Entrance Succession

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Chapter 2: Entrance Succession

Make a Good Mega Man Level: Episode Zero

MAGMMLEZ-CH2-EntranceSuccession.png
You know something's wrong when the robots start making other robots do their jobs instead.

Entrance Succession is the third level on the path to the Zap Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. Zero arrives at one of Dr. Wily's hidden bases; ostensibly guarded by Quick Man, but largely left to the all-controlling Octo Brain while he hangs out with Yamato Man and Ballade in the Cool Robots Club. As such, Quick Man has no problems letting Zero raid the base for its Energy Element, provided he doesn't break anything.

The level is a homage to the Make a Good Mega Man Level 2 stage Escape Sequence, and uses similar music and speed-altering gameplay. Rather than being constantly fast, however, the speed increase is instead enabled by Boost Pads that charge Zero with electricity, giving him a field that can activate Junk Machines to enable or disable Sheep Platforms.

Strategy

After entering the base itself, Scrap Metalls and Shield Siners are introduced as common sights throughout the level, before the first Boost Pad is placed in Zero's way. Once charged, he needs to touch a Junk Machine with the force field in order to disable a Sheep Platform blocking the path downwards. The room below is even simpler, but it's shown here that Scrap Metalls launch their helmets at Zero and become more aggressive whenever he is currently charged. Afterwards, Zero is once again required to charge a Junk Machine to proceed, but this also blocks the critical path off by activating several Sheep Platforms in a shaft. To get around them, Zero needs to continue right (avoiding Tellies, Smaplars, and Tatepakkans), climb up into a section one screen above, then loop back around to drop down the now open shaft. While in this upper section, a unique Telly with a boost charge can be lured into activating a Junk Machine, turning on some Sheep Platforms that can be used to reach a higher route towards a CD.

After the first checkpoint, a series of tripwire lasers are introduced; when crossing one, a Quick Laser that drains Zero's health is fired. These encourage moving through the stage as quickly as possible to avoid them, and after a few screens Zero encounters the Octo Brain. Once he (unwisely?) destroys it, he encounters a meaningless and almost incomprehensible wall of text reminiscent of Escape Sequence's intro text, before another race to avoid tripwire Quick Lasers ensues. At one point, a small gap on the left can be dashed through, revealing a secret area with a single Scrap Metall; it holds the stage's second CD, and will drop it when killed (while making an enthusiastic cry). Towards the end of the stage, Boost Pads are used to not only turn on Junk Machines, but to give Zero enough speed to cross long gaps he otherwise cannot. At the very end, Quick Man - now angry that Zero's forced him to actually do his job - decides to show him how really goddang cool he is as the level's boss.

Z-Phone Dialogue

Contact Transcript
ZPhoneWily.png Dr. Wily Entrance Succession?

Wait, that's one of my bases! How did an Energy Element get there?!

Well, whatever. Deal with whatever the Robot Masters there want and then you can probably find it.

Some of them aren't even loyal to me, they're just bored. Just don't make them mad and you'll be fine.

ZPhoneKrantz.png Agent Krantz Entrance Succession?

Looking at the report, there seem to be electric charging stations there.

They'll give you an electric charge, and also boost your speed.

You can use that charge to power different electrical equipment.

Alternatively, you can use electricity of your own, if you have enough voltage.

There's also Force Tripwires, which set off Quick Laser traps if it detects you underneath them.

Ultimately, you should use the charging stations when you see them to give you a speed boost to zip past the lasers.

ZPhoneGalaxy.png Galaxy Man (CD #1): Oh! Make sure you're allll the way at the TOP part of that place! And then look for a Telly!

Make sure to line up its little electric split thing with the machine, and you should be good to go!

(CD #2): Oooh! After you do a super-dangerous drop, look towards the left for a secret passage!

Sneak in there and I think someone will be holding the prize you're looking for!

ZPhoneYamato.png Yamato Man Entrance Yamato Man: ...Are you seriously calling me instead of talking to me directly?

Zero: Crowds terrify me.

Yamato Man: IT'S ONLY THREE PEOPLE!

Zero: Three is a crowd.

Octo Brain Yamato Man: Octo Brain? ...What are you doing?

Zero: Retrieving the Energy Elements.

Yamato Man: Please don't mess up the power plant, that is the one thing we requested of you!

Zero: Well, the security system of this power plant seems to be enraged at me, despite not having done anything harmful to it.

Yamato Man: Okay, if it is a malfunction then beat it up, carefully, okay?

Turn on both power generators and then abuse its lack of invincibility frames to hammer it with your Z-Saber or Z-Burst.

Don't be too hard on it, though!

Zero: I promise to keep my promise of not "messing up" the power plant.

Yamato Man: You better!

Really Goddang Cool
Quick Man
Yamato Man: Really Goddang Cool Quick Man?

You're fighting Quick Man?! What did you even do?!

Zero: I messed up the power plant.

Accidentally, of course.

Yamato Man: Ugh, I don't know how you get yourself into these messes!

Look, knowing Quick Man, he'll probably hold back out of cockiness, so he might be easy at first, but don't be deceived!

He's been training with us and assimilated many of the techniques of the Cool Robots Club!

I also taught him some honour in the process though, so he may be generous enough to give you a health refill once
he goes all out.

ZPhoneKnives.png Knives Knives: It's just a factory! One of a million! What's romantic about that, Zero??

Plus, you have those little charging pad things that make you move faster! Not appropriate for a date!

'Cuz then you could maybe run away from me.

Zero: I wish I could.

Knives: It'll never happen, Zero! You'll never get the chance.

You can't escape FATE, Zero!! Hahahahahahaaaaaaa!!!!

Notes

  • Quint (here misnamed "Quirt") makes a cameo appearance at the start by going left. He has nothing to say, but given his horned helmet and Really Goddang Cool Quick Man using the same rocks Quint attacks with, it can be inferred that he's a member of the Cool Robots Club.
  • Originally, Entrance Succession was to be based on The Quickening; however, Force Facility had already been submitted and accepted once development on the level started, making the planned homage redundant.


Make a Good Mega Man Level: Episode Zero - Chapter 2 Zap Path
Stages
Force Facility • Pepsi Zero • Entrance Succession • Projectile Party! • Volt Man Factory • Lightningrod Lab • Shocking Wacko Stage • Out of Order • Stormy Spire
List of Bosses
Force Guard • Pepsi Man • Octo Brain • Really Goddang Cool Quick Man • Volt Man the Real • Alastor • War Blur
Make a Good Mega Man Level: Episode Zero
Characters
Zero (Costumes) • Dr. Wily • SRARA (SRARA Up n' Down • SRARA Joe • SRARA Shield Attacker • SRARA Met) • Agent Krantz • Agent Stern • Dr. Hyde • Galaxy Man • Yamato Man • Pirate Man •
Duo • Trio • Knives
Special Weapons
Weapons
Z-Buster • Z-Saber • Z-Burst • Blank Drive
Chips
Cutter Chip • Flame Chip • Icicle Chip • Zap Chip • Psycho Chip
Chapter 1 Stages
Explosive Freefall • Surveillance Canyon • Gusty Gorge • Defeat the Giant Spear Man! • Contra Base • Kingdom Crisis • Lost Valley • Skyhigh Ridge • Twilight Terrace • Abandoned Lab • Subterranean Stronghold • Vertical Hunger
Chapter 2 Stages
Flame Path
Scorched Factory • Hot Steps • Recoil Recon • Dispute Over Sawblades • Scarlet Temple • Refurbished Pyramid • Surfboard Showdown • Offshore Hangar Cluster • Horizon Zero
Icicle Path
Frosty Fields • When Spike Drops Freeze Over • Robot Ink Printing Facility • Forgotten Fortress: The Lab • Nocturnal Assault • Springy Scaffolding • BlocBunker • Midnight Aurora • Metropolitan Neapolitan
Zap Path:
Force Facility • Pepsi Zero • Entrance Succession • Projectile Party! • Volt Man Factory • Lightningrod Lab • Shocking Wacko Stage • Out of Order • Stormy Spire
Psycho Path:
The Red Woods • Vertical Vine Venture • String Theory • Cursor Corruption • Temporal Pillar • Bubble Base • Wicked Waterworks • In the Flesh • Space Jam
Other:
Construction of Constructions • Mojo Dojo • S.R.A.R.A. HQ
Chapter 3 Stages
Entrance to Tier X • Ghouls n' Ghasts • Toxic Tunnels • Looping Growth Garden • Rainbow Ravine • Shift Posting • Psionic Space Station • Ice Breaker • Code Landfill • Lily Airpad
Null and Void
Locations
Mega City • Dr. Wily's Secret Bunker
Chapter 1 Bosses
Mega Man • Dangerous Duck • Giant Spear Man • SRARA Up n' Down • Gomeramos King • Dethgerbis • Piranhabiran • Thwomp Man • Honey Woman • Doc Robot Overloaded • Punk • Boomer Kuwanger • Giga Kuwagata
Chapter 2 Bosses
Flame Path
Elemental Aces • Fighting Fefnir • Fire Boy GH • Blade Man DOS • Sparky
Icicle Path
Blizzard Man • Stomp'n • Stomp'n Violet • Hindjoe • Wafer Wagon
Zap Path
Force Guard • Pepsi Man • Octo Brain • Really Goddang Cool Quick Man • Volt Man the Real • Alastor • War Blur
Psycho Path
Totem Polen Plus • Totem Polen EX • Bone Dragon • Spider Potton • Recluse Woman • Internet Destroyer • Cursor • Sakuya Izayoi • Toad Man Bubble Base • Splash Woman's Revenge • Haiker G • CWU-41B • Intest Tinhead • Baskette Ball
Other
SRARA Joe • SRARA Shield Attacker • Duo
Chapter 3 Bosses
SRARA Met • Chesder • Chesder's Revenge • Red Arremer Man • Amoeba Droid • Psionic Man • Giga Count 2.0 • Cloud Devil 2.0 • Toad Man
Null and Void
Alter Archive • Big Chungus • Dust Man • Elec Man • Elec Spine • Hatter Joe • Illumina Alpha • Magmatron • Mega Man 2 NETA • Pepsi Man's Revenge • Pico Shuffle • Quick Man • Trailing Zero
Final Bosses
SRARA • Unununium • Trio
Optional Bosses
Hyper Picketman • Yamato Man • Cutter Golem • Flame Golem • Icicle Golem • Zap Golem • Psycho Golem • GameStop Duck