Megaman:  Maverick Hunter X
                            FAQ/Walkthrough v.1.4
                               10. August 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 as well as the hellish Megaman Powered
     Up!).

 * 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 - Frequently Asked Questions ----------------------------------------------
===============================================================================

Please read through this before you send any questions.

* What is the Hadouken Upgrade?

  The Hadouken Upgrade is an old easter egg Capcom decided to put into the
  original SNES version of Megaman X.  If you are familiar with or have played
  Street Fighter (1, 2, Alpha, etc), also created by Capcom,  you should know
  that this is one of Ryu's/Ken's basic attacks.

* How do I get it?

  Basically, you have to collect everything (heart tanks, sub-tanks, boss
  powers) and then go to Armoured Armadillo's stage.  Ride the second train
  until the it flies of the tracks.  At about the apex of its jump (somewhere
  between the time it starts falling), jump to the right.  You should see the
  capsule there.  Note that you shouldn't have taken any damage along the way.
  Strategies are listed below.

* How do I use it?

  This has been e-mailed a lot of times.  Basically, you need to have full
  life to trigger this.  Then, similar to Ryu/Ken, trigger it by pressing,
  DOWN, DOWN+FORWARD, FORWARD+A on the controller.

* Can you play as Zero in this game?

  Sadly know.  I myself am an avid Zero fan.  I hope Zero finds his way to the
  PSP soon.

* How do I charge up X's weapons?

  To charge a weapon, simply select it and press and hold your "attack"
  button.  Note that you need the Arm Parts to do this.

* What PSP version is needed to play the game?

  I unfortunately don't know.  Mine is 2.5 when I bought this game if that
  helps.  Also, if you're asking this because you want to run a pirated
  version of this game via your memory stick, I would just like to say that I
  don't condone piracy in any shape way or form so don't bother.

* Why didn't you include this SUB TANK/HEART TANK/PART etc in your FAQ?

  This has been e-mailed a lot as well.  Please check the section heading
  before you send out the mail.  Most probably you were checking the "Starting
  Activities" portion of a walk through in which case, the specific item in
  question is not yet available.  Check the walkthrough for required upgrades
  for obtaining the said items.

===============================================================================
- 3 - 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 obtains 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
       BOOMERANG 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 BOOMERANG 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 maverick susceptible to
       it (STORM EAGLE).  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).


===============================================================================
- 4 - 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 Maverick.  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 Maverick 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 sixth 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
         BOOMERANG 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 an irregular path.  It is a
         bit quirky to use but otherwise is usable.  This is useful against
         BOOMERANG KUWANGER.

     SEROTINAL BULLET
     Energy Requirement: 4
     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 BOOMERANG
         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
         BOOMERANG 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 BOOMERANG 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 BOOMERANG
         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 BOOMERANG
         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 BOOMERANG 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 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).


===============================================================================
- 5 - 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 Maverick.  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 Maverick.


= 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: BOOMERANG 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 Maverick 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 BOOMERANG
  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 BOOMERANG KUWANGER.  Use the same strategy as before.

* Take it slowly through the next area and you should reach this stage's
  Maverick 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.


===============================================================================
- 6 - 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 Maverick.

  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 BOOMERANG
  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: BOOMERANG 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 fight.  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 BOOMERANG
  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 BOOMERANG 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.  Note that "ice-based attacks" (i.e., distance needler) are
  useful here.


= 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.  Use Rising Specter as this is effective
  against him.  Note that if you followed the recommended layout, you should
  have this.  Thanks to Oracolex for pointing this out.

= 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.  These
  can be dodged by simply going to the opposite wall and jumping as they pass
  underneath.

* 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.


===============================================================================
- 7 - 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.

===============================================================================
- 8 - 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 Maverick 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.


===============================================================================
- 9 - Contact Info ------------------------------------------------------------
===============================================================================

For any questions, clarications or God-forbid violent reactions, please
contact e-mail me at [email protected].  Please write the nature of your
e-mail in the Subject line.

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 (especially now
since I'm busy with my next FAQ for Megaman Powered Up) so any help will be
greatly appreciated.

===============================================================================
- 101 - Acknowledgements ------------------------------------------------------
===============================================================================

Thanks to the following for useful info added into the FAQ:

  * Black Master EX and Calm Soldier for info on dodging X and Zero's charge
    attack.
  * Oracolex for fleshing out the Rising Specter strategy against Rangda
    Bangda.
  * jaypanglinan for confirming info regarding filling up of tanks in Armoured
    Armadillo's stage

===============================================================================
- 11 - Approved Sites ---------------------------------------------------------
===============================================================================

See below the list of sites where this FAQ can be legally posted.

  http://www.gamefaqs.com/
  http://gamer-world.org/
  http://www.supercheats.com/
  http://www.neoseeker.com/

If I gave your site prior permission but failed to list the name of the site
here, or if you want permission to post the FAQ, please drop me a mail.

If you find this FAQ in any site other than the above, please drop me a mail
so I can take appropriate action.

===============================================================================
- 12 - 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.
23 March 2006     1.2   Minor revisions as well as change in email address.
25 April 2006     1.3   Additional strategies from e-mail senders.  See
                        Acknowledgements for details.
10. August 2006   1.4   Updated strategy for fighting Zero and X using Vile.
                        Updated strategy for fighting Rangda Bangda.
                        Added approved sites list.
                        Added Acknowledgements section.
                        Added a frequently asked questions section.

===============================================================================
- 13 - 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. Even with written permission, the
FAQ should be displayed in its current unedited form.  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 Madriñan