. BOSS INFORMATION

Suggested Order:

Storm Eagle - Flame Stag - Chill Penguin - Spark Mandrill

Morph Moth - Magna Centipede - Wheel Gator - Armored Armadillo


Weakness Chart:

Maverick                Weakness                Weapon Gained
==============================================================
Vile                    X-Buster (charged)      (none)
Chill Penguin           Speed Burner            Shotgun Ice
Spark Mandrill          Shotgun Ice             Electric Spark
Storm Eagle             X-Buster (charged)
                        or Spin Wheel          Storm Tornado
Flame Stag              Storm Tornado           Speed Burner
Zain                    Shotgun Ice             (none)
Spider                  Shotgun Ice             (none)
Serges (Cannons)        Electric Spark or
                        Magnet Mines           (none)
Serges                  Speed Burner
                        or Rolling Shield      (none)
Sigma (w/sword)         Speed Burner            (none)
Sigma (in giant body)   X-Buster (charged)
                        or Rolling Shield      (none)
Armored Armadillo       Electric Spark          Rolling Shield
Morph Moth              Speed Burner            Silk Shot
Magna Centipede         Silk Shot               Magnet Mines
Wheel Gator             Magnet Mines            Spin Wheel
Geemel                  Speed Burner            (none)


Strategies:

Vile - What a joke. Jump over him if he gets too close, and blast him with
regular or charged shots until he's obliterated.

Chill Penguin - Stay high up on the wall, and when he jumps at you, blast him
with the Speed Burner, or charged shots. No contest.

Spark Mandrill - Hit him right away with the Shotgun Ice. He'll freeze
momentarily, then break out of the ice. He'll either dash at you, jump over
you, hit the ground to send out sparks, or climb across the ceiling. No matter
what, it's not too hard to avoid. Just keep up your Shotgun Ice attack.

Storm Eagle - When he flaps his wings or uses his Storm Tornado to send you
back, just keep dashing at him, firing charged shots. When he flies away then
dives at you, just jump out of the way.

Flame Stag - He'll leap from wall to wall, then off the top of the screen. When
he comes down, use the Storm Tornado, then jump to avoid his flame punches.

Zain - You'll find this guy in Flame Stag's stage and in Sigma's fortress. As
he jumps, dash under him and hit him in the back with Shotgun Ice. In Sigma's
fortress, he'll land and spin on every third jump, so jump over him once he
hits the ground.

Spider - This thing is a real pain. If it's not shooting little spiders at you,
it'll descend the poles, using the bars to get across. It can't be hit until it
reaches the bottom and opens its eye - a prime target for your Shotgun Ice. One
thing to keep in mind is that it will ALWAYS take a bar across if it touches
one.

Serges - The little jerk from MegaMan X2 is back, complete with his battle
station. Stay on the platform and use the Electric Spark to destroy the four
cannons. After Serges is exposed, use charged shots or rapid fire to eliminate
him, but watch out for the exploding orbs he sends out.

Sigma (w/sword) - Stay on the wall, and when he starts leaping from side to
side, drop and hit him with the Speed Burner, then quickly jump back up the
wall to avoid him again.

Sigma (in giant body) - STAY OFF THE FLOOR!!! You're a prime target there for
Sigma's spark bursts and flamethrower. Jump up onto his moving hands (stay on
the edge of them to avoid the occasional lightning bolt) and peg his little
head with charged shots or the Rolling Shield.

Wheel Gator - This guy's a total pest. He'll often sink under the oil covering
the bottom of the screen, tossing out sawblades at random. Stay on the walls,
so when he jumps out he doesn't grab you in his jaws. Hit him with Magnet Mines
when he stays up long enough to launch blades off his shoulders. When he opens
his mouth to fire regular shots, your shots will bounce off, so watch out!

Morph Moth - He'll first come down hanging on a string as a chrysalis. When he
spins around the floor, stick to the walls to avoid the junk he tosses up.
After he starts hanging again, set him on fire with the Speed Burner, dashing
and jumping to stay ahead of his junk spray. After his power's about halfway
down, the chrysalis will disappear, and the real deal will fly down. Just dodge
his dust attacks and beam shots (not too hard), and continue igniting him with
the Speed Burner.

Magna Centipede - A Silk Shot blast will blow off his tail, then he'll start
teleporting around the room. (If you don't have the Silk Shot, you're in for
trouble - he'll slow you down and steal your ability to charge!) Every time he
appears, knock him with another Silk Shot, dodging his occasional spread shots.

Armored Armadillo - Use the Electric Spark to short out his armor, then
continue shocking him until he explodes. He'll fight back by shooting slow
shots or rolling around the room, but he's not too tough.

Geemel - You'll find Geemel in Wheel Gator's stage and in Sigma's fortress.
Just jump over his blades, and fry him with the Speed Burner. When you fight
him in Sigma's fortress, he'll jump on a silly flying platform halfway through
the battle. Keep knocking him off with the Speed Burner, and you'll be all set.


Weapon Descriptions:

Shotgun Ice

Normal - Fires an ice crystal that shatters if it hits a wall.
Charged - Sends out a small ice sled.

Electric Spark

Normal - Fires a small spark which splits if hits a wall.
Charged - Twin rows of lighting fire in both directions.

Storm Tornado

Normal - Fires a tornado horizontally.
Charged - Same as above, but larger and vertical.

Speed Burner

Normal - Fires a spinning flame.
Charged - X dashes (even in midair!) while covered in a flame shield.

Spin Wheel

Normal - Fires a sawblade that rolls along the ground.
Charged - Creates a wheel in front of you that bursts, sending out pieces in 8
directions.

Rolling Shield

Normal - Fires a bubble-like shield.
Charged - Encases X in a shield that lasts until he hits an enemy that takes
more than one hit to destroy.

Silk Shot

Normal - Fires a piece of junk that breaks if it hits an obstacle.
Charged - Creates a giant piece of junk that bursts on impact.

Magnet Mines

Normal - Fires a timed mine that sticks to walls.
Charged - Fires a slow-moving magnetic field that can destroy many enemies in a
line.


Zero Scramble Descriptions:

NOTE: Zero has one energy bar, similar to yours. After you select a Zero
Scramble to use, you'll see his bar decrease. The bar will refill after every
stage, however.

Dash (1) - Zero dashes forward while slashing.
Rising (2) - Zero does a flying slice up into the air.
Earth Gaizer (3) - Zero strikes the ground, causing explosions all over the
screen.
Final (4) - A powerful combination of Dash and Rising.


5. HEART TANK/SUB TANK/CAPSULE LOCATIONS

Most of these items are in the same places they were in MegaMan X and X2 for
SNES! There's a few minor differences, but if you remember where they were in X
and X2, you'll have no trouble finding them here.

Chill Penguin Stage:

Heart Tank - When you find the robot walker, jump out of it and up to the upper
level once you see it. Blow apart the first steel hut with the Speed Burner to
get the Heart Tank.

Capsule - Can't miss this one. It's right in your path! Inside, you'll get the
Leg Upgrade, which enable X to dash-jump off walls.

Spark Mandrill Stage:

Heart Tank - You'll need the Boots to get to it. After you destroy the first
turtle 'bot (the ones that shoot the parachute bombs at you), you'll get to a
ladder leading down. The Heart Tank is located high on a ledge off the screen.
Dash-jump off the walls and up to get there.

Sub Tank - At the beginning of the stage (after fighting through the blue
'bots), go down the ladder instead of continuing right. At the bottom of the
area, you'll see a row of blocks you can break if you've got the Head Upgrade
(continually jumping off them will also break them). Inside is the Sub Tank.

Capsule - Again, you'll need the Head Upgrade. On the are where the fireflies
speed across the screen, you'll see blocks on the ceiling. Just jump up to
break them. The capsule above gives you the Arm Upgrade, which will allow you
to charge special weapons, as well as fire a more powerful charged X-Buster
shot.

Storm Eagle Stage:

Heart Tank - When you encounter the rising/falling platforms (the ones with the
flame cannons on them), jump left off the first one when it reaches its peak.
The Heart Tank is inside the tower you jumped onto.

Sub Tank - At the beginning of the level, when you reach the top of the
conveyor platforms, dash-jump to the left. You'll land on top of a building
with a Sub Tank waiting for you.

Capsule - When you climb over the tall girder, drop down the other side.
Dash-jump to the high ledge, and blast through the "Danger" tanks. The capsule
inside give you the Head Upgrade, which lets you break blocks with your head.

Flame Stag Stage:

Heart Tank - You'll most likely pass right by this one at first. It's in the
area where the lava quickly rises, and you need to jump like mad to get to the
top. The Heart Tank's in a small area guarded by a 'bot. Grab the Tank and get
out, not worrying about damage taken from the bot.

Capsule - Right after the second bug robot (the one that breaks when it hits
the wall), dash-jump to the right off the edge of the platform to get to a
ledge with the capsule on it. This will give you the Body Upgrade, which
reduces damage by 50%.

Wheel Gator Stage:

Heart Tank - After you get out of the robot walker and go up the ladder, you'll
see the Heart Tank above a wall of spikes. Dash-jump off the step to your
right, and use the charged Speed Burner in midair. The boost from the Burner
will get you over to the tank.

Capsule - Right at the beginning of the stage, before you drop down to the
moving platforms, you can dash-jump up into a small vertical passage. You'll
get Zero Scramble: Rising here.

Morph Moth Stage:

Heart Tank - This one's at the beginning of the stage. After destroying to the
two shield 'bots, climb up the wall. There's a 1-Up, another shield 'bot, and
the Heart Tank.

Capsule - At the beginning of the stage, right after the first Memory Unit, use
the Spin Wheel on the gray part of the ground (not the junk) before you have to
jump up the steps. The Spin Wheel will cut a hole through the ground (you may
have to use it a few times to cut all the way through). Underground is the
capsule, containing Zero Scramble: Earth Gaizer.

Magna Centipede Stage:

Heart Tank - This is towards the beginning of the stage, right before the first
Memory Unit. Do NOT set off the alarm, and BEFORE you hit the Memory Unit,
dash-jump off the step to the left and grab onto the block 'bot stuck to the
ceiling. Climb up the vertical passage to get the Heart Tank.

Sub Tank - This one can be annoying. You'll see an vertical passage right after
the area where you're avoiding the large falling blocks (NOT the passages that
the blocks fall out of!). You'll need to dash-jump off to the right off the
step on your left, then use the charged Speed Burner to reach the slight drop
in the ceiling. Climb up to get the Sub Tank.

Capsule - This is at the very top of the room with the falling blocks and the
tracking system that scans you. You'll see a bunch of blocks to break with your
head. Break through them and grab Zero Scramble: Final from the capsule.

Armored Armadillo Stage:

Heart Tank - When you get to the second crusher 'bot (the ones that chase you
and kill you with their spiked arm), destroy it quickly with rapid fire. Head
down the passage, then climb the wall to get the Heart Tank above you.

Sub Tank - At the first crusher 'bot, get BEHIND it, then head to the left to
grab the Sub Tank.

Capsule - When you're on the final moving platform (the one where towards the
end, you have to shoot birds out of the air), jump to the right once you hit
open air. Grab onto the wall above the door to the boss. The capsule above you
will give you Zero Scramble: Dash.

The Ninth Capsule:

NOTE: You must have ALL upgrades, Heart Tanks, and Sub Tanks in order to get
the Ninth Capsule.

This is located in the second stage of Sigma's fortress. You'll get to an area
where there's a wall of spikes, a ladder down, and a ladder up that you
seemingly can't reach.

- In Normal Mode, you'll need to ride one of those direction-changing jet
platforms all the way up the passage to that ladder to reach it.
- In Hard or Extreme Mode, charge up the Rolling Shield to make X invincible,
then jump off the wall of spikes to grab the ladder.

Now comes the fun part. You can do this one of two ways:

- In Normal Mode, you'll need to use your dash-jump skills or the charged Speed
Burner to navigate through a ton of spikes, then finally, you'll need to jump
over some spikes and IMMEDIATELY use the charged Speed Burner to dash over to
the left! (Just like in MMX2 for SNES.)

- In Hard or Extreme Mode, you can just be cheap and charge up your Rolling
Shield to walk over all those spikes.

Once you've done all this, slide down the left wall, and soon you'll enter a
hidden passage in the wall that contains the Ninth Capsule. Dr. Light will give
you the Shotokan moves - the Hadou-ken and Shou-ryuken from Street Fighter II!
To use them, simply charge up your X-Buster, then hold down and release B (for
the Hadou-ken), or hold up and release B (for the Shou-ryuken).


6. SECRETS/UNLOCKABLES

- Beating the game once will unlock "Hard Mode," where you get four new
Mavericks to fight, but you keep your weapons, tanks, and armor upgrades!
- Beating the game on Hard Mode will unlock "Extreme Mode." You don't keep your
items or weapons this time, and you have to fight all 8 Mavericks in their
respective stages, instead of just 4 at a time. The story segments are also
removed.


7. NOTES

- In the intro stage, Capcom forgot to translate Vile's name! X calls him
"Vava," his original Japanese name.
- Speaking of translation, the English dialogue is horrible! Not only is it
cheesy, but there's often mistakes in spelling, grammar, etc.
- After you get all the body upgrades, X's sprite will change to reflect it.
You'll see him in his full armor from MegaMan X for SNES!
- Why make Select the Menu button, when we're so used to Start???
- You may notice some sprite breakup at times, but otherwise, the animation is
excellent.
- I've heard rumors that if you play this game on the original Game Boy or Game
Boy Pocket that you'll occasionally get slowdown. On the Game Boy Color,
however, I've never seen this happen.


8. CONTACT INFO

Know something I don't? Find a hidden secret you're dying to share? Feel free
to email me at [email protected]. Just put "MegaMan X-treme" in the subject
line. If you give me valid info, I'll credit you in future versions of this
FAQ. :)


9. CREDITS

- Thanks to OML for the Japanese version of the game, so I could get a head
start on the FAQ!
- Thanks for KairyuJS for the additional strategy in the "Ninth Capsule" entry!
- Thanks to Bolt Kraken for all the info comparisons (this benefits BOTH our
FAQs. Be sure to read his at www.GameFAQs.com!)!

- And, of course, thanks to Capcom for producing such a killer game! Long live
MegaMan X!!!


10. DISCLAIMER

Feel free to distribute or post this FAQ, but you MUST reproduce it IN FULL,
and you must give me credit for it. Reproducing/copying/posting sections of
this FAQ is strictly prohibited. MegaMan X, Zero, and all associated materials
are the property of Capcom.