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    FAQ/Walkthrough by Warhawk

    Version: 3.0 | Updated: 06/19/13 | Printable Version | Search Guide | Bookmark Guide

                       o---------------------------------------o
                       | Mega Man X FAQ / Walkthrough          |
                       | by: Stephen "Warhawk" Harris          |
                       | Covers: Super Nintendo                |
                       | Date Created: 01.23.2013              |
                       | Last Updated: 06.18.2013              |
                       | Version: 3.0                          |
                       o---------------------------------------o
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                             Table of Contents                              |
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    1. Introduction.....................................................[MMX 1]
    2. Contact..........................................................[MMX 2]
    3. Controls.........................................................[MMX 3]
    4. Walkthrough......................................................[MMX 4]
           Prologue: Central Highway....................................[MMX 4.Pr]
           Chapter One: Snow Mountain Stage [C. Penguin]................[MMX 4.01]
           Chapter Two: Power Plant Stage [S. Mandrill].................[MMX 4.02]
           Chapter Three: Gallery Stage [A. Armadillo]..................[MMX 4.03]
           Chapter Four: Ocean Stage [L. Octopus].......................[MMX 4.04]
           Chapter Five: Tower Stage [B. Kuwanger]......................[MMX 4.05]
           Chapter Six: Forest Stage [S. Chameleon].....................[MMX 4.06]
           Chapter Seven: Sky Stage [S. Eagle]..........................[MMX 4.07]
           Chapter Eight: Factory Stage [F. Mammoth]....................[MMX 4.08]
           Chapter Nine: Sigma Stage 1..................................[MMX 4.09]
           Chapter Ten: Sigma Stage 2...................................[MMX 4.10]
           Chapter Eleven: Sigma Stage 3................................[MMX 4.11]
           Chapter Twelve: Sigma Stage 4................................[MMX 4.12]
    5. Parts / Items / Boss Weakness....................................[MMX 5]
           Part One: Life Up Locations..................................[MMX 5.01]
           Part Two: Weapons / Boss Weakness............................[MMX 5.02]
           Part Three: Armor Upgrades...................................[MMX 5.03]
           Part Four: Tank Locations....................................[MMX 5.04]
           Part Five: Secrets...........................................[MMX 5.05]
    6. Passwords........................................................[MMX 6]
    7. Credits / Legal Notice...........................................[MMX 7]
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                               1. Introduction                              |
    |                                    [MMX 1]                                 |
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    Welcome to my guide for Mega Man X.  While an older title and when the Mega
    Man got a facelift on the newest console [at the time] the successor to the
    Nintendo, the Super Nintendo.  I have been asked "Why do a guide for a game
    that's like 20 years old?" and my answer is simple "I always wanted to do a
    guide for one of the earlier Mega Man games whether if it was for the
    "Classic" or the "X" series.  Although my "official" second project and I
    really do hope that anyone that hasn't played this game that may pick it up
    for the first time may be able to find this guide useful.  I do intend to
    make this one of the best guides that I can make it and it'll be the first
    since the most anticipated guide I done on Silent Hill.  Please enjoy this
    guide as I had a fun time working on this.
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                                  2. Contact                                |
    |                                    [MMX 2]                                 |
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    To be able to contact Stephen "Warhawk" Harris please drop me an e-mail at
    gamefaqswarhawk [at] gmail [dot] com, with any questions, comments or any
    information that you may believe that I may have missed in this guide.
    Please don't send any hateful mail because I will not tolerate it because it
    can be considered harassment, so please make sure you know what you want to 
    ask / comment before you send the e-mail to me.  Be sure to have "Mega Man X"
    in the subject so I don't accidentally delete the e-mail.  This includes
    sending e-mails with some picture which may be inappropriate.  Please if you
    send me any e-mails with any kind of vulgar language such as the "f" word.
    
    You may also like me on Facebook to know about any future plans I will have
    with guide writing and all.  Any questions asked on the page I will try my
    best at answering to the best of my knowledge about any of the guides I have
    done in the past, and yes even if it's a question on that game I done one
    for.  Even if it is to ask me what I plan of doing next and all.  
    
    http://www.facebook.com/WarhawkFAQs
    
    Also,If you found this walkthrough useful and would like to make a small
    donation on PayPal.  The e-mail is the same as above warhawkfaqs@ymail.com
    and I will not force anyone to donate but is up to the reader if they choose
    to.
    
    
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    |                                 3. Controls                                |
    |                                    [MMX 3]                                 |
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    
    
    
                _.覧覧覧覧覧覧._                      _.覧覧覧覧覧覧._
            _.留覧覧覧 L 覧覧覧留ッッッッッッッッッッッッッッッッッッッッッ覧覧覧 R 覧覧覧ッ._
          .'                                                 __.覧.__    '.
        .'                          (  Nintendo  )       _.'`         `'._  '.
       /          _.覧覧._                             .'           X     '.  \
      /        .輿        `.                         /        ..          \  \
     /        /     .覧.     \                       /        (   )          \  \
    |        /      |UP|      \        ..     ..  |     ..  ''         A  |  |
    |       |   .覧'  '覧.   |      / /     / /   |    (   )        ..     |  |
    |       |   | LT    RT |   |     / /     / /    |     ''        (   )    |  |
    |       |   '覧.  .覧'   |    ''     ''     |  Y         ..  ''     |  |
     \       \      |DN|      /    SELECT   START    \          (   )        /  /
      \       \     '覧'     /                        \          ''        /  /
       \       `._        _.`                          `.     B           .`  /
        '.        `''覧''`                               `-._         _.-`  .'
          '.                  _.'ッッッッッッッッッッッッッッッッッッ'._     ッッ'覧覧'ッ    .'
            `,_          _,輿                          `,_          _,輿
                ッッッ'覧'ッッ                                  ッッ'覧'ッッッ
    
    
    
                   o----------------------------------------------o
                   |      Control       |         Function        |
                   |--------------------|-------------------------|
                   | A                  |  Dash*                  |
                   | B                  |  Jump                   |
                   | Y                  |  X-Buster               |
                   | X                  |  No Use                 |
                   | L                  |  Weapon Change          |
                   | R                  |  Weapon Change          |
                   | Start              |  Pause Game             |
                   | Select             |  No Use                 |
                   | Up                 |  Move Up ladders        |
                   | Down               |  Move Down ladders      |
                   | Left               |  Move "X" Left          |
                   | Right              |  Move "X" Right         |
                   o----------------------------------------------o
    
    
                               * - Not Available at start
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                                4. Walkthrough                              |
    |                                     [MMX 4]                                |
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    
                                 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                 | Prologue: Central Highway |
                                 |        [MMX 4.Pr]         |
                                 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Items: None
    Weapons Aquired: None
    Armor Upgrades: None
    Boss: Vile
    
    Cast of Enemies
    ---------------
    Ball De Voux
    Bee Blader
    Bomb Been
    Gun Volt
    Jamminger
    Road Attacker
    Spiky
    
    
    Welcome to the Central Highway Stage.  The first Mega Man game to introduce
    what is known as the "Introductory Stage", allowing the player to get a feel
    for the game before have to deal with the [usual] eight bosses.
    
    As you start the level, one of the things that you'll notice that's different
    from the "Classic" Mega Man games is the environment such as cars moving by
    you as you make your way through.  There'll be a Spiky with a Gun Volt not far
    afterwards.  When you do make the jump over then take care of a horde of
    Jammingers.  Blast your way through them with a charged shot.  After making
    another jump you'll have more of them to take care of and then another Gun
    Volt to deal with.  Once you do there'll be a few more Jammingers and one more
    Gun Volt before you come across what may be the first ever Sub Boss of the
    game known as the "Bee Bladder".  There is no health meter to help you fight
    it so the best course of action against this enemy is to try going for
    charged shots against it.  Be careful due to the missiles that it'll fire
    your way.
    
    After a constant fire you should be able bring it down but it'll do more than
    that it'll break the road that you're on but don't worry about dying.  Once it
    comes to a stop then head towards the Bee Bladder jump over it and wall climb
    your way out of there.  When you do you see an energy pellet that you can pick
    up on the other side of the wall if you need to.  There'll be a Ball De Voux
    to worry about after you climb out but then there's going to be another Bee
    Bladder fight and same strategy for that one.
    
    Upon the defeat of the second Bee Bladder wall climb out of there and watch
    out for the spiky along with a few Bomb Been after that.  Careful cause some
    parts of the highway for a bit due to some being able to fall after stepping
    on them.  After making through watch out for the Jammingers, who come out of
    nowhere.  Upon making one jump then you have to watch out for the Road
    Attackers, and one good charged shot should be able to take care of the
    Reploid driver.  After making a jump or two over an endless pit there'll be
    two Road Attackers to worry about but when you keep going some ship will drop
    down and sends out a few that you have to destroy.  Once that is done, then
    it's time for the first ever boss fight of the game.
    
    
    Boss: Vile
    Attack[s]: Energy Ball, Dash, Punch
    Weakess: None
    
    
    As you see something come down and you think to yourself that this shouldn't
    be a problem but there is one problem.  There's no health bar for him and no
    way to know if you're doing any damage to him.  There is not much of a
    strategy for this as there's no real way of not being able to not walk out of
    it without having him take your health down just far enough for him to capture
    you.  When he gets you down far enough he'll start shooting an energy ball at
    you to trap you so he can try something to you but he won't be able to do
    much anyways.
    
    
    
                              -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                              | Chapter One: Snow Mountain Stage |
                              |            [MMX 4.1]             |
                              =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    Items: Life Up
    Weapons Aquired: Shotgun Ice
    Armor Upgrades: Leg
    Boss: Chill Penguin
    
    
    Cast of Enemies
    ---------------
    Axe Max
    Batton Bone
    Bomb Been
    Flammingle
    Jamminger
    Snow Shooter
    Spiky
    
                                                           _ _ _
                         _ _ _ _ _                       _|_|_|B|
                        |P|_|_|_|_|_         _ _ _ _ _ _|_|_|
         _ _ _ _ _      |_|     |_|_|_ _ _ _|_|H|_|_|_|_|_|
     _ _|_|_|_|_|_|_    |_|_      |_|_|_|_|M|_|_|_|_|
    |E|_|_|     |_|_|_ _|_|_|
                  |_|_|_|_|_|
    
    
    From the start of the level dealing with a couple of snow shooters, along with
    a couple Bomb Beens and an Axe Max. After those you'll have some more of the
    same before you enter a cave like area where you have to deal with some Batton
    Bones. As you enter the cave this is when the level starts going down some as
    you have more of the Batton Bones to worry about and when you get to the very
    bottom, there'll be a few more of them but watch out for the Spiky. Do what
    you need to do to get past them to where you have to wall climb but be careful
    of the Spiky. Wall climb to be sure to not take any damage from it and then
    proceed up to the level where it came from. The only enemies you'll have to
    worry about are the Spiky. This pattern goes on for three screens, 'til you
    come to where you have to perform a wall climb.
    
    Once you do the wall climb up and first thing you'll be noticing is a capsule
    like thing in your path. When near this is the first capsule that one comes
    across in the game and is the first one you need to enter if you want to get
    to most of the others in the game. If you haven't guess [if first time
    playing] this is for the leg upgrade that'll give you the ability to dash.
    The dash function is similar to the slide ability in the classic series but
    different and seems to be a little faster than that of the slide.
    
    "So you've come...
    
    X, I gave you the ability to choose your own path in life and I hoped the
    world would allow you to choose a peaceful one.
    
    But now it seems that you're destined to fight. Because I thought the world
    might need a new champion. I have hidden capsules like this one.
    
    If you find and use them you will be able to increase your powers, beyond
    anything the world has ever known.
    
    Step into this capsule, and receive an acceleration to boost your speed.
    
    Good luck, X"
    
    After stepping in the capsule to receive the upgrade and have to wait 'til
    after seeing a demonstration of how it works. Once that you have it you can
    test it out by doing a fast dash jump over the next pit fall or two.  Then
    have to worry about the Jammingers, especially after the third one with two
    of them along with a Flammingle. After dealing with them get up there to
    continue but there'll be another Flammingle to deal with. There'll be a
    couple more Flammingles along with Jammingers before you get out of the
    cave area.
    
    Once out there should be a ride armor for you to get into and it'd be a wise
    choice to get into it. Upon in it go along and there should be like a base
    type thing for enemies that you can destroy by using the ride armor. Notice
    that there's something up there as you jump over the first pit?  You can get
    up there in a bit after getting through this section where you have to deal
    with a few enemies including one in a ride armor itself.  Upon getting through
    that you'll come across something that'll force you out of the armor to
    continue on and where you can get up to that place but one problem.  You'll
    need something to break open those things and without being able to take the
    armor up there you'll need something else. Though there is a life up in one of
    them but you'll need to come back later with the Fire Wave in order to get it.
    
    When you have wall climbed up to that new area continue on and then you'll
    start seeing snowballs coming towards you.  These aren't natural snowballs
    coming at you either.  They're being thrown to get bigger.  Destory the ones
    that are doing this as you have to deal with five of them while trying to get
    over some pits as well. Try not getting hit by the snowballs while going over
    a pit, now. Once that you have past the fifth one then it's on your way to
    fight Chill Penguin.
    
    
    Boss: Chill Penguin
    Height: 5.34 ft
    Weight:  237 lb.
    Attack[s]: Shotgun Ice, Sliding, Ice Clones
    Weakness: Fire Wave
    
    
    For the most part Chill Penguin is the first Maverick of choice to go with not
    only that his stage has the leg upgrade but he is by far one of the easiest
    for beginner players to defeat.  As you go about fighting him you'll have to
    watch out for when he does the ice clones due to that if you are near when he
    does that you'll be frozen unless you either manage to break free or he jumps
    to do a blizzard move.  Or decides to slide after doing so.  One of the best
    if not the only best strategy going against him without the weapon that he is
    weak against is by wall climbing and shooting a charged shot at him when 
    you get a clear shot at him.  As long as you keep it at this then Chill
    Penguin shouldn't be too much of a problem for you since his attack pattern
    seems to be little easy to predict.  Once defeated you'll aquire his power,
    Shotgun Ice.
    
    
                               -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               | Chapter Two: Power Plant Stage |
                               |            [MMX 4.2]           |
                               =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    Items: Life Up, Energy Tank
    Weapons Aquired: Electric Spark
    Armor Upgrades: None
    Boss: Spark Mandrill
    
    
    Cast of Enemies
    ---------------
    Ball De Voux
    Gun Volt
    Hotarion
    Flammingle
    Rush Roader
    Thunderslimer
    Turn Cannon
    
    
         _ _ _ _ _ _ _ _                 _ _ _ _
       _|_|_|_|_|_|_|_|_|_ _ _ _ _      |_|_|_|H|
     _|_|_|_|_|       |_|_|_|_|_|_|_   _|_|   |_|_ _ _ _ _
    |E|_|_|_|S|                 |_|_|_|_|_|   |_|_|_|_|_|B|
                                  |_|_|_|
    
    
    From the start of the level be on guard for a Gun Volt, and there'll be quite
    a few of them in this part of the level. Make it past the first one and go up
    the ladder only to run into another one. Get past that one then go up another
    ladder, though I'd say go down the one to get the item but you'll need a
    different weapon to acquire it. Once up you'll have one that's literally
    blocking you from using the ladder to go down whatsoever. Do whatever is
    necessary to dispose of it so you can head down. Though once down be careful
    of the floor like you have to for the most part in this level then up another
    ladder but with a Gun Volt not far away. Be careful of the spark in the floor
    but as soon as you enter the next area it'll get dark and to some degree this
    may remind some of Shadow Man's stage of the blackness.
    
    Once in the area watch out for the Hotarion's due to them being able to go
    across the screen real fast and there's going to be a couple of spots where
    they can knock you down into one of the pits. When you get in the area
    there'll be two of them before the first pit but these two shouldn't bother
    you too much as you make a jump over only to run into a Flammingle and another
    to follow not long after that one. After getting past the second one this is
    one section where you have to be really careful cause this is one that can
    send you into the pit if you're not ready for it. One of the best things you
    can do is to be ready to shoot when you see it to take care of it before you
    can be safe onto the platform.
    
    The moment that you get past that and past another it there'll be another but
    should be up high enough not to affect you too much. Let alone a Flammingle to
    deal with. If you think that one was the only area to watch out for when
    making a jump, after the Flammingle there'll be another time where you have to
    watch out for a Hotarion. At least at this one you have some room to do a wall
    slide if necessary for it to fly over so you can get up to the top of it.
    Once through it'll get light but there'll be two Flammingles before you reach
    a ladder. Head down the ladder and through a corridor but only to encounter
    the sub-boss of the level known as the "Thunderslimer".
    
    
    Sub-Boss: Thunderslimer
    Attack[s]: Goo Drops, Lightning, Jump
    Weakness: Fire Wave [if Flame Mammoth is destroyed]
    
    
    Before you head into this fight if you don't have the Fire Wave and only have
    the X-Buster best thing to do is to go about charging up the Buster. Once in
    there do a wall climb and fire the charged shot at it before it has a chance
    to go about making any kind of attacks at you. Be on the look out for the Goo
    Drops due to those making it hard for you to move but if you do get stuck in
    them keep on doing the dash move until you manage to break free from it.  The
    reason to do that is it'll do one of two moves if you get stuck, Lightning or
    it'll drop down and then belay itself up for a jump like move.
    
    As long as you can try dashing to avoid most of its moves and be able to keep
    doing the charged shots at it but if you can't do a full charged shot a
    medium one can be effective though not as much as a full. Keep to this
    strategy and when it's defeated you'll know since the slime around it will
    start coming off of it.
    
    Upon defeating it you'll be heading into an area where you'll have to go up
    and down some areas even if you have to wall climb up any.  As there's a
    challenging area here though watch out for a Rush Roader or two and after
    getting past that then you have to go down but there'll be a hoard of Turn
    Cannons that you have to watch out for. When you make it down there'll be
    another Rush Roader but still have a horde of Turn Cannons.  Once you have to
    start going back up once again another Rush Roader. The moment that you make
    it back up there'll be another Rush Roader but be careful of the Mega Tortois
    that'll be waiting for you. 
    
    If you destroy it and then head over by the wall, do a wall climb and you
    should be able to see a Life Up waiting for you. This one can be rather tricky
    to get to.  One of the best things I can suggest is to try to do a wall climb
    and then when you get near to try doing a dash wall climb away then back.  If
    timed just right you can get it and to the life up to help out later in the
    game.  Once that you have done that head down and down the ladder but there'll
    be a Rush Roader there wait for it to bypass you.  When it starts heading back
    drop down to take care of it. Head to the other ladder but it'll be the same
    thing as last time.
    
    Once that Rush Roader is taken care off, head on but there'll be some Mega
    Tortois' to worry about along the way.  Head up the ladders and after you do
    then once again you'll get in the area that's like Shadow Man's level again.
    The first Hotarion isn't too much to handle as you drop down and should be
    easy to take care of it.  Jump over and there'll be a Ball De Voux but when
    you get ready to take care of it another Hotarion will come at you so be ready
    for it.  Then after making the jump over the pit then onto the platform, make
    the jump to the one higher but there's a Hotarion after you do. Make the jump
    and you'll see the last Hotarion for the level before having to make a jump to
    see the last Ball De Voux. Destory it and make the jump to where the Ball De
    Voux was then enter the boss gate.  It is time to go about trying to get Spark
    Mandrill out of the way.
    
    
    Boss Fight: Spark Mandrill
    Height: 10.0 ft.
    Weight:  646 lb.
    Attack[s]: Electric Spark, Dash Punch
    Weakness: Shotgon Ice
    
    
    If you don't have Shotgun Ice for this battle then you may be in for one of
    hardest fights of the game.  When Mandrill uses Electric Spark you have to be
    careful due to the sparks being big, though think of them as the charged shot
    of Spark Man's power against you in Mega Man 3.  Another dedly attack is the
    Dash Punch and the last one he does by jumping to the ceiling to climb then
    come down when he's near you.  Most of his moves can be avoided but the Dash
    Punch is the one that can be unpredictable at times to predict.  Though if
    you have Shotgun Ice then this battle will be much easier to do.  With Shotgun
    Ice all you can do is fire and it'll stop him in his tracks.  Keep this up
    after he breaks loose then it should be easy but be careful if he manages to
    try to get a move in or two.  Once you are successful either way you'll beat
    him and recieve his power Electric Spark.
    
    
                                -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                | Chapter Three: Gallery Stage |
                                |           [MMX 4.3]          |
                                =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    Items: Life Up, Energy Tank
    Weapons Aquired: Rolling Shield
    Armor Upgrades: None
    Boss: Armored Armadillo
    
    
    Cast of Enemies
    ---------------
    Batton Bone
    Batton M-501
    Flammingle
    Mettool C-15
    Metal Wing
    Mole Borer
    Spiky
    
    
     _ _
    |E|_|_
      |_|_|_ _ _ _ _ _
        |_|_|_|_|_|_|_|_ _ _ _
                  |S|_|_|_|_|_|_     _ _
                            |_|_|_ _|_|_|_ _
                              |_|_|_|_| |_|_|_
                                          |_|_|_ _ _             _ _
                                            |_|_|_|_|_ _ _ _ _ _|_|_|_
                                                  |_|_|_|H|_|_|_|_|_|B|
    
    
    This stage can be either easy or difficult for the player especially those
    who never played these games before.  As you start the stage it isn't long
    before you come across something that you may find in a mine but just not the
    whole thing just the bottom with the wheel.  Best advice is to go about
    jumping onto it and quickly jump off of it if you don't want to end up getting
    killed where it ends.  By jumping off you can go about dashing to avoid a
    horde of Batton Bones and as you reach the bottom there'll be a Batoon C-15
    [similar to what you seen in Mega Man 2] along with a Flammingle.  When you
    get near the end of where the ride would've ended there's another Flammingle
    to deal with before having to make the jump over the pit.  Make the two jumps
    and to deal with another Flammingle along with a Batton Bone or two.  After
    them there'll be five more Batton Bones before having to drop down in a hole.
    
    Once down there you'll have to deal with Mole Borer and the only way it
    comes towards you is by getting near the ground.  If you manage to wall
    climb before it gets near you without getting killed then after it passes
    below drop down to where it came from and you'll be able to get a E-Tank.
    Once you have that then you can go in the direction that you were originally
    going to go.  There isn't much change of destroying it with the X-Buster
    before it eventually lands on a pit of spikes but be on the lookout for
    Mettool C-15's and some Batton Bones along the way.  Although being behind
    it can be a bit of a drag since you can't really be in front of it without
    having the thought of it making contact and instantly killing you.
    
    After it ends up in the spikes you can do a normal or dash jump but be
    careful of three Batton Bones before making it up on another mining cart area.
    As you drop down the most you have to worry about are Batton Bones and
    Mattool C-15's at least until you have to jump then you have to worry about a
    Spiky.  As you have to deal with three types of enemies in this area until
    you come to where you see spikes on the floor and have to wall climb but
    dispose of the Batton Bone first before so.  After the wall climb you'll have
    another chance to go about going on a ride in this stage.  This ride I
    recommend getting on that way you can easily get past some Batton Bones as
    well as a few Mole Borers.  Be careful of when the ride comes to a halt cause
    of the spike floor and three Batton Bones.  If you time it right you can dash
    onto the area  but if you can't let one of the Batton Bones hit you so you
    don't die on the spikes right away.
    
    Get up there and then drop down but wall slide down and to the right, cause
    if you do you can get in front of Mole Borer.  If you are successful at it you
    can stay ahead of it so you can go about getting a life up when you see it in a
    area that should be accessible for you to get it.  Once you get the life up
    you should be able to get back down and be able to beat it out along with
    past the spike bottom.  Take care of the Batton Bone and jump over another
    spike bottom.  Jump and wall climb to take the last ride of the stage.  This
    is the one you have to be on your toes cause you'll be seeing Batton Bones,
    Mole Borers and Metal Wings.  The Metal Wings are the ones you have to be
    careful with cause when this ride gets in the air they can knock you off like
    so.  At around three quarters of the way do a dash jump and you should be able
    to come to a rock wall.  Slide down and you should be able to see the boss
    gate to go about fighting Armored Armadillo.
    
    **NOTE**
    
    There is a hidden capsule that is only found when obtaining everything.  On
    the final mine cart.  Ride it until the end and the area where the boss gate
    is but you want to dash jump off on top.  You should be able to see due to
    an energy capsule there.  Although in order to get this hidden capsule you
    have to do this process five times.  On the fifth attempt it should appear
    and you shall receive the fireball in the style of Ryu from Street Fighter.
    
    Boss Fight: Armored Armadillo
    Height: 6.36 ft.
    Weight:  510 lb. 
    Attack[s]: Rolling Shiled, Guarding
    Weakness: Electric Spark
    
    
    This fight can be rather difficult if you don't have Electric Spark aquired
    from Spark Mandrill.  I say this due to Armadillo's use of the attack, Protect
    which allows him to block your attack.  Due to this you'd have to wait for a
    opening to get a shot in before or even after he uses this attack.  If you
    have Electric Spark you should be able to use that attack to help take the
    armor off of him.  And then he won't be able to use that attack then using
    Electric Spark or the X-Buster won't make a difference in this fight.  If you
    kee using Electric Spark you'll be able to get him defeated easier but if
    you want to you can switch back to the X-Buster to finish him off.
    
    Though if you want a real challenge don't use the Electric Spark, but be
    careful of the Rolling Shield attack cause he can do laps around the walls,
    ground and ceiling to up to the ceiling to the ground.  There's one other move
    he does that he shoots like pellots towards you.  When he does that be sure
    to wall climb to avoid.  If you can figure out his attack pattern it shouldn't
    be too hard to get past him, just have to try to be one step ahead of this
    Maverick.
    
    
    
                               -=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                               | Chapter Four: Ocean Stage |
                               |         [MMX 4.4]         |
                               =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Items: Life Up
    Weapons Aquired: Homing Torpedo
    Armor Upgrades: None
    Boss: Lanch Octopus
    
    
    Cast of Enemies
    ---------------
    Amenhopper
    Angleage
    Gulffer
    Cruiziler
    Mega Tortois
    Sea Attacker
    Utuboros
    
    
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    From the start of the level there'll be a Amenhopper with a Mega Tortois not
    long afterwards along with another one after that one.  Once past the second
    Mega Tortois there'll be a few more Amenhoppers to deal with.  After getting
    past those then it'll be time to get into some deep sea action but without
    having to deal with some Sea Attackers that'll come up from the sea bottom.
    There'll be quite a few of them to deal with as well as making your way past
    some spike pits. You'll have to get past three spike pits before you come
    across your first Gulffer of the stage.  Be careful of this one due to its
    "suck" attack. If you shoot at the light it'll disable one of its moves and
    then you'll have to watch out for the suck attack as well as torpedo like
    move.  One of the best ways to get past it is by going with a few charged
    shots along with rapid normal shots to help get past it.
    
    Once you make it past that you'll have a hoard of Gulphers and be careful of
    them cause if you get near them they can suck you in then drain you of your
    health.  When you are past them and in the area where there's two spike pits
    on two sides of a platform this is where the other Gulffer is located and may
    prove to be the difficult one to get past.  This one will is like the other
    but this one has a different move added to it.  You'll need to watch out for
    the "blow" attack.  Having the spike its is what makes this one the most
    challenging part of the game or even in this stage.  You'll be lucky if it
    don't use the "blow" attack on you but try to use the same strategy on the
    other one.
    
    When you have made it past that one you'll come across something that'll help
    you go up to the top of the water.  Keep going until you come to the third one
    that can help you get up there near the top of the water.  The reason for this
    is to get on the a Cruiziler and aim for like the crystal.  There are a couple
    of ways of taking it down.  One is by doing charged shots at it only or if you
    want to try going for like rapid fire at it until it goes down.  You want to
    do that so that way you can obtain the Life Up from this stage.  Once it is
    defeated and starts going down it'll crush through the ground and stay with it
    until it crash lands into the ground. Head to the right for a sub boss of the
    level.  Be careful of some parts of the floor having spikes in them.
    
    
    Sub Boss: Utuboros [1, Optional]
    Attack[s]: None
    Weakness: None
    
    
    If you're at the far right of the screen this is the best position to be for
    this fight.  Best thing to do are charged shots at the head of it and when it
    starts going away do the same at the tail of it.  Keep on repeating this until
    the head falls off followed by the rest of the body.  Once that it happens you
    should be able to go to the right to obtain the Life Up from this stage.  Once
    obtained head back and then wall climb back up where the Cruiziler cashed
    through the ocean floor.  When you are back up, head towards where you were
    going to go if you didn't fight the Cruiziler.  Dash towards a pipe and wall
    climb over it.  Only to find out it's another fight against the Utuboros.
    
    
    Sub Boss: Utuboros [2]
    Attack[s]: None
    Weakness: None
    
    
    Just like the last time but this time you don't have to worry about spikes so
    you can go about doing one thing different this time around.  This time you
    can get on it like trying to go for a ride on it and be able to do damage to it
    better this time around.  You can go about doing a charged shot followed by
    rapidly firing at the hed, but be careful when it wants to try doing a U- Turn
    then you'll have to jump to land back on it.  Keep on doing this you should be
    able to get past it a second time.
    
    Wall climb out of there, and having to deal with some Gulphers in the area,
    before having to go about facing Launch Octopus.  Take care of the ones you
    know that you can deal with before entering the boss gate but don't let them
    drain you of any necessary energy before going to face the Octopus.
    
    
    Boss Fight: Launch Octopus
    Height: 7.80 ft.
    Weight:  348 lb.
    Attack[s]: Homing Torpedo, Energy Drain
    Weakness: Rolling Shield
    
    
    When facing Launch Octopus he's probably one of the most deadliest Mavericks
    you'll encounter in this game.  Probably due to the fact he's the only one
    that can take your energy, suck it out of you for himself.  Not only that
    you have to watch out for the Homing Torpedo and if you're not careful with
    the Rolling Shield if you have it by now that when firing at Octopus that it
    could destroy the torpedo if fired at the wrong moment.  Time it just right
    to hit him with the Rolling Shield, though it can be a tougher battle if you
    just have the X-Buster to fight him which can be a real good challenge if you
    want it to be that way.  On the other hand you want to get him out of the
    way better best way is to use the Rolling Shield aquired from Armored
    Armadillo.  If you are able to dodge his Energy Drain and Homing Torpedos you
    should be able to get past him without much of a problem.
    
    
    
                               -=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                               | Chapter Five: Tower Stage |
                               |         [MMX 4.5]         |
                               =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Items: Life Up
    Weapons Aquired: Boomerang Cutter
    Armor Upgrades: None
    Boss: Boomer Kuwanger
    
    
    Cast of Enemies
    ---------------
    Dodge Blaster
    Sine Faller
    Jamminger
    Mega Tortois
    Slide Cannon
    Ladder Yadder
    Hoganmer
    
    
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    From the start of the level there is no choice but to go up.  Once up the
    third ladder you'll come across your first enemy a Hoganmer and there's only
    one way to get past it.  Force him to lower his guard so you can fire away at
    him but the best thing to do is to try doing a charged shot for the best
    effect.  To do so go towards him to go into attack mode and when his shield
    is out of the way blast him.  Go up the ladder only to find a Dodge Blaster
    along with another Hoganmer.  Blast the Dodge Blaster head up the ladder and
    up the ladder.  Destroy another Blast Dodger and ignore the Hoganmer along
    with the other Blast Dodger as you make your way up the ladder.
    
    Once up this ladder this is one of the areas in which you'll have to be
    careful with.  I say that due to Sine Fallers as well as Ray Traps that if
    triggered will fire at you.  There are five Ray Traps that you have to deal
    with in this area and when you get past them it'll be time to climb some more
    ladders [JOY!].  Five ladders you have to climb up and as you do there's some
    Mega Tortois' along the way up them so be on guard.  After climbing the last
    ladder go to the end then on to a elevator and this can be a tricky part.
    
    I say it's tricky due to having to move out of the platforms that'll have
    spikes on the bottom of them along with some Sine Fallers which won't make the
    situation any better.  As you ride up it'll take around twenty to twenty-one
    seconds before this ride is up and it can feel like a long twenty to twenty
    one second ride.  And now we get to climb up more ladders [again].  This time
    it's not like in the earlier parts of the stage, nosirree.  Now as you go up
    the ladders you have to watch out for the Slide Cannons in the area.
    Be aware that not all of the slides that'll be coming out are going to have
    one on it.  The first couple ladders isn't much of a problem but when you get
    to the third one, is one of the first where you'll need a use of the slide to
    go about getting on to the ladder.
    
    After getting on to that ladder and up to the top is when you'll encounter
    another Ladder Yadder.  Take care of it and on to the ladder though there'll
    be a Slide Cannon so watch out for that.  After getting up that ladder,
    there'll be another Slide Cannon.  Make quick use of the wall climb to the
    ledge on top of it so you can take care of the Ladder Yadder and onto that
    ladder.  Here, you really need to make use of the wall climb to get to the
    next ladder.  Once again a Ladder Yadder, destroy it, head up the ladder and
    here's a challenge for anyone.  There'll be two Slide Cannons to worry about
    along with a Ladder Yadder [last Ladder Yadder of the stage].  Once up the
    ladder there'll be one more Slide Cannon to worry about but don't worry too
    much about it.
    
    It should be smooth sailing to the rest of the way to the top.  Upon reaching
    there you'll see a Life Up.  There are two ways you can go about approaching
    to obtain it.  Once is by defeating Boomer Kuwanger and come back with his
    weapon to get it that way or if you have Shotgun Ice obtained by defeating
    Chill Penguin but there's one catch to that.  You'll need the arm part of the
    armor so you can charge up Shotgun Ice then jump on it and time it right on a
    dash jump to obtain it that way.  If you manage to get it, then it's time to
    turn our attention to some Turn Cannons as you go about heading up but it's
    not going to be easy.  As the Turn Cannons are on a platform that you need to
    get up on in order to get up to fight Boomer Kuwanger.
    
    The first couple of them shouldn't be much of a problem to get past them to
    advance going up.  The thrid one can be ignored but should watch out for if
    it goes about shooting at you, as you make your way up a ladder.  Watch out
    for the Dodge Blaster at the top of the ladder as well as a Turn Cannon.
    Blast the Turn Cannon so you can make your way to the ladder.  Next area
    there'll be two Turn Cannons along with a Dodge Blaster to worry about.  If
    you can get rid of the Dodge Blaster and one of the Turn Cannons you can
    probably make your way by wall climbing but watch out for the Turn cannon on
    the ceiling as you try to get onto the ladder.  Once up it then it should be
    time to go about facing Boomer Kuwanger.
    
    Boss Fight: Boomer Kuwanger
    Height: 7.93 ft.
    Weight:  206 lb.
    Attack[s]: Boomerang Cutter, Dead Lift
    Weakness: Homing Torpedo
    
    
    When facing Boomer Kuwanger, you'll need to watch out for the Boomerang Cutter
    but most of all don't try to get too close or he could use the Dead Lift on
    you which is probably his deadlist move.  Another thing he'll be able to do
    what I would call the disappearing, reappearing act.  This can be troublesome
    without having the Homing Torpedo which Kuwanger is most affected by.  On the
    other hand if you have the Homing Torpedo, the most that you'll have to be
    careful of is the disappearing and reappearing act that he'll do which can
    be rather unpredictable to know where he'll reappear at.  One of the best
    strategies that you can do when fighting Kuwanger is trying to avoid him at
    best by wall climbing especially if you have Homing Torpedo aquired from
    Launch Octopus.  As long as you keep to the wall with Homing Torpedo this
    fight should be a walk in the park, but if you don't, well keep to the wall
    is part of the strategy but keep an eye out when he throws the Boomerang
    Cutter at you.
    
    
    
                               -=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                               | Chapter Six: Forest Stage |
                               |         [MMX 4.6]         |
                               =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Items: Life Up
    Weapons Aquired: Chameleon Sting
    Armor Upgrades: Body Part
    Boss: Sting Chameleon
    
    
    Cast of Enemies
    ---------------
    Planty
    Iworm
    Axe Max
    Crag Man
    Mad Pecker
    Creeper
    AT-55J
    Amenhopper
    Hoganmer
    Armor Soldier
    
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    What can I say about Sting Chameleon's stage?  Other that the Forest stage
    that can remind one of Wood Man's stage but just different and revamped.
    Starting off on this stage you'll come across an area where you'll come
    across a Planty [a camouflage Met] with a Axe Max not long afterwards.  Ignore
    the Planty and take care of the Axe Max.  Then you'll come across where you'll
    have a choice to go up to deal with another Axe Max or go down to deal with
    another Planty with an Amenhopper that follows suit after it.  Either way you
    go you'll have to get over a stump to deal with yet another Axe Max.  Get past
    that and there'll be a Amenhopper that can be ignored if you choose to.
    
    Sub Boss: AT-55J
    Attack[s]: Grab
    Weakness: None
    
    Once past that you'll be coming close to a cavern that you'll be able to enter
    but don't just go in just yet.  If you go about doing a dash jump and quickly
    start wall climbing you should be able to get to a platform that you can enter
    an area.  Once in there you'll be enclosed in a small area to face the AT-55J.
    Just like any other sub boss of the game it won't have any kind of life bar to
    let you know how much of him you have left.  Best way to do any damage to this
    thing is by focusing your shots at the head of it.  As I said there is only
    one way of knowing when you start doing major damage to it and that's  when it
    starts puffing smoke.  When the puffing starts getting quicker that means it's
    getting that much closer to being beaten.  There is only one attack you need
    to watch out for and that's when it wants to try grabbing you, and then slam
    you against the wall.  Try avoiding by wall climbing when you can.  Once that
    you have beat it, then you'll be awarded with a Armor Capsule and this is
    going to be for the Body Armor.
    
    
    "This capsule contains a new type of body armor.  It will reduce damage to
    your systems by fifty percent."
    
    
    Knowing that it'll be sure to help out in future battles in the game as well
    as when going against enemies throughout the remaining stages.  Once that you
    have the Body upgrade and the rock blocks crumble apart, leave the area but
    before you go about entering the cavern, go down the pit.  By doing this
    you'll come across a blocked off area in which can be breakable by two ways.
    One way is by using wall climb to destroy the blocks or by destroying a couple
    by wall climb then using the Head upgrade to take care of the rest.  At this
    point if you have been going with the order I have, then the only option is to
    go with the wall climb option.  Although by this point Launch Octopus should
    have been defeated which should have water to allow you to make a dash jump to
    obtain a Life Up.  Once you obtain it, head back up.
    
    When you are between where the Armor capsule and Life Up is and in the cavern.
    Since the AT-55J has been defeated you will not have to worry about rocks
    falling down on you but the only thing you'll have to watch out for that'll
    fall are the Crag Men.  There'll be five of them, though the first one is the
    only one that I'd recommend taking care of as the rest can be easily dodged
    for the most part.  Once out of the cavern there'll be a few Mad Peckers
    although those can be easily bypassed without having to deal whatsoever with
    them.  Jump over the pit only to deal with a Hoganmer if you choose to destroy
    it, though it's not necessary to bother with it.
    
    Make your way to the top and there won't be any enemies to worry about so you
    can make a mad dash.  As you do you'll come across a Ride Armor, and be sure
    to get in it as you may want to use this to help not take that much damage for
    what I'd like to call the "swamp" area.  When you make it to the area, at
    first there'll be Jammingers as well as Amenhoppers to deal with.  At least
    until you get to a platform, and then you'll have a Armor Soldier to deal with
    but with him you can take care of him in just a matter of a couple to few
    punches.  For the rest of the way it should be just Jammingers and Amenhoppers
    but be sure to keep the Ride Armor as close to the top so you can move faster.
    
    When finally out of the "swamp" there'll be a Amenhopper as well as a Armor
    Soldier to deal with.  And lastly one more Amenhopper to deal with before you
    can go about fighting Sting Chameleon.  As you get close to the boss gate,
    ditch the Ride Armor and be prepared for the fight against the Chameleon.
    
    
    Boss Fight: Sting Chameleon
    Height: 5.80 ft.
    Weight:  169 lb.
    Attack[s]: Chameleon Sting, Iron Tongue
    Weakness: Boomerang Cutter
    
    
    Now when fighting this one, you have to be not only on the lookout for his
    Chameleon Sting but the Iron Tongue since he can use it to his advantage to
    make a hit on you.  Although I'd like to make a joke that "it has at least a
    six foot range" but I'm not even sure if his tongue is really that long.  If
    planning of fighting him without the Boomerang Cutter be careful of when he
    uses the tongue whether if he uses it to strike at you or if you decides to
    use it to hang to help shake some stuff down at you.  Also keep in mind of
    when he goes invisible but it shouldn't be too hard to keep track where he's
    going.  This is one boss battle I don't recommend doing any kind of wall
    climbing due to the spikes on top and no those won't kill you just damage
    you that's all.
    
    On the other hand if you have Boomer Kuwanger defeated and having Boomerang
    Cutter than this is going to be a walk in the park.  I say that with knowing
    once he gets hit with it he'll drop down and keep on trying to hang by his
    tongue to shake things up, but do what you can to keep that to a very bare
    minimum.  Keep that up with the Boomerang Cutter then this battle is going to
    be over before you know it.
    
    
    
                               -=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               | Chapter Seven: Sky Stage |
                               |        [MMX 4.7]         |
                               =-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    Items: Life Up, Energy Tank
    Weapons Aquired: Storm Tornado
    Armor Upgrades: Head Part
    Boss: Storm Eagle
    
    
    Cast of Enemies
    ---------------
    Flamer
    Gun Volt
    Lift Cannon
    Sky Claw
    Ball De Voux
    
    
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    The start of this stage is fairly unique.  With it being at Airport type stage
    and keeping in mind that this isn't going to be an easy level to get through,
    that I guarantee.  Dash if you wish to the edge but look out for the Sky Claw
    and I do mean watch out cause it'll grab you and more than likely try to make
    sure you lose a life.  Be prepared to take care of it so you can get onto the
    first lift that comes your way.  Get onto it but then prepare to get on
    another not long afterwards.  Once on the second one careful of other Sky
    Claws that may try to upset while on the ride up.  When you get near the end
    of the ride, you can do a dash jump to the right, and when you do you can
    obtain the Life Up from this stage without much hesitation.  The only downfall
    to it is that you'll have to go up those lifts again.
    
    When you have taken the ride back up if you have went about obtaining the Life
    Up, be sure to wait for the Sky Lift to go over the "Airport" sign so if it
    grabs you that you'll have a chance to not fall to your doom.  I would
    recommend dashing so you can get to the next area but there's going to be a
    Turn Cannon.  Take care of that and jump onto the platform that it was on.  By
    doing that you'll be able to ride it up to where you'll see glass.  Shoot at
    the glass to get into that area but careful of the Gun Volt, do a charged shot
    followed by rapidly shooting at it to get rid of it.  As that happens the rest
    of the glass should shatter and then you should be able to obtain another
    Energy [Sub] Tank.
    
    After obtaining the Energy Tank you'll come across a Flamer at the end of the
    glass area.  Wait for it to come back up, take care of it with a charged shot
    along with rapid fire.  Jump onto that platform but once again another flamer
    to deal with.  Do the same with that one and the one after that one.  This is
    where you have to be careful due to those Flamers [just great, I know].
    After the third one you'll have a short break from those things as you can
    easily get to the next two without any interference from them.  Take care of
    that one then onto that platform and onto a green platform before you have to
    start having to work on those moving platforms once again.  The first one
    there's no flamer on it but the one after it does have one along with the two
    after that.  The next two you won't have to worry about any more of those
    things.
    
    Once that you are away from those go and to where you have to wall climb up a
    tower like thing but if you drop down you'll have a chance to obtain another
    piece of the armor.  Slide down the tower to a point to where you can do a
    dash jump to you see some "Flammable" tanks.  Destroy them and once you have
    enter in the area to receive the Head upgrade.
    
    
    "This capsule contains an enhancement for your helmet which will allow you to
    break some ceilings with a headbutt."
    
    
    Once obtained it'll give a demonstration on how it's done.  Leave the area and
    head on out.  When out and wall climb the tower, watch out for two Sky Claws.
    Watch out for a few more of them along with Ball De Voux.  Dash jump to the
    wall and climb up but like the last time you wall climbed there'll be two Sky
    Claws to worry about.  There's one more to deal with before you get to the end
    of the road but you have to be fast on these platforms.  Once you get onto
    them you have a very short time to get to the next one and finally ontoa ship.
    Once on the ship go take care of the cannons and down a ladder.   Then finally
    through the boss gate, down a ladder and onto a platform that'll then see part
    of the ship get destroyed.  And finally time to fight Storm Eagle.
    
    
    Boss Fight: Storm Eagle
    Height: 8.20 ft.
    Weight:  275 lb.
    Attack[s]: Storm Tornado, Diving
    Weakness: Chameleon Sting
    
    
    This definitely has to be one of the most interesting fights that you'll have
    against any of the Mavericks in this game.  I say that cause Storm Eagle knows
    how to put up a decent fight unlike most of the others that you encounter in
    the game.  One of the moves I admire of Eagle is the random diving that he
    does to help shake the fight up and you have to be on your very guard to make
    sure you don't get struck by him.  Also watch out for the Storm Tornado if not
    careful you can be pushed off to your doom, and one other move he does is a
    ball he'll spit out which will form four birds to attack at once.  While the
    Chameleon Sting does help make the fight easier but at the same time it
    doesn稚 stop him in his tracks like most of the other Mavericks.  As long as
    you can dodge his diving along with dashing when he uses Storm Tornado,
    you should be golden against Storm Eagle.
    
    
    
                               -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               | Chapter Eight: Factory Stage |
                               |           [MMX 4.8]          |
                               -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Items: Life Up, Energy Tank
    Weapons Aquired: Fire Wave
    Armor Upgrades: X-Buster Part
    Boss: Flame Mammoth
    
    
    Cast of Enemies
    ---------------
    Scraff RGBG
    Dig Labour
    Rolling Gabyool
    Hogammer
    Scrap Robo
    Sky Claw
    
    
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    If you been going in the order that is listed in this guide then it's time to
    take on the final Maverick stage before moving on to try to move on to take
    care of Sigma.  At the start of the stage, there should be like some form of
    ash on the ground due to the effect of defeating Chill Penguin allowing this
    stage to be have cooled.  Meaning by the time where you have some Scrap Robos
    to deal with you can drop down to where the lava was without having to worry
    about taking any damage.  If Chill Penguin isn't defeated by this point then
    you'd have no choice but to worry about the Scrap Robos.  Should be able to
    dash on the ash below them and wall climb but watch out for a Sky Claw when
    you climb on out.  Once again another area where you can easily get through
    if it's ash covered without too much of a hassle.
    
    Jump out of the area onto the section keep going until you have to drop down
    into another area.  There is a health pallet if you need it whether to fill
    your health some or to help store it in one of the tanks.  After dropping down
    dash and when you do you should notice a little path above you that looks to
    be broken with the leg upgrade as well as the head.  In order to get up to it
    you'll need to get on the platform above the ash then do a dash jump to get
    to it.  Another tricky part of the game this is.  Once you get up there it
    can be difficult to try to get it to go all the way and not have to worry
    about having to get a few then not being able to get up there fully.  If you
    are able to get up there fully there'll be a capsule waiting for you with the
    final part of the armor.
    
    
    "This capsule contains a part which will increase the capabilities of your X-
    Buster.  You can use it to fire all types of weapons."
    
    
    Step on in to claim it and like usual there'll be a demonstration on what the
    effect of it is.  When you done that drop back down to where you were.  The
    platform you were on, if you drop down to where the ash is, you can make like
    a mad man and dash all the way to the end to claim the Life Up from this stage.
    Although there will be a few Dig Labours to deal with that'll try slowing you
    down in any way possible.  After obtaining the Life Up head back to the first
    opening that you come to and get onto the platform.  Take care of the Dig
    Labour but there'll be another two more on the way to the wall so you can
    wall climb.
    
    When you wall climb don't go all the way to the pathway that you see, instead
    go to the left but be careful that the Dig Labour don't throw a pick at you.
    Go until you see a platform with another Dig Labour, take care of that and
    then jump onto that.  There'll be one more Dig Labour to rid of before you
    have to make a dash jump be careful of the Met that is up there.  There'll
    be one more of them before you can obtain another life and then do a dash
    jump near the edge to get on the wall to see that there's the final Energy
    [Sub] Tank to claim in the game.  Similar to when you got final piece of the
    armor but different.  Getting this isn't going to be too difficult to claim
    it.
    
    Once you have claimed it head back out, even if it means getting on the lowest
    platform and to the wall that you climbed up before making the left to claim
    the last tank.  This time when climbing up the wall take the path that you
    see.  Now we're in another room where you have to deal with Scrap Robos but
    this time it痴 going to be different.  You have to deal with something that'll
    try to be crushing you.  Make quick work past the first one and then go below
    on the ash so you don't have to worry about having to worry about trying to be
    crushed in any way.  At least until the last one you have to worry about but
    no Scrap Robo will be in your way of it or after it.
    
    When past it get jump up and then drop down when you need to.  Now it's time
    to enter the final area before you can face the one of the biggest Mavericks
    you'll face in the entire game.  There'll be like Spine like enemies that'll
    be on top or bottom, it don't matter to them.  Head up the ladder and dash
    jump over it then head down the first [and only] ladder you come to.  When
    you do try to trigger the Hoganmer to attack then drop down and shoot him
    with a charged shot.  Be careful of the lava that can still seep out of the
    pipes. Get up to the top to deal with another Hoganmer and don't go down any
    ladders. Deal with another Spine like and a Hoganmer not long afterwards. 
    There'll be two more Spines to dash jump over and one more Hoganmer before
    you can enter the boss gate to go to fight the big mammoth.
    
    
    Boss Fight: Flame Mammoth
    Height: 10.5 ft.
    Weight:  719 lb.
    Attack[s]: Fire Wave, Oiling, Jump Press
    Weakness: Storm Tornado
    
    
    Now fighting this big boy you have to watch out for the Jump Press the most
    due to if you're on the ground it could halt you on trying to do damage to him
    for at least a second or two.  Also be careful when he shoots oil towards you
    and then try the Fire Wave move not long afterwards to set the oil on fire.
    One of the best things to do is wall climb when he does the Fire Wave as well
    as the Oiling but mostly the Jump Press.  If you have Storm Eagle defeated
    the Storm Tornado works best to beat him but just like Storm Eagle he is
    another that don't get pushed back or anything when it touches him.  Another
    way to help beat him is if you're on the ground and he goes for a jump it'll
    give you good time to dash to avoid the jump but be careful when he does that.
    As long as you keep up with this strategy, you should be able to get past this
    massive enemy without too much trouble.
    
    
    
                               -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                               | Chapter Nine: Sigma Stage 1 |
                               |           [MMX 4.9]         |
                               =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Items: None
    Weapons Aquired: None
    Armor Upgrades: None
    Boss: Bospider
    
    
    Now it is time to go in to try to deal with the main honcho himself, Sigma,
    but that's not without having to deal with a few things before you can really
    get to deal with him.  After Zero informs you what the plans is head on in and
    have to deal with a few Mega Tortois'.  The best way to deal with them is to
    use Storm Tornado and if you're lucky the Tornado may also get a few
    Jammingers along the way.  This is how it is until you run out of land to be
    on, and then it's time to get onto some moving platforms.  This is a really
    tricky part and one of the best ways to get through this without having any
    Jammingers push you off the platform is to equip the Chamelon Sting charge it
    and let it help you not worry about having that happen.  Although the best
    alternative would be to use the Homing Torpedo in this area.  There'll be at
    least seven of them you have to jump on before you can get into the base.
    
    Once in there'll be some Turn Cannons that you have to deal with.  As you get
    further in this part there'll be many Turn Cannons to deal with along with a
    couple Ball De Voux and a Gun Volt before you can descend up a ladder.  Making
    it up the first two ladders you'll have to deal with Ball De Voux and the
    third one you won't have to deal with anything.  Then as you make it up the
    final ladder you'll see Vile once again and this time you know it's going to
    be personal.  After you see him Zero comes in and tries ruining the fun
    telling you to stay back as he says he'll deal with him.  When they take off
    through the boss gate, as you head in, and as you do you hear some serious
    fighting going on the other side.
    
    Just around the time that the fighting ends, you should be able to move to the
    other gate to enter.  As you do move a little ways you'll see the end result
    of that battle that you was hearing.
    
    
    Sub Boss: Vile
    Attack[s]: Energy Orb
    Weakness: Chameleon Sting
    
    
    Once there it'll trigger a cut scene and finally to a fight against Vile in
    his ride armor again just like back on the Central Highway stage.  You won't
    be able to damage him in the armor this time around as well.  The only thing
    you can do is take damage as you try putting up a fight against him.  No what
    you throw at him while in the armor won't do any good, but he'll keep fighting
    you until you are nearly done for.  Once he gets you there he'll go about
    dishing out energy orbs to put your in your place.  When that happens he'll
    think he got the best of you but there's only one problem with that.  While
    he has his back on Zero, Zero will bust out and take care of the ride armor
    Vile has.
    
    Now Vile is out of a ride and now has to face you one on one in a fair battle.
    Vile may talk a good game but now it's time to finish this little bout with
    him once and for all.  Be sure to equip the Chameleon Sting to go against him.
    He'll be firing energy orbs at you so he can get a free hit on you but do what
    you can to dodge them.  Also look out for when he jumps then fires the orbs on
    the floor to try hitting you that way.  If you time it right on some of the
    jumps you can dash under him and get a hit in if you can.    Keeping up with
    him can be tricky when he fires those orbs at you, and if you can keep up he
    should be done with, without much problem.
    
    Once Vile is defeated go check up on Zero but there's no chance he'll be able
    to help you take down Sigma.  So it'll be basically just up to you to take
    Sigma on singlehandedly.  On a side note, if you don't have the Arm upgrade
    by this point you can obtain it via Zero.  Once you have talked with Zero and
    must carry on the mission to put a end to Sigma, be careful of the next area.
    There's going to be Ray Traps along with Hoganmers to deal with and one of the
    best ways to get through this is a charged Chameleon Sting to get through
    without worrying about taking any damage.  When through there should be a
    ladder to go up and another area where the Chameleon Sting comes into play
    if you have enough left to use in this area.  If not this can be little bit
    of a pain to get through with the wall climbing, and dealing with Hoganmers,
    Jammingers, as well as Dodge Blasters.  When you have made it to the top,
    you'll be seeing another boss gate and be wondering "Finally, the end of the
    level".  As much as I hate to break it to you, it's not the end of the road
    for this level.  It's a boss fight but not what you're thinking.
    
    
    Boss Fight: Boomer Kuwanger
    Height: 7.93 ft.
    Weight:  206 lb.
    Attack[s]: Boomerang Cutter, Dead Lift
    Weakness: Homing Torpedo
    
    
    Upon entering the boss gate, to your surprise it's Boomer Kuwanger.  If you
    never played the first Mega Man game on the NES, this is basically paying
    homage to how you dealt with fighting each of the Mavericks again.  Best thing
    to do is to remember how you went about fighting him previously and you should
    be golden against the fight against Kuwanger.  There isn't nothing special
    about this fight so, do what you can to dispose of him quickly.
    
    Once he's out of the way [again], and head out, you'll have to deal with some
    Mets along with some Spiky and Jammingers.  Best way to get past them is by
    using Storm Tornado to help get past them by any means neccessary.  When
    you're through there'll be another boss gate and this time it'll be for the
    boss of the stage.
    
    
    Boss Fight: Bospider
    Attack[s]: Mini Spiders
    Weakness: Shotgun Ice
    
    
    This is for sure one of the interesting battles that you'll come across in
    the game.  Only thing I can suggest on how to get past it is keep an eye on
    the poles and see where you'll be seeing the green poles appear then try to
    figure out where it's going to go.  Once it hits the bottom unleash Shotgun
    Ice but do it quickly as possible.  There will be times it'll shoot out little
    spiders to help slow you down to where you can't do any damage to it.  There
    isn't much of any strategy to watch out for while facing this thing but keep
    one thing in mind, the more damage you do to it the faster it'll become so
    that's when you really need to watch out for in this fight.  By keeping to the
    strategy of keep an eye on the green poles you should be able to get past it
    without much of a problem.
    
    
                               -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               | Chapter Ten: Sigma Stage 2 |
                               |         [MMX 4.10]         |
                               =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    Items: None
    Weapons Aquired: None
    Armor Upgrades: None
    Boss: Ranga Banga
    
    
    Now the second Sigma Stage.  Although this may be a little easier level for
    the most part compared to the first stage, but still challenging.  From the
    start of the stage there'll be a Batton Bone followed by a Flammingle.  After
    the Flammingle there'll be another Batton Bone and little similar to in the
    first stage of a moving platform though this won't be as hard as that was.  If
    it has moved out of range to get on wait for it to come back before jumping
    onto it.  There'll be two more of them to jump onto as well as a few other
    Batton Bones to deal with and after the third one another Batton Bone with a
    Flammingle.  Keep going and will keep seeing nothing more of Batton Bones
    and Flammingles even as you get to a wall, wall climb up to take care of one
    more Flammingle with a Batton Bone.  When you do there's a boss gate already
    and be prepared to tangle with another Maverick but who could it be this time?
    There痴 only one way to find out.
    
    
    Sub Boss: Chill Penguin
    Height: 5.34 ft
    Weight:  237 lb.
    Attack[s]: Shotgun Ice, Sliding, Ice Clones
    Weakness: Fire Wave
    
    
    As we find out it's none other than Chill Penguin.  Unlike the last time that
    you fought him this time around you have the power that he's weak against,
    the Fire Wave.  If you remember how he was during the original fight if he
    was your first fight against him that you have to remember his attack
    pattern from then.  If you decide to use Fire Wave against him it'll help
    out greatly during this fight against him.  When you use it against him it'll
    push him back some but he'll be coming back for more but you won't be able to
    use it if he decides to slide, let alone if he's doing the Ice Clones and
    there's no way of getting to the other side of him.  If this happens wait for
    the right opportunity before getting an attack.  Keep up at this you should be
    able to have two of the eight Mavericks down in no time.
    
    After the defeat of Chill Penguin walk on out and you'll see a Armor Soldier
    standing outside of the ride armor.  Be sure to destroy him if you want a
    opportunity to get into the ride armor yourself for that extra protection
    that you need.  If you manage to get in the ride armor yourself there'll be
    a horde of Jammingers and Dig Labours which may be a little more to handle for
    some.  Let alone a couple other Armor Soldiers that you have to deal with
    before having to step out of the ride armor to get onto a ladder.  Once up the
    ladder you can either use Chameleon Sting or Rolling Shield charged to help
    get past this section.  I recommend taking the path on the right it'll be the
    easiest for one to get past this section without too much of a hassle.
    
    When you reach the top there's no other choice but to go right and when you do
    you have a funny feeling who you're going to be facing next out of the
    Mavericks.  If you have guessed right, it's none other than Storm Eagle.
    
    
    Sub Boss: Storm Eagle
    Height: 8.20 ft.
    Weight:  275 lb.
    Attack[s]: Storm Tornado, Diving
    Weakness: Chameleon Sting
    
    
    This time around you won't be on his ship when you face him but on a area that
    may be just as close to being there.  Like before you have two sections in
    which you can fall off if he uses the Storm Tornado on you.  Just when the
    fight starts careful of the Storm Tornado and the Diving attacks.  Equip the
    Chameleon Sting use it against Storm Eagle and do like before try to time your
    attacks especially during the Diving attack.  And if done right this battle
    shouldn't take too long as long as you can plan your attacks and be able to
    keep yourself from being shoved over the edge in any way shape or form.
    
    Once that battle is out of the way get to the edge and do a dash jump to the
    next area then up the ladder.  Depending on how much of the Chameleon Sting
    you used in the battle against Storm Eagle, charge it to help get past this
    section loaded with Batton Bones and Hoganmers.  When you make it up to the
    top and up tha ladder there'll be a Spiky to worry about before entering the
    boss gate that'll take you to the boss battle of this stage.
    
    
    Boss Fight:  Ranga Banga
    Attack[s]: Eyes, Core
    Weakness: Chameleon Sting
    
    
    Now this is one boss battle that most may not have seen coming in any Mega Man
    game whatsoever.  As the battle begins the eyes will open up and the Chameleon
    Sting is the best choice of weapon to use on the eyes which does the most
    damage done to them.  Both eyes will get a chance to try to attack before the
    core part [nose] of it makes an attempt at you.  When the core plans to attack
    you'll know when the walls start closing in on you.  The pattern of where it
    goes can be unpredictable of which way it'll go so be on the lookout for which
    way it goes but be sure to keep wall jumping, don't want to land on the spikes
    now.  The Chameleon Sting also works well on the core but if you finish off the
    core before you do with the eyes, the walls will stay and then have to finish
    the eyes with the wall like that.  Best bet is to try to destroy the eyes before
    you can proceed in defeating the core part of the Ranga Banga.  The only eyes
    you have to worry about coming out are the green and blue, the red stays in the
    socket it only fires at you.
    
    If you manage to take care of the eyes, then you can now focus on just the core
    part of the Ranga Banga, which shouldn't have much of a fight left in it. Use
    this time to focus the remaining on the core and this fight should be done in
    no time.
    
    
    
                               -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                               | Chapter Eleven: Sigma Stage 3 |
                               |           [MMX 4.11]          |
                               =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Items: None
    Weapons Aquired: None
    Armor Upgrades: None
    Boss: D-Rex
    
    
    As we make it to the third Sigma Stage and wondered about the rest of the
    Mavericks, don't worry the remaining five that you have left to fight are in
    this stage here.  Some you will easily guess what the next one you'll have to
    fight and some you may not know until you have reached the area to fight that
    particular Maverick.
    
    The stage starts out simple, just simply wall climb up to one wall then do
    the same again but when you reach the top watch out for the Mega Tortois along
    with a couple Turn Cannons.  Just worry about the Tortois that way you can
    deal with Maverick number one of this stage.  Enter the boss gate to find out
    the first one is Armored Amadillo.
    
    
    Sub Boss: Armored Armadillo
    Height: 6.36 ft.
    Weight:  510 lb. 
    Attack[s]: Rolling Shiled, Guarding
    Weakness: Electric Spark
    
    
    Remembering that he'll start off with a Rolling Shield so wanting to get that
    armor off of him is going to be just as tough as the first time around with
    him.  Wait for him to stop then use the Electric Spark on him and then it
    won't matter which way you go about fighting him if it痴 with the Electric
    Spark or with the X-Buster on him.  Though I prefer using the Electric Spark
    on him that way you can get past him easier and not have to waste any
    unnecessary time on him.  As long as you can dodge his attacks the second
    fight against him should be a breeze.
    
    When the Armadillo comes to a fall, the next section although short like the
    first part but there'll be some Dig Lebors to deal with but once past them
    with some Batton Bones it should be on to the next Maverick to take care of.
    
    
    Sub Boss: Sting Chameleon
    Height: 5.80 ft.
    Weight:  169 lb.
    Attack[s]: Chameleon Sting, Iron Tongue
    Weakness: Boomerang Cutter
    
    
    Now it's on to fight Sting Chameleon.  Just like the area you originally
    fought him in, be careful of the ceiling due to the spikes up there that'll
    cause you damage.  By just using the X-Buster you'll have to watch out for
    all of his moves like before but if you use the Boomerang Cutter you can help
    keep him from using moves such as the Iron Tongue that has that illustrious
    six foot reach when launching it at you.  When using the Boomerang Cutter
    it'll mostly force him to stay hanging from the ceiling after getting knocked
    down.  Keep up with this with the Cutter he'll be down in no time.
    
    When leaving the area after defeating Sting Chameleon, drop down and have to
    worry about two Dig Lebors to deal with along with a Rush Roader.  I'd worry
    about the Rush Roader and the Dig Labor on the ground, once you have taken
    care of those two; ignore the other Dig Lebor by heading to the boss gate to
    fight the next Maverick.
    
    
    Sub Boss: Spark Mandrill
    Height: 10.0 ft.
    Weight:  646 lb.
    Attack[s]: Electric Spark, Dash Punch
    Weakness: Shotgon Ice
    
    
    It is time to fight Spark Mandrill.  As usual if using Shotgun Ice it'll
    freeze him in his tracks which will make this battle seem ridiculously easy.
    I say have some fun with him try some things such as trying to aim the weapon
    at the wall and let the ice pellets from the break against the wall to freeze
    him.  If you don't want this fight to be easy like the last time if you had
    Shotgun Ice then I'd recommend using the X-Buster against him.  If you do
    watch out for the Dash Punch mostly if he uses it against you.  Although if
    you want to make this battle to be over quickly then I'd recommend using the
    Shotgun Ice so that way the battle will be over before you know it.
    
    When Mandrill has been taken care of that's six of eight Mavericks down,
    leaving two more to deal with: Flame Mammoth and Launch Octopus.  As you
    leave the area and drop down to see water and there's only one guess who the
    order of the remaining two Mavericks are going to be.  Watch out for the
    Gulphers in the water cause if you don't they'll suck you in then drain you
    of your energy.  There'll only be five of them to worry about before getting
    to the boss gate so you can face Launch Octopus.
    
    
    Sub Boss: Launch Octopus
    Height: 7.80 ft.
    Weight:  348 lb.
    Attack[s]: Homing Torpedo, Energy Drain
    Weakness: Rolling Shield
    
    
    Like before when fighting Launch Octopus the move you have to worry most of
    all about is the Energy Drain.  This is shown by him going up and down in
    like a spin cycle trying to pull you into it so he can latch onto you to start
    taking your energy to help refill his energy.  When he does that be sure to
    keep on dashing as much as you can and be on guard for the Homing Torpedoes.
    Use the Rolling Shield on him but if you use it and if he shoots a Homing
    Torpedo at you the shield will destroy the torpedo then not hitting Octopus at
    all.  You want to try timing of the shield so it'll hit him.  Timing is one
    thing that is important in this battle and do it just right then you'll earn
    another victory against him.
    
    It's time to get out of there by wall climbing out of there.  Once to the top
    and onto the platform then get up to where you see some spikes, and then go to
    Chameleon Sting, charge it up so you can go over the spikes without taking
    damage let alone allowing yourself losing a life over it.  By doing this
    you'll be able to avoid the Ray Traps, Turn Cannons and Jammingers before
    facing the last Maverick before the final boss of the third Sigma Stage.
    
    
    Sub Boss: Flame Mammoth
    Height: 10.5 ft.
    Weight:  719 lb.
    Attack[s]: Fire Wave, Oiling, Jump Press
    Weakness: Storm Tornado
    
    
    Just as the last time you fought him be on the lookout for the Jump Press and
    Fire Wave.  Two of his deadliest attacks, though the Fire Wave intensifies if
    uses oil prior to Fire Wave.  Using Storm Tornado to help get past him as
    quickly as possible.  By dodging his attack as best as you can while using
    Storm Tornado, this fight should take as long as it previously did if you had
    it for the first time against the Mammoth.  With that it should not take long
    to get this fight with him over with.
    
    Once that you have finished off Flame Mammoth, head out and there shouldn't be
    any enemies between here and the other boss gate.  Once there you'll face the
    stage boss.
    
    
    Boss Fight: D-Rex
    Attack[s]: Crush, Electric Spheres
    Weakness: Boomerang Cutter
    
    
    What can I say about this one?  Other than that it looks like a dinosaur tank
    of some sort.  The main weakness of this one is Boomerang Cutter, and it
    shouldn't be much of a problem but you have to be careful of the Electric
    Spheres.  Not only that if you get between when it separates it can crush
    doing much damage to you, so avoid trying to get in that position whenever
    you possibly can.  When it starts charging up for the sphere wait for it and
    wall climb to try avoiding it for the most part.  If you manage to keep firing
    Boomerang Cutter at it should be able to go done within not much of a problem
    for you.   This could be the hardest boss in the Sigma stages.  Once that
    you're through then it should be the last you have to deal with before finally
    having a chance to face Sigma.
    
    
                               -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                               | Chapter Twelve: Sigma Stage 4 |
                               |           [MMX 4.12]          |
                               =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Items: None
    Weapons Aquired: None
    Armor Upgrades: None
    Boss: Sigma
    
    
    This is the shortest level that you'll have to get through in the entire game.
    Only strategy to get to the boss in this level is by wall climbing but there's
    a catch.  There'll be two holes in the wall on the way up that'll have Creeper
    coming out.  At first you'll want to wall climb on the left 'til after you
    have past the first one than quickly get over to the other by doing a wall
    dash.  Once over there you'll be able to dodge the other one without much of a
    problem.  Keep going up 'til you reach the top of where you'll finally face
    Sigma, but there is one small problem.  He's not alone.  You'll have to face
    his [pet] Velguader before you'll get your chance at Sigma.
    
    
    Sub-Boss: Velguader
    Attack[s]: Flamethrower,Wall Jump, Electric Spark
    Weakness: Shotgun Ice
    
    
    Fighting this shouldn't be too hard to do but some off its attacks you'll
    have to watch out for especially when it comes to the flamethrower.  Mostly
    due to that if you wall climb to avoid a few attacks it can come over and
    start sending the flames up the wall so be careful when it does that.  When it
    comes to the wall jump this is one you'll want to watch out for.  If you were
    to drop down and when it follows suit it'll do like a curling jump on the way
    down.  As for the electric spark like attack try to keep some distance if not
    wall climb to avoid this attack if you can't have a safe distance between the
    two of you.  Keep up doing this and you should have it down in no time.
    
    
    Boss:Sigma [1st Form]
    Attack[s]: Beam Sabre
    Weakness: Electric Spark, Energy Ball, Wall Jump
    
    Upon defeating [Velguader] it'll be time to take Sigma on and about time too,
    after what has led to this moment of the game.  One thing that you'll think
    when it's time to fight him is that he seems to be trying to go for a Star
    Wars way of fighting.  This fight may be one of the easiest to do in the game 
    all you mostly have to do is go with Electric Spark to use against Sigma.
    The best way to go is to do wall climb while charging the Electric Spark for
    most damage on Sigma.  Climb up to the top wait for him to jump up there
    then drop down and hit him with the Electric Spark.  Only problem would be
    that you'll run out of Electric Spark [most of the time] during this fight.
    
    If you manage to get two hits on him at once with one hit then that'll help
    you get past him with using one of the weapons.  If not then you'll have to
    go back to the X-Buster to finish him off.  Finishing him off with the X-
    Buster is the most likely way to put the finishing touch on him.  Keep in
    mind that each time that you wall climb Sigma will go about Wall Jumping and
    have to time it right each time.  If you're successful at beating him and
    think that this is the end, you're far from it.
    
    
    Boss: Sigma [2nd Form]
    Attack[s]: Energy Ball, Flamethrower, Lightning
    Weakness: Rolling Shield
    
    Now the real fun begins here and probably one of the hardest boss fights
    in this game [excluding Vile in Ride Armor].  As you take a look at the
    second form of Sigma and wonder to yourself "How can I go about beating him?"
    The answer is simple my friend, all you have to do is get to the head and use
    Rolling Shield on that weak spot.  But if you wonder how to get up there then
    the answer for that would be to get on the rotating hands [or claws] to wait
    for one to come down or wall climb up onto one if you can.  Once on one wait
    for it to stop before you can go about making a hit on the head of Sigma.
    
    Sometimes you'll have to jump to make the hit while other times it'll get you
    close enough without having to jump to make the hit.  If you're on the ground
    you'll have to be careful if you see the eyes glow it means that there's an
    attack on the way and it can be one of the following: Energy Balls, Flame-
    thrower or Lightning.  The energy balls can be avoided if you can quickly
    dash between them as Sigma fires them at you.  Flamethrower is the hardest one
    to avoid since you have no idea which way it'll be coming [like energy ball
    but different].  As for the lightning, it'll be through the hands [or claws]
    from top to bottom but don't worry about having the ground electrified.
    
    The best thing to do is to try staying on the rotating hands as best that you
    can and try keep attacking when you get that opportunity to do so.  It may
    sound rather hard to do especially if this is your first time playing the game
    but keep on trying until you do.  Once you have managed to defeat him the head
    will come crashing down as Sigma gets destroyed.
    
    Now that you have defeated Sigma enjoy the ending:
    
    "The war has ended for now and peace has been restored.  But those who
    sacrificed themselves for the victory will never return.
    
    Exhausted, X gazes at the destruction he helped caused and wonders why he
    chose to fight.  Was there another way?
    
    Standing on the cliff, the answers seem to escape him.  He only knows he'll
    fight the Mavericks again before he finds his answer.
    
    How long will he keep on fighting?  How long will his pain last?  Maybe only
    the X-Buster on his hand knows for sure?"
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                          5. Parts / Items / Boss Weakness                  |
    |                                    [MMX 5]                                 |
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    
                            -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                            | Part One: Life Up Locations |
                            |           [MMX 5.1]         |
                            =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Snow Mountain [C. Penguin]
    --------------------------
    Location:  Above mini cave with Armor Soldier and Tombot
    Weapon Required:  Fire Wave
    Armor Part Required: None
    
    When reaching the cave of the Armor Soldier and the Tombots.  If you don't
    have the Fire Wave, getting the Life Up after ditching the Ride Armor will
    be impossible.  When ditching the Ride Armor and head to the top, use the Fire
    Wave on the second Tombot hive you come to.  This should take a few seconds
    before it breaks apart to obtain the Life Up.
    
    
    Power Plant [S. Mandrill]
    -------------------------
    Location:  Above ladder going down after facing Thunderslimer
    Weapon Required:  Boomerang Cutter*
    Armor Part Required:  Leg Part
    
    Upon defeating the Thunderslimer, the Life Up should be above the ladder that
    heads down.  You will come to the area where you have to defeat a Mega Tortois
    and after defeating it, then you can go about obtaining it.  Best thing is to
    have the Leg Part so you can go about doing a dash jump off the wall then
    quickly back to wall climb.  This may take some practice to get it.
    Alternatively use the Booomerang Cutter.
    
    
    Gallery Stage [A. Armadillo]
    ----------------------------
    Location:  Second encounter with Mole Bearer
    Weapon Required:  Fire Wave*
    Armor Part Required:  Leg Part
    
    Found during the second encounter with the Mole Borer.  If you get ahead of
    it you can get to it quickly by dashing.  You will see it when you get near it
    and jump up to get the Life Up.  An alternate way of obtaining it is by using
    Fire Wave to quickly dispose of Mole Borer.
    
    
    Ocean Stage [L. Octopus]
    ------------------------
    Location:  Destroy Cruiziler
    Weapon Required:  None
    Armor Part Required:  None
    
    Destroy the Cruiziler and force it to crash into the ocean floor.  When you
    have done that and it falls into the ocean floor, it should help open a secret
    passage.  Once in the secret passage watch out for spikes on certain parts of
    the floor as well as a secret battle against the Uroboros.
    
    
    Tower Stage [B. Kuwanger]
    -------------------------
    Location:  Before going up to fight Kuwanger
    Weapon Required:  S. Ice / B. Cutter
    Armor Part Required:  Arm Part and Leg Part*
    
    After the elevator ride up and past the series of ladders, that consists of
    Ladder Yadders along with Slide Cannons.  Upon reaching the top the Life Up
    should be right there in view.  There are two ways of obtaining this one.
    One is easy and the other takes some skill depending on the path that you want
    to take.  The easy way is to defeat Boomer Kuwanger and come back to this
    section to obtain it.  Other way consists of having the Arm and Leg upgrades
    along with having Shotgun Ice obtained from Chill Penguin.  Charge up the
    Shotgun Ice and when unleashed jump on to it and when at a good distance
    perform a dash jump to obtain the Life Up.
    
    
    Forest Stage [S. Chameleon]
    ---------------------------
    Location:   Below entrance to cave
    Weapon Required:  None
    Armor Part Required:  Leg Part / Head Part
    
    At the entrance to the cave, there are two options here.  Going up will be for
    the Armor upgrade and the other being for the Life Up.  Head on down but there
    is one problem.  If you don't have Launch Octopus defeated you will not be
    able to get the Life Up from this stage.  Also you will need the Leg Part
    to break the rocks by wall climbing but the Head Part upgrade can help break
    the rocks easier.  Upon breaking most of the rocks, you should be able to do
    a dash jump with the help of the water in the area.
    
    
    Sky Stage [S. Eagle]
    --------------------
    Location:  At beginning above you
    Weapon Required:  None
    Armor Part Required:  Leg Part
    
    The start of this stage is fairly unique.  With it being at Airport type stage
    and keeping in mind that this isn't going to be an easy level to get through,
    that I guarantee.  Dash if you wish to the edge but look out for the Sky Claw
    and I do mean watch out cause it'll grab you and more than likely try to make
    sure you lose a life.  Be prepared to take care of it so you can get onto the
    first lift that comes your way.  Get onto it but then prepare to get on
    another not long afterwards.  Once on the second one careful of other Sky
    Claws that may try to upset while on the ride up.  When you get near the end
    of the ride, you can do a dash jump to the right, and when you do you can
    obtain the Life Up from this stage without much hesitation.
    
    
    Factory Stage [F. Mammoth]
    --------------------------
    Location:  Same area of [Sub] Tank
    Weapon Required:  NOne
    Armor Part Required:  Body Part*
    
    Same area as Energy [Sub] Tank down in the lava.  First tip is if Chill
    Penguin isn't defeated by this point you will want to have the Body upgrade in
    order to survive to get it.  That will depend on how many you have obtained
    thus far.  If Chill Penguin has been defeated then having the Body upgrade is
    not required to obtain it.
    
    
    * - Optional
    
    
                            -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                            | Part Two: Weapons / Boss Weakness |
                            |             [MMX 5.2]             |
                            =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
            Maverick      ---->      Weapon Get      ---->      Weakness
            --------                 ----------                 --------
            L. Octopus               H. Torpedo                 R. Shield
            C. Penguin               S. Ice                     F. Wave
            A. Armadillo             R. Shield                  E. Spark
            F. Mammoth               F. Wave                    S. Tornado
            S. Eagle                 S. Tornado                 C. Sting
            B. Kuwanger              B. Cutter                  H. Torpedo
            S. Mandrill              E. Spark                   S. Ice
            S. Chameleon             C. Sting                   B. Cutter
            Vile [w/o Armor]         None                       C. Sting
            Bospider                 None                       S. Ice
            Ranga Banga              None                       C. Sting
            D-Rex                    None                       B. Cutter
            Velguader                None                       S. Ice
            Sigma [1st Form]         None                       E. Spark
            Sigma [2nd Form]         None                       R. Shield
    
    
                            -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            | Part Three: Armor Upgrades |
                            |          [MMX 5.3]         |
                            =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    
    Snow Mountain [C. Penguin]
    --------------------------
    Location:  Stands out about mid-stage
    Weapon Required:  None
    Armor Part Required:  None
    
    Once you do the wall climb up and first thing you'll be noticing is a capsule
    like thing in your path.  When near this is the first capsule that one comes
    across in the game and is the first one you need to enter if you want to get
    to most of the others in the game.  If you haven't guess [if first time
    playing] this is for the leg upgrade that'll give you the ability to dash.
    The dash function is similar to the slide ability in the classic series but
    different and seems to be a little faster than that of the slide.
    
    "So you've come...
    
    X, I gave you the ability to choose your own path in life and I hoped the
    world would allow you to choose a peaceful one.
    
    But now it seems that you're destined to fight.  Because I thought the world
    might need a new champion.  I have hidden capsules like this one.
    
    If you find and use them you will be able to increase your powers, beyond
    anything the world has ever known.
    
    Step into this capsule, and recieve a accerlation to boost your speed.
    
    Good luck, X"
    
    
    Forest Stage [S. Chameleon]
    ---------------------------
    Location:  Above cave
    Weapon Required:  None
    Armor Part Required:  Leg Part
    
    When you approach a cavern like area perform a dash jump to the top and enter
    the area.  You will be enclosed off and have to face the AT-55J.  Just like
    any other sub boss of the game it won't have any kind of life bar to let you
    know how much of him you have left.  Best way to do any damage to this thing
    is by focusing your shots at the head of it.  As I said there is only one way
    of knowing when you start doing major damage to it and that's when it starts
    puffing smoke.  When the puffing starts getting quicker that means it's
    getting that much closer to being beaten.  There is only one attack you need
    to watch out for and that's when it wants to try grabbing you, and then slam
    you against the wall.  Try avoiding by wall climbing when you can.
    
    Once that you have beat it, then you'll be awarded with a Armor Capsule and
    this is going to be for the Body Armor.
    
    "This capsule contains a new type of body armor.  It will reduce damage to
    your systems by fifty percent."
    
    
    Sky Stage [S. Eagle]
    --------------------
    Location:  Area of first Turn Cannon
    Weapon Required:  None
    Armor Part Required:  None
    
    Once that you are away from those go and to where you have to wall climb up
    a tower like thing but if you drop down you'll have a chance to obtain another
    piece of the armor.  Slide down the tower to a point to where you can do a 
    dash jump to you see some "Flammable" tanks.  Destroy them and once you have
    entered in the area to receive the Head upgrade.
    
    "This capsule contains an enhancement for your helmet which will allow you to
    break some ceilings with a headbutt."
    
    
    Factory Stage [F. Mammoth]
    --------------------------
    Location:  Area prior to obtaining Life Up
    Weapon Required:  None
    Armor Part Required:  Leg Part / Head Part
    
    Jump out of the area onto the section keep going until you have to drop down
    into another area.  There is a health pallet if you need it whether to fill
    your health some or to help store it in one of the tanks.  After dropping down
    dash and when you do you should notice a little path above you that looks to
    be broken with the leg upgrade as well as the head.  In order to get up to it
    you'll need to get on the platform above the ash then do a dash jump to get
    to it.  Another tricky part of the game this is.  Once you get up there it
    can be difficult to try to get it to go all the way and not have to worry
    about having to get a few then not being able to get up there fully.  If you
    are able to get up there fully there'll be a capsule waiting for you with
    the final part of the armor.
    
    "This capsule contains a part which will increase the capabilities of your
    X-Buster.  You can use it to fire all types of weapons."
    
    
                            -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                            | Part Four: Sub Tank Locations |
                            |            [MMX 5.4]          |
                            =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Power Plant [S. Mandrill]
    -------------------------
    Location:  Near start of level, down first ladder
    Weapon Required:  Boomerang Cutter
    Armor Part Required:  None
    
    From the start of the level head up the first ladder you come to, but without
    having to deal with a Gun Volt beforehand.  Head up the ladder, and head to
    the ladder that leads down, but there'll be another Gun Volt to deal with. 
    Head down to deal with two more Gun Volts.  There is only problem is that you
    need the Boomerang Cutter to go about retrieving it.  In order to get it
    using it perform a good jump and the Boomerang Cutter should head down after
    firing to grab onto it.
    
    
    Gallery Stage [A. Armadillo]
    ----------------------------
    Location:  Mole Borer [1st]
    Weapon Required:  None
    Armor Part Required:  None
    
    Once down there you'll have to deal with Mole Borer and the only way it
    comes towards you is by getting near the ground.  If you manage to wall
    climb before it gets near you without getting killed then after it passes
    below drop down to where it came from and you'll be able to get a E-Tank.
    
    
    Sky Stage [S. Eagle]
    --------------------
    Location:  Area of first Turn Cannon
    Weapon Required:  None
    Armor Part Required:  None
    
    When you have taken the ride back up if you have went about obtaining the
    Life Up, be sure to wait for the Sky Lift to go over the "Airport" sign so
    if it grabs you that you'll have a chance to not fall to your doom.  I would
    recommend dashing so you can get to the next area but there's going to be a
    Turn Cannon.  Take care of that and jump onto the platform that it was on.  By
    doing that you'll be able to ride it up to where you'll see glass.  Shoot at
    the glass to get into that area but careful of the Gun Volt, do a charged shot
    followed by rapidly shooting at it to get rid of it.  As that happens the rest
    of the glass should shatter and then you should be able to obtain another
    Energy [Sub] Tank.
    
    
    Factory Stage
    -------------
    Location:  Area of Life Up
    Weapon Required:  None
    Armor Part Required:  Leg Part / Head Part
    
    When you wall climb do not go all the way to the pathway that you see, instead
    go to the left but be careful that the Dig Labour don't throw a pick at you.
    Go until you see a platform with another Dig Labour, take care of that and
    then jump onto that.  There'll be one more Dig Labour to rid of before you
    have to make a dash jump be careful of the Met that is up there.  There値l be
    one more of them before you can obtain another life and then do a dash jump
    near the edge to get on the wall to see that there's the final Energy [Sub]
    Tank to claim in the game.  Upon seeing it you値l have to destroy some blocks
    to get in and obtain it.  Getting this isn't going to be too difficult to
    claim it.
    
    
                                 -=-=-=-=-=-=-=-=-=-=-=
                                 | Part Five: Secrets |
                                 |     [MMX 5.05]     |
                                 =-=-=-=-=-=-=-=-=-=-=-
    
    
    Gallery [A. Armadillo]
    ----------------------
    Location:  Above boss gate
    Weapon Required:  All
    Amor Required:  All
    Energy Tanks:  All
    
    There is a hidden capsule that is only found when obtaining everything.  On
    the final mine cart.  Ride it until the end and the area where the boss gate
    is but you want to dash jump off on top.  You should be able to see due to
    an energy capsule there.  Although in order to get this hidden capsule you
    have to do this process five times.  On the fifth attempt it should appear
    and you shall receive the fireball in the style of Ryu from Street Fighter.
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                                 6. Passwords                               |
    |                                     [MMX 6]                                |
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    The "X" series has a different password setup than that of the "Classic"
    series.  While the "Classic" series has always been known for the dot chart
    password system, the X series introduces a number based password system. A
    4 x 3 [4 numbers by 3 rows].  Each of the passwords below are those that I
    got during a playthrough of Mega Man X and is for the following stage(s)
    cleared as well as Items Obtained:
    
    
    
         Password            Stages Cleared            Items Obtained
         --------            --------------            --------------
           1768         C. Highway                    None
           5858
           3884
    
           5544         C. Highway, C. Penguin        Armor [4], Life Up [5]
           1278                                       Sub Tank [3]
           6266
    
           6172         C. Highway, C. Penguin,       Armor [4], Life Up [5]
           1276         S. Mandrill                   Sub Tank [3]
           5288
    
           5548         C. Highway, C. Penguin,       Armor [4], Life Up [5]
           7777         S. Mandrill, A. Armadillo     Sub Tank [3]
           6531
    
           4534         C. Highway, C. Penguin,       Armor [4], Life Up [5]
           6388         S. Mandrill, A. Armadillo,    Sub Tank [3]
           8126         L. Octopus
    
           1155         C. Highway, C. Penguin,       Armor [4], Life Up [5]
           2352         S. Mandrill, A. Armadillo,    Sub Tank [3]
           7414         L. Octopus, B. Kuwanger
    
           5575         C. Highway, C. Penguin,       Armor [4], Life Up [6]
           3137         S. Mandrill, A. Armadillo,    Sub Tank [3]
           5584         L. Octopus, B. Kuwanger,
                        F. Mammoth
    
           8444         C. Highway, C. Penguin,       Armor [4], Life Up [8],
           6626         S. Mandrill, A. Armadillo,    Sub Tank [4]
           6136         L. Octopus, B. Kuwanger,
                        F. Mammoth, S. Chameleon
    
           2653         C. Highway, C. Penguin,       Armor [4], Life Up [8],
           3858         S. Mandrill, A. Armadillo,    Sub Tank [4]
           7584         L. Octopus, B. Kuwanger,
                        F. Mammoth, S. Chameleon,
                        S. Eagle
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                           7. Credits / Legal Notice                        |
    |                                   [MMX 7]                                  |
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
                                    -=-=-=-=-=-=-=-=
                                    | Devin Morgan |
                                    =-=-=-=-=-=-=-=-
    
    For use of the stage layout of each of the eight Maverick stages.
    
    
      +=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+    +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+
      |         Allowed Sites        |    |          Banned Sites            |
      |------------------------------|    |----------------------------------|
      | GameFAQs: www.gamefaqs.com   |    | CheatCC: www.cheatcc.com         |
      | IGN: http://faqs.ign.com     |    | Cheats Guru: www.cheatsguru.com  |
      | Neoseeker: www.neoseeker.com |    | Cheat Codes: www.cheatcodes.com  |
      +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+    +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+
    
    This document is copyrighted ゥ2013 Stephen "Warhawk" Harris.  Any site wishing
    to host this walkthrough will have to e-mail me in advance to ask permission.
    If you post it and then e-mail me about it, I will have to ask you to remove
    it from the site.  Plus please don't try anything stupid with this guide
    because if any author finds out about someone doing something with their work
    it is considered "copyright infringement" and is HIGHLY ILLEGAL.  So, if you
    want to host it please come to me first and asks politely, then I'll think it
    over.
    
    ------------------------------------------------------------------------------
    End of Document.  ゥ2013, Stephen "Warhawk" Harris.