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If he does, it'll take some practice, but it will be very easy; if not, be prepared for the worst. Storm Eagle uses the following attacks:. Both attacks that push X towards the edge can be easily thwarted by repeated dashes with the Leg Upgrade; without it, X can simply hope for the best and run against the wind.

The Homing Eaglet attack can be avoided with erratic movement, or completely destroyed by shooting the egg. The Ace Assault attack can be avoided if X keeps moving in one direction.

The Chameleon Sting can make short work of Storm Eagle, but charged X-Buster shots work just as well. He is vulnerable during all of his attacks.

He can be struck during his Homing Eaglet attack if X jumps as high as he can. Hitting him during his Ace Assault cycle requires difficult timing, but drastically speeds up the battle.

If X has defeated Chill Penguin, this stage will be much easier than normal; all lava in the stage has been iced over. The level begins in a factory which builds two kinds of robots: "Dummy" robots that just take up space, and robots from the torso up that shoot laser beams from their eyes.

X can sit on top of the dummy robots without being hurt, but the laser robots are just like any other enemy. Both robots go onto conveyor belts and are destroyed in lava when the conveyor belt ends.

Hop across the conveyor belts, keeping in mind these two kinds of robots. When X is past two conveyor belt sections, he will reach an energy pellet and a pit. Jump down the pit and continue to the right. If X has the Head Capsule, prepare to make a difficult jump.

Notice the blocks that fill the space between two sections of the ceiling: these are breakable. Dash-jump from the platform half-submerged in lava to this breakable section. Keep on wall-climbing on this section, and parts of it will break off. Don't fall off! Keep breaking this breakable section and climb up to find a passage with the Arm X-Buster Capsule in it.

Enter the capsule and jump down. X is now in an area with several Dig Labors and flame geysers. If Chill Penguin has been defeated, there will be no geysers, and this allows a Heart Tank to be received. Dash along the icy ground, staying low, and X will eventually come to the Heart Tank.

Climb to the top of the room with the heart and continue to the left side of the room. If X has the dash upgrade, jump on the wall that is guarding the Energy Tank, which will destroy it.

Enter the hold and grab the Energy Tank. If you've played your cards right, you will have acquired three items in almost no time at all. This room contains conveyor belts, but there's a new twist: There are crushers that crush anything in their vertical path, and that includes X!

Run quickly underneath them, or face destruction. Drop down the pit to enter the next section. When you meet Flame Mammoth, you'll notice that there is a long conveyor belt below you.

When the battle begins, he will use several attacks against you, such as shooting fire balls at you and trying to jump and crush you. When he jumps, just before he lands jump up as the impact he makes with the ground can cause X to lose his footing for a few seconds. When Flame roars, the conveyor belt will change direction.

If he fires out an oil slick and hits it with fire, it will ignite and you'll have to dodge the flames. His weakness is the Storm Tornado, but you can just use the X-Buster and continue charging your weapon and firing at him.

If he corners you, jump up the wall and wait for the right moment to jump off. The mini-boss of this level can be defeated by using the X-Buster and dodging its attacks. When you face Spark Mandrill, he will probably charge and try to punch you.

He will use this attack often, so be careful. He will also often fire out large spark spheres which fly out across the floor and up the walls and can cause heavy damage. His charges can also cause major damage.

If he jumps to the top of the screen, he'll climb across the roof and drop down when you're under him, so be ready to dodge him as he falls. If you have the Shotgun Ice, this boss should be fairly easy to beat.

When he charges at you, fire once and he will freeze for a few seconds. Wait for him to break out of the ice, and then fire again. Keep doing this until he runs out energy. For the best results, make sure you have the Electric Spark when you battle Armored Armadillo. His main attack is a rolling attack in which he will fly across the room and bounce off the walls in an attempt to crush X.

He will also often fire energy beams out of his forehead. You will find that if you shoot him with the X-Buster, he will block most of your shots with his shield. You can still defeat him this way, but if you use the Electric Spark, he will be electrocuted and his shield will fall off, leaving him open for attack.

Continue shooting him with the Electric Spark while dodging his energy beams and you will eventually defeat him.

Armored Armadillo's stage provides an excellent place to fill up Sub-Tanks. At the start of the level, just keep killing the bats , and go back and forth so that they keep re-appearing. For best results, fully charge up the Rolling Shield, and you'll practically be invincible to the bats as you hit them.

Also, the big bat commonly drops extra lives! When you encounter Launch Octopus, he will use one of his tentacles to taunt you with. He will then begin to fire several missiles out of his tentacles which will home in on X.

He will also sometimes shoot out larger missiles which will fly across the screen. Occasionally he will jump up to the top of the screen and create a huge whirlpool in an effort to suck X into the vortex. Try to stay out of contact with Launch, as he can grab you and sap energy away, refilling his own energy.

To defeat him, hit him with the Rolling Shield when he is on the ground before he fires any missiles. If you run out of the Rolling Shield, use the X-Buster to defeat him. Boomer Kuwanger's stage gives you patience and timing.

Kill the Hoganmers and it is the introduction of the hit aw, come on! Sine Faller! Stay away from this brat and avoid the lasers. A little bit of Jammingers are on the elevator. Those spikes on the wall they don't kill you, but it will take only two hits if you touch them.

Destroy the cannons and Ladder Yadders. Kill the Turn Cannons and go up and fight the naughty Boomer Kuwanger! When you find Boomer Kuwanger, he will teleport into the room. You will notice that during the battle he will often teleport around the room to try and appear near you.

He will often fire out a Boomerang Cutter and tries to grab you now and then. If he charges at X and grabs him with his mandibles, he will throw X up to the roof and cause damage to him.

Try to jump out of Boomer's way when this happens. To defeat him, use the Homing Torpedo if you want to save time and wait for Boomer to start moving again before firing another shot. Stay on one side if you want to do a perfect run with the Buster, but stay out of Boomer's way when he teleports to you.

In addition, it will be a long fight with Boomer if you don't have the dash boots when Boomer's a naughty Maverick, unlike Overdrive Ostrich in Mega Man X2, who is actually a very naughty Maverick. Sting Chameleon can be very difficult if you don't have the Boomerang Cutter.

He will appear out of the wall and attack. He will often jump down and shoot his long tongue out which causes heavy damage if it hits you. If he jumps up and hangs from the roof with his tongue, he will shake and spikes will drop from the roof. He will also climb up the wall and whip three projectiles out at X.

If he disappears into the wall, you should still be able to see him as he moves around and appears somewhere else. To defeat him, use the Boomerang Cutter when he is hanging from the roof and climbing around on the wall.

This weapon should cause a lot of damage to Sting and you should defeat him fairly quickly. At the start of the stage, Zero will appear with X and form a battle strategy Zero will go in first and X can slip in while the main defence force is occupied.

The first little bit of Sigma 1 starts with a few of the giant turtle robots that love to launch bombs at you. The Storm Tornado makes quick work of them. After that, you come to an area with many hover platforms suspended over a bottomless pit.

Hop from platform to platform, watching for enemies while doing so, and you'll make it into the castle. Shortly after the first hallway and a few ladders to climb, you'll be at a boss door where Vile will be waiting for you.

Zero will chase Vile in and you'll have to follow. Once inside, Vile will be riding his armored carrier and Zero will be imprisoned. Like the first fight with Vile, you can't beat him while he's in his mech.

Let him stun you to end the fight and Zero will break out of his prison and use all of his power to destroy Vile's mech. This is where the real fight begins. Vile attacks by dashing at you, using his stun beam and dropping bombs while suspended in mid-air.

However, he does have four yes four weaknesses. You can use either Homing Torpedo, Shotgun Ice, Electric Spark, or for best results, Rolling Shield. With Vile dead, X will find that Zero has been gravely damaged from destroying the mech that Vile was riding. If you didn't get the X-Buster upgrade from Flame Mammoth's stage, Zero will give you his arm cannon which will power up your X-Buster the same way the capsule upgrade would.

Afterwards, you'll see Zero die and then it's back to action. The next part of the level has laser traps that fire at you if you trip the sensors. Luckily, you can avoid them easily by dashing into the first springboard. If done correctly, you will continue a chain reaction and bounce from one springboard to the next until you are passed all laser traps.

We then come to a vertical section full of enemies a perfect place to test out your X-Buster upgrade. To get through here quickly, charge up your Chameleon Sting and use it.

The charged up version acts as a temporary invincibility mechanism allowing you to pass through enemies and climb the walls fast. At the top is another boss door. This time, you'll be fighting Boomer Kuwanger for a second time. Like the first fight, use Homing Torpedo to kill him.

Finally, X will traverse through one final hallway full of small enemies before the final boss of Sigma 1. Before entering the final room, refill your life as this boss can be kind of tricky. The final boss of Sigma 1 is Bospider, an armored mechanical arachnid.

It has two different attacks: it deploys miniature spiders to attack X, and it rushes down to the floor by jumping from pole to pole with the aid of webs that join the poles.

Keep in mind that the web patterns change all the time, which is what makes Bospider kind of tricky. When he reaches the floor, his core will open briefly that's his one weak spot.

Hit it with either a super charged X-Buster shot, or use Shotgun Ice which is his weakness. And once Bospider is dead, ON TO SIGMA 2! Compared to Sigma 1, this level is far easier to traverse through.

The first stretch of level has you hopping on platforms that are moving over a bottomless pit while fighting off those pesky bats you see in the mine level and the snow mountain level.

Shortly after the pit area, you'll come to your first boss door where Chill Penguin will be waiting for you. Pull out the Fire Wave and start burning him for massive damage.

Here's a tip to avoid damage: if you hear a clicking sound when using Fire Wave right after you've landed a hit, he's about to do a slide which hurts if he hits you. Jump to avoid and keep burning him when he's done sliding around.

Rinse and repeat. After this fight, the next room starts with a robot standing in front of a ride armor. Kill him quickly and jump into the mech. It'll come in handy as the next stretch of hallway will have other ride armors trying to kill you and mining robots throwing pick axes at you.

And let's not forget about the spike traps along the floor as well. At the end of this hall, climb the ladder. Once at the top of said ladder, you have a choice to continue up the left or right side of the vertical hall.

One side has turn cannons on platforms that move left and right, the other has slide cannons that move up the wall every time you take a shot. Head to the right at the top of the hall and jump to the bridge ahead where Storm Eagle will be waiting.

Pull out the Chameleon Sting for this fight, and don't forget to keep dashing to avoid being blown off the edges.

Following one last vertical stretch after Storm Eagle's fight, you'll be at the last boss of the level. It's Rangda Bangda very weird name , a giant face. It attacks with its eyes and nose and there are spikes on the lower part of the room that symbolize teeth.

The eyes shoot lasers and rush at you. The nose will just bounce back and forth and attempt to hit you. And every so often, the walls close in forcing you to climb the walls or face certain death if you touch the spikes.

To defeat this boss, destroy the eyes and nose, but it is recommended you save the nose for last. If you do kill the nose first, the walls will stay closed in and it will be tough to see the eyes.

As for which weapon to use, Chameleon Sting. Once he's toast, it's time to move on to Sigma 3. The basis of this level is mainly to kill all the remaining Mavericks Boomer Kuwanger, Chill Penguin and Storm Eagle are already toast.

The first Maverick you face off with is Armored Armadillo. Use Electric Spark to destroy his armor plating and drain his energy fast. Next on the hitlist is Sting Chameleon. Pull out the Boomerang Cutter for this one. Every time you hit him with a boomerang, he will lose his grip on the wall or ceiling and fall to the ground, eventually jumping back up to try and attack again.

If timed correctly, you can get him in a repeating cycle in which you will keep damaging him and he will not have a chance to attack. However, it doesn't work in the iPhone version.

Note that in these cases, X can only dash once per jump—if you dash on the ground, and then jump while still dashing, you are not able to dash in the air during that jump. Duck In some games, X and Zero can duck. This allows you to avoid shots and can also be used to hit small enemies on the ground, since X can fire while ducking and his shots are thus lower to the ground.

The duck is extremely useful, so never forget to take advantage of it. In some games, Zero is not only a player character but plays in a significantly different style from X. Here are some of the differences reference the X section above for the simularities.

Using the Saber Use leaping attacks a lot. Press the fire button three times rapidly for a special combination attack. Bosses tend to be immune for several seconds after you hit them.

So to hit one with the final slash of the triple-slash explained above, come in high and take a pop shot before you hit the ground. Then, while the boss is still flashing, start the triple-slash. If you time it right, the boss’s immunity will run out just as you are executing that precious final slash.

The Saber can often hit multiple times per slash. There is often a delay when Zero hits something with his Saber that might throw you off, so beware. Zero can slash his Saber at almost any time, including while climbing ladders and clinging to walls.

Note, however, that if you slash while dashing, Zero will discontinue his dash. It can destroy things on the ground or even the ground itself.

It can even hit things behind him. Using Techniques Zero typically does not gain Master Weapons from his foes, as X does. Instead, he gains Techniques. Most of these are activated using specific button combinations, usually by pressing a direction on the control pad along with one of the two fire buttons.

Usually the game will tell you how to use the move when you get it, or you might find it in the manual.

Energy capsules are the large yellow spheres you often find during the game. Energy pellets are the smaller ones. Capsules give you more energy than pellets. Weapons X can grab weapons from certain enemies. Zero can sometimes as well. They appear on his weapons screen also known as a subscreen and each has its own energy meter.

Think of this as ammunition. Refill weapons with weapon energy. X changes colors when he equips a weapon so you can tell what weapon you are currently using. When he gets his X-Buster upgrade, he can also charge weapons the same as his native X-Buster.

Sub-Tanks Sub-Tanks are extra stores of energy that X can carry around until needed. Heart Tanks These instantly increase the size of your energy meter by two units. This is an increase to your maximum health, and you get to keep it for the rest of the game.

You will generally find one Heart Tank in every Maverick stage. In the game they look like helmets sitting on the ground. Collect these to earn extra chances at completing a level. When you lose a life, you go back to the farthest continue point that you had passed. Most levels have three continue points—one at the very beginning of the stage, one somewhere around halfway, and one between the gates that lead to the stage boss.

In most games, continue points are placed in empty rooms where you will not be blown away as soon as you reappear. Enhancements are almost always useful so search for them high and low. Ride Armor. Use caution in new areas. Capcom loves putting deadly things at the bottoms of ladders, and loves placing little robots that shoot out of pits when you try to jump them, thereby knocking you right into the pit.

Until you know the level, always climb down ladders, and always stop at the very edge of any suspicious-looking pit. This will trigger any robot that might be lurking below. Impatience can be deadly, after all. X can be hit several times before perishing, and there is no penalty to his performance even if he has only one unit of energy.

Sometimes it is better to sacrifice a life in order to get ahead. For instance, you might grab a Heart Tank over spikes and die, but at least you permanently have those two extra units to your meter.

In such cases, you are literally committing suicide to get the item, but you get to keep the item even if you Continue, so you end up ahead. Note: Suicide 1-Ups are ineffective. Let him kill you off if he will, then when you come back you will have a full energy meter—and a full weapon!

If you are having troubles beating Mavericks, take a break and hunt for Heart Tanks, Sub-Tanks, and enhancements Dr. Light capsules. Enter stages, gather items, and even fight the boss at the end for practice; when you lose all your lives, you can pick a new stage. You will discover that a few items and some practice makes a world of difference.

When searching for items, slide down the wall of every pit you come to. Many such pits are actually passages.

Mega Tips Bet is a sports prediction (betting tips) application that includes free and VIP categories. Thanks to this application, you will increase the success Duration You'll be taking control of Mega Man X, directing him through the eight stages to confront and defeat Sigma's eight Maverick leaders

Mega tips x - amazin.website › google-play › app › amazin.websitepsbet › about Mega Tips Bet is a sports prediction (betting tips) application that includes free and VIP categories. Thanks to this application, you will increase the success Duration You'll be taking control of Mega Man X, directing him through the eight stages to confront and defeat Sigma's eight Maverick leaders

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Capsules give you more energy than pellets. Weapons X can grab weapons from certain enemies. Zero can sometimes as well. They appear on his weapons screen also known as a subscreen and each has its own energy meter.

Think of this as ammunition. Refill weapons with weapon energy. X changes colors when he equips a weapon so you can tell what weapon you are currently using. When he gets his X-Buster upgrade, he can also charge weapons the same as his native X-Buster.

Sub-Tanks Sub-Tanks are extra stores of energy that X can carry around until needed. Heart Tanks These instantly increase the size of your energy meter by two units.

This is an increase to your maximum health, and you get to keep it for the rest of the game. You will generally find one Heart Tank in every Maverick stage. In the game they look like helmets sitting on the ground. Collect these to earn extra chances at completing a level.

When you lose a life, you go back to the farthest continue point that you had passed. Most levels have three continue points—one at the very beginning of the stage, one somewhere around halfway, and one between the gates that lead to the stage boss. In most games, continue points are placed in empty rooms where you will not be blown away as soon as you reappear.

Enhancements are almost always useful so search for them high and low. Ride Armor. Use caution in new areas. Capcom loves putting deadly things at the bottoms of ladders, and loves placing little robots that shoot out of pits when you try to jump them, thereby knocking you right into the pit.

Until you know the level, always climb down ladders, and always stop at the very edge of any suspicious-looking pit. This will trigger any robot that might be lurking below. Impatience can be deadly, after all. X can be hit several times before perishing, and there is no penalty to his performance even if he has only one unit of energy.

Sometimes it is better to sacrifice a life in order to get ahead. For instance, you might grab a Heart Tank over spikes and die, but at least you permanently have those two extra units to your meter. In such cases, you are literally committing suicide to get the item, but you get to keep the item even if you Continue, so you end up ahead.

Note: Suicide 1-Ups are ineffective. Let him kill you off if he will, then when you come back you will have a full energy meter—and a full weapon!

If you are having troubles beating Mavericks, take a break and hunt for Heart Tanks, Sub-Tanks, and enhancements Dr. Light capsules. Enter stages, gather items, and even fight the boss at the end for practice; when you lose all your lives, you can pick a new stage.

You will discover that a few items and some practice makes a world of difference. When searching for items, slide down the wall of every pit you come to.

Many such pits are actually passages. If X begins to go off the bottom of the screen and the screen does not scroll, start jumping your way back up. Keep an eye out for places where you can quickly gather energy and 1-Ups from defeating enemies.

This can be any place where enemies pour in continuously while you stand still, or where you can pace back and forth in a relatively small space scrolling enemies back onto the screen. In most games, passwords to the end of the game take you to the first station of the first fortress in that game.

In later games mostly ones which save , this is no longer the case, and you can actually save your progress through the fortress.

X is invincible for a short period of time after he is hit. In most games, he can even safely touch deadly things such as spikes or lava without dying. Take advantage of this.

Sometimes it is better to purposely take a hit and run across spikes than risk losing a life. X can climb spikes on walls in most games if he is invincible, either by taking a hit or by using a weapon like the Chameleon Sting. Everyone knows that weapons can be used for more than just fighting bosses.

Well guess what: they can also be used for more than just fighting, period. Try using them to open new paths or to otherwise fool with your surroundings. Some people call this cheating, but if you have it, flaunt it! Charging up takes time, whereas you can usually much more easily simply pump enemies with rapid-fire shots and destroy them faster.

Charge up before entering the gate that leads to a boss battle. This will stop your movement instantly. When facing teleporting hatches where you must battle a group of Mavericks a second time through, fight the hard ones when you have full energy, and the easier ones if you are missing some energy.

When you defeat a foe you gain some energy capsules, so taking on easier enemies while you are lower on energy not only increases your chance of winning without using a life or a Sub-Tank but also means you may come out of the battle with more energy than when you went in! In most games, items such as energy capsules, pellets, and tanks that are placed in a level as opposed to items dropped by enemies will not come back if you take them and then die.

You must leave the level to get them back. Back Home Copyright © The MegaMaster. All Rights Reserved.

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