Scarlet Temple

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Chapter 2: Scarlet Temple

Make a Good Mega Man Level: Episode Zero

MAGMMLEZ-CH2-ScarletTemple.png
Not pictured: the cool, refreshing breeze that's trying to push you into a pit.

Scarlet Temple is the fifth level on the path to the Flame Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. Beyond the perils of deforestation, an ancient temple is the next destination in Zero's journey. Though old, it is anything but abandoned, with enemy robots of all kinds lurking inside, most prominently Armaroids and perpetually-spawning Swalloweggs. The biggest threat, however, is the powerful and volatile wind, caused by a cool breeze and the temple's proximity to Hot Steps. The speed and direction of the wind changes multiple times, but symbols in the background denote where the wind will change directions or even stop. Mercifully, however, every spike in the level is a Damage Spike that does 7 points of damage instead of instantly killing Zero.

Strategy

The first few challenges are little more than avoiding bottomless pits while Totem Polens and Battontons stand in Zero's way, but soon enough Tomahawk Platforms are introduced as a core gimmick, often flying over bottomless pits or near spikes. In such situations, airdashing when the next platform is lower than Zero is a safe way of crossing from one to the other. Also introduced are Armaroids, who typically stay far away from Zero and fire homing missiles; the Z-Saber can effortlessly cut them apart even when inside their shielded shells, however. Eventually, at the top of a vertical scrolling section, one Tomahawk Platform lines itself up with a one-tile gap in the right wall. By dashing through this, Zero arrives in a spike-lined room containing a CD, as well as four Tomahawk Platforms to cross to reach it.

After the first checkpoint is a breather corridor populated by Returning Monkings, followed by the first appearance of the level's second major gimmick, Tengu Wind, as it blows to the left. Just beyond a small number of enemies is a background pillar with an arrow pointing to the right; once Zero crosses it, the wind changes direction and blows in that direction, carrying him over a small number of spikes. Down below, two Swalloweggs fly in from inaccessible passageways, attempting to hit Zero with their jet eggs. The next few screens focus on the changing Tengu Wind as an obstacle, with it constantly threatening to blow him into hazards such as enemies, spikes, or pits. After reaching a checkpoint in an indoors area, Zero must cross a long bottomless pit over a series of Tomahawk Platforms before reaching another checkpoint not so long afterwards.

From here, Tengu Wind is used in conjunction with Tomahawk Platforms, leading to a number of stressful challenges (such as airdashing through two rows of spikes while being sure to land on a Tomahawk Platform) thanks to the added horizontal movement. If the Psycho Chip has been collected prior to this level, the low gravity it gives Zero can help with landing on a platform safely, and correcting airdashes that go too far. At another checkpoint with two Tomahawk Platforms, taking the left one up to the top will bring Zero to a secret area with a CD and an E-Tank, and getting both involves using the wind to reach a Tomahawk Platform over spikes. The last few rooms of the level can get very tight, demanding tricky and precise jumps onto Tomahawk Platforms while a powerful wind blows in all directions, but mercifully checkpoints are never far behind, so Zero can get back to it quickly should he die. Though difficult and stressful, at the end an Energy Element sits on a ledge in a harmless room.

Z-Phone Dialogue

Contact Transcript
ZPhoneWily.png Dr. Wily Scarlet Temple?

Hah! That place is pretty old, and yet it's orphaned between all of these factories and military complexes.

I just think it's funny. I may be evil, but I'm not one to desecrate ancient grounds! ...That's the military's job.

It's pretty precarious, though, so try to stay in the air as much as possible.

ZPhoneKrantz.png Agent Krantz Zero: Scarlet Temple?

What should I look out for here?

Krantz: Wind.

The heat coming from Hot Steps, combined with the cool breeze south of here, creates an unstable wind pattern.

Combine that with how high up you are, and this area can be pretty tough.

Don't lose hope, though! Remember that you have an air dash that can correct your movements.

You might also have chips that can adjust your movement speed so you have an easier time.

Additionally, the area has arrow markers for where the wind will change.

Most enemies here should be pretty simple, but Armaroids will take a lot of punishment from projectiles.

If you use the saber though, it should be cut down easily.

ZPhoneGalaxy.png Galaxy Man (CD #1): Be on the lookout for a tight passage when you're in the temple, and airdash through it!

Once you do that, just be careful on all those platforms and the CD'll be yours!

(CD #2): Keep your eyes peeled for any kind of open ceiling during a resting spot, and ride a platform up!

Once you've hitched your ride, the prize should be in plain sight!

ZPhoneKnives.png Knives Knives: Ancient temple that JUST has pits everywhere? Come on, you can get more violent than that!!

This area's super lame when it comes to ancient places. None of them have REALLY deadly traps.

Zero: ...What would be more deadly, dare I ask?

Knives: You know, poison arrows, live grenades, lava cauldrons, old recalled lead paint...

Meanwhile, we just have boring old PITS AND SPIKES. I blame the Masons.

Notes

  • Scarlet Temple is inspired by Komuso Temple from Make a Good Mega Man Level 2, albeit very loosely; only the focus on Tomahawk Platforms as a gimmick was used from it.
  • The jungle background is taken from Mega Man Maker, where it is an 8-bit rendition of Sword Man's background from Mega Man 8.
  • Originally, instant death spikes were intended to be used alongside damage spikes; the latter would have been coloured yellow to distinguish them from the lethal kind's red.
  • A giant robot dragon that fired small tornadoes was planned as a boss for Scarlet Temple, and sprites for it were made, but the boss itself was never completed and ultimately cut from the level.


Make a Good Mega Man Level: Episode Zero - Chapter 2 Flame Path
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
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