______ _____ _____________ | | | | |__________ | | | | | | | \ \ _ / / | | \ / | | / _ \ | | / / \ \ | | | | | | | | |___| |___| |_| A Megaman game. Table of Contents I. Introduction II. Log History III. Story IV. Controls V. Characters VI. Weapons VII. Stage Strategies VIII. Boss Strategies IX. Power Ups & Reploids X. Faqs XI. Legal Mumbo Jumbo ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I: Intro Alright, seeing as there was only one guide at the time (with poor quality), I decided to make this. This is my first guide blah blah blah, Seriously, I only made this because I knew that people would be asking for one, and I was bored, E-mail me at im_a_baka_right@yahoo.com with the subject "Megaman X7" if you have any tips, strategies, secrets, or helpful remarks on grammar. You WILL receive credit if you tip is posted, if somebody else is up there, then they probably have beaten you to it. There are no spoilers in the guide that aren't given out by the back of the box. I've done my best to keep this spoiler free, again if you have any suggestions, send them. (Do not send me large pieces of strategies or something that would've been in a FAQ if you weren't lazy. I'd really like to do this guide myself, not have you do it for me.) If you want your name/e-mail address put in a certain way to attain credit, then make it specific to what you want, or I will put your e-mail/SN in the log history. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ II. Log History Version .01 (Oct 17, 2003): First preparation of the Faq, Placed a bit of character info, added some boss strategies, put in the intro stage walkthrough. More on the way. Version .02 (Oct 18, 2003): I've made some mistakes on submitting the FAQ, and now I'm using Notepad instead of microsoft word, I've added all of the 8 maverick bosses. Also added story. Version .029 (Oct 20, 2003): Worked on the basic criteria on this guide so it doesn't fail to be posted again. I completed the Glide Armor Upgrade locations, added the stonekong and tonion stage, and fixed up some erronous parts of this guide. Version .031 (Oct 21, 2003): Added in the special weapons and the Battleship walkthrough. Also added more boss strategies and the locations of the Sub-Tanks. Version .078 (Oct 22-24, 2003): Fixed some Grammatical errors, added the walkthrough for Hyenard's, Boarski's, and Anteaters Stages. Some heart container info is now up,added in FAQ's, fixed a jumbled up mistake in the armor section (Thanks to night_dealer@hotmail.com) and Axls laser gun (Thanks to Protoman74/myukid@hotmail.com). Also added a readers boss strategy for Gungaroo (credit is in that section). Version 0.1 (Oct 25, 2003): Focused on finishing the Boss Section, and did. Also fixed the location of the Ex-Tank (It's not in deep forest, it's in the central circuit), added more heart tank locations, and took a spoiler out of the guide. Added in more FAQ's, and added how Axl can copy DNA in Axl's bio for the people who missed it in the FAQ's section. Version 0.29 (Oct 28, 2003): Worked on typos (thanks goes to mundus142003), switched some screwed info on the battleship (thanks goes to mundus142003) confirmed how to recieve X, finished Heart tank locations, also added in a couple more FAQ's. Added in the Air Force stage. Version 0.40 (Oct 29, 2003): Added a reader strategies, fixed some typos, added in the Tunnel Base. Also somebody reminded me to put in zero's actual attack names in the guide, which is done (Thanks goes to BurningTyphoon@aol.com) Version 0.90 (Oct 31-Nov 30, 2003): Been a while since the last update so completed every section except reploid section. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ III. Story Another year has passed, X has retired the Maverick Hunters. Soon afterwards, many incidents caused by rogue Hunters named "Red Alert," are causing an uprise. Axl, an Ex-member of Red Alert and Zero may be the only chance this world has. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ IV. Controls (These are the default keys) ---------Controls--------- Key--- ---Use Square Primary Fire Circle Dash/Air Dash Triangle Special Ability X Jump/Hover L1 Camera Rotation L2 Change Character R1 Camera Rotation R2 Change Lock/Target L3(left analog) Character Movement R3(right analog) Change Special Start Pause/Menu Select "!" Mark Info. Directional pad Character Movement ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ V. Characters MMX: Detests any sign of violence, he believes one day his ideas will create a Utopia for all Reploids. His primary weapon is his charge-able X buster, the only Character who can Charge his special attacks and receive armor upgrades. In order to gain X you must save 64 reploids. (confirmed) Zero: A cocky S Class Hunter and X’s best friend. The only character with a melee weapon, He’s the only character who can throw enemy fire back and double-jump. Axl: A strange new teen reploid with the ability to copy the forms of enemies that are his size (Defeat an enemy with his charged special, and step on the DNA that they dropped). Ranged gun attacks and the ability to hover. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VI: Special Weapons Axl and X both receive the same special weapons, except for the fact that X can charge special weapons with his armor, and Axl receives different guns(for more variety). Zero gets his own abilities, and different weapons, the precise names for Zero's attacks compelled me, and I've been getting complaints for not putting them in, so now they are under X's Charged Abilities. (Not ordered by weakness) Boss X/Axl Zero Crowrang Wind Cutter Sonic Rangs & melee weapon Stonekong Stone Shield Shield, hold square Warfly Splash laser Water melee Thrust/weapon Hyenard Circle Blaze Giga Attack (R2) Boarski Movin Wheel Movin Wheel Tonion Volt Tornado Electric Uppercut Gungaroo Explosion Ground Rush Anteater Snipe Missle Snipe Spear Axls bonus Weapons: Laser Gun/Tornado Tonion, Dual Pistol/Hyenard, Bazooka/Gungaroo. Charged up: Wind Cutter: More than one come out of the X buster, and corner a target. Stone Shield: A Giant rock that separates. Splash Laser: A continuos flow of bubbles come out of the X buster. Circle Blaze: A Bigger Blast of flame. Moving wheel: Three wheels instead of one. Volt Tornado: Electronic Shield. Explosion: Four Explosions going in four different directions. Snipe Missle: Three Missles Correct Weapon Names For Zero: Splash Warfly: D-Glaive(spear)/Suiretusen (triangle with D-glaive equipped) Ride Boarski: Zankourin (Triangle while in motion) Vanishing Gungaroo: Hadangeki (Triangle While Standing Still) Tornado Tonion: Raijinshou (Triangle While Dashing) Flame Hyenard: Bakuenjin (R2) Snipe Anteator: Hieijin (Jump and Triangle) Wind Crowrang: V-hanger(daggers)/Hieijin (Jump and Triangle) Soldier Stonekong: Gokumonken(hold square) if you want to know what Zero's special named attacks do, look up at the weapons screen, the explanation has been said in terms simple to the person who is newer to X7 than the veteran who names all of his attacks with the Precise naming(The reason I didn't use them, other than laziness). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VII: Stage Strategies Intro Stage pt 1: We start the game in a 2d environment with Axl, since this is an introductory stage, it isn’t too tough. You’ll come across laser cams, get a lock on them, shoot them, and they’ll momentarily turn off. You’ll then come across a gap where three security lasers are blaring, just hover over them by holding the jump button for no damage. It gets small tack trickier from here, just remember to turn off the cams and that you can change your lock by pressing the R2 key (unless you have changed the controls). After the 2d portion, you’ll enter the 3D area with Runner Bombers, if you want you can take the form of them with Axl’s DNA scan, or just take them out with the pistol. Be careful with the EMP cannons, they can’t be destroyed and they pack a wallop. On of the EMP areas is a Pain Especially, seeing as three pulses are circling the area you need to get through. Go in between two of the waves in the safe area, and dash in a semi circle to the exit which should be right in front of you. Make sure to have enough life to run through the enemies wiles. When you enter the room with the panel that has four glowing orbs on it, this is the lock mechanism for the door. When one of the red orbs turns purple, shoot it, do this three times, and make sure not to miss one or you’ll have to restart the whole process (These orbs also shoot lasers at you). Intro Part 2: Now we play as Zero, This part isn’t too harsh, just remember that zero has a double jump, and an airdash. Just continue running and killing off the Rolling Bobs until you reach one of the Bee Copters, Just walk underneath it and unleash a series of slashes from your Z-Buster (this applies to the next two bee copters). When you reach the dead end (the wall), remember that you can wall jump, do so. You should hurry wall jumping up because the walls above will close, just don’t use the dash wall jump, it’ll take longer to land on the closing walls and you’ll become scrap metal pretty quick. Now after a quick text scene you’ll be chased by a mechaniloid. Just keep running from it until you lose control of Zero (when he jumps down a pit and another scene breaks out). Boss Fight: Scorpion Strategy: Use Zero in this fight for the beginning. When the scorpion sends it’s red blasts at you, swipe them with the Z-Saber. After a while of this the scorpion should lose it’s tail. Switch to Axl with the L2 key, and just keep firing, when it charges or jumps at you, just dash and roll and you will remain unharmed. Deep Forest Part 1: This level is home to many monkeys, rock spitting idols, and ruins men. In order to get all of the secrets in this level I'd reccomend using Axl and X. Right at the start of this level go left to pick up an extra life. Now you can head on out to the right, the Ruinsmen(rock tossing reploids), are really annoying and take quite a good amount of attacks to actually slay. There are a lot of spiked areas, so you're going to want to copy Ruinsman's DNA around those areas. One of the Statues that spits out rocks has a health tank wear it's sitting(one of the grounded ones), destroy it, and pick up the health. When you get to the first pit with spikes, you're going to want to become Ruinsman. Copy Ruinsman's DNA, and go to the left of the pit until you reach the end where the spikes are gone. There are two "hidden" reploids here to rescue. Now continue back to the right. At the end of the pit hijinks, there should be two rock spitting totems. You're going to want to climb on them to reach X's Head part, if you have him of course. Now continue on, jump on the last totem and get the EX tank which is in the trees. Now you have it all. Deep Forest Part 2: This is more of a mini-boss fight than anything. Boss Fight: Floating Heads Strategy: Just fire and fire at this floating monstrousities, avoid the rock spit, and you'll do just fine. This is extremely easy. Once all the heads are gone, you'll have to Fight the boss. Soldier Stonekong. Boss Fight: Soldier StoneKong Weakness: Dungaroo's Special Strategy: Avoid close combat until you destroy the sword on his back, when he uses the rock shield that splits and closes in on you, you can either double jump over them with zero, or you can stand/jump, in between where the two meet and you’ll be unharmed. When he throws his shield at you, just simply jump over it. Normal Attacks will suffice in tranquilizing this giant. Radio Tower Part 1: This stage is simple, very simple. I'd prefer that you'd have Zero somewhere in your party. Keep dashing to the right, avoiding all of the giant Mechaniloids fire, saws, and prosthetic hands. After you get past this part you're going to have to fight the mini-boss, Crabs. Boss Fight: Crabs Strategy: This boss will annoy you if you have no clue what's going on, I prefer Axl for this fight, seeing how his roll will be important. Just keep firing at the Crab's head and rolling. When it withdraws into it's shell, it means its going to spin around with it's iron spikes. Roll and jump over them. If you get low on health there is a full energy ball on this field. Make sure to keep on attacking it, after a while it will change colors, and explode. Radio Tower Part 2: This part is more annoying than anything, but it leads straight to this level's boss. There is a heart container, and many reploids to rescue (that have a chance of dying). Axl is good for this portion for his long range blasts. Keep moving forward untill you reach a pit with a reploid, don't fall down the pit completely (you wont die, but you'll be placed back a mile) and jump back up. Get the Heart Tank, then continue to the right untill this part is over. Boss Fight: Tornado Tonion Weakness: Stonekong's Shield Strategy: This boss is easily defeated with zero just charging up his Block from stonekong, once half Tonion’s strength is depleted the shield will become useless (unless you have X’s charged stone shield) seeing as he’ll stop using the move that’s so easily guarded. Just avoid his peels when he takes them off, and hit him hard before his onion shielding returns. Another easy boss fight. Battleship part one: This stage has more mini bosses than any other. Before you start this level out, I'm going to prefer that you use Axl on the stages, and zero in the mini boss fights. The enemies here shouldn't be any real problem, There should be an E-tank in this part behind a Crate, so grab it, then go off to fight the first mini boss. Boss: Bird Craft: Strategy: Just fire at this thing with Axl, and avoid it's gun fire. Try not to get too close, touching it does more damage than the bullets. After a while it should also go down and you have another area/boss fight. . Battleship Part Two: Nothing new, just don't touch the fire, and behind one of the crates is a heart container. Just remember that there are many reploids to be rescued in this part, so wander here for a bit so all of the reploids who need help teleport into the scene. Now just head forward for the next mini-boss. Boss:Dragons: Strategy: If you consider these mini-bosses. All you need to do is avoid the fire (just whacking it back with Zero is enough to kill them, no sweat), and shoot repeatedly. The only attack they have are their fire propelled cannons, and they shouldn't be hard to dodge. Boss: Turret Gunner: Strategy: Zero is your best bet at this fight, just slash the turrets when they come into view. When the mechaniloid shows his face, he's about to fire balls of fire. Show him what for and beat those shots back into his face with Zero. After all of the turrets are gone the boss will be destroyed. Battle Ship Final Area: Just save all of the reploids, seeing as there isn't anything important here other than the connecting spot to the boss. Boss: Splash Warfly: Weakness: Volt Tornado Strategy: Another simple battle, whenever he pops out of the water, avoid his attacks by dashing and jumping, get close and use Tonions special, this will cause him to jump back in the water so you can repeat the whole process. Best done with Zero seeing as he has unlimited Weapon energy with this attack. ~~~~~~~~~ Flame Factory Part 1: This level is annoying if anything, you'll probably lose about 6 reploids in this stage because of the time bombs the first run through. Anyhow, I would say that I reccomend X, but you might not have him yet. First off, some of the enemies in this segment are annoying so a ranged character will be usefull, except for when you fight the dragons. The best way, to get past here, and get all the reploids, is speed, learning the layout, and not letting the time bomb's get into sight (the timer goes off once in view). Don't touch the lava, and the big Mechaniloids should be shot at from a distance. Once you find the second dragon mech, kill it, and lower yourself down the left of the pit that it was in, there is a light capsule right there. Once again, DON'T TOUCH THE LAVA, INSTANT DEATH, no matter what, you'll die, even if you get harmed and fall into it.Other than those things, this parts a cake walk. Flame Factory Part 2: This part is a big anger rock that'll make you "Hulk" out. You're going to have to jump platform to platform in this 3-D environment, but the problem is, Capcom placed so many Enemies, and EMP wave turrets, that it's almost impossible to get through this level without falling into the pit of lava after getting shot/hit more than once. With that being said, do your best to not break your controller, also, Use a long range Character. When you progress to the pipe with two lines of gas pouring out of it, there should be a heart container in the middle of it, don't touch the gas(obviously) seeing as it does cause damage. Make sure to rotate the camera so you wont be going round in circles. The big bots wont go down without a fight, so using Zero to kill them is a good choice. Remember, to avoid the EMP's and I'll say it again, DO NOT, TOUCH THEM!!!! You will fall into the lava, and you'll die, faster than you can think. Just do your best to get through the part where many EMP's are blaring off, try to rescue the reploids, and maybe you'll get through this part without "Hulking" out. When you reach the teleportation pod it's time to face Hyenard. -------------------Reader Strategy--------------------------- On Hyenard's stage, in the part with all the lava, I've found an easy way to get through it really quickly. ...Unfortunately, it bypasses all the Reploids, but hey! It's faster! ^.^ *ahem*... anyway... When you get to that part with all the platforms and all the lave, take Axl and copy the first Air Flying Enemy Thingie (I forget their real names...). Once you've coppied it, IMMEDIATELY run off to the left, towards the center of the area. Jump, but hold the jump button to initiate the flying ability. ...If you time it right, you SHOULD be able to land on the platform out to the left. It cuts out like half the stage. ...Good for going back and getting a better time, I guess... ---------Thanks goes to KitnIcePaw(kewtnute@snip.net-------- Flame Hyenard: Weakness: Warfly’s special. Strategy: If this fight is anything, it is annoying. First off, there will be three Hyenards, the two on the main stage platform are not the real deal. Get a lock on the hyena mechaniloid’s joints with either X or Axl and blast away. Once the mechaniloid stops wall jump on it (yes, you can jump on this mechaniloid once out of motion). Once you get to the top, stay on the mech’s neck, it will be a key factor, this way you wont be confused by three Hyenards on the mech, just the real mcoy. X is best used for this fight with his chargeable X buster and the water special(remember to move when the missles come after you in a dropping fashion), if you don’t have X, Axl works just fine. Just keep pummeling Hyenard with Warfly’s special attack and normal buster shots when you run out of juice. Don’t stay in the middle of the mech for too long, or the other two Hyenards will jump on and circle you with the real one(ramming into you if you try to leave. ----------------Reader Strategy------------------ First u need either Zero and X or Zero and AXl then use Zero new beam sword weapon u get from Warfly and keep pushing triangle on the controller to damage him this is only good for the first 2 rounds (shoots out blue spiral beam and the exploding ants)then switch to either X or AXL (who ever u have) and attack him with Warfly's weapon (the water spray beam thing) and keep using that till he dies. ---------------Exact Words Of Mundus142003------- ~~~~~~~~~~ Central Circuit: This stage is extremely short, and really easy. My advice to you, is to take it slow and easy, this way you'll be able to rescue all the reploids, pick up the heart container, pick up the ex tank, and pick up all of the bombs. The X button is to accelerate, but, you cannot go in reverse (forward the whole time), by taking it slow you can destroy all of the enemies in your way and letting the bombs explode. In order to "Take it slow," you're going to need to press the X button in a motion that fits the speed of your mind and impulses so that you can pick everything up in one run. If you end up going too fast, you'll miss important stuff. I could ramble on about taking it slow, but I'll just leave the rest to you. After this, you'll face boarski. Boss: Ride Boarski: Weakness: Hyenard’s special. Strategy: Not too tough, might be annoying due to the electric walls with Boarski’s little helpers throwing mines at you. Watch out for him when he charges at you, just jump over him and make sure he doesn’t ram you (he’ll get two hits off you if you get rammed). The best strategy is to use X or Axl and shoot him with Hyenard’s special ability, by doing so he’ll fall back, repeat once he revives and he’ll be on the ropes. Once you’ve taken him down with all of your Hyenard energy, start attacking and dodging. You should be able to get past him without using any sub-tanks. ~~~~ Cyber Field part one: This level is easy, really easy. If you want to rescue all of the reploids, you're going to need to use axl's DNA copy ability on the samurai reploids. If you attack the samurai from the front their shield will reflect your attacks, so get behind them, and three charged dna blasts should take them down and let you pass through the wavy doors. Just keep on walking through this and you'll meet some simple enemies, just pummel them with bullets. Oh and, I reccommend X (You should have him by now), since he has a capsule in this stage(and he's the best choice against snipe anteator). Cyber Field part two: This part gets confusing, so to lessen the confusion I'm going to tell you that the gravitational switches just teleport you to the other side of the platform that you switched. If you figure the layout, then this should be no problem, just remember that theres a heart tank close to the beginning around the left of the map and you'll have to use the gravity switch to get to it. Also, there are more doors here so if you come by some samurai, don't kill them right off, examine the area to find more of these "Doors". Once you get close to the light capsule panel, (The biggest gravity panel) there will be two switch areas, use the frontmost to get to the huge gravity panel, and activate it. Viola you now have the head part. After that, head on back to the two gravity switch area, and take the backmost one. Now onwards to face Snipe. Boss: Snipe Anteator: Weakness: Boarski’s special Strategy: This boss is pathetic, he’ll shoot out explosive ants at you, but then he’ll send little air drones after you. Just remember to use the Wheels on him when he’s on the bottom of the platform, and make sure you aimed right, after a while he’ll change colors and the air drones will come out. The wheels will work just fine, and with barely any effort he should be gone soon. This strategy is more for Axl and Zero. If you have X, just charge up your buster and keep firing the huge shots, seeing as they go right through, and do more damage then wheels. So I'm going to say, I REALLY REALLY reccommend X against Snipe. Also, when you face snipe the second time in the graveyard, his own weapon is effective against him. ~~~ Air Force part One: This level, is best done with X and his super neat gliding pants, you could use Axl and Zero if you wanted to. But you can glide through this stage(literally), without much trouble. This part isn't too bad, once you get used to it. Jet hopping, what you'll need to do. Take out the gliding Reploids with ease, and keep moving untill you see the big mechaniloid below you, pick him off with long range (with ease), then jump down, there will be a point with a jet to the left of you, there's a Reploid to save in that point. then continue on up, once you get to the burning red jet, you're going to want to stay on it so you can get the heart tank and the reploid (chances are you'll die if you don't get the heart tank at the right time), jump onto a jet as soon as possible, the red jet will explode, and you'll fall down the blue abyss. Keep on moving and you'll come to the end of this part. Air Force Part Two: You'll reach an area full of mets and lasers blasting wildly, you'll want to get in between the two laser turrets before your health is ripped off. Destroy the turrets and the mets, and an enemy looking similar to cyber peacock(X4), will emerge, best way to finish him off is with X's charged up buster, or Zero's dash triangle uppercut. The door should open after he's gone. Air Force part three: Not too bad, compared to the earlier parts of the area. There is an infestation of Runner Bombers, deal with them, and go down the sets of stairs. Keep moving on untill you reach a fork( a cross road with four different paths, like +) go to the left and there should be an armor upgrade. Now continue on, and get ready to face Crowrang. Wind Crowrang: Weakness: Snipe’s special Strategy: This boss is more annoying than anything. You’re going to want to use either X or Axl and snipe him out with charge shots and missles (for some reason missles wont go into the background, so use them when he pile drives into the stage). His attacks are hard to avoid, so remember to keep dashing, it’d be a good idea to use Axl’s roll when Crowrang’s missiles are being fired at you. Watch out one he gets out of view, he’s probably about to pile drive into your character, so remember to keep dashing around the stage, and once the Crow lands blast him with a missle. If he’s standing still and is shaking he’s probably charging his Wind Gale, fire a missle so he doesn’t use it. After a while you should come out victorious. ~~~~ Tunnel Base Part One: This level isn't too tough, there'll be plenty of ride armors for you to control and so forth. First things first, slay the runner bombers and take control of a ride armor. The missiles (triangle), should be used against the enemies with shielding and the walls with the lit up defense beams, after you've easily rushed your way through this part, get ready for part 2. Tunnel Base Part Two: Once you get in here just use the missles on the turtles, grab the reploids in the liquid the platforms, and so forth. You can get a newer ride Armor here if you wish. Then move on to the next point. Tunnel Base Part Three: Once in here you'll have to destroy 20 Ride armors, the best way to do this is to use the pink drill armors fists, or if you have the Raiden you could use the bombs, after all of them have been destroyed a fight with Gungaroo will start. Vanishing Gungaroo: Crowrang’s special Strategy: This boss fight is really annoying. I hate him, others say he’s easy, but I disagree. He starts out in his ride armor, and you’re given the choice to get on a ride armor provided in the barrier (armor is not provided in the sigma stage). Either jump in the ride armor, or take the Kangaroo ride armor out with Zero’s tornado deal preferably (or just shoot him). Watch out when he’s making his barrier shields, seeing as they HURT, so try to keep your distance. Once the ride armor is gone the real boss fight will begin with dungaroo bouncing everywhere. Make sure to keep dashing around so he doesn’t kick or punch you. Since Zero has an unlimited supply of boomerangs, change his weapon to Crowrang’s, and blast Gungaroo continuously with the rangs (or use X and Axls Boomerangs). After half of the kids health is gone he’ll “Power Up,” or just gets constipated and tries to lay a load. Anyhow, just continue pummeling him and he should go down. (Zero's slashing action works if you can get close). ~~~ Palace Road: This stage you'll be chased completely by a Mole Tank reminiscent to the first X1. Make sure to have some sub-tanks, in case you actually get touched by the tank. Run away with the dash, while avoiding the coming enemies, the boarcycles will annoyingly take off a small portion of health, so the best thing to do is to jump over them and maybe if there isn't a gap to dash jump over slash them. When you reach the end of the road, you'll have to face this tank. Crushing Tank: This tank's been annoying for a while, now it's time to put it out of commission. If you have Zero, all the better to slash this things hammer off while attacking the sides. If you're using X/Axl, shoot his sides, when it charges you, dash out of the way(duh), and when it uses it's laser, get close to it(and blast it). You shouldn't have any problem taking this "Mini-Boss", down. ~~~ Crimson Palace Part One: This level is very very short, you'll probably want to have X and Zero in your party before you face off with the toughest boss in the game. Pick off the mets and other enemies, shouldn't be too hard, then you'll reach the teleporter to Rojo Rojo: Weakness: Explosion, Snipe Missle: Strategy: Alright, this Reploid is a pain for the first time, but once you've pretty much figured out his strategy, he's a piece of some good cake. What he'll do in the beginning is stand around while summoning two illusion versions of himself to attack you, and ones you hit him, he'll fire at the spot you shot him at (so mobility is key here). Just remember that you have the ability to move around the cameras with R1 and L1 (you're gonna need it). For Axl, I'd reccomend Using explosion until it's completely wiped out, then using snipe missle, then changing to your partner to use his strategy. For Zero, I'd reccomend Using his Snipe attack and his version of Explosion. For X, same strategy as Axl, only once you're depleted, use the X buster. When he teleports, he sometimes throws out little purple whirlwinds on different plotforms, if you see the early signs of this (platform glowing rojo's constipation sounds) Jump to a platform without the signs. When he has more damage, more of these whirlwinds will appear. Once you have his health halfway, he'll start getting desparate (not really), by shifting his form around like the clones, the flaw in this, is that you can completely tell it's him because he will be standing still. Out of all the boss fights, I'd say he's the hardest. Crimson Palace Part Two: Here you'll be introduced to two paths, the right-hand path is the shorter, much easier path, while the Left-hand path is the path for gamers who look for a good challenge. If you want you can take the left path, but I'm going to reccomend the right. The path on the left contains a bunch of sensor beams, hard dashing situations, and a couple of tough enemies, while the right contains a couple of enemies and you're on your way to the bosses reintro. Crimson Palace Part Three: Now you'll have to face off with all of the 8 reploids again. Grab the energy tanks once you defeat one, even if you think you don't need it, you may have a subtank to fill. Once done, you face the final boss in his two forms. Slim First: Weakness: D-glaive, windcutter: Strategy: Pathetic excuse of a boss, all I can really say is that the wind cutter will push him back and he'll start all over. So, I reccomend Zero, again, with his endless wind cutters with his happy D-Glaive weapon. Just fire, fire, and fire again and Slim will go down without harming you. If you run out of windcutters, and you aren't using Zero, then you're going to have to avoid his beams, and his background attacks, which are suprisingly easily dodged. Just blast him away with the X/axl buster, or whatever attack you prefer, and he'll go down like a little baby with no place to go. Slim Final: Weakness: Snipe Missle, Windcutter: Strategy: If you aren't using Zero, then this fight will be a little bit harder, seeing as zero can reflect some of his attacks. The best location to be in this battle is the higest-leftmost panel. The attacks you should watch out for are, Slim's punch(if he's standing still, MOVE DON'T STOP TILL HE STARTS SOMETHING), Slims fireballs(if you don't have Zero to whack them back with his saber), the green energy balls(Zero's shielding sends them right back at Slim, not sure about the gaea shield), and the energy beam. When Slim is far away, fire some homing missles on the happy man, just make sure he isn't ready to punch you (he likes to use his big hands continuously when he's near dead). If you're standing where I told you, his far away "Red Balls Of Doom", will not touch you, at all. When Slim gets close (ready to fire flames, or a laser) use the windcutter, and try to avoid his attacks. When his energy goes down, he'll spend more time far away trying to punch you, and throw green energy balls(dash away from these, they hurt). If you manage to do that, then you can probably get past him the first time without a subtank (unless you don't have zero). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VIII: Boss Strategies/Weaknesses Mini/Sub-Bosses: Scorpion: Use zero in this fight for the beginning. When the scorpion sends it’s red blasts at you, swipe them with the Z-Saber. After a while of this the scorpion should lose it’s tail. Switch to Axl with the L2 key, and just keep firing, when it charges or jumps at you, just dash and roll and you will remain unharmed. Floating Heads: Just fire and fire at this floating monstrousities, avoid the rock spit, and you'll do just fine. This is extremely easy. Crabs: This boss will annoy you if you have no clue what's going on, I prefer Axl for this fight, seeing how his roll will be important. Just keep firing at the Crab's head and rolling. When it withdraws into it's shell, it means its going to spin around with it's iron spikes. Roll and jump over them. If you get low on health there is a full energy ball on this field. Make sure to keep on attacking it, after a while it will change colors, and explode. Bird Craft: Just fire at this thing with Axl, and avoid it's gun fire. Try not to get too close, touching it does more damage than the bullets. After a while it should also go down and you have another area/boss fight. Turret Gunner: Zero is your best bet at this fight, just slash the turrets when they come into view. When the mechaniloid shows his face, he's about to fire balls of fire. Show him what for and beat those shots back into his face with Zero. After all of the turrets are gone the boss will be destroyed. Dragons: If you consider these mini-bosses. All you need to do is avoid the fire (just whacking it back with Zero is enough to kill them, no sweat), and shoot repeatedly. The only attack they have are their fire propelled cannons, and they shouldn't be hard to dodge. Crushing Tank: This tank's been annoying for a while, now it's time to put it out of commission. If you have Zero, all the better to slash this things hammer off while attacking the sides. If you're using X/Axl, shoot his sides, when it charges you, dash out of the way(duh), and when it uses it's laser, get close to it(and blast it). You shouldn't have any problem taking this "Mini-Boss", down. The 8 Mavericks: Order of Weaknesses Soldier Stone Kong: Weakness: Gungaroo’s Special Strategy: This should be the first boss you fight, seeing as he’s really pathetic, just keep blasting or slashing him. Avoid close combat until you destroy the sword on his back, when he uses the rock shield that splits and closes in on you, you can either double jump over them with zero, or you can stand/jump, in between where the two meet and you’ll be unharmed. When he throws his shield at you, just simply jump over it. Tornado Tonion: Weakness: Stonekong’s Special. Strategy: This boss is easily defeated with zero just charging up his Block from stonekong, once half Tonion’s strength is depleted the shield will become useless (unless you have X’s charged stone shield) seeing as he’ll stop using the move that’s so easily guarded. Just avoid his peels when he takes them off, and hit him hard before his onion shielding returns. Another easy boss fight. Splash Warfly: Weakness: Tonion’s Special. Strategy: Another simple battle, whenever he pops out of the water, avoid his attacks by dashing and jumping, get close and use Tonions special, this will cause him to jump back in the water so you can repeat the whole process. Best done with Zero seeing as he has unlimited Weapon energy with this attack. Flame Hyenard: Weakness: Warfly’s special. Strategy: If this fight is anything, it is annoying. First off, there will be three Hyenards, the two on the main stage platform are not the real deal. Get a lock on the hyena mechaniloid’s joints with either X or Axl and blast away. Once the mechaniloid stops wall jump on it (yes, you can jump on this mechaniloid once out of motion). Once you get to the top, stay on the mech’s neck, it will be a key factor, this way you wont be confused by three Hyenards on the mech, just the real mcoy. X is best used for this fight with his chargeable X buster and the water special(remember to move when the missles come after you in a dropping fashion), if you don’t have X, Axl works just fine. Just keep pummeling Hyenard with Warfly’s special attack and normal buster shots when you run out of juice. Don’t stay in the middle of the mech for too long, or the other two Hyenards will jump on and circle you with the real one(ramming into you if you try to leave. ----------------Reader Strategy------------------ First u need either Zero and X or Zero and AXl then use Zero new beam sword weapon u get from Warfly and keep pushing triangle on the controller to damage him this is only good for the first 2 rounds (shoots out blue spiral beam and the exploding ants)then switch to either X or AXL (who ever u have) and attack him with Warfly's weapon (the water spray beam thing) and keep using that till he dies. ---------------Exact Words Of Mundus142003------- Ride Boarski: Weakness: Hyenard’s special. Strategy: Not too tough, might be annoying due to the electric walls with Boarski’s little helpers throwing mines at you. Watch out for him when he charges at you, just jump over him and make sure he doesn’t ram you (he’ll get two hits off you if you get rammed). The best strategy is to use X or Axl and shoot him with Hyenard’s special ability, by doing so he’ll fall back, repeat once he revives and he’ll be on the ropes. Once you’ve taken him down with all of your Hyenard energy, start attacking and dodging. You should be able to get past him without using any sub-tanks. Snipe Anteator: Weakness: Boarski’s special Strategy: This boss is pathetic, he’ll shoot out explosive ants at you, but then he’ll send little air drones after you. Just remember to use the Wheels on him when he’s on the bottom of the platform, and make sure you aimed right, after a while he’ll change colors and the air drones will come out. The wheels will work just fine, and with barely any effort he should be gone soon. This strategy is more for Axl and Zero. If you have X, just charge up your buster and keep firing the huge shots, seeing as they go right through, and do more damage then wheels. So I'm going to say, I REALLY REALLY reccommend X against Snipe. Wind Crowrang: Weakness: Snipe’s special Strategy: This boss is more annoying than anything. You’re going to want to use either X or Axl and snipe him out with charge shots and missles (for some reason missles wont go into the background, so use them when he pile drives into the stage). His attacks are hard to avoid, so remember to keep dashing, it’d be a good idea to use Axl’s roll when Crowrang’s missiles are being fired at you. Watch out one he gets out of view, he’s probably about to pile drive into your character, so remember to keep dashing around the stage, and once the Crow lands blast him with a missle. If he’s standing still and is shaking he’s probably charging his Wind Gale, fire a missle so he doesn’t use it. After a while you should come out victorious. Vanishing Gungaroo: Crowrang’s special Strategy: This boss fight is really annoying. I hate him, others say he’s easy, but I disagree. He starts out in his ride armor, and you’re given the choice to get on a ride armor provided in the barrier (armor is not provided in the sigma stage). Either jump in the ride armor, or take the Kangaroo ride armor out with Zero’s tornado deal preferably (or just shoot him). Watch out when he’s making his barrier shields, seeing as they HURT, so try to keep your distance. Once the ride armor is gone the real boss fight will begin with dungaroo bouncing everywhere. Make sure to keep dashing around so he doesn’t kick or punch you. Since Zero has an unlimited supply of boomerangs, change his weapon to Crowrang’s, and blast Gungaroo continuously with the rangs (or use X and Axls Boomerangs). After half of the kids health is gone he’ll “Power Up,” or just gets constipated and tries to lay a load. Anyhow, just continue pummeling him and he should go down. (Zero's slashing action works if you can get close). -----Readers Strategy For Gungaroo---- Shadow Gouki states his strategy.... -------------------------------------- I found a better way to get Gungaroo....but kinda hectic.... have Axl and Zero, then start the fight with zero and do about 2-3 tornados, then when the ride armor is gone, change to axl, because he has the Dash-roll, while in dash-roll, you just keep shooting weak buster shots....then hell die...but KEEP ROLLING.....and best in different directions all the time ------------Shadow Gouki-------------- Final Bosses (Spoiler Free): I messed around with the names, I probably shouldn't have, but I felt like it. Rojo: Weakness: Explosion, Snipe Missle: Strategy: Alright, this Reploid is a pain for the first time, but once you've pretty much figured out his strategy, he's a piece of some good cake. What he'll do in the beginning is stand around while summoning two illusion versions of himself to attack you, and ones you hit him, he'll fire at the spot you shot him at (so mobility is key here). Just remember that you have the ability to move around the cameras with R1 and L1 (you're gonna need it). For Axl, I'd reccomend Using explosion until it's completely wiped out, then using snipe missle, then changing to your partner to use his strategy. For Zero, I'd reccomend Using his Snipe attack and his version of Explosion. For X, same strategy as Axl, only once you're depleted, use the X buster. When he teleports, he sometimes throws out little purple whirlwinds on different plotforms, if you see the early signs of this (platform glowing rojo's constipation sounds) Jump to a platform without the signs. When he has more damage, more of these whirlwinds will appear. Once you have his health halfway, he'll start getting desparate (not really), by shifting his form around like the clones, the flaw in this, is that you can completely tell it's him because he will be standing still. Out of all the boss fights, I'd say he's the hardest. Slim First: Weakness: D-glaive, windcutter: Strategy: Pathetic excuse of a boss, all I can really say is that the wind cutter will push him back and he'll start all over. So, I reccomend Zero, again, with his endless wind cutters with his happy D-Glaive weapon. Just fire, fire, and fire again and Slim will go down without harming you. If you run out of windcutters, and you aren't using Zero, then you're going to have to avoid his beams, and his background attacks, which are suprisingly easily dodged. Just blast him away with the X/axl buster, or whatever attack you prefer, and he'll go down like a little baby with no place to go. Slim Final: Weakness: Snipe Missle, Windcutter: Strategy: If you aren't using Zero, then this fight will be a little bit harder, seeing as zero can reflect some of his attacks. The best location to be in this battle is the higest-leftmost panel. The attacks you should watch out for are, Slim's punch(if he's standing still, MOVE DON'T STOP TILL HE STARTS SOMETHING), Slims fireballs(if you don't have Zero to whack them back with his saber), the green energy balls(Zero's shielding sends them right back at Slim, not sure about the gaea shield), and the energy beam. When Slim is far away, fire some homing missles on the happy man, just make sure he isn't ready to punch you (he likes to use his big hands continuously when he's near dead). If you're standing where I told you, his far away "Red Balls Of Doom", will not touch you, at all. When Slim gets close (ready to fire flames, or a laser) use the windcutter, and try to avoid his attacks. When his energy goes down, he'll spend more time far away trying to punch you, and throw green energy balls(dash away from these, they hurt). If you manage to do that, then you can probably get past him the first time without a subtank (unless you don't have zero). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ IX: Power Ups And Reploids Power Ups: (X: Power: 1. Attack up 30% 2. Attack up 50% 3. Damage Down 50% 4. Range Increased Speed: 1. Rapid shot 2. X-buster speed up 3. Faster Dash 4. Faster Charge Special: 1. Recovery items do more 2. Longer invincibility after damaged 3. Longer invincibility after damaged 4. Higher chance of getting items (Zero: Power: 1.Attack up 30% 2.Attack up 50% 3.Damage Down 50% 4.Range Increased Speed: 1. +1 to combo 2. +2 to combo 3. Faster Dash 4. +3 to combo Special: 1. Recover more 2. Longer invincibility after damaged 3. Longer invincibility after damaged 4. Stronger attack when low on health (Axl: Power: 1. Attack up 30% 2. Attack up 50% 3. Damage down 50% 4. Range improved Speed: 1. Rapid shot 2. Faster shot 3. Faster dash 4. Hover longer Special: 1. Recover more 2. Longer invincibility after damaged 3. Longer invincibility after damaged 4. Roll attack ~~ Glide Armor: Buster Part: Hyenards Stage, in the first area, hard to miss, seeing as it's in plain view. Head Part: Cyber Field, around the second area where the gravitational switches are, there are two gravitational switches to the left of the huge gravitational switch that the capsule is on, use the front-most one. Armor Part: Crowrang's stage, Second area. In the area where there is a fork, take a left and the capsule should be in that room. Leg Part: Deep Forest, in the first area, jump on top of the two totems that are stacked on each other. ~~ Heart Containers: One physical heart container on each level. The ones you gain after defeating a boss, or rescuing a reploid are not included in this section. Deep Forest: Underneath one of the spitting idols, destroy it to get the Container Tunnel Base: On top of one of the pillars in the area where you have to destroy a limited amount of Ride Armors. Battle Ship: Behind one of the crates in the burning part of the ship. Radio Tower: In the Second part of the radio tower, this one's in plain sight. Central circuit: Behind an exploding crate near the electric flooring. Cyber Field: In the second part, in plain sight in normal gravity, but in order to get it, you're going to have to change around the gravity. Not too hard. Flame Factory: In the second part, in between two gas leaks on a pipe, in between two platforms. Air Force: In the air in the first part, one you jump on the run down plane it will prepare to crash, stay on it, as soon as you get the heart tank jump off. ~~ Energy and Weapon Sub-tanks: Ex-Tank: In ride Boarski's Stage, around the silver crate area behind a reploid. E-Tank 1: In the tunnel base where you have to destroy a limited amount of Ride Armor to progress. Jump on the pillars, it's on one of them. E-Tank 2: In the the Battle ship stage, behind a crate. It won't be visable until you get close to it. Most people have trouble finding this one, let me just tell you it's in the burning part of the ship, and it is near the back corner of one of the crates. ~~ Reploids: (Not in any specific order) Deep Forest- 1.Alex- First Part, near a ruinsman 2.Ben- Right after Alex, you'll need to dash to save him. 3.Dave- Gives a power up, just before the rolling boulder. 4.Fred- Hover off to the right of one of the higher totems. 5.Charly- Plain sight 6.Tom- Right before the end of the stage 7.Simon-Holds a power up, To the right in a spike pit 8.Kevin- In a spike pit 9.Edie- In the spike pit sector 10.Huey- Contains a health up, in a spike pit 11.Jack- near two high totems, use axl's hover 12.Roger- Contains Weapon up, under simon 13.Mick- Use zero's double jump to reach 14.Nick- Plain sight 15.Luise- Holds a one up, above the second totem. 16.Isaac- 1up, up in the first spike sector Radio Tower- 1.Keiko-Next to june 2.Cindy- Weapon Up, next to emi and holy 3.Alison-Life up, in a pit area 4.Lily- Power up, plain view 5.Lucie- Between two antennae 6.Betty- Plain sight 7.Emi- next toe cindy and holy 8.Traci- Plain view 9.June- After the three reploids grouped together 10.Holy- next to cindy and emi 11.Julia- Right before end of part one 12.Rita- after boxes 13.Berinda- After lucie 14.Janis- After marian 15.Cate- Plain View 16.Marian- Plain Sight Battle Ship- 1.Todd- Back of boxes 2.Peter- Power, After wall 3.Henly- Weapon, in a pit with a metool 4.Chris- Between two boxes 5.Andy- Plain view
6.Frank- Plain view 7.Bill- Plain view 8.Anthony- Near ian 9.Ian- In the air 10.Joe- Behind boxes 11.Mauro- Plain Sight 12.Markus- Weapon, Near mets 13.Robert- Plain sight 14.Peter- third part, near exploding box 15.Rick-Power, next to the heart tank 16.Phil- Exploding boxes part 3 Flame Factory- 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ X: FAQs I particularly don't think there should be an FAQ section in my FAQ, but people wont be satisfied until even the simplest questions are answered. Credit wasn't given out to the people here, for good reasons. With that said, here they are. (1) Q: I asked you if I could post your guide on my site, why haven't you responded. A: Either I haven't gotten to reading your E-mail, The answer is no, or you didn't put enough information in your question. Send me the link of your site, the information, and why you want to borrow my guide. (2) Q: How do I copy (name)'s data with Axl? A: Charge up Axls standard special ability and destroy the enemy with it. If you kill the enemy with the special shot it's DNA should fall out where you killed it. Step on it, and you'll automatically transform. (3) Q: Why Isn't (blah blah), in your guide? A: Suggest it, and maybe I'll put it in. (4) Q: Why Did you change (spoiler)? A: I don't want to ruin the game for the people who haven't gotten to the end. (5) Q: Your Guide isn't specific to every single specific part of each and every level. A: First off chum, the walkthru helps you "Walk through", I don't have the time of the day to give out every single direction and button that you should be pressing/going. If I did place directions like that, people would get lost, confused, and would look at the spot where they are, and waste time/paper by logging/printing into GameFAQ's where this massive guide would be. Anyhow, you should be able to learn about the level by reading my guide one time through, and be able to experience it without constantly looking down at these words. (6) Q: One of the reploids I tried to rescue died. Can I bring him back to life by reloading the stage after saving? A: No, once a reploid is dead, it is dead. Deader than an Opossum-cake. The only way to revive dead reploids is to start the game all over, or with a save that was put into effect before you entered the level and killed the reploid. (7) Q: I haven't played this game yet, but seeing as you know enough about it. Whats your unbiased take? A: Read my review, it's in the reviews section. (8) Q: I read your review, does that mean you don't like this game? A: Oh no, I love this game, I just gave it a truthful opinion by comparing it to other standard games. As you can see, I don't praise games by oggling with fan-boyism, giving them 8-10's when they don't deserve them. This game is good, but not ground breaking enough to will a 7 out of me. (don't look at my Hulk review, I meant to give it a 5, not a 7). (9) Q: Can I bring X in the new game + mode, and I beat the game, but I did not see the new game + mode anywhere on the title screen. A:This is because it isn't called the New game + mode, people just call it that due to some games like chrono trigger, have it named that way. Once you beat the game, it asks you if you want to save, say yes, and load that save data, you'll start out the same at the intro stage, but once at the stage select, X will be selectable. Also, power ups, and the full glide armor(complete suit) will be available if you had them. (10) Q: Why didn't you include (insert name), in your guide. A: I did, he's in the boss section. I changed the names around, just so people wouldn't whine about me spoiling the game. E-mail Questions to im_a_baka_right@yahoo.com, with the subject, Megaman X7. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ XI: Legal Mumbo Jumbo This FAQ is copyrighted to me, Clark Hinchcliff 2003. If anyone wishes to borrow this FAQ and place it on their site, they must receive permission from me Via E-mail, and they must give me full credit. I will not allow any changing around with my FAQ, if anyone finds my FAQ on another site other than GameFAQ’s, or any of the listed sites on my permission list, they should E-mail me and tell me of it. People who have my permission so far: Just GameFAQ's, Gamenotover.com I have no Affiliation With Capcom, or the Creators Of Megaman X7, All Rights Reserved. CAPCOM is a registered trademarks of CAPCOM Co.Ltd. Megaman is registered trademarks of CAPCOM Co.Ltd. Licensed By Sony PlayStation 2. PlayStation 2 and PlayStation 2 Logo are registered trademarks of Sony Computer Entertainment Inc.