| Chapter 2 : Hot Steps|
|It's only a little flame, what harm can it do?|
Hot Steps is the second level on the path to the Flame Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. Set within a disused warehouse filled with oil, the level is overrun with invincible Tackle Fires that slowly float towards pools of oil, igniting them on contact. With no means of stopping them, Zero is often forced to move quickly to safer ground before the oil is set ablaze. Notably, the oil is always one tile below the ground, and Zero is unable to step on it; its only threat comes from when it is ignited. A number of X Blocks are also present to either block passages, or act as a makeshift "train" as flames force them to move.
Beginning in a long area outside, pools of Oil Slicks are seen before being ignited by invincible Tackle Fires. The first pool is low enough that the flames can't reach Zero, but all following pools are higher up. Suzy Gs are introduced soon after, as well as Birees patrolling small platforms. With oil everywhere underfoot and Tackle Fires dropping slowly towards them, it's recommended to move quickly before the latter start fires, while taking care to evade the Birees. The first checkpoint appears shortly after entering the warehouse proper, with an X Block barricading the path forwards, and a teleporter with a CD label on the left. By taking the teleporter, Zero is tasked with racing a Tackle Fire to the end of a small obstacle course to obtain a CD; if the Tackle Fire reaches the end first, Zero will die. To outrun the Tackle Fire, stompdashing is almost a necessity; alternatively, the Zap Chip's speed increase can help if Zero has it.
By shooting X Blocks with the Z-Buster, Zero can move them forwards a little; however, shots from a Suzy G will also move them, undoing his progress. One X Block wedged into an alcove requires shooting it from the other side to open the way, with the only path back being a small gap that can be airdashed through. Beyond this point, a vertical Auto Scroller section filled with Tackle Fire and Oil Slicks follows, with a row of Tackle Fires slowly creeping down from the top of the screen, followed by the second checkpoint. Another teleporter to a CD is present, leading to another auto scrolling section. The floor is constantly burning here, with three X Blocks constantly pushed by the fire acting as the only safe ground. By carefully avoiding stationary Tackle Fires and the flames below, Zero will eventually be carried to the stage's second CD.
On the main path, one last auto scroller begins with a wall of Tackle Fires coming in from the left, slowly getting closer as the section goes on. Oil Slicks are again a common sight, with the Tackle Fire wall inevitably igniting them on contact - both Suzy Gs and Birees will try to slow down movement to safer areas, as does the auto scroller. Eventually, Zero will take a short ride over flames on a set of X Blocks, before airdashing past pre-lit flames to reach the boss door. From here, he must defeat the almighty Fire Boy GH to obtain the warehouse's Energy Element.
- In this stage, Suzy Gs only shoot one projectile instead of their usual two.
- Knives' call in the stage references a visual quirk of Hot Steps' appearance on the overworld map; the building's cuboid shape, combined with the placement of small oil barrels along the side, causes it to resemble a giant burning truck.
|Make a Good Mega Man Level: Episode Zero - Chapter 2 Flame Path|
|Scorched Factory • Hot Steps • Recoil Recon • Dispute Over Sawblades • Scarlet Temple • Refurbished Pyramid • Surfboard Showdown • Offshore Hangar Cluster • Horizon Zero|
|List of Bosses|
|Elemental Aces • Fighting Fefnir • Fire Boy GH • Blade Man DOS • Sparky|