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A long forgotten vestige of an earlier time, these pipeworks are now the playground of the renegade [[Bosses/Plasma Puffer|Plasma Puffer]]. Upon entering, Puffer has disabled the pumps and the player must navigate through the vast water control facility and re-activate the massive water level regulation pumps in order to reach Puffer. There are four pumps in total, and although Puffer himself is kind of a pushover, navigating the strange plasma tunnels without his flexible disposition might prove hazardous and confusing. Should the corrosive plasma make its way into the greater island ecosystem, it will have negative affects on both the robotic wildlife, and in the case of the Maverick threat, render their power cores damaging to harvest energy from in the field.
A long forgotten vestige of an earlier time, these pipeworks are now the playground of the renegade [[Bosses/Plasma Puffer|Plasma Puffer]]. Upon entering, Puffer has disabled the pumps and the player must navigate through the vast water control facility and re-activate the massive water level regulation pumps in order to reach Puffer. There are four pumps in total, and although Puffer himself is kind of a pushover, navigating the strange plasma tunnels without his flexible disposition might prove hazardous and confusing. Should the corrosive plasma make its way into the greater island ecosystem, it will have negative affects on both the robotic wildlife, and in the case of the Maverick threat, render their power cores damaging to harvest energy from in the field.


'''Infested Junkyard (Neurohack Mosquito Stage)'''[[File:Menu Junkyard.png|left|120x120px]]
==='''Infested Junkyard (Neurohack Mosquito Stage)'''===[[File:Menu Junkyard.png|left|120x120px]]
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Revision as of 10:35, 28 December 2024

In MegaMan X: Corrupted, almost all areas are connected through a contiguous world map, which is accessible from the Hunter Base after beginning the main game.

Intro Areas

These are the intro stages for X and Zero. These stages will not be accessible (at least in the same form) after being beaten.

Maverick Hunter Main Airship (X Intro Stage)

Hunters airship.png

X's introductory stage is the Maverick Hunter's Airship, which has come under attack by a mysterious new foe named Strike.

Underground Facility (Zero's Intro Stage)

Underground facility.png

Zero's introductory stage is a mysterious underground lab. Awakening in this strange location after the events of MegaMan X5, Zero soon finds himself fighting his way out, though the exit is guarded by a foe who may be more familiar than Zero realizes.

TBD (Synthia's Intro Stage)

Synthia is not important and may or may not get an introductory stage. Oh well.

Island Regions

These are the neutral areas that connect to each of the main stages. Certain paths will be blocked off and require certain Mavericks to be defeated to progress.

Temporary Maverick Hunter Outpost

Menu Base.png

Following the events in X's intro stage, the Hunters' Main Airship is rendered unusable. As a result, operations on the mysterious island will have to be coordinated from a makeshift outpost.


Steelpine Forest

Steelpine forest.png

The Steelpine Forest is the locale to the immediate west of the Hunters' temporary outpost, and will be the first area encountered in the main game. A variety of robotic flora and fauna have been infected by the Maverick Virus, and will be need to be taken care of along the way.

Pitfall Passage

Pitfall passage.png

The "pitfall passage" as it has come to be known by some is the entrance to a vast cave system that spans a sizable amount of the island. The terrain here is treacherous, and care should be taken not to lose your footing.

Flooded Cavern

Flooded cavern.png

The flooded cavern is the entry point to nearby aquatic biomes. Normally less flooded (or at least flooded in a different configuration), something or someone is responsible for the current state of the area.

Collapsed Highway

Collapsed highway.png

High above the Steelpine Forest is an intricate network of roads and highways created to support a once booming city in the sky. However, in more recent times, the highway has been largely abandoned. What few reploids remained in the area have been greatly affected impact of a particularly large object falling from the sky, with debris being scattered across what remains of the once pristine transit system.

Primary Stages

Each of these areas act as a traditional "stage," each with their own gimmicks, theme songs, minibosses, and Maverick. After reaching the beginning of each one, as well as at the middle point of each stage, you will activate a Transfer Station that will allow fast travel between other Transfer Stations, including the one at the Hunter Outpost.

Forgotten Pipeworks (Plasma Puffer Stage)

Menu Pipeworks.png

A long forgotten vestige of an earlier time, these pipeworks are now the playground of the renegade Plasma Puffer. Upon entering, Puffer has disabled the pumps and the player must navigate through the vast water control facility and re-activate the massive water level regulation pumps in order to reach Puffer. There are four pumps in total, and although Puffer himself is kind of a pushover, navigating the strange plasma tunnels without his flexible disposition might prove hazardous and confusing. Should the corrosive plasma make its way into the greater island ecosystem, it will have negative affects on both the robotic wildlife, and in the case of the Maverick threat, render their power cores damaging to harvest energy from in the field.

===Infested Junkyard (Neurohack Mosquito Stage)===

Menu Junkyard.png

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Power Station (Sparking Scorpio Stage)

Menu Power.png

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Crystal Mines (Crystal Rafflar Stage)

Menu Mines.png

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Weapons Factory (Warfare Milodon Stage)

Menu Factory.png

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Sea Wreckage (Force Starfish Stage)

Menu Wreckage.png

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Cyber Lab (Warp Vulpex Stage)

Cyber lab.png

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