Megaman X Mavericks Final #3 - Sting Chameleon

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Published on ● Video Link: https://www.youtube.com/watch?v=LfAMvu6EdkE



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Megaman X Mavericks Final is a rpg fangame by maddrex77 set in the Megaman X universe. Included are remastered versions of the first three games and a brand new fourth chapter depicting events that happened after the third game.

If you wish to download the game, head to the link below and pick it up (and to check out the original versions of Mavericks 1-3 if you so desire):

http://megaman-x-mavericks.webnode.com/

Current version: 1.00

Before beginning, I should mention one thing. The game was updated to 1.01 as of this video going up. It only makes one change, but it's a very big change. Evidently, the fact X didn't have a weapon equipped at the start of Mavericks 1 was not intended. Believe me, 10 extra attack from having a weapon makes the intro stage MUCH more bearable to clear.

Of course, that also means I need to start over to get the change to apply. Not that I necessarily need it now, but I'm pretty sure people don't want to hear an eternity of weapon error blarings every time X attacks with a basic strike.

For the time being though, this video and the next are still on v1.00. Everything after that will be running off of the 1.01 version.

Enough rambling though, time to get cracking on some maverick beatdowns and it all begins with Sting Chameleon's stage.

Sting Chameleon's stage is very much like a typical Final Fantasy Mystic Quest dungeon in terms of its design. Narrow passageways with enemies dotted in various spots that you'll have to blast through to proceed.

Enemy wise, things are much less taxing on resources for one simple reason...durability. Enemies don't have that much more hp than they did in the intro stage. As such, even without a weapon equipped, X is usually killing things in 2 hits tops, maybe even 1 depending on damage variance, and will only get easier as he picks up levels. Beecopters and the spiked roller enemies from X1 though are meaty enough (high hp & defense) and do enough damage to warrant removing them instantly with X Missile MkI before they can do much of anything.

At the first shop in the stage, I take the funds from battles won up to this point to grab a Build WE for X. 400 Zenny for a permanent 30 point boost to his WE? Well worth it, considering how much I'm going to be relying on X Missile MkI for this stage and the next.

As for the big room with what seems to be multiple different paths to take (next to another shop & save point), the far left path leads further into the level. Make sure to explore the other paths for loot & enemies to kill.

Finally, the boss doors leading to Sting Chameleon. Instinct would be to just rush in and get the fight over with, but see that wooden sign pointing to the left? If you use the computer map to check out the area, it too confirms that there's an area to the left to explore. Just walk left until you see...a capsule?

Yes, Mavericks 1 now gets the same capsules the second and third games had. Yes, this means X is getting his trademark Ultimate Armor in this game. Like the second & third games, 4 capsules must be located in order to use the Ultimate Armor. Said armor has taken a nerf, but what that nerf is specifically will be mentioned much later on when all the pieces are assembled.

Anyways, it's time to visit Sting Chameleon. One thing I'm happy survived the transition into the remaster is the cutscenes using random lines from X8. Results in some rather amusing scenes at times.

In any case...Sting Chameleon shouldn't pose too much of an issue to drop. He's got two animated attacks, either causing a shower of spikes to fall on X for 15 damage or hopping to the middle of the arena, then firing a 3 way spread of spikes for 20 damage.

For the non-animated attacks, there's a normal strike doing low-ish damage (~12 or so) and Poison Tongue. That does light damage, but can inflict poison, draining roughly 2.5% or so of a character's max hp in damage every time it activates. Doesn't seem like much, but this effect triggers each time an enemy or player acts. Decide for your self if using one of the many Antidote Tanks (cures berserk, poison, and paralysis) collected in this stage is worth it.

Upon the boss's defeat, the reward is the Chameleon Sting. In the original game, this was a weapon X could equip. In the remaster, it's just like the second and third games, being a new skill for X's use. This move hits a single target, can inflict poison, and is most effective on desert enemies (namely those from Mino Magnus's stage). Costs 5 WE per use.

Next time, Grizzly Slash.







Tags:
Megaman X
Fangame
Mavericks



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