Difference between revisions of "Dr. Wily's Secret Bunker"

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|A costume of Zero's hooded disguise from [[Make a Good Mega Man Level 2]].
 
|A costume of Zero's hooded disguise from [[Make a Good Mega Man Level 2]].
 
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Revision as of 12:07, 2 July 2020

Chapter 1: Dr. Wily's Secret Bunker

Make a Good Mega Man Level: Episode Zero

MaGMMLEZ-CH1-DrWily'sSecretBunker.png
The (Current) Center of Devious Scheming!


Dr. Wily's Secret Bunker is one of the hub areas in Make a Good Mega Man Level: Episode Zero. The current base for Dr. Albert W. Wily's latest schemes, Zero finally arrives after making his way through Chapter 1's stages, much to the doctor's surprise. Once inside, Wily tasks Zero with continuing to collect Energy Elements as a viable power source for his latest project, the Reality Core, as Zero's crude base programming and rushed body will distance him from other Wily bots. Zero is then given a communications device, the Z-Phone, and sent to figure out a lead.

Once a ways into Chapter 2, Dr. Wily begins to vent frustrations at the roadblocks regarding the Reality Core, and decides to take "an evil vacation." However, upon clearing 27 levels in Chapter 2 (the equivalent to three paths), tremors sound from the bunker and the Wily Bots (minus Reggae) make a break for it. Wily had suddenly returned, and with a newfound mania, begins making heavy progress on the Reality Core, shooing off Zero's services, no longer answering his phone, and leading Zero (after a moment of anger) to put focus into what he actually wanted to do; that being tracking down SRARA and making a name for himself as a hero. Once leaving the bunker, S.R.A.R.A. HQ is unlocked.

After completing the game, the NPCs will return to Dr. Wily's Bunker and Wily himself will open up his workshop and can be called again.

Points of Interest

  • Dr. Wily's Workshop: To check up on the Doctor's progress (when he isn't on vacation or locked the door and started cackling maniacally), stop by the Workshop to the far right of the ground floor.
  • The Ultimate Choice: To the far left on the lower floor, Mega Water S. runs the game's equivalent of The Arena, the Ultimate Choice, where Zero can attempt boss rushes of various difficulties, with the prizes being bolts (and CDs at higher difficulties). After completing the game, the player is able to create their own custom Arenas.
  • Reggae's Shop: In place of Eddie, Zero has Reggae to be sold items and upgrades.

Items

Name Bolts Description
Etank.png E-Tank 15 Adds an E-Tank to Zero's inventory, allowing for a one-time use on-demand health refill in the pause menu.
Wtank.png W-Tank 10 Adds an W-Tank to Mega Man's inventory, allowing for a one-time use on-demand full refill one weapon. This does not include Chip energy.
Mtank.png M-Tank 50 Adds an M-Tank to Mega Man's inventory, allowing for a one-time use on-demand full refill of health and all weapon energy. This does not include Chip energy.
File:Zerocostume.png Hasty Costume 250 A costume of Zero's signature crudely-drawn MaGMML design. If your starting costume was Hasty Zero, this is already purchased.
File:Originalzerocostume.png Original Costume 250 A costume of Zero's original blueprints, similar to that of the Mega Man X-Treme games. If your starting costume was Original Zero, this is already purchased.
File:Hoodedzerocostume.png Hooded Costume 250 A costume of Zero's hooded disguise from Make a Good Mega Man Level 2.
File:Energysaverzero.png Energy Saver 800 Halves ammo consumption for the Z-Saber, Z-Burst and Blank Drive
Skullamulet.png Skull Amulet 250 If Zero has at least two health, a normally fatal blow will now leave him with only one health left.
File:Earthgaizer.png Earth Gaizer 300 At full health, stomping on the ground will generate explosions capable of damaging enemies.
File:Shoteraser.png Shot Eraser 800 The Z-Saber will now be capable of blocking projectiles.
DoubleJumpIcon.png Double Jump 999 Allows Zero to jump a second time in midair. Only purchasable after completing 27 Chapter 2 levels and unlocking S.R.A.R.A. HQ.

Trivia