ROCKMAN X - CYBER MISSIONS
Normal Mode FAQ v0.95
(C)2000 By Nathan Deren
The latest version of this FAQ can always be found on:
http://agtp.romhack.net
http://www.gamefaqs.com
TOC
---------
1.0|Introduction
1.1|What's New?
1.2|What's left?
1.1|Menu Translation
2.1|Characters
2.1|Rockman X
2.2|Zero
2.3|Middy
2.4|Techno
2.5|Zain
2.6|Germel
2.7|Dr.Cain
2.8|Dr.Light
2.9|Sigma
3.0|Powerups
3.1|System Enhancements
3.11|Boot Enhancement
3.12|Armor Enhancement
3.13|Helmet Enhancement
3.14|X-Buster Enhancement
3.15|Shouryukan Enhancement
3.2|Heart Tanks
3.3|Sub Tanks
4.0|Stages
4.1|The Highway
4.2|Icy Penguigo
4.3|Storm Egleed
4.4|Spark Mandriller
4.5|Flame Stag
4.6|Sigma's Fort (1st Station)
4.7|Sigma's Fort (2nd Station)
4.8|Sigma's Fort (3rd Station)
4.9|Sigma's Fort (4th Station)
5.0|Secrets and Unlockables
5.1|Hard Mode
5.2|Unanswered Questions
5.3|The Shouryuken Capsule
6.0|Credits and Legal Stuff
1.0 - Introduction
------------------
Rockman X - Cyber Missions is a Color Gamboy game released in Japan. It'll be released in
the US as Megaman X-treme (which sounds kinda stupid if you ask me.) Basically, RX-CM is a port
of Rockman X/Megaman X to the Color Gameboy. It's a fairly faithful port, too. Some of the sprites
don't look nearly as good, but the stage backgrounds and the cutscenes are done very well.
Note that Rockman X - Cyber Missions is NOT an exact port of Rockman X to the Color Gameboy. The
addition of Middy, Techno, Zain and Germel is a testament to that. Also, Rockman X - CM only has
four stages, one of which was borrowed from Rockman X2 (the Flame Stag stage). Also, Sigma's Fort,
1st Station's platform jumps were dumbed down a bit to compensate for the difficulty in making dash
jumps on the GBC, and Sigma's Fort 2nd Station is actually from Rockman X2.
Another addition which may or may not be welcomed are "Auto Save" points. These are designated by
flashing black and white pillars, which when touched will allow you to progress into the next part
of the stage. Once you cross an autosave point, you can't go back. My guess is that the CGB's memory
is only so large, and it can't load the entire level all at the same time, so they had to segment
them like that. You get used to it.... You return to autosave points when you die.
1.1 - What's new?
-----------------
v99 - Initial release.
1.2 - What's left?
------------------
- Extrapolate on the purposes of Middy, Techno, Germel, and Zain.
- Translate a few menu items.
- Possibly fill out Chapter 5.
1.3 - Menu Translations
-----------------------
Title Screen-
Press Start
Hard Mode (only after beating the normal game)
Continue
Options
--------------
Options Menu-
Key Config
Operation
Sound Test
Exit
--------------
Key Config-
Default:
Normal Type
Select - Menu
Start - ???
B - Fire Weapon
A - Jump
Speed Type
Select - Menu
Start - Dash
B - Fire Weapon
A - Jump
B Button Exits
----------------
Operation-
Auto Charge
????
Exit
----------------
Continue Menu-
It may say the following...
"Auto Save data exists. Load the data to continue at last point. Load?"
If it gives you this prompt, and you answer yes to it, you'll continue at the last autosave point
that was visited.
Otherwise, simply choose a save file.
-----------------
Stage Select Menu-
Press Right past the available stages. First opens the options menu, second saves your game.
-----------------
Stage Clear ("Mission Complete") Menu-
Save Game
Save and Quit
Stage Select
-----------------
Game Over Menu-
Save Game
Save and Quit
Retry
Stage Select
-----------------
Weapons menu-
X Buster S.Ice E.Spark
S.Tornado R.Burner
Text below the sub tanks reads "Sub Tank" :P
First option in the bottom pane opens the Operation menu,
Second opens a diagnostic showing which system enhancements you've received,
Third opens the Key Config menu,
Fourth (text) closes the subscreen.
2.0 - Characters
----------------
What would a Rockman X game be without a cast of characters? X1 introduced X, Cain, Zero, Vile, and
Sigma. X2 introduced the "X Hunters", X3 introduced a new generation of rivals, and X4 introduced
a whole slew of characters from Repliforce. Cyber Missions is no different - new introductions are
Middy, Zain, Germel, and Techno.
2.1 - Rockman X
---------------
Rockman X. Well, what else is there to say? He's the protagonist of the game, the first of a new
generation of robots with the ability to think.
2.2 - Zero
----------
X's partner, a fellow Irregular Hunter. According to X4, Zero was once an Irregular himself. There
are hints that he was created by Dr.Wily as a very last counter to Dr.Light's Rockman X project.
2.3 - Middy
-----------
As far as I can tell, Middy is basically the Irregular Hunter secretary :) Middy operates the computer
system at headquarters.
2.4 - Techno
------------
As far as I can tell, Techno has Middy's position in the Irregular army. But I'm not entirely sure,
so don't quote me on that.
2.5 - Zain
----------
As far as I can tell, Zain is X's rival. You fight him once in the Flame Stag stage and another time
in Sigma's Fort 1st Station.
2.6 - Germel
------------
As of right now I still haven't the slightest as to what purpose Germel serves. He appears in one or
two cutscenes, talking with Techno, but other than that....
2.7 - Dr.Cain
-------------
Cain originally discovered X and designed all of the Reploids based off of the X model. He also
started the Irregular Hunters to counter all of the Reploids gone bad. He's the brains behind the
Hunters.
2.8 - Dr.Light
--------------
Dr.Light died quite some time before X was even activated. He lives on in holographic capsules and
supplies upgrades to X's various systems.
2.9 - Sigma
-----------
An Irregular Hunter gone bad. According to Rockman X4, was probably contaminated with the Irregular
virus in a fight against the previously-irregular Zero. Sigma is always the antagonist of the X games.
3.0 - Powerups
--------------
One of the charms of the Rockman X games is the element of exploration and searching that the games
require. There's a large number of items to be found, all of which help in different ways. They're
ALL useful. Unlike in some games *coughmariocough*
3.1 - System Enhancements
-------------------------
These are all found in the form of Dr.Light capsules. There are at least four in total, perhaps five.
(The Rockman X games always seem to have a secret capsule which require you to find EVERYTHING and
are always in some out-of-the-way place.)
3.11 - Boot Enhancement
-----------------------
Location: Icy Penguigo Stage
You'd have to be blind to miss this one. It's in the middle of the path!
Usage - Improves ability to dash jump off of walls.
3.12 - Armor Enhancement
------------------------
Location: Flame Stag Stage
Right below the door to the Zain battle. Just inside the volcano above the lava pit with the
collapsing pillars, just after the eruption.
Usage - Armor efficience up 100%, so you take half damage ^_^
3.13 - Helmet Enhancement
-------------------------
Location: Storm Egleed Stage
Right after all of the moving platform jumps, there'll be solid ground, a small gap, and some more
solid ground. Jump in the gap :) Once down there, you'll need to dash jump to a platform where there's
some Danger bombs; just blow 'em up.
Usage - Enables you to destroy some blocks with your head.
3.14 - X-Buster Enhancement
-------------------------
Location: Spark Mandriller Stage
In the second dark area of the stage, look closely at the ceiling. One part can be destroyed with a
headbut if you've gotten the helmet enhancement.
Usage - Enables you to charge Boss weapons and charge your X-Buster to a new level of power.
3.15 - Shouryukan Enhancement
-----------------------------
Location - Sigma's Fort, Second Station.
At the point where you can go either up or down, go up, then after the spikes, slide down along the
left hand wall. You NEED to have found EVERYTHING and have full sub tanks. Possibly full health as
well. You need full health in order to use it, but I'm not entirely sure HOW to use it, unfortunately.
3.2 - Heart Tanks
-----------------
Notice how X starts with less health than you'd imagine? Collect Heart Tanks to lengthen your health
bar. There's one in each of the normal stages.
3.3 - Sub Tanks
---------------
Refillable energy tanks. Collect health items when you haven't taken any damage and it'll be
automatically transferred to a sub tank. A sub tank does not need to be full in order to be used.
4.0 - The Stages
----------------
These are the bulk of the game ^_^
4.1 - The Highway
-----------------
Introductory stage. Simple.
Navigational Hazards - Pits.
Mid-Boss: Mechabees
Either charge your X-Buster fully multiple times or just jump and shoot the damn thing.
Boss: Vava
Easy again. Charge your X-Buster fully, jump over him when he dashes at you, and blast him on his
way past you.
4.2 - Icy Penguigo
------------------
Snow stage.
Navigational Hazards - Ice, Pits
Boot Enhancement - Just follow the stage, you'll find it :)
Heart Tank - Use the Ride Armor to float up to a platform past the first igloo, then burn the igloo
with the Rushing Burner you got from the Flame Stag.
Midboss - None
Boss Strategy:
With X-Buster: Hide on the walls, and blast him when you can. If he lands below you, dash jump to the
other side of the room. If he creates penguin statues, destroy them immediately.
Weak Versus Rushing Burner.
4.3 - Storm Egleed
-------------------
Air stage.
Navigational Hazards - Pits, Moving platforms
Helmet Enhancement - Fall into the small enclosure about 2/3 of the way between the first and second
autosaves, then dash jump to the platform with the "Danger" tubes.
Heart Tank - Inside the air traffic control tower immediately following the first autosave.
Sub Tank - Ride the first elevator to its peak, then dash jump off it to the left.
Midboss - None
Boss Strategy:
X-Buster: Storm Egleed is REALLY easy. Dash against his air output, charge your X-Buster, and blast
him. Shoot down the birds he might lay, and dash away from him when he flies at you, then turn around
and let 'im have it.
Not weak versus anything, really. Just the X-Buster.
4.4 - Spark Mandriller
----------------------
Power Plant stage.
Navigational hazards - Darkness, pits.
X-Buster Enhancement - In the second dark area, keep a CLOSE eye on the ceiling. There's one bit
that you can destroy with your helmet powerup. Climb up and you get the weapon powerup.
Heart Tank - Immediately past an autosave, after the Bubbleboy, is a turtle bomber enemy. Past that
is a shaft that you can go down. Go up instead. Climb the right wall, dash jump to the left, then
dash jump back to the right to collect the Heart Tank.
Sub Tank - In the very first part of the stage, after climbing all the ladders, go down the next
ladder. Use the head powerup to smash the bricks to the right.
Midboss - Bubbleboy
Strategy - Pelt it silly. Man, if the CGB had a rapid fire button, you'd be in heaven :) If you
get stuck in one of his bubbles, just dash a couple of times and you'll be free. So long as he
doesn't land on you, you'll be fine.
Boss Strategy:
Well... Spark Mandriller doesn't really follow much of a pattern. If he jumps, dash underneath him.
Do the same if he's climbing on the ceiling. If he dashes, jump over him. If he throws a spark, jump
IT. Blast him whenever you get the chance.
Weak versus Shotgun Ice
4.5 - Flame Stag
----------------
Volcano stage.
Navigational Hazards - Fire pits, collapsing pillars, volcanic eruptions, oh my!
Body Armor Enhancement - Right below the door to the Zain battle. Just inside the volcano above the
lava pit with the collapsing pillars, just after the eruption.
Heart Tank - It's on the left during the volcanic eruption.
Midboss - Zain
Strategy - Quite like Icy Penguigo, actually. He's got a pattern where he'll jump at you twice, then
he'll spin around for awhile. In the jumps immediately before and after his spin, he'll be invincible,
so concentrate on avoiding it. For each jump, he WILL hit you if you don't move. Typically, it's best
to dash underneath him, and turn around to blast him while he's on his way down. Also, it's highly
recommended that you get the armor BEFORE taking on Zain.
Weak versus Shotgun Ice.
Boss Strategy:
The Flame Stag is not an easy boss if you don't have the Storm Tornado. If you don't have the S.T,
your best bet is to hope that you grabbed the Heart Tank and the Armor upgrade from the stage, and
climb the walls. You'll probably be hit by some blue fire, but it'll force the Stag to start climbing
the walls himself. When he gets close to you, drop down and blast him. If you're fast, you can power
up and blast him when he hits the floor too! He may uppercut, though, and if he does you'll just have
to take it. Unless you feel like attempting to dash jump to the other wall before he hits you....
Weak versus Storm Tornado
4.6 - Sigma's Fort (1st Station)
--------------------------------
Fortress, Part 1.
Navigational Hazards - Pits, moving platforms, security beams.
Midboss - Zain
Strategy - Use the same general strategy that you used against him in the Volcano. Attack with the
Shotgun Ice.
Boss Strategy:
The Spider will do one of two things when it appears. Either it will throw down two small spiders
(which you want to destroy immediately) or it'll travel down the ropes. If it finds a point where it
can move to another rope, it will ALWAYS take it. When it reaches the bottom, it's eye will open for
a second or two. That's your chance to blast it with a fully charged X-Buster or Shotgun Ice.
4.7 - Sigma's Fort (2nd Station)
--------------------------------
Fortress, Part 2.
Navigational Hazards - Moving platforms, spikes.
Shouryukan Enhancement - At the point where you can go either up or down, go up, then after the
spikes, slide down along the left hand wall. You NEED to have found EVERYTHING and have full sub
tanks. Possibly full health as well. Note that you MUST have full health in order to use the
Shouryukan enhancement. Also note that I haven't figured out how to use it yet :(
Boss Strategy:
For the first part, simply unload your Electric Spark on the four cannons. Stay on the far platform.
Afterwards, jump to the near platform and hit the guy with the Rushing Burner.
4.8 - Sigma's Fort (3rd Station)
--------------------------------
Fortress, part 3. This is the obligatory teleporter level!
Navigational Hazards - Spikes, pits in Storm Egleed fight.
Midboss - Teleporter Room.
Use the same strategies you used before to take out the bosses again.
Far Left - Storm Egleed
Near Left - Icy Penguigo
Near Right - Spark Mandriller
Far Right - Flame Stag
Boss Strategy:
This is the Sigma Sword fight, and it's REALLY easy. Quite like the Flame Stag fight, actually. Hide
in either the upper left or upper right corner, charging your X-Buster. When Sigma starts dashing up
the walls, drop down and blast him. Then go hide in the corner again.
4.9 - Sigma's Fort (4th Station)
--------------------------------
Final stage.
Navigational Hazards - None.
Midboss - None.
Boss Strategy:
AS SOON AS THE FIGHT STARTS, climb the left hand wall and jump on the hand! From here, stand on the
VERY EDGE of the hand when the head isn't doing anything. When the head is attacking, jump up and
blast it. It -can- do a lot of damage, though - you'll be toast if you get hit five times (and don't
have any sub tanks....)
5.0 - Secrets and Unlockables
-----------------------------
This is the fun stuff :)
5.1 - Hard Mode
---------------
Unlocked by beating the game.
Hard Mode is quite different from Normal Mode. QUITE different. So different that it deserves its
OWN FAQ o_O I shall write a Hard Mode FAQ as well, but this should tide people over for now.
5.2 - Unanswered Questions
--------------------------
I seem to be missing some stuff. There are four unoccupied slots in the Weapons menu and two empty
spaces in the Sub Tank menu. Not sure if these are aquired in the Hard Mode or what.... but it looks
as if there could easily be four more stages if they moved the boss pictures over a bit.
5.3 - The Shouryuken Capsule
----------------------------
This one's neat. If you've collected VERY item in the Normal mode and have full sub tanks and full
energy, you can get a secret fifth powerup in Sigma's Fort, 2nd Station! As of right now, I still
haven't figured out how to activate it, but I have a feeling it's basically Ryu's Fire Dragon Punch
from the Street Fighter games. Unfortunately, I haven't been able to pull it off... so you may need
to be at full health, or perhaps you need to be at a point where X is panting - it may be a
desperation move kind of thing.
6.0 - Credits and Legal Stuff
-----------------------------
This FAQ is copyright 2000 to Nathan Deren. All names, possibly including but not limited to, Rockman
X, Zero, Germel, Zain, Techno, Middy, Dr.Cain, Dr.Light, X-Buster, Icy Penguigo, Flame Stag, Storm
Egleed, Spark Mandriller, Shouryuken, Sigma, and Dr.Wily are trademarks of Capcom, Co. Ltd of Japan.
No claim of ownership of the above is made at all herein. This FAQ may NOT be published or broadcast
in ANY FORM other than as a plain text document without the author's expressed written permission, nor
may it be sold for profit. Violators WILL be prosecuted under the full extent of the law. If you wish
to post this FAQ on your site, just ask. Usually, I will agree, so long as you don't modify it at all.