Rooftop Sub Tank
Climb to the red building rooftop after you have the extra jump height.
Need Double Jump
REGENESIS FIELD GUIDE // SEP 2026
Use a return-trip planner to track confirmed upgrades, Tanks, chips, and movement gates without replaying every stage blindly.
START THE GUIDEROUTE CONSOLE // CONFIRMED PICKUPS
Mark what X can do now. The list shows which recorded upgrades and Tanks are ready for a revisit and which route still needs another tool.
0 ready / 0 shown
Climb to the red building rooftop after you have the extra jump height.
Need Double Jump
Follow the falling blocks left after the bird section and wait for the floating platform.
Route ready
Dash-jump left after the fans, then use a height tool to keep climbing.
Need Uppercut or Double Jump
Take the upper path at the mid-stage 1-Up and keep moving around the spike crusher.
Need Uppercut or Double Jump
During the zigzag lava descent, look left for the false wall with gaps and a visible life refill.
Route ready
After the Ride Armor, climb the car to the right and cross back over the first train group.
Route ready
Return with Flare Burst to break the flammable canisters sealing the capsule.
Need Flare Burst
Climb the two green gunboats without sinking them, then continue up-right.
Route ready
Leave the second gunboat alive, drop below it, and take the narrow spike corridor.
Need Air Dash
Shoot the far-left wall as soon as the stage begins.
Route ready
At the Ride Armor, climb the wall above it and dash-jump right instead of entering it.
Need Uppercut or Double Jump
Drop through the left gap after the Ride Armor and use a height tool around the ice platforms.
Need Uppercut or Double Jump
Break the left rocks in the first indoor section, then use a height tool for the jump.
Need Comet Splitter and Uppercut or Double Jump
After the climbing sand, check left just past the loose ground chip.
Route ready
Break the three glass tubes before the flamethrower bot, then open the left wall with Cryo Shard.
Need Cryo Shard
In the time-bomb platform room, fly the Ride Armor up through the roof gap.
Route ready
Break the cracked floor at the bottom-right of the open room.
Need Dive Kick
Slide down the right side of the last stair platform in the first acid-drip room.
Route ready
Before the second spider chase, drop into the big gap, stay left, and check the false wall.
Route ready
This planner covers the confirmed upgrades, Tanks, and revisit paths in the guide. It does not claim to list every individual chip.
A full clear is easier when you separate normal progress from cleanup. Finish the stage, remember the item you could not reach, and return after the right movement option becomes available. The planner above turns that note into a short route instead of another blind replay of the whole campaign.
Use the game's own completion state as the final authority. For this guide, a complete cleanup means clearing all eight Maverick stages, collecting the confirmed armor upgrades, Life Ups, Sub Tanks, weapon capsules, and secrets that apply to your route, then checking the result in Stage Select.
The planner records 19 confirmed key pickups across the eight stages. It is a route companion, not a complete map of every ordinary chip, so a full-looking planner is not a replacement for the game's Mission Complete label.
The current player-recorded collection run is useful for landmarks, stage order, and the late secret route. Use chapter labels to compare the room in front of you with the footage, but do not treat an older run as an official item map. Updates can move a capsule or change the way a route opens.
If your game does not match the video, write down the stage, item, and build before changing your plan. That keeps a version difference separate from a missed jump.
At the time of this guide review, the official release listing identifies version 1.00.92 as the current build. The 1.00.9 collection run is a player-recorded reference for landmarks and route order, not a promise that every capsule is still in the same room.
Before continuing an older save after an update, back up a working copy first. If an item is missing or a pickup sequence behaves differently, record the stage, item, and build number before trying the route again. That makes a version change easier to separate from a missed jump.
Stage Select is the fastest first check. A completed stage should show its clear state on the stage image. If it does not, identify one missing Tank, capsule, or chip trail and solve that item instead of restarting the level without a target.
Take early detours that make later detours easier. Double Jump, Uppercut, and Air Dash change the value of a return trip, while a long spike room can wait until your movement is more reliable.
Armor capsules cost chips, and many movement parts require 15 or 20. Keep a small reserve until you know which upgrade changes your next route. You do not need to collect every corner before the first few clears.
Heart Tanks and Sub Tanks are less flashy but make difficult rooms less punishing. When a blocked pickup appears to need a weapon, check the Boss and weapon guide; when your checklist is complete, use the Hadouken guide for the final secret.
Use this quick reference before spending chips. These are the documented costs and gates represented in the planner; they are not a complete count of every chip in the game.
| Route or upgrade | Cost | Prerequisite | Why it matters |
|---|---|---|---|
| Uppercut capsule | 20 chips | No recorded ability gate | Opens height-based routes in several stages. |
| Double Jump capsule | 15 chips | Flare Burst | Helps with rooftop, upper-path, and frozen-room detours. |
| Air Dash capsule | 15 chips | No recorded ability gate | Makes the Waterfall Caves spike corridor more reliable. |
| Dive Kick capsule | 15 chips | Cryo Shard | Unlocks the cracked-floor Sub Tank route in Orbital Research Station. |
| Weapon Charge capsule | 15 chips | Comet Splitter plus Uppercut or Double Jump | Completes the height-and-rock-gated Desert Data Center route. |
| Hadouken secret | 40 chips | Separate late-game route | Keep this reserve separate from normal capsule purchases. |
The rooftop Sub Tank needs Double Jump. The Uppercut capsule follows the falling blocks and a floating platform, while the Life Up above the wall fans accepts Uppercut or Double Jump.
Take the upper path near the mid-stage 1-Up for the Life Up. During the zigzag lava descent, check the left false wall for Laser Charge and the visible refill.
After the Ride Armor, climb the train car and cross back for the Life Up. Return with Flare Burst to remove the canisters around Double Jump.
Climb the green gunboats without sinking them to reach Air Dash. Leave the second boat alive when you want the narrow spike corridor Life Up; Air Dash makes the route manageable.
Shoot the far-left opening wall for the Sub Tank. At the Ride Armor, climb above it instead of entering to reach Shock Buffer, then return to the breakaway ice route for the Life Up.
Comet Splitter opens the rocks around Weapon Charge, while Uppercut or Double Jump handles the height problem. The Sand-side Life Up sits just left of the loose chip after the climbing sand.
Cryo Shard opens the left wall toward Dive Kick after the glass tubes. The Ride Armor can reach the roof Life Up, and Dive Kick later breaks the floor for the Sub Tank.
Look for false walls. The first acid room hides a Life Up beside the final stair platform, and Rapid Shot with Quick Charge sits in the large gap before the second spider chase.
A guide from an older build may point to an empty room. Stop before spending an evening forcing a route that has been moved. Check the current stage state, note the missing item, and compare the version before treating the difference as a movement problem.
Existing saves deserve extra care after an update. If a pickup sequence looks incomplete, record what happened and return with a clean route plan rather than repeating one room without new information.
If a room looks absurd, it probably wants a movement part. Come back with Double Jump, Uppercut, or Air Dash instead of spending ten lives on the same first-clear jump. The optional room will still be there when your movement gives you more room.
Keep the collection route connected to the Boss route. A weapon gate is a reason to consult the Boss guide; a final-secret attempt belongs after the collection list is under control.
A pickup is not fully useful if the game never records the stage clear. After finishing a route, let the Results Screen complete before leaving or choosing another stage, then return to Stage Select and look for Mission Complete.
If the label does not update, note the stage and missing item, check the current build, and solve that one discrepancy before repeating the whole route.
The planner focuses on confirmed upgrades, Tanks, and return paths. Use it as a route checklist, then verify the game’s own completion state before calling the run finished.
The recorded route has a required weapon or movement option that is not selected. Mark the ability when you obtain it, and the list will recalculate the route.
No. Take the normal-path pickup, note the blocked route, and return after the movement upgrade that makes the detour reliable.