Force Facility
Chapter 2: Force Facility | ||||||||||||||||||||||||||||||
We don't want to force the issue, Zero, but you're going to die if you stand still. | ||||||||||||||||||||||||||||||
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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.
Strategy[edit]
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]
Trivia[edit]
- The existence of this level and its homages to The Quickening and Force Man meant that Entrance Succession had to base itself on another level instead.
Make a Good Mega Man Level: Episode Zero - Chapter 2 Zap Path | |
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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 |