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    FAQ by MetroidMoo

    Version: 1.16 | Updated: 09/26/04 | Search Guide | Bookmark Guide

     =-                            Mega Man X (SNES)                          -=
                        Written By: Ryan "MetroidMoo" Ammerman
                 GUIDE TYPE ..................................... FAQ
                 FILE SIZE .................................... 25 KB
                 FIRST RELEASED ...................... August 7, 2001
                 LAST UPDATED .................... September 26, 2004
                 LATEST VERSION ................................ 1.16
    <<<                            TABLE OF CONTENTS                           >>>
    1) Version History
    2) Story
    3) Controls
    4) Weapons
    5) Power-Up Locations
          [5.1] Enhancements
          [5.2] Heart Tanks
          [5.3] Sub-Tanks
    6) Boss Strategies
          [6.1] Mavericks
          [6.2] Sigma's Fortress
    7) Contact/Legal Information
     =-   1)   VERSION HISTORY                                                -=
    VERSION 1.16 - SEPTEMBER 26, 2004
      Updated e-mail address.
    VERSION 1.15 - NOVEMBER 9, 2003
      Revised the file's format, adjusted the number of characters per line, and
    added/moved sections.
    VERSION 1.05 - OCTOBER 14, 2002
      Updated contact information and made a few other changes.
    VERSION 1.0 - AUGUST 7, 2001
      First (and complete!) version of the guide.
     =-   2)   STORY                                                          -=
    Mega Man X's storyline, from the instruction manual...
    April 8th
      Still nothing. For the last month, I have been sifting through the dirt
    trying to find a fossil record which would verify my findings on Mesozoic
    plant life, but so far I have come up empty. Tomorrow, I'll move my archaeo-
    logical dig to a new site. Maybe I'll have better luck.
    April 9th
      Set up camp at the new site and laid out a preliminary gridwork for the dig.
    I got some odd readings at location E-46. It looks like something metallic
    is buried several meters below the surface. I think I'll begin there tomorrow.
    April 10th
      I can't believe what I found! Several meters below the surface was the
    remains of a lab. Although most of the lab was damaged, I did manage to find
    papers that indicate that it belonged to the famous robot designer, Dr. Thomas
    Light. I've begun to review what is left of Dr. Light's notes and it looks
    like he was onto a major breakthrough. The notes keep referring to "the
    April 13th
      I found it. Standing 14 meters high and 8 meters wide, the capsule was
    hidden underneath a collapsed ceiling. Even underneath all the rubble, the
    capsule has remained intact and was still running some sort of diagnostic when
    I found it. There is a warning on the capsule, but all the indicators on the
    capsule show green. It should be safe to open it. I'll know tomorrow.
    April 14th
      Today I met "X." Not simply a robot, X is something totally different. Light
    has give him the ability to think and make his own decisions. At times, X
    seems more like a man than like a machine.
    April 15th
      Light was a genius! I've been going over his design notes and they are a
    quantum leap beyond anything the world has ever seen. Using them as a guide, I
    may be able to replicate his design and integrate them into a new generation
    of robots. I'll begin transporting X and the rest of Dr. Light's things back
    to my lab tomorrow.
    November 22nd
      With X's help I have completed my first "Reploid." Although I don't com-
    pletely understand how all of Dr. Light's systems works, I was able to make
    some minor modifications and the reploid seems to be functioning perfectly.
    His strength and intelligence seem limitless and he is fully able to make his
    own decisions. In fact, we got into our first argument. How intriguing!
    January 3rd
      The new reploids have been running off the assembly line for several weeks.
    It's amazing how easily they have been able to adapt to even the most diffi-
    cult jobs. It still is a bit odd to see them working side by side with humans
     but everyone seems to be happy to accept them.
    February 16th
      Three reploids went "maverick" today and injured two people before they were
    stopped. This is the third instance of this type of behavior and I still have
    no idea of what is causing it! There is some talk about stopping the assembly
    of any more reploids, but I don't think it will happen. Maybe we've become too
    dependent of them....
      The council has now decided to set up a group of "Hunters" to destroy any
    maverick before it can cause injury. The reploid named Sigma has assigned to
    lead the Hunters. Sigma is one of the most intelligent reploids I've created
    and contains my latest circuit designs. His systems should be immune to any
    May 16th
      It's been two months since Sigma took control of the Maverick Hunters and he
    and his hunters have been able to prevent any further injury to the popula-
    tion. Everyone is starting to breath a little bit easier....
      I am a little worried about X. He seems unsure of his place in life and what
    Dr. Light had planned for him. But given time, I'm sure he'll find his way....
    June 4th
      My worst nightmare has just come true. Sigma went maverick today and took
    most of the other hunters with him. His motives are unclear, but it seems that
    he "decided" that humans are inferior and limiting the growth of the Reploids.
    For that reason, he decided that all humans should be eradicated.
      Most of the population is in hiding or trying to flee the city. I'm not sure
    how long we can hold out against Sigma's forces. I fear I've built the rep-
    loids too well.
      X is taking the news of the war very personally. He wants to join Zero, the
    new leader of the Maverick Hunters, when he goes after Sigma. I'm doubtful of
    their chances, but I won't stop him. Something has to be done....
     =-   3)   CONTROLS                                                       -=
    This section describes the basic controls.
    D-Pad  ->  (Left/Right) Move Mega Man X
               (Up/Down) Climb ladder
    A      ->  Dash
    B      ->  Jump
    Y      ->  Fire weapon
               (Hold) Charge X. Buster
    L      ->  Switch weapon
    R      ->  Switch weapon
    Start  ->  Bring up menu
     =-   4)   WEAPONS                                                        -=
    This section contains the effects of the weapons.
    X. Buster
    Received From: N/A
      This is essentialy the Mega Buster from the original Mega Man series.
    Unlimited weapon energy and can be charged up through three levels. The third
    level is reached when you acquire the cannon upgrade.
    Shotgun Ice
    Received From: Chill Penguin
      Launches a sphere of ice that splits into almost a 180 degree arch. Charge
    it up to create a sled that resembles Chill Penguin, and you can also ride on
    it. Not terribly useful, but fun.
    Electric Spark
    Received From: Spark Mandrill
      Fires a ball of electricity. It splits up into two when colliding with a
    wall. Charging it creates two walls of electricity. Useful for eliminating
    generally weak enemies.
    Rolling Shield
    Received From: Armored Armadillo
      The name says it all...fires a rolling shield. The charged form is quite an
    asset. It surrounds X with a barrier that blocks just about anything. If it
    takes too much damage, it collapses.
    Homing Torpedo
    Received From: Boomerang Kuwanger
      Fires a torpedo that tracks the closet target. Handy for taking out annoying
    foes that are out of your reach. Charging it sends out several homing fishies.
    Boomerang Cutter
    Received From: Boomer Kuwanger
      Sends out a sharp boomerang that curves around and flies back to X. Can be
    used to retrieve items. The charged B. Cutter sends out four large boomerangs
    in diagnal directions.
    Chameleon Sting
    Received From: Sting Chameleon
      Couldn't Capcom think of a better name...? Anywhoo, this weap launches a
    green beam that splits into three directions. Charging it enables X to turn
    himself into a chameleon of sorts for a short period of time. During this, you
    cannot be harmed by enemies.
    Storm Tornado
    Received From: Storm Eagle
      A great multi-hit weapon. The charged Storm T. creates a small tornado.
    Fire Wave
    Received From: Flame Mammoth
      Its range is quite short, however the damage is very high. Charging it sends
    out a ground fire wall that moves forward until it reaches the end of the
    line. I wouldn't recommend using that too often. You have to waste valuable
    weapon energy to even reach the third charge level and then Fire Wave uses
    even *more* energy to create the wall!
     =-   5)   POWER-UP LOCATIONS                                             -=
    This section lists the locations of the various upgrades.
    <<<   [5.1]   ENHANCEMENTS                                                 >>>
    Dash Upgrade
    Location: Snow Mountain Stage
    Requirements: None
      If you can't find this upgrade, please...bang your head against the closet
    wall, 'kay?
    Function: Enables X to dash. This can also be used to make long jumps.
    Helmet Upgrade
    Location: Sky Stage
    Requirements: Dash Upgrade
      Along the way to Storm Eagle's lair, you will find a tower of metal
    scaffolding. Climb up and fall down the other side. Dash jump from the small
    ledge to the next. Fire away at the tanks, enter the room, and get the brand
    spankin' new helmet.
    Function: You can use X's noggin' to smash through certain blocks.
    Armor Upgrade
    Location: Forest Stage
    Requirements: Dash Upgrade
      Towards the beginning of this stage there be a large mound of dirt you have
    to climb over. Dash jump off the ledge and climb the stone wall. Enter the
    tiny room and procede to fight the robot RT-55J. He's not that difficult; just
    fire at the red crystals embedded in his armor. When he starts smokin' and
    explodes, the capsule emerges from the dirt.
    Function: Reduces damage by 50%. Needless to say, this makes the game a lot
    X. Buster Upgrade
    Location: Factory Stage
    Requirements: Dash Upgrade, Helmet Upgrade
      Nabbing this thing requires a bit o' luck on your part. When ya reach the
    second spot with the lava (or ice if you already defeated Chill Penguin), look
    at the ceiling and you should see several small, breakable blocks. Dash jump
    from when little room you have and keep attemping to break through the blocks.
    If you can get lucky, you will break through the ceiling and reach the
      There's also an alternate way to obtain the upgraded cannon, but it occurs
    much later in the game. After Zero has that little skirmish with Vile in
    Sigma's house of horrors, he will fork over the upgrade to you, if you don't
    have it already.
    Function: Gives the X. Buster a third level charge. X can also power up the
              weapons from the Mavericks.
    Hadouken Upgrade
    Location: Gallery Stage
    Requirements: All Enhancements, Weapons, Heart Tanks, and Sub-Tanks
      This one takes some take to nab, but it's worth the trouble. Once everything
    is collected, head to Armored Armadillo's stage. On the final mine cart ride,
    jump off the cart (before it hits the wall) and wall kick up. Take the energy
    capsule and use the escape function. Repeat this about four more times. A new
    capsule should appear by the energy capsule. In this upgrade unit, Dr. Light
    appears in a Street Fighter outfit. Enter the capsule to gain a new power.
    Function: Enables the use of the hadouken fireball attack. Can only be used
              when at full power. To use the power, press Down, Down-Forward,
              Forward, and then Y. If done correctly, X launches a fireball that
              pretty much beats the @!%$ outta of any enemy. It will take some
              practice to do this attack if you're not a big player of fighting
    <<<   [5.2]   HEART TANKS                                                  >>>
    Sky Stage
    Requirements: Dash Upgrade
      At the very start of the stage, you have the moving platforms. Get to the
    tip-top and dash jump to the left. If you went far enough, you'll land on a
    ledge with the tank.
    Factory Stage
    Requirements: None (although defeating Chill Penguin helps)
      In the huge room with all of those robots that use pickaxes, the Heart Tank
    is in the lower-right corner. Now if you haven't beaten Chill Peguin, you will
    have to move through the lava to reach it. Keep in mind that lava easily melts
    X's armor into liquid. But if the penguin has already biten the dust, you can
    just walk on the ice and get the item.
    Gallery Stage
    Requirements: None
      When the second Mole Borer is in your sights, make sure you get in FRONT of
    him. Continue walking forward, and you should find the Heart Tank in a gap
    amongst the rocks. Wallkick your way up to it before the Mole Borer erodes the
    rock ceiling away.
    Ocean Stage
    Requirements: None
      Towards the later half of the stage, there's a battleship of some sort
    floating on the surface. Fire away at the glowing crystal, and the watercraft
    sinks and breaks the floor into pieces. Fall down, enter the room, destroy the
    robotic worm, and take the tank.
    Power Plant Stage
    Requirements: Boomerang Cutter
      This is located right after the first turtlelike robot you encounter.
    Wallkick up the wall to see the Heart Tank. Fire the Boomerang Cutter and hope
    it collects it for you. It will probably take some time before it'll actually
    Tower Stage
    Requirements: Boomerang Cutter
      When you reach the outside of the tower, climb to the very top. Use the
    Boomerang Cutter to retrieve the Heart Tank from the ledge.
    Forest Stage
    Requirements: Launch Octopus defeated, Leg Upgrade
      Fall down the first gap you reach in this stage. You should see a column of
    blocks and water. Break the blocks, dash jump to the right, and collect the
    Snow Mountain Stage
    Requirements: Fire Wave
      Hop into the first armored carrier, dash jump off the dome, and eject
    yourself from the mech to reach the ledge. Continue on and use Fire Wave on
    the next dome you spot. The building collapses, and you get a Heart Tank.
    <<<   [5.3]   SUB-TANKS                                                    >>>
    Sky Stage
    Requirements: None
      Right after the beginning platform area, there's a cannon on top of a moving
    column Blast the cannon, hop onto the column, and let it take you to what I
    suppose is a air traffic control tower. Shoot the glass once to break and move
    in. The Sub-Tank is found there.
    Factory Stage
    Requirements: Dash Upgrade
      This Sub-Tank is found in the same room as the factory's Heart Tank, except
    this one is in the upper-left corner. Dash jump from the platform, wallkick to
    break the blocks, and collect the reward.
    Gallery Stage
    Requirements: None
      When you see the first Mole Borer enemy, jump down and let him pass
    by. Enter the cache that was behind him to get the tank.
    Power Plant
    Requirements: Boomerang Cutter
      At the very beginning of the stage, the path splits with two ladders. Take
    the lower route. Then there's a wall that blocks the Sub-Tank. Use the B.
    Cutter to pick it up.
     =-   6)   BOSS STRATEGIES                                                -=
    This section gives tips on defeating the game's bosses.
    <<<   [6.1]   MAVERICKS                                                    >>>
    Chill Penguin
    Weakness: X. Buster (or Fire Wave)
    Receive: Shotgun Ice
      If you wish to make this an easy battle, I would suggest picking as many
    items as you can at this point in the game (particularly the armor and X.
    Buster upgrades).
      With those in hand, Chill Penguin is cake. The third level charged shot can
    easily wipe out the ice statues he fabricates. Keep blastin' Chill until
    bites the ice..er..dust.
    Spark Mandrill
    Weakness: Shotgun Ice
    Receive: Electric Spark
      With Shotgun Ice, you can defeat Spark Mandrill with your eyes closed. Hit
    him with it to freeze the foe in his tracks. When he breaks out, shoot at the
    'bot again. Lather. Rinse. Repeat.
    Armored Armadillo
    Weakness: Electric Spark
    Receive: Rolling Shield
      Peg Armadillo in the chest with a shot from E. Spark and watch his armor
    fall to the ground. Now he is completely exposed [insert pervertive phrase
    here]. Continually blast away until he's outta here...
    Launch Octopus
    Weakness: Rolling Shield
    Receive: Homing Torpedo
      Time your weapon attacks so they actually hit Launch Octopus. His many
    homing fishes can block your fire. The only thing you have to keep an eye out
    for is his whirlpool move. Get caught and drains your life meter and adds it
    to his.
    Boomer Kuwanger
    Weakness: Homing Torpedo
    Receive: Boomerang Cutter
      Just fire away with the Homing T. So the shots do track the target, you
    don't really need to worry about where you attack.
    Sting Chameleon
    Weakness: Boomerang Cutter
    Receive: Chameleon Sting
      Stand on the ground and launch a shot from the weapon, one at a time. The
    projectile will swoop up and nail Sting Chameleon. No problem.
    Storm Eagle
    Weakness: Chameleon Sting
    Receive: Storm Tornado
      Since the C. Sting splits when it's fired, you can easily damage Storm Eagle
    while he is airborne. Get ready to dash a lot in this battle. If you're not
    careful when he uses the wind attack, X will get blown right off the ship.
    Also, watch out for his dive bomb maneuvers. Just dash once you hear the sound
    he makes. When Storm Eagle is out of the picture, his airship crashes right
    into Spark Mandrill's power plant.
    Flame Mammoth
    Weakness: Storm Tornado
    Receive: Fire Wave
      This battle is about as easy as the rest. The key point you have to keep in
    mind is that you should jump every time Flame Mammoth does. When he lands on
    the ground, X will be stunned for a few seconds.
    <<<   [6.2]   SIGMA'S FORTRESS                                             >>>
    Mid-Boss: Vile (In Armored Carrier)
    Weakness: None
      Again, let Vile beat the crap out of you...
    Mid-Boss: Vile
    Weakness: Homing Torpedo
      After Zero hitches a ride on Vile's carrier, Vile no longer has any
    protection whatsoever. Break out the Homing Torpedo, and let Vile have it!
    Watch out for his stun sphere thing. Otherwise, his other attacks are easy to
      Just as a little sidenote, don't go overboard with the torpedo weapon.
    You'll need it a bit later in this stage.
    Weakness: Shotgun Ice
      This boss plays different than most. Before Bospider descends into your
    view, poles randomly stretch between the columns in the room. Then the
    mechanical menace will move down, according to how the poles are set up. Once
    the spider is at the bottom, its eye core opens up. Shoot the S. Ice at it.
    At various points throughout the battle, the spider moves MUCH faster than
    normal. You might want to keep one Sub-Tank full.
    Rangda Bangda
    Weakness: Chameleon Sting
      There are three things you need to take out. The two eyes and the central
    device. The eyes are no problem...just fire away and dodge their shots when
    necessary. The thingy in the center can be a slight pain. Slowly slide down
    the side of the wall, fire the C. Sting a few times, and wallkick up again.
    Repeat this strategy.
    Weakness: Boomerang Cutter
      D-Rex tends to detach its head and move both of its body parts around the
    room. Try to avoid standing on the robot's base, or it'll decide to make a X
    sandwich out of ya. When D-Rex is at the right side of the room, get ready to
    move! The attack is difficult to dodge since it's so damn big.
    Scooby Doo
    Weakness: Shotgun Ice
      Okay...it's not really Scooby... If you have the hadouken, you might as well
    use it now while you got the chance. If not, just blast the mutt with Shotgun
    Ice. Shouldn't present you with any trouble...
    Weakness: Electric Spark
      This battle is actually easier than you might think at first. Simply
    wallkick rapidly in the upper-left corner. When Sigma leaves the left wall the
    second (or the third, in rare cases) time, fall down, and fire at him.
    Wallkick back up again. Keep doing this until Sigma decides to unveil his new
    Weakness: X. Buster (3rd Level Charge), Rolling Shield
      Prepare to get your ass whooped. If you have the Rolling Shield at full
    power, this battle isn't quite as bad. Throw the shield at the head of this
    monstrosity. Try to stay on one of the claws and dodge the lightning they
    create if possible. Sigma's attacks do very heavy damage, so use those Sub-
    Tanks! If you run out of energy for the Rolling Shield and Sigma still has a
    lot of life left in him, then I would just say give up. You can attempt to
    beat him with only the X. Buster, but it certainly won't be easy.
     =-   7)   CONTACT / LEGAL INFORMATION                                    -=
    Copyright Information
    (c) Copyright 2001-2004 Ryan "MetroidMoo" Ammerman
      This FAQ cannot be distributed in books, magazines, etc. or in any other
    form of printed or electronic media (CDs, etc.) in any way. It may not be
    given away as some sort of prize or bonus with a purchase, and it may not be
    used for promotional or profitable purposes.
      Any characters, names, or other objects are copyright their respective
    companies. This document and its author are in no way affiliated with any
    company involved with this game.
    E-mail Information
    E-mail Address: ryanammerman[at]gmail[dot]com
      Before you e-mail me a question, make sure you've looked through the FAQ to
    see if your question is answered. If you send me a question that is answered
    in the FAQ, it WILL be ignored.
    Posting Notice
      If you wish to use this guide on your site, you may post it without my
    permission as long as this document is **NOT** changed in any way, shape, or
    form. The latest version of this guide can always be found at GameFAQs
                                                             --End of Transmission

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