| Chapter 2 : Wicked Waterworks|
|A shot to the face, or a shot in the back? This truly is wicked.|
Wicked Waterworks is the seventh level on the path to the Psycho Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. A large network of pipes connected to Bubble Base, the level has Zero navigate through watery areas: some on dry land with water gushing between pipes, others being completely submerged and littered with spikes and aquatic security robots. These underwater areas are also home to currents that will push him in a certain direction, often towards pits or spikes. Altogether, these elements combine for a level that can be one of the hardest in Zero's journey.
Beginning on dry land, the first part of the stage consists of jumping over pits and in between pipes, while avoiding B Bitters in the ground and Haiker Ns that plug themselves into gaps. Also present in this part are Waterfalls that push against Zero and weigh down his jumps. Towards the first body of water, a trio of Shield Attacker Ds attempt to slam into Zero once they're scrolled onscreen, but can be dealt with by the Z-Saber. Down underwater, Okosupaikus wait to be triggered before they start chasing Zero, exploding and releasing four spikes after a short time. Three of them guard a CD in one screen, and with pits nearby, collecting it without dying can be difficult. The next few screens have currents that push Zero either backwards or forwards, with spikes everywhere while enemies attack. The airdash is often a reliable way to cross over pits without accidentally jumping into a spike.
Just after resurfacing from the water, a ceiling-mounted Sprinklar is encountered while shooting a spray of water bubbles. Several more are seen in the next section, while B Bitters lie in the ground below. As attacking them is difficult without reliable weapons that go upwards (e.g. the Zap Saber or the Z-Burst), it's typically necessary to avoid their shots, either by staying out of their range, or using platforms as shelter. Shortly afterwards, the subboss Haiker G is encountered, with a waterfall making the jump to the exit a little more difficult. This comes into further play after the next checkpoint, as waterfalls are more deliberately placed to make jumping more hazardous by quickly pushing Zero down. However, they cannot affect him while airdashing, making it invaluable when crossing through. Another CD lies in the open towards the end of the section, above a pit and beneath a waterfall. The only way to grab it without dying is to airdash as soon as Zero touches it.
The final section of the level is an underwater area with a current moving from the left, with pits and spikes once again being common hazards. While it's recommended that Zero moves slowly and carefully, the constant spawning of M-445s from above forces him to always keep moving. The level's third and final CD lies in a small alcove, surrounded by pits, spikes, tiny platforms, and an Okusupaiku floating right next to it. All of this, alongside the current and descending M-445s, makes for a CD that is extremely difficult to obtain without dying in the process. At the very end, the current quickly speeds up, carrying Zero into a corridor lined with spikes, before ending at the entrance to CWU-41B. Fortunately, a checkpoint is present at this stage.
- The level has three hidden rooms, all hidden behind fake walls. However, nothing is hidden behind them other than Tanks.
- The original submitted version of Wicked Waterworks had all of its spikes instantly kill on contact. In the final game, they were replaced with Damage Spikes that deal 7 damage, as the level was deemed too difficult otherwise.
|Make a Good Mega Man Level: Episode Zero - Chapter 2 Psycho Path|
|The Red Woods • Vertical Vine Venture • String Theory • Cursor Corruption • Temporal Pillar • Bubble Base • Wicked Waterworks • In the Flesh • Space Jam|
|List of Bosses|
|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|