Force Facility

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Chapter 2 : Force Facility

Make a Good Mega Man Level: Episode Zero

We don't want to force the issue, Zero, but you're going to die if you stand still.

Force Facility is the first level on the path to the Zap Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. Looking for Energy Elements and SRARA's whereabouts, Zero travels through a large power plant that uses Quick Lasers to generate energy. These lasers, instead of draining health or killing him outright, will instead do 10 bars of damage if they hit him. While the level is primarily based on The Quickening from the original Make a Good Mega Man Level, it also uses elements from Force Man from Make a Good Mega Man Level 2; chiefly its use of Pakatto 24s as enemies, and the Force Guard midbosses, which are patterned after their namesake Robot Master.


As a general rule, staying in one place for too long is a bad idea, since many screens contain Quick Lasers that are unavoidable (if non-lethal) once activated. Use of the stompdash is an effective way of getting through these screens quickly.

Between multiple Quick Laser rooms, Zero enters a small "breather" corridor with Gagabyoalls and Pakatto 24s. Both enemies can be quickly killed with the Z-Saber, despite the latter's shielding habit. At one point, a Quick Laser screen with two one-tile gaps in the right wall appear; going through either one will lead to a secret area with three large Bolts and a CD. From here, more Quick Laser traps appear, with some firing vertically rather than horizontally. Right after one laser trap room with Gagabyoalls patrolling the ground, a drop with a large alcove on the left appears. By landing in this alcove, Zero can collect another CD and an E-Tank, though two Quick Laser generators are ready to fire if he stays there for too long. Zero will then drop into another "breather" corridor, but this one is populated by a pair of Sniper Armors. If he gets past them, he will reach the midpoint and a fight with a Force Guard.

After defeating the first Force Guard, Zero is put on a conveyor, more of which act as obstacles to contend with in the next few screens. Now, instead of falling down through Quick Laser rooms, he is tasked with climbing up them as fast as he can, something complicated by conveyors and Pakatto 24 sentries. Beyond multiple screens of lasers, and just past another checkpoint, is a Quick Laser screen with a bottomless pit in the bottom left corner, and a pathway on the top right. To reach this path, a tricky dashjump is required, but the third and final CD rests in plain sight on the next screen. The last stretch consists of more Quick Laser challenges combined with conveyors (and one room with a Sniper Armor guarding a W-Tank), before another Force Guard is encountered - this one in a room with uneven terrain. In the room beyond is the Energy Element and a complementary victory Pelicanu.

Z-Phone Dialogue[edit]

Contact Transcript
ZPhoneWily.png Dr. Wily Force Facility?

Ah, you're going through one of those power plants. Don't know why a power plant needs an Energy Element, though.

I'm detecting all sorts of lasers flying around, so make sure to use your boost thingy to avoid them.

Lasers. Gotta love them. Flashy, deadly, and a surprisingly good renewable power source.

ZPhoneKrantz.png Agent Krantz Krantz: Force Facility?

Aside from the obvious laser threat, there's Spines as well as Pakkato 24s.

For most, they're major nuisances, but with your Z-Saber you should be able to cut them down easily.

The most important thing to watch out for is your stomp.

Zero: My stomp?

Krantz: If you're not careful, you might accidentally stomp yourself into a pit.

ZPhoneGalaxy.png Galaxy Man (CD #1): This one's tricky! Keep an eye out for some super-conspicious holes on a wall on the right!

Then, airdash from the ledge into those holes, and the prize'll be waiting for you!

(CD #2): I know it might be tempting to stomp around everywhere when you're dropping everywhere, but...

For this one, you're gonna need to dash to the left if you're falling! So keep your eyes peeled.

(CD #3): A tough one! It's near the end of that area, and you gotta make a tight jump to the top right!

You should be able to see it clearly. Try dashing or stomp dashing to help yourself get up there!

ZPhoneYamato.png Yamato Man Force Guard? Do you seriously need help with those cheap mass-produced security bots?!

They literally only jump toward you and fire lasers at you.

Sure, their jumps stun you, but if you're off the ground when they land, you've got nothing to fear!

ZPhoneKnives.png Knives Knives: Gross! That laser institute place? That's a government super-zone. No way!

Not only is it just some farm for some energy, you'll also just get blasted by the lasers!

And I don't think most romance movies end with lasers piercing one or more of the participants.

Zero: Unfortunately.

Knives: What, do you WANNA see a movie with lasers in it?? That's super lame.

If anything, I'd prefer bazookas.


Make a Good Mega Man Level: Episode Zero - Chapter 2 Zap Path
Force FacilityPepsi ZeroEntrance SuccessionProjectile Party!Volt Man FactoryLightningrod LabShocking Wacko StageOut of OrderStormy Spire
List of Bosses
Force GuardPepsi ManOcto BrainReally Goddang Cool Quick ManVolt Man the RealAlastorWar Blur
Make a Good Mega Man Level: Episode Zero
Zero (Costumes) • Dr. WilySRARA (SRARA Up n' DownSRARA JoeSRARA Shield AttackerSRARA Met) • Agent KrantzAgent SternDr. HydeGalaxy ManYamato ManPirate Man
Special Weapons
Z-BusterZ-SaberZ-BurstBlank Drive
Cutter ChipFlame ChipIcicle ChipZap ChipPsycho Chip
Chapter 1 Stages
Explosive FreefallSurveillance CanyonGusty GorgeDefeat the Giant Spear Man!Contra BaseKingdom CrisisLost ValleySkyhigh RidgeTwilight TerraceAbandoned LabSubterranean StrongholdVertical Hunger
Chapter 2 Stages
Flame Path
Scorched FactoryHot StepsRecoil ReconDispute Over SawbladesScarlet TempleRefurbished PyramidSurfboard ShowdownOffshore Hangar ClusterHorizon Zero
Icicle Path
Frosty FieldsWhen Spike Drops Freeze OverRobot Ink Printing FacilityForgotten Fortress: The LabNocturnal AssaultSpringy ScaffoldingBlocBunkerMidnight AuroraMetropolitan Neapolitan
Zap Path:
Force FacilityPepsi ZeroEntrance SuccessionProjectile Party!Volt Man FactoryLightningrod LabShocking Wacko StageOut of OrderStormy Spire
Psycho Path:
The Red WoodsVertical Vine VentureString TheoryCursor CorruptionTemporal PillarBubble BaseWicked WaterworksIn the FleshSpace Jam
Construction of ConstructionsMojo DojoS.R.A.R.A. HQ
Chapter 3 Stages
Entrance to Tier XGhouls n' GhastsToxic TunnelsLooping Growth GardenRainbow RavineShift PostingPsionic Space StationIce BreakerCode LandfillLily Airpad
Null and Void
Mega CityDr. Wily's Secret Bunker
Chapter 1 Bosses
Mega ManDangerous DuckGiant Spear ManSRARA Up n' DownGomeramos KingDethgerbisPiranhabiranThwomp ManHoney WomanDoc Robot OverloadedPunkBoomer KuwangerGiga Kuwagata
Chapter 2 Bosses
Flame Path
Elemental AcesFighting FefnirFire Boy GHBlade Man DOSSparky
Icicle Path
Blizzard ManStomp'nStomp'n VioletHindjoeWafer Wagon
Zap Path
Force GuardPepsi ManOcto BrainReally Goddang Cool Quick ManVolt Man the RealAlastorWar Blur
Psycho Path
Totem Polen PlusTotem Polen EXBone DragonSpider PottonRecluse WomanInternet DestroyerCursorSakuya IzayoiToad Man Bubble BaseSplash Woman's RevengeHaiker GCWU-41BIntest TinheadBaskette Ball
SRARA JoeSRARA Shield AttackerDuo
Chapter 3 Bosses
SRARA MetChesderChesder's RevengeRed Arremer ManAmoeba DroidPsionic ManGiga Count 2.0Cloud Devil 2.0Toad Man
Null and Void
Alter ArchiveBig ChungusDust ManElec ManElec SpineHatter JoeIllumina AlphaMagmatronMega Man 2 NETAPepsi Man's RevengePico ShuffleQuick ManTrailing Zero
Final Bosses
Optional Bosses
Hyper PicketmanYamato ManCutter GolemFlame GolemIcicle GolemZap GolemPsycho GolemGameStop Duck