MM     MM  EEEEEEEE  GGGGGGGGG  AAAAAAAA  MM     MM  AAAAAAAA  NN     NN 
  MMM   MMM  EEEEEEEE  GGGGGGGGG  AAAAAAAA  MMM   MMM  AAAAAAAA  NNN    NN 
  MMMM MMMM  EE        GG         AA    AA  MMMM MMMM  AA    AA  NNNN   NN 
  MM MMM MM  EEEEEEEE  GG   GGGG  AAAAAAAA  MM MMM MM  AAAAAAAA  NN NN  NN 
  MM  M  MM  EEEEEEEE  GG   GGGG  AAAAAAAA  MM  M  MM  AAAAAAAA  NN  NN NN 
  MM     MM  EE        GG     GG  AA    AA  MM     MM  AA    AA  NN   NNNN 
  MM     MM  EEEEEEEE  GGGGGGGGG  AA    AA  MM     MM  AA    AA  NN    NNN 
  MM     MM  EEEEEEEE  GGGGGGGGG  AA    AA  MM     MM  AA    AA  NN     NN 

           XXXXXXX            XXXXXXX     7777777777777777777777
            XXXXXXX          XXXXXXX      7777777777777777777777
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             XXXXXXX      XXXXXXX        777777777777777777777
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      XXXXXXX        XXXXXXX            7777777                    
    XXXXXXX          XXXXXXX           7777777                    
   XXXXXXX            XXXXXXX         7777777                 MEGAMAN X7 FAQ
 XXXXXXX              XXXXXXX        7777777                  by Alvin Cogan
                                                   version 0.89   12-21-2003
                                            cogan314 at columbusmail dot com
_______________________________________________________________________________
________________________________MEGAMAN X7 FAQ_________________________________
 

------------------------------------------------------------------------------
 0.  Table of Contents:
------------------------------------------------------------------------------

 0.  Table of Contents
 1.  Legal and Credits                                  [[ 100% complete ]]
 2.  Version Update Information  
 3.  Introduction                                       [[ 100% complete ]]
 4.  Game Controls                                      [[ 100% complete ]]
 5.  Characters                                         [[ 100% complete ]]
        Choosing Teams of Two
        Zero
        Axl
        X [ Megaman X ]
        Glide Armor [ Megaman X equipped with Glide Armor ]
        Nonplayable Characters
 6.  Ride Armors                                        [[ 100% complete ]]
        Golden
        Ridden II
        Ride Chaser
 7.  Special Weapons and Attacks                        [[ 100% complete ]]
 8.  Stages                                             [[  35% complete ]]
        Intro Stage
        Boss Weaknesses
        8 Maverick Stages
        Red Alert Syndicate Stages
 9.  Reploids to Rescue                                 [[  98% complete ]]
10.  Power-Up Chips                                     [[ 100% complete ]]
11.  Other Items to Find                                [[ 100% complete ]]
12.  Armor Parts for Megaman X                          [[ 100% complete ]]
13.  Tips and Hints                                     [[  40% complete ]]


------------------------------------------------------------------------------
 1.  Legal and Credits
------------------------------------------------------------------------------

Megaman X7, Megaman X, and related characters are copyrighted 2003 by Capcom 
Co., Ltd. and Capcom U.S.A., Inc.
All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

This FAQ is Copyright 2003 Alvin Cogan, who wrote it.  This FAQ can be 
reproduced only for personal, private, non-commercial use.  It shall not be 
modified nor reproduced, in whole or in part, under any other circumstances 
nor may it be placed on any web site or otherwise distributed publicly, 
without expressed written permission. Use of this guide on any other web site 
or as a part of any public display, without expressed written consent, is 
prohibited, and a copyright violation.

Currently only GameFAQs (with a link from GameSpot, if applicable) can host 
this FAQ.


Credits to:

Capcom for developing and publishing Megaman X7 game.

GameFAQs for hosting this FAQ.

Imoto for mentioning via AIM about battles vs Splash Warfly and Vanishing 
Gangaroo, as well as how to rescue one of the reploids (B.J.) in Lava Factory 
stage as well as one of them (Doug) in Cyber Field stage, along with a 
boss-weakness circle.

Zero1872001 for completed power-up chip information and its carryover from 
game to game info.

Tim Tolan (a.k.a Rave Epic) for info on finding life-up tanks in Battleship 
and Deep Forest stages.

If you find errors or more useful tips not already mentioned by another, 
feel free to e-mail me at cogan314 at columbusmail dot com.  Replace the ' at '
and the ' dot ' with the '@' and the '.' when actually e-mailing me.  I wrote 
my e-mail address with the ' at ' and ' dot ' to deter spam.


------------------------------------------------------------------------------
 2.  Version Update Information
------------------------------------------------------------------------------

0.73 - Initial submission. 10-23-2003 [ Began writing this FAQ on 10-20-2003 ]

0.74 - Slight correction to description of Ridden II ride armor, Ride Chaser, 
       and a few other slight corrections. [ 10-25-3003 ]

0.75 - Numbered the sections [ 10-26-2003 ]

0.76 - Last reploid found ("Doug") for reploids to rescue section as well as 
       how to rescue him.  Corrected info about Axl's explosive rifle, Ride 
       Chaser, and other minor corrections.  Found location of the life energy 
       subtank within Battleship stage [ 10-27-2003 ].

0.80 - 'Modification' info added to Legal and Credits; 'Ctrl-F' info added to 
       Introduction; more location info added to 'Ride Armors' section.  
       Added Game Controls section.  Changed 'Playable Characters' to just 
       'Characters' and added info on nonplayable characters. Rewrote Ride 
       Armors section to an outline form.  Completed Armor Parts section.  
       Other minor changes.  [ 11-08-2003 ]

0.81 - Added more dash info in Game Controls section.  [ 11-08-2003 ]

0.85 - Slanted the X7 ascii, as well as thickened & blockened the ascii 
       letters of Megaman.  Aligned list text within sections 2, 4, 6, 7, 
       9, & 12.  Underlined character headings in sections 5, 6, 7, 9, & 12. 
       Added more info about Zero's Gokumonken attack, as well as corrected 
       info about Axl's special guns in Special Weapons and Attacks section.  
       Added info about dealing with bird-plane mechaniloid in Battleship 
       stage.  Completed Power-Up Chip section.  [ 12-20-2003 ]

0.89 - Added more boss weakness info in Stages section.  Also added 
       various Axl A-Trans abilities in Special Weapons & Attacks section.
       Added more Lava Factory stage shortcut information.  Minor additional 
       information for Select button in Game Controls section.  
       Removed Game Script section, as I already have a seperate 
       in-depth FAQ for it at GameFAQs.  [ 12-21-2003 ]


------------------------------------------------------------------------------
 3.  Introduction
------------------------------------------------------------------------------

Megaman X7, released 10-14-2003 in North America, is the ninth game released 
in the Megaman X series (seventh if you don't count the two Megaman Xtreme 
games released on Gameboy / Gameboy Color), the second to have mid-level 
character switching (Megaman Xtreme 2 was the first to have such a feature), 
the first for the Sony Playstation 2 console (PS2), and the first 3D game 
which has both 2D and 3D movements, from among the Megaman X series.  

In this game, the Maverick Hunters all have to deal with the Red Alert 
Syndicate, who wants Axl back for some reason, soon after Axl leaves Red Alert 
by the time the game begins.  Zero, Axl (the new playable character), and 
later on, Megaman X, are all playable characters in this game.  

You can use the Ctrl-F function to bring up a search box to type in something 
to search to find various sections with the numeral followed by the period, 
and if you'd like, followed by two spaces.
For example:  '4.' or '4.   ' or even '4.  Game Controls' (ignore the ' marks) 
to find the 4.  Game Controls section.


------------------------------------------------------------------------------
 4.  Game Controls
------------------------------------------------------------------------------

Here is what each of the buttons do in Megaman X7 game, if using default 
controls, although the button configuration can be changed in Option screen:


Directional buttons:  

- Hightlight menu options
- Move character:
    In 2D-movement areas:  
        Left or right to move left or right, 
        Left or right to move that way during a jump, glide, or hover. 
        Down to crouch.
        Press in the same direction twice to dash.
        Press in direction of wall at a wall to cling to wall.
        Up apparently does nothing (no ladders to climb in this game).
    In 3D-movement areas:  
        Move, jump, glide, or hover in any of 8 directions, but can't crouch.
        Press in the same direction twice to dash.
        Press in direction of wall at a wall to cling to wall.
    In Ride Chaser (hovering motorbike without wheels):
        Press left or right for turning.
        Up and down do nothing.


Left analog stick:  

- Same as for directions buttons but with more precision (especially in 
  3D-movement areas) and more directions than just the 8 directions from the 
  directional buttons.


Right analong stick:  

- Left or right to change special weapons w/o going to the Status Screen.  
- Up and down do nothing.


X button:  

- Confirm selection (in stage select and menu options screen).
- Jump 
- Hop into a ride armor (giant mech).
- Speed up while in Ride Chaser (hovering motorbike without wheels).
- Glide (if using Megaman X with Glide Armor/Foot Parts equipped, X button and 
  X button again at height of a jump).
- Double-Jump (if using Zero, X button and X button again at height of a jump).
- Hover (if using Axl, press and hold the X button w/o letting go).


O button:

- Dash (can also dash with ride armor while in any ride armor).
- Rolling (press O button while in middle of a dash, if using Axl).
- Mid-air dash (press O button in middle of jump or after walking off cliff 
  to dash in mid-air).


[] button:

- Shoot arm cannon shots with X Buster (if using Megaman X).
- Shoot charged buster shots (let go of [] button after holding it to charge, 
  if using Megaman X).
- Slash with Z Saber (if using Zero).
- Shoot Axl Bullets from Axl's gun (if using Axl).
- Shoot bigger energy bullets (if in Ride Armor Golden).
- Punch, and with right timing, continuous punch (if in Ride Armor Ridden II).
- Drill Punch (if dashing with Ride Armor Ridden II while in it).
- Shoot Ride Chaser's buster shots (if in Ride Chaser).


/\ button:

- Attack with special weapons (if using Axl or Megaman X, or, in some cases, 
  Zero, AND a special weapon is selected from Status Screen or with right 
  analog stick).
- Attack with charged special weapons (let go of /\ button after holding it 
  to charge, if using Megaman X with Glide Armor/Buster Parts equipped, AND 
  a special weapon is selected from Status Screen or with right analog stick).
- Attack with special moves (if using Zero, AND certain conditions are met; 
  see special weapons descriptions for more info).
- Shoot Copy Shot (let go of /\ button after holding it to attack with 
  it, if using Axl AND no special weapon is selected).
- Shoot missile/cannon shots (if in Ride Armor Golden).
- Jump and bomb-explode upon landing (if in Ride Armor Ridden II).


L1 and R1 buttons:

- Move camera left/right in some 3D-movement areas (if camera symbol does NOT 
  have a diagonal/slash through it in upper right corner).
- Giga Crash attack (press L1 and R1 at the same time, if using Megaman X with 
  Glide Armor/Body Parts equipped, and Giga Crash meter is full).


L2 button:

- Switch between the two characters within a stage (if not in Ride Armor 
  Golden nor Ride Armor Ridden II) or even while in a Ride Chaser.
- Get out of a ride armor if in one.


R2 button:

- Switch lock-on targets (if more than one target is in attack range).


Start button:

- Begin game (at title screen).
- Go to status screen (within a stage).


Select button:

- Answer call from Alia (when Select ! indicator appears in lower left corner).
- From status screen, might go to "Quit Game?" screen.


------------------------------------------------------------------------------
 5.  Characters
------------------------------------------------------------------------------

Choosing Teams of Two:  
----------------------

After you select a stage to go to, you then choose two team members.  First 
choose your main character, then your sub character.  Initially, only Zero and 
Axl are available.  Only after rescuing at least 64 of them poor reploids will 
Megaman X himself become available.  Also, only after Megaman X finds all 4 
armor parts will the Glide Armor [ X equipped with Glide Armor ] become 
available as a character choice.  Note that you cannot choose both "X" [ short 
for Megaman X ] and "Glide Armor" [ Megaman X with complete Glide Armor 
equipped ] for your two team members, for it wouldn't make sense if you could.
Also, if you finish the game, then Megaman X (and his Glide Armor, if 
completed), are also available AFTER the intro stage.  Even after finishing 
the game, it's impossible to play as Megaman X nor Glide Armor in the intro 
stage.


Zero:  
-----

Best used for powerful melee attacks, double jumps (jump and jump again while 
in midair), and most special attacks which generally doesn't really use up 
weapons energy (except Bakuenjin, which uses up a great deal of it).  
Therefore, weapon energy upgrades are practically useless on Zero, unless you 
plan to have Zero use Bakuenjin attack often.  So, if you know which reploids 
have weapon-ups when rescued, make sure you have another character rescue that 
particular reploid if at all possible (unless, again, you plan to have Zero 
use Bakuenjin attack often), because only the character who rescues such 
benefits from weapon-ups.


Axl:  
----

Best used for rolling (dash twice very quickly), hovering (press and hold 
jump, great for going across bigger chasms), long-range shots, special guns 
(which don't use up weapons energy, select appropriate special weapon in 
status screen, and use regular attack button), special weapons (which does use 
up weapons energy, use special attack button), and especially copy shots 
(which, if the finishing shot on an appropriate enemy is a copy shot, then 
that enemy drops behind a red program-on-DNA, which have various effects 
(healing, shields, ...) or even take the appearance of defeated enemies).  
The amount of time which Axl takes the appearance of a defeated enemy (if 
possible) depends on the length of weapons energy, during which Axl can use 
that enemy's attacks and move in the same way that that enemy could move, 
thus it can be an asset or a liability, depending on the situation.


X [ Megaman X ]:  
----------------

Best used for charge shots (hold regular attack button to charge up to two 
more levels), special weapons (which does use up weapons energy, use special 
attack button), finding and benefitting from armor parts off of Light Capsules 
(which a hologram of Dr. Light explains how it's used before Megaman X enters 
the capsule to recieve the armor part).  Once recieved, armor parts cannot be 
taken off prior to completing the entire Glide Armor.


Glide Armor [ Megaman X equipped with Glide Armor ]:  
----------------------------------------------------

Best used for charge shots (hold regular attack button to charge up to two 
more levels), charged special weapons (hold special attack button to charge up 
special weapons, using up even more weapons energy), going through areas and 
battles involving tough opponents (since the armor reduces damage by half), 
Giga Crash a screen full of opponents or to cause significant damage vs bosses 
(press L1 & R1 at the same time, Giga Crash meter must be full to use), 
increased range of shots (regular attack button), attracting and obtaining 
recovery items from farther out, and especially gliding (jump and jump again 
while in midair).


Nonplayable Characters:
-----------------------

Signas:  

General Commander of the Maverick Hunters (an organization also known 
as Irregular Hunters).


Alia:  

A somewhat talkative navigator for the Maverick Hunters who could also analyze 
computer data as well as advise various Hunters on missions.


Red: 

Charismatic leader of the Red Alert Syndicate who wanted Axl back soon after 
Axl leaves Red Alert Syndicate.


------------------------------------------------------------------------------
 6.  Ride Armors
------------------------------------------------------------------------------

There are several ride armors in Megaman X7.  Have a character (be it Zero, 
Axl, X, Glide Armor) use it by jumping right in (use the jump button while 
at the ride armor, and use the L2 button to get back out of it, especially to 
conserve the ride armor's life energy)  While in the ride armor, its life 
energy can be recovered off of life-energy capsules.


Golden:
-------  

- Looks like a huge blue (rather than golden-colored) mech with huge shoulder 
  cannons.  
- Has its own life meter, and once that's gone, that mech is 
  demolished and the character using it is forced back out.  
- Can be found in Tunnel Base (Vanishing Gangaroo's) stage and Crimson Palace 
  stage (right fork when it forks into two).
- Immune to damage from green shallow acid pools.  
- The character using the ride armor takes no damage while in it.  
- Cannot switch characters without first getting out of the ride armor.  
- Can jump high (jump button, of course).
- Shots (regular attack button) from ride armor guns have long range, 
- Missile/cannon shots (special attack button) can cause great damage as well 
  as damage some enemies/targets which probably can't be damaged otherwise.    


Ridden II:
----------

- Looks like a four-legged light red mech that moves like a spider.  
- Has its own life meter, and once that's gone, the mech is demolished and 
  the character using it is forced back out.  
- Can be found in Tunnel Base (Vanishing Gangaroo's) stage.
- The character using the ride armor takes no damage while in it.  
- Cannot switch characters without first getting out of the ride armor.  
- All their attacks are melee rather than ranged.  
- Punches (regular attack button), drill punches (regular attack button in 
  middle of a dash), jump-bombing (special attack button), and stomping 
  on enemies (jump and special attack buttons at the same time), can all be 
  executed.  


Ride Chaser:
------------  

- Looks like a hovering motorcycle without wheels.  
- Unlike the ride armors, the Ride Chaser has no separate life energy meter.
- Unusually enough, length of life meter while on Ride Chaser is fixed, 
  and does not depend on life meter lengths of the characters thereon.  
- Can be found in Central Circuit (Ride Boarsky's) stage (which one of your 
  characters begins that stage directly on the Ride Chaser).  
- Characters on a Ride Chaser can take damage while on it.
- Can switch characters while directly on it.  
- As in Megaman X2, you can vary the speed of the Ride Chaser in this game, 
  rather than remain at insanely unsafe high speed, unlike in Megaman X4 & X5.
- Turning left and right (left and right on either directional buttons or left 
  analong stick, but you can't turn around and go the other direction on the 
  track), speeding up (X button, hold for continuous speeding, or tap it to 
  move more slowly), and firing its buster shots (regular attack button) can 
  all be done.  


------------------------------------------------------------------------------
 7.  Special Weapons and Attacks
------------------------------------------------------------------------------

For each of the characters, here are the special weapons/attacks as well as  
which Maverick to defeat to obtain data for their special weapons/attacks:

Megaman X:
---------- 

Like his older brother "Megaman" from the classic series, "Megaman X" can also 
show different color schemes depending on the special weapon selected.  
When color scheme for special weapon is written in the format 
"<color_a> / <color_b>", it means <color_a> color is in much of helmet, 
lower arms, chestplate, trunks, and lower legs/boots/feet, 
while <color_b> color is in helmet trim, upper arms, abdomen, upper legs. 

Circle Blaze - Dark Red / Light Red color scheme
- defeat Flame Hyenard 
- Shoots a flaming shot, which upon contact with an enemy or obstacle, 
  expands into a flaming sphere.
- When charged, emits multiple expanding flaming spheres in the vicinity.

Explosion - Reddish Purple / Light Reddish Purple color scheme 
- defeat Vanishing Gangaroo 
- Shoots a huge, slow-moving, weapon-energy-consuming burst of energy.
- When charged, shoots out multiple little explosions in multiple directions 
  only barely in front of X.

Volt Tornado - Orange / Yellow color scheme 
- defeat Tornado Tonion 
- Shoots an electric tornado where you're at.  After a few seconds, it whirls 
  forward.
- When charged, erects little shield-like electric squares around X, which 
  enemies and projectiles can(?) drop items upon touching such.

Splash Laser - Light Blue / Lighter Blue color scheme 
- defeat Splash Warfly 
- Shoots a line of water a short range in front, keep shooting for extended 
  range.
- When charged, shoots out multiple ranged quick-moving water bubbles.

Gaea Shield - Dark Green / Mid Green color scheme 
- defeat Soldier Stonekong 
- Erects a stone shield which deflects some projectiles for a short time.
- When charged, erects a boulder above X.  That boulder then splits in two, 
  with the halves moving left and right for a few seconds.

Wind Cutter - Dark Purple / Light Purple color scheme 
- defeat Wind Crowrang 
- Shoots a long-range air boomerang which can return.
- When charged, shoots out 8 such wind cutters in 8 directions, which can 
  home in on enemies.

Sniper Missle - Dark Grey / Light Grey color scheme
- defeat Snipe Anteater 
- Shoots a homing missile, which can home in on a nearby target, although it 
  sometimes circles around target instead and not hit anything.
- When charged, shoots out 3 such homing missles in up to 3 directions in 
  front of X.

Moving Wheel - Dark Brown / Golden Brown color scheme
- defeat Ride Boarski 
- Shoots a metal wheel which moves forward on ground and up a wall.
- When charged, shoots out 3 such wheels in front of X, some of which bounce.


Axl:
----  

Same as X's, except it's fired from his gun (you use special weapon attack 
button) rather than arm cannon, and as with X, uses up weapons energy, hence, 
description of special weapons also used by X won't be repeated here.  In 
addition to that, Axl also has access to some special guns (use regular 
attack button), which don't use up weapons energy.  Axl cannot charge special 
weapons, and has no different color schemes.

Circle Blaze - defeat Flame Hyenard 
- Double-bullets from double guns (you must press regular attack 
  button to shoot each bullet). 

Explosion - defeat Vanishing Gangaroo 
- Explosive-firing G-Launcher rifle, can only target enemies with it at same 
  altitude as Axl himself.  Cannot target above nor below with this weapon.

Volt Tornado - defeat Tornado Tonion 
- Ray gun, fires a laser.

Splash Laser - defeat Splash Warfly 
- nothing else special

Gaea Shield - defeat Soldier Stonekong 
- nothing else special

Wind Cutter - defeat Wind Crowrang 
- nothing else special

Sniper Missle - defeat Snipe Anteater 
- nothing else special

Moving Wheel - defeat Ride Boarski 
- nothing else special


Axl's A-Trans abilities allows Axl to use the abilities of some defeated 
enemies.  Can also take the appearance of reploids his size, but can't take 
the appearance of any other reploid nor mechaniloid.  If you defeat some 
reploids and mechaniloids with the Copy Shot, they may drop DNA data which, 
when picked up, allows Axl to use an A-Trans ability.
Duration of A-Trans depends on length of Axl's weapons energy meter:  


BLOCKAPE:
- Replenish random amount of life.
- Cannot change appearance.
- Blockape mechaniloids can be found in Deep Forest stage.

BOUNDING:  
- Invincible while still.  Does not fight back.
- Takes the appearance of a Bounding reploid, its barrier shield, which is 
  erected everytime Axl stops moving, can even cause damage while it's up.
- Bounding reploids can be found in Radio Tower stage.

FLYER:
- Glide down from a jump.  Long gliding distance.
- Takes the appearance of a Flyer reploid, jumps really high, can glide 
  without losing altitude in middle of a jump, can attack by shooting even 
  in midair.
- Flyer reploids can be found in Air Forces & Lava Factory stages.

METOOL-S:
- Creates a shield in front of you.
- Cannot change appearance.  Invisible frontal shield blocks some shots.
- Metools can be found in Air Forces, Battleship, Lava Factory, and 
  Crimson Palace stages.

MUSHADROYD:
- Cuts through electric walls w/rapid attack.
- Takes appearance of a Mushadroy D, a samurai-like reploid, as well as 
  execute a slow two-slash combo, as well as jump through red electric 
  firewalls, but can only move via short jumps.
- Mushadroy D reploids can be found in Cyber Field stage.

PASTEGUNNER:
- Increases shooting speed.
- Cannot change appearance.
- Pastegunner mechaniloids can be found in Air Forces & Tunnel Base stages.

QUICK BOOTS:
- Increases speed of movement.
- Cannot change appearance.
- Small bee mechaniloids can be found in Battleship, Cyber Field, 
  Deep Forest, and Crimson Palace stages.

RADARDROYD:
- Creates a shield in front of you.
- Cannot change appearance.  Invisible frontal shield blocks some shots.
- Radardroids can be found in Intro stage. 

RUINSMAN:
- Guards against damage from spikes and rocks.
- Takes appearance of a Ruinsman reploid, is immune to deadly spikes, & 
  can attack by slowly hurling smaller boulders, & can also wallclimb.
  DNA data from a Giant Ruinsman reploid allows Axl to take the appearance 
  of only a regular-sized Ruinsman reploid.
- Ruinsman reploids can be found in Deep Forest stage.

RUNNERBOMB:
- Protects against bombs.  
- Takes the appearance of a Runnerbomb reploids, & can attack by slowly 
  hurling bombs, as well as jump really high.
- Runnerbomb reploids can be found in Intro stage, Air Forces, Battleship, 
  Central Circuit, Tunnel Base, and Crimson Palace stages.

SKELEBAT:
- Skelebats bombard the enemy.
- Cannot change appearance.
- Skelebat mechaniloids can be found in Radio Tower & Crimson Palace stages.


Zero:
-----

Has special saber techniques and a few other special weapons; all but 
Bakuenjin use up no weapons energy; again, no different color schemes 
[ at least, not until plot timeline of Megaman Zero 2 game a century later, 
as far as I know ].

Bakuenjin 
- defeat Flame Hyenard
- press the same button used to change target lock-on button while not moving 
  to execute this attack.
- Zero flame-punches the ground to release a large fiery blast, the only one 
  of Zero's special attacks that consumes weapons energy, and it consumes a 
  great deal of it.  

Hadangeki 
- defeat Vanishing Gangaroo
- press special weapon button while on ground not moving
- Zero shoots out a wide-arc explosive wave from his Z-Saber forward.

Raijinshou 
- defeat Tornado Tonion
- press special weapon button while in middle of a dash
- Zero jumps up and spins slightly, shooting an electric tornado upward from 
  his Z-Saber.

Suiretusen / D-Glaive
- defeat Splash Warfly
- select special weapon as normal, press special weapon button
- Zero attacks with a water-related energy pike rather than with a Z-Saber 
  when doing regular attacks.  Press special weapon button to stab with a 
  water pike [ for some reason, it reminds me of the Triple Rod in 
  Megaman Zero 1 game timeline a century later ].

Gokumonken 
- defeat Soldier Stonekong
- press regular attack (Z-Saber) button while on ground not moving
- Hold regular attack button and keep holding it;  as soon as Zero flashes 
  with a white outline and assumes a weapon-guarding defensive pose, stopping 
  enemy projectiles dead in its tracks without damaging Zero until you let go 
  of regular attack button again.  If an enemy hits Zero's Z-Saber while 
  Zero is in this pose, then Zero counterattacks with a slash.

Souenbu / V-Hanger
- defeat Wind Crowrang
- select special weapon as normal, press special weapon button
- Zero attacks with twin energy daggers rather than with a Z-Saber when doing 
  regular attacks.  Press special weapon button to toss an air boomerang the 
  same way X and Axl would.  Can target enemies (target mark present within 
  range.)

Hieijin 
- defeat Snipe Anteater
- press special weapon button while in middle of a jump
- Zero hurls a small piercing projectile which homes in on an enemy.

Zankourin 
- defeat Ride Boarski
- press special weapon button while moving normally (not dashing nor jumping)
- Zero shoots an energy wheel out of his Z-Saber;  energy wheel thus follows 
  along ground and wall the same way as Moving Wheel would.


------------------------------------------------------------------------------
 8.  Stages
------------------------------------------------------------------------------

Intro stage:  
------------

First half of the stage involves Axl negotiating security lasers.  Press 
select button whenever the Select ! appears in the lower left corner for tips 
on going past security lasers as well as being acquainted with most of the 
game controls.  Best to use directional pad rather than left analog stick for 
2D movement areas.

Second half of the stage involves Zero.  Dodge shots from the advancing 
mechaniloid scorpion (you can't defeat it yet) and watch out for holes.  Once 
the giant mechaniloid helicopter bees appear, attack the first two from the 
underside.  After the view switches to 3D movement, it may benefit more to 
move with directional pad rather than left analog stick when fighting another 
giant mechaniloid helicopter bee, having Zero in the middle of the narrow 
width of a road piece bordered by bottomless pits, and only going up (forward) 
and down (backward) while attacking such huge bee with much less chance of 
being knocked into bottomless pits.  After that huge bee's demolished, use 
the left analog stick, jumps, dashes, double jumps, when needed, to negotiate 
pieces of road over bottomless pits.  

Eventually Zero and Axl meet.  Soon, both must fight that mechaniloid 
scorpion.  Remember to use the character-switch button to switch between Zero 
and Axl, especially if one of them is low on life energy.  Watch out for the 
mechaniloid scorpion's swirling ground attacks (wall climb if that occurs) and 
piercing dashes (dash below scorpion on ground if possible) though.  Have Axl 
shoot at scorpion while wall-climbing while having Zero use his Z-Saber to 
swat the enemy's shots right back. 


Boss Weaknesses:  
----------------

 Vanishing Gungaroo - somewhat weak to Wind Cutter / Souenbu / V-Hangers
 Soldier Stonekong  - weak to Explosion / Hadangeki / G-Launcher
 Tornado Tonion     - somewhat weak to Gaea Shield / Gokumonken
 Splash Warfly      - weak to Volt Tornado / Raijinshou / Ray Gun
 Flame Hyenard      - weak to Splash Laser / Suiretusen / D-Glaive
 Ride Boarski       - weak to Circle Blaze / Bakuenjin / Double Bullets
 Snipe Anteater     - weak to Moving Wheel / Zankourin
 Wind Crowrang      - weak to Sniper Missle / Hieijin

Unlike in earlier Megaman X series games, and in Megaman X7, 
boss weaknesses aren't all about damage, but with technique, 
especially with Zero, like Imoto pointed out.  
A weapon that a Maverick boss is weak to can cancel that Maverick's attack(s).


The 8 Maverick stages:  [ incomplete ]
----------------------

From stage select screen, if you press R1 with the cursor on a particular 
Maverick stage, it'll go to the particular part of the Rescue File 
corresponding to that stage.

It is suggested to begin with either Radio Tower stage or Deep Forest stage 
or Tunnel Base stage.

Deep Forest - Soldier Stonekong - located in northwest Africa
"We're detecting energy from deep within the lost woods!  Find it!"



Air Forces - Wind Crowrang - located above middle of the Atlantic Ocean 
"A mysterious ship has been spotted 5 miles in the air!  Destroy it now!"



Cyber Field - Snipe Anteater - located in south-central Asia
"A virus has escaped through a crack in the electrosphere!  Destroy it!"


Central Circuit - Ride Boarski - located in northeast Canada
"Use the Ride Chaser to find and destroy the time bomb in the circuit!"


Lava Factory - Flame Hyenard - located in east-central Africa
"The lava energy factory suffered an attack.  Recapture it from the enemy!"

- Shortcut to where Flame Hyenard is:  
You must have either Glide Armor [ Megaman X with Glide Armor equipped ], 
or Megaman X with Foot Parts, or Axl, for this.
As soon as your character makes it to  second half of the stage (which has 
3D-movement, can control camera), use L1 to rotate camera 90 degrees.  You'll 
notice a platform somewhat afar off ahead of you.  
If you have Megaman X with Glide Armor or Foot Parts equipped,
then have him jump and at highest point of the jump, press & hold jump and 
glide in direction of that platform somewhat afar off to glide to it to 
make it there to at least the wall of the platform.  
If you have Axl, 
then have him defeat a Flyer reploid with Copy Shot and pick up its DNA 
data to begin FLYER A-Trans ability (i.e., Axl taking appearance of a 
Flyer reploid).  Quickly backtrack, then jump and glide towards the 
aforementioned platform somewhat afar off before the FLYER A-Trans ability 
wears off. 
Either way, from there, get past that huge green-flame-hurling enemy and 
from there, go ahead to the transporter towards the end of the stage.



Tunnel Base - Vanishing Gangaroo - located in eastmost end of Canada
"The Special Defense base has been taken!  Use the Ride and retake it!"

- Water Laser special weapon works well against enemy ride armors.


Radio Tower - Tornado Tonion - located in far-east Asia
"Take back the central radio tower!"


Battleship - Splash Warfly - located in middle of the Pacific Ocean
"A menacing fortress that commands the seas.  Destroy it to halt its advance!"

- When fighting a bird-airplane mechaniloid on ship deck, Hieijin attacks off 
of Zero work very well if you've already defeated Snipe Anteater.  
Alternately, Axl's Ray Gun works well too if you've already defeated 
Tornado Tonion.

- use Volt Tornados vs Splash Warfly [ Thanks to Imoto ]

-- After all 8 Maverick stages are completed with all 8 Mavericks defeated, 
the Red Alert stages become available, beginning with the Palace Road stage.


Red Alert stages:  
-----------------

The final stages are located at eastmost tip of Russia.


Palace Road:  
------------

A grinding mechaniloid is after you on the entire road level, it helps to 
have Megaman X with Glide Armor glide over pits and/or have Axl hover above 
pits.  Keep away from the mechaniloid's grinder at all times.  Even the other 
enemies don't pose much threat in comparison.  At the end of the road, when 
the mechaniloid's life energy meter shows up on the bottom of the screen, 
that's when to attack.  Attack with Wind Cutters or Souenbus / V-Hangers from 
afar.


Crimson Palace:
---------------


After finishing the game:  
-------------------------

Save the game after the ending, then continue from that save.  
Only the Power-Up chips so applied to characters carry over.  However, it's 
impossible to play as Megaman X nor Glide Armor in the intro stage.
Right after the intro stage, Megaman X (and his Glide Armor, if completed), 
are also available from the Stage Select screen.  All other items, however, 
don't carry over and must be refound.  It'll take more than two playthroughs 
to max out all 3 characters with 12 Power-Up Chips each.

[ not yet completed ]


------------------------------------------------------------------------------
 9.  Reploids to Rescue
------------------------------------------------------------------------------

This section contains a list of reploids found in the 8 Maverick stages, each 
of which have 16 reploids with their name above their heads and hollering 

    HHH     HHH    EEEEEEEEEE    LLL           PPPPPPPPP     !!!!
    HHH     HHH    EEEEEEEEEE    LLL           PPPPPPPPPP    !!!!
    HHH     HHH    EEE           LLL           PPP    PPP    !!!!       
    HHH     HHH    EEE           LLL           PPP    PPP    !!!!
    HHH     HHH    EEE           LLL           PPP    PPP    !!!!
    HHHHHHHHHHH    EEEEEEEEEE    LLL           PPPPPPPPPP     !!
    HHHHHHHHHHH    EEEEEEEEEE    LLL           PPPPPPPPP      !!
    HHH     HHH    EEE           LLL           PPP           
    HHH     HHH    EEE           LLL           PPP           
    HHH     HHH    EEE           LLL           PPP           !!!!
    HHH     HHH    EEEEEEEEEE    LLLLLLLLLL    PPP           !!!!
    HHH     HHH    EEEEEEEEEE    LLLLLLLLLL    PPP           !!!!

As soon as you successfully rescue a reploid, he/she will then mention

   TTTTTTTT   HH   HH   AAAAAAA   NN     NN   KK     KK   SSSSSSS   !!!
   TTTTTTTT   HH   HH   AAAAAAA   NNN    NN   KK    KK   SSSSSSSS   !!!
      TT      HH   HH   AA   AA   NNNN   NN   KK   KK    SSS        !!!
      TT      HHHHHHH   AA   AA   NN NN  NN   KKKKKK     SSSSSSS    !!!
      TT      HHHHHHH   AAAAAAA   NN  NN NN   KKKKKK      SSSSSSS   !!!
      TT      HH   HH   AAAAAAA   NN   NNNN   KK   KK         SSS
      TT      HH   HH   AA   AA   NN    NNN   KK    KK   SSSSSSSS   !!!
      TT      HH   HH   AA   AA   NN     NN   KK     KK  SSSSSSS    !!!

and be mentioned in the Rescue File as well as benefit from any item which 
he/she carried, if any.  Note that only the character who rescued a reploid 
who carries a Life-Up or Weapon-Up will benefit from such item.

To access the Rescue File from the stage select screen, press the L1 button.  
The Rescue File lists reploids rescued (names in white) so far, "dead" 
reploids (names in black), and blanks for reploids neither "dead" nor rescued 
yet (blank with no name) for each stage indicated.  Note that in order to 
benefit from an item a reploid carries, he/she must not be "dead" and must be 
rescued first, thus, make sure you move your character(s) to a reploid before 
anything (enemies, enemy shots, explosions) hits him/her, or you could 
permanently lose out on any item carried thereby.

From among the 16 reploids who can be rescued in a stage, 
two carry Power-Up Chips, two carry Weapon-Ups, 
one carries a Life-Up, and one carries a 1-Up.  
Below is a table of reploids found in each of the 8 Maverick stages 
as well as any items the reploids carry.  


Lava Factory
------------

Chuck                     |   Roy
Paul                      |   Tony    : Weapon-Up
Trevor   : Weapon-Up      |   Tim     : Power-Up Chip
Guy                       |   Alan
Matthew  : Power-Up Chip  |   Bruce
Gary     : Life-Up        |   Leon
Rovin                     |   B.J.    : 1-Up
Steve                     |   Jim


Tunnel Base
-----------

Eric                      |   Walter
Otis                      |   Michael  : Power-Up Chip
Graham                    |   Carlos
Dan      : Life-Up        |   Oliver
Fay      : Power-Up Chip  |   Lee      : 1-Up
Ken                       |   Keith
Jules                     |   Duane    : Weapon-Up
Al       : Weapon-Up      |   Gordon


Radio Tower
----------- 

Alison   : Life-Up        |   Marian
Berinda                   |   Janis
Cindy    : Weapon-Up      |   Rita
Emi                       |   Tracy    : 1-Up
Holly                     |   Lily     : Power-Up Chip
June                      |   Betty
Keiko    : Power-Up Chip  |   Cate
Lucie                     |   Julia    : Weapon-Up


Battleship
----------

Ian                       |   Rick     : Power-Up Chip
Markus   : Weapon-Up      |   Phil
Anthony                   |   Bob
Joe                       |   Mauro
Robert                    |   Andy
Chris    : 1-Up           |   Henly    : Weapon-Up
Todd                      |   Bill     : Life-Up
Peter    : Power-Up Chip  |   Frank


Deep Forest
-----------

Alex                      |   Jack
Ben                       |   Kevin
Charly                    |   Luise    : Weapon-Up
Dave     : Power-Up Chip  |   Mick
Edie                      |   Nick
Fred                      |   Roger    : Weapon-Up
Huey     : Life-Up        |   Simon    : Power-Up Chip
Isaac    : 1-Up           |   Tom


Air Forces
----------

Neil                      |   Kim
Derek                     |   Barry    : Power-Up Chip
Nigel    : Life-Up        |   Silver
Harold                    |   Damon    : Power-Up Chip
Ray                       |   Emitt
Jeff                      |   Yamaguchi
Kelly                     |   Mo       : 1-Up
Herbie   : Weapon-Up      |   Bert     : Weapon-Up


Cyber Field
-----------

Rin      : Power-Up Chip  |   Cliff
Daniel   : Weapon-Up      |   Ted      : Life-Up
Su                        |   Richie
Rosetta                   |   Colin
Marry                     |   Don      : 1-Up
Jelly    : Weapon-Up      |   Brian
Marc                      |   Malibe   : Power-Up Chip
Doug                      |   Hide


Central Circuit
---------------

Dean                      |   Sid
Vinnie                    |   Scott    : 1-Up
Dolf     : Weapon-Up      |   Rob
Black                     |   Sam      : Weapon-Up
Rudi                      |   Elton
Rock     : Power-Up Chip  |   Kato
Mario    : Life-Up        |   Luke
Joey                      |   Tanaka   : Power-Up Chip


- To rescue B.J. (who has a 1-Up) in first half of Lava Factory stage, have 
  Axl or another character lure a flying reploid past the first arch, then 
  have Axl defeat a lured flying reploid with copy shot, get the red 
  program-on-DNA, to change to the appearance of that flying reploid, 
  backtrack to the platform to the left of the arch, jump to that platform 
  (there might be a giant burly flame-throwing enemy there) and quickly 
  hold jump in the other direction to glide to top of the arch, then again 
  hold jump at the height of the jump to glide to that poor reploid.  
  [ Thanks, Imoto ]

- To rescue Doug in Cyber Field stage, move to beginning of second half of 
  that stage, then go to the floating 
transport above the first orange 
  hexagon you see, then on bottom half, move back to the big blue hexagon to 
  find him.  That's right, he's on the bottom side of the big blue hexagon 
  from where you begin second half of the stage. 
[ Again, thanks, Imoto ]

- Radio Tower stage is possibly the only stage with lady reploids who 
  holler "HELP! ]


------------------------------------------------------------------------------
10.  Power-Up Chips
------------------------------------------------------------------------------

Here's what the power-ups do with each upgrade in their respective categories:

Megaman X:
----------

Power:   
- 1st - Power Plus Alpha - Increases normal attack power by 30%.
- 2nd - Power Plus Beta - Increases normal attack power by 50%.
- 3rd - Shock Absorber - Decreases damage by one-half.
- 4th - Extend - Extends range of normal attack.

Speed:   

- 1st - Rapid Shot - Enables rapid fire normal attack.
- 2nd - Speed Shot - Increases shot speed of normal attack.
- 3rd - Hyper Dash - Increases dash speed.
- 4th - Hyper Charge - Increases charge speed.

Special: 

- 1st - Super Recover - Increases power of recovery items.
- 2nd - Double Barrier - Increases invincible period after damage.
- 3rd - Triple Barrier - Even longer invincible period after damage.
- 4th - Item Plus - Enemies drop items more frequently.


Axl:  
----

Power:   
- 1st - Power Plus Alpha - Increases normal attack power by 30%.
- 2nd - Power Plus Beta - Increases normal attack power by 50%.
- 3rd - Shock Absorber - Decreases damage by one-half.
- 4th - Extend - Extends range of normal attack.

Speed:   

- 1st - Rapid Shot - Enables rapid fire normal attack.
- 2nd - Speed Shot - Increases shot speed of normal attack.
- 3rd - Hyper Dash - Increases dash speed.
- 4th - Hover Plus - Increases hovering distance and speed.

Special: 

- 1st - Super Recover - Increases power of recovery items.
- 2nd - Double Barrier - Increases invincible period after damage.
- 3rd - Triple Barrier - Even longer invincible period after damage.
- 4th - Rolling Attack - Body slam attack possible while rolling.


Zero: 
-----

Power:   
- 1st - Power Plus Alpha - Increases normal attack power by 30%.
- 2nd - Power Plus Beta - Increases normal attack power by 50%.
- 3rd - Shock Absorber - Decreases damage by one-half.
- 4th - Extend - Widens hit radius of attack.

Speed:   

- 1st - Saber Combo Plus 1 - Increases maximum saber combo by one move.
- 2nd - Saber Combo Plus 2 - Increases maximum saber combo by one more move.
- 3rd - Hyper Dash - Increases dash speed.
- 4th - Saber Combo Plus 3 - Adds charging dash move to end of combo.

Special: 

- 1st - Super Recover - Increases power of recovery items.
- 2nd - Double Barrier - Increases invincible period after damage.
- 3rd - Triple Barrier - Even longer invincible period after damage.
- 4th - Master Saber - Increases critical attack power.


Attempting to improve an upgrade already at maximum results in
"This ability is already maxed out."

Only the Power-Up chips so applied to characters carry over from game to 
game after finishing Megaman X7 game each time and saving the file.  

Thanks to Zero1872001 for completed power-up chip information.

------------------------------------------------------------------------------
11.  Other Items to Find
------------------------------------------------------------------------------

The character that makes the final blow that defeats a boss at the end of each 
of the 8 Maverick stages gets a Life-Up and a Weapon-Up.  Ditto for the 
character who rescues a reploid who carries a Life-Up or Weapon-Up.

In addition, two life energy subtanks, a weapons energy subtank, an EX item, 
and 8 more Life-Up tanks can all be found.


Life Energy subtanks can be found in:

Tunnel Base:

In the final 3D area of the stage that has multiple colums, multiple enemy 
mechs, and red mechaniloid turtles, on top of one of the square columns is a 
Life Energy Subtank.  Wall-climb to the top of the columns and, if needed, go 
from column to column (by either wall-climbing every column, or have Axl hover 
from column to column, or have X with Foot Parts or Glide Armor jump and 
glide from column to column), till you find it.  Both a Life-Up tank and a 
Life Energy Subtank can be found on different square columns.

Battleship:

In the first 3D area that has both fiery pillars and crates that have 
Metools and Runnerbomb reploids on top of some of them.  The subtank it is 
behind one of the crates beyond the 4x2 rack of 8 cannons.


Weapons Energy Subtank can be found in:

Central Circuit stage:

Somewhere on the track after certain crates.  It's the item that doesn't 
look like targets/bombs nor red life-up tanks.  Slow down to snag it once 
you see it.


EX item can be found in:

Deep Forest:

Above some foliage to the upper left of the last stone head before the last 
huge Boulderman reploid near the end of the stage.  Have Zero (who can double 
jump) retrieve it.


Life-Up tanks can be found in each of the 8 maverick stages:

Radio Tower:  

Hidden inside one of the disappearing-and-reappearing blocks in the second 
half of this stage.  The Life-Up is in plain view whenever the block hiding 
it has temporarily disappeared.

Battleship:

On the platform after the three mechaniloid dragons at the end of the 
2nd (I think) section, you enter the next and there are 2 crates right 
besideeach other.  And in front of the 2nd one there is a crate and the 
life tank is right behind it, according to Tim Tolan.

Lava Factory:

In the second half of stage [ 3D-movement portion ], it's on one of the tubes 
barely above lava between two platforms in plain view.  

Air Forces:  

Go to the red airplane wings that's smoking when you get on.  If you remain on 
long enough, you'll eventually notice a Life-Up in mid-air, which may take 
multiple tries to pick up, and you may lose one or more character lives in 
the process.

Tunnel Base:

In the final 3D area of the stage that has multiple colums, multiple enemy 
mechs, and red mechaniloid turtles, on top of one of the square columns is a 
Life-Up tank.  Wall-climb to the top of the columns and, if needed, go 
from column to column (by either wall-climbing every column, or have Axl hover 
from column to column, or have X with Foot Parts or Glide Armor jump and 
glide from column to column), till you find it.  Both a Life-Up tank and a 
Life Energy Subtank can be found on different square columns.

Central Circuit:

It's somewhere on the section of track that's bordered by damage-causing 
electrified lanes on both sides.
  

Cyber Field:

May be found in second half of stage, right on top of an orange hexagon 
you get to after going through a floating switch.


Deep Forest:

After both set up rolling boulders there is a stonehead mechaniloid right 
beside a circle type platform and a bunch of bees are right before it.   
Get to the edge of the platorm and demolish that stonehead mechaniloid, 
to reveal a Life-Up tank, according to Tim Tolan.  


------------------------------------------------------------------------------
12.  Armor Parts for Megaman X
------------------------------------------------------------------------------

Note that once Megaman X has an armor part equipped, it cannot be taken off 
until X completes the Glide Armor.  Once all four parts are obtained, then 
it's possible for X to go without Glide Armor by selecting "X" in the 
character team select screen when going to a stage.  Select "Glide Armor" in 
character team select screen to use X equipped with Glide Armor when going to 
a stage.


Foot Part:  
----------

- Allows X to glide (jump, & try to jump while in mid-air, to glide).
- Found in Deep Forest stage, roughly midway through stage, past a 
  mechaniloid stone head prior to a tall wall, but go up and left on a tree 
  limb to get to it.
- Dr. Light hologram says:  "My dear X - take these Feet Parts.  With these, 
  you can glide!  Jump with the X button, then press the X button once more.  
  But you must use them only to do good!  Promise me!"


Body Part:  
----------

- Damage to X reduced by half.  Can execute Giga Crash attack (press L1 and R1 
  simultaneously) only if its meter is full, and when used, is emptied again.  
  Giga Crash meter fills up a little when X takes damage.  Unlike in some 
  other Megaman X series games, contents of weapons-energy subtank cannot 
  refill Giga Crash meter.
- Found in Air Force stage, inside mothership.
- Dr. Light hologram says:  "X...  These Custom Parts are for you.  With these 
  Parts you'll be able to use Giga Crash.  Activate it by pressing the L1 
  button and the R1 button at the same time.  But I hope that nothing so bad 
  happens that you will end up seeing this message..."


Arm Cannon Part:
----------------

- Allows X to charge his arm cannon to the 4th level for an ever bigger charge 
  shot that's wa-a-a-ay bigger than Megaman X, himself, as well as charge 
  special weapons and increase shooting range.
- Found in Lava Factory Stage, first half (2D-movement section) near one of 
  the red fire-breathing long-necked mechaniloid dragons.
- Dr. Light hologram says:  "Good old X, take this Buster Part - it will let 
  you charge special weapons.  But remember - it must only be used for good!"


Head Part:
----------

- Allows X to grab/absorb life-energy and weapons-energy recovery items from 
  farther out.
- Found in Cyber Field stage, second half, on one of the big orange hexagonal 
  platforms.
- Dr. Light hologram says:  "Never imagined I'd meet you here.  I wish I could 
  have given you these Head Parts in person...  Although weak, they possess an 
  item-attracting force.  I hope it helps."


------------------------------------------------------------------------------
13.  Tips and Hints
------------------------------------------------------------------------------

- If one of the two characters is low on life energy, switch to the other 
characters, clear out some enemies till a life energy capsule is dropped, 
then quickly switch back to the character who's low on life energy to get 
life energy capsules before it disappears.  

- When using up the contents of a life energy subtanks or a weapons energy 
subtank, it'll only refill the life energy or weapons energy of the currently 
selected character, not both characters.  Be sure you switch to the character 
who needs it first before using it.  It's practically wasteful to use 
contents of a weapons energy subtank on Zero unless using Bakuenjin so often.

- Weapons Energy for special weapons and Giga Crash meter are refilled for 
every life.  However, contents of the subtanks are NOT refilled between lives.  
Keep that in mind when fighting bosses, especially in Crimson Palace.

- Some reploids can only be rescued with certain characters by certain means.  
If a reploid can't be reached with a particular character by certain means, 
try another means or character.  There's more than one way to rescue some 
other reploids, but only one way to rescue a few of them.

- Make sure you have the weapons energy subtank and both life energy subtanks 
filled before going to Crimson Palace stage, which can take over an hour to 
complete.  Don't waste contents of them while fighting Red until after Red has 
under half his life energy remaining and you're sure of not falling into 
"water".  That's because if you "Retry", you begin right at that battle with 
NO CHANCE of refilling subtanks beforehand.  After defeating Red, make sure 
all three subtanks are filled after the 7th and 8th mavericks are defeated 
the second time.  Don't use up contents of any subtank during the first form 
of the final boss battle (take one wild guess as to who he is), because they 
don't refill between lives, and "Retry" begins right at that battle with 
NO CHANCE of refilling subtanks beforehand.  For the final form of the final 
boss battle, make sure you get the pattern of attacks memorized (and you have 
good reflexes and aren't tired) BEFORE using up contents of any subtank, 
since again, no refills of them between lives.

[ more coming sooner or later ]

_______________________________________________________________________________
_________________________________END OF GUIDE__________________________________