Refurbished Pyramid
Chapter 2: Refurbished Pyramid | ||||||||||||||||||||||||||||||
Of course, that's how they built the pyramids! Magnets! | ||||||||||||||||||||||||||||||
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Refurbished Pyramid is the sixth level on the path to the Flame Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. It is an old (if not exactly ancient) novelty pyramid close to Scarlet Temple, now largely used as a storehouse. A considerable part of the level is devoted to Tornado Platforms, particularly long rides across bottomless chasms while avoiding (non-lethal) spikes, which can be surprisingly difficult to complete without taking damage and/or dying. Another common sight are T. Khamens; five in total are fought across the stage, each one with a different setup.
Strategy[edit]
The level's small enemy roster is shown off in quick succession in the first few rooms, as are Tornado Platforms, Fuse Platforms, and a T. Khamen fought over Damage Spikes. Below said T. Khamen is a long corridor filled with Springs and a simple Tornado Platform ride, with a Sola 0 bouncing on a Spring at the end. While the Z-Saber can kill the bouncing desk lamp of death even when shielded, it's just as easy to go over or under it. Soon afterwards, Zero will land on a slowly-destroying set of Fuse Platforms next to a group of Tornado Platforms. There is a semi-hidden background door that can only be entered if the Fuse Platforms beneath it have not yet self-destructed, and there isn't a lot of time to reach it before they do so. This door not only acts as a minor shortcut, but it also leads to a secret room with two large Bolts, an E-Tank, and a CD.
Invincible Flower Presenters and Sola 0s debut after the first checkpoint, forcing Zero to stay aware of their projectiles and/or current location. Another set of Fuse Platforms quickly blow up once Zero arrives on their screen, and a moment's hesitation will lead to him falling into a bottomless pit. Though the way forward is on the left, a detour to the right leads to another bonus room. Here, a CD rests above a set of slowly-crumbling Fuse Platforms, and will fall into a bottomless pit if it isn't grabbed in time; a Swim Ball works to slow Zero down. A door on the left leads back to the main path, where after fighting a T. Khamen while bouncing on springs, a long Tornado Platform ride awaits, with Damage Spikes dangerously close by. If the Psycho Chip has been collected by this point, equipping it makes avoiding the spikes much easier, as its lower gravity lets Zero stay in the air longer while waiting for the magnet to pass by spikes.
After another checkpoint is a T. Khamen resting in a corner, with only its wall dispensers and an invincible Flower Presenter capable of damaging Zero. A few short screens of enemies later, another, more difficult T. Khamen is battled, with only six springs acting as safe ground over a bottomless pit. Defeating it opens the way to a section filled with Fuse Platforms, all of which start detonating. Running through as quickly as possible is vitally important, or else falling into the chasm below is inevitable. Mercifully, after this is another checkpoint, and a Z-Burst Block that hides a sideroom with the level's final CD. This one requires tight platforming around Damage Spikes on Tornado Platforms, with a very precise airdash (or the Double Jump) needing to be performed to avoid hitting a row of ceiling spikes.
Back on the main path, two Tornado Platform-heavy sections stand in the way of the level's end. The first one encourages Zero to get a move on, lest he get several Sola 0s dropped on his head. While jumping from one magnet to the other is easy, a Sola 0 stands on a narrow platform, and must be killed while jumping from a Tornado Platform. Because of the limited space available, it's much safer to use a long-range weapon like the Z-Burst or Blank Drive to destroy it rather than the Z-Saber. The second Tornado Platform ride happens not too long afterwards, and is based on avoiding spikes and keeping up with the magnet; once again, the Psycho Chip's low gravity makes dodging the spikes easier. At the very end is another T. Khamen, positioned high in the top-right corner while an invincible Sola 0 shoots lasers at Zero. Because of the difficulty in hitting it with the Z-Buster, a weapon with high reach (such as the Psycho Chip's Z-Burst) should be used if available. Once defeated, the T. Khamen dispenses an Energy Element onto the floor.
Z-Phone Dialogue[edit]
Trivia[edit]
- The jabs made at the Tornado Platform gimmick in Dr. Wily and Knives's Z-Phone calls almost certainly stem from the gimmick's low reputation in the MaGMML community, in part because of its buggy nature in Make a Good Mega Man Level 2, as well as the grief custom costume makers have making rotation sprites for it.
- Two of the level's CDs end up spoiling bosses from Chapter 3's Ghouls n' Ghasts (another level by SVNrenga), potentially long before said stage is unlocked. Because that level has no CDs at all, and many of Chapter 3's CDs were reserved for entries containing spoilers that pertain to MaGMML: Episode Zero's plot, there was unfortunately nowhere else to put their entries. So to anyone doing a blind run, er... be careful when picking up this level's CDs!
- This level, along with BlocBunker and Shift Posting, are the only levels in Episode Zero to have a midboss enemy drop an Energy Element.
Make a Good Mega Man Level: Episode Zero - Chapter 2 Flame Path | |
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Stages | |
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 |