Dr. Wily's Secret Bunker
| Chapter 1 : Dr. Wily's Secret Bunker|
|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. 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 chip 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 the bunker, and Wily himself will open up his workshop and can be called again. This occurs strictly for gameplay purposes and is non-canon to the game's storyline.
Points of Interest
Dr. Wily's Workshop
To check up on the Doctor's progress (when he isn't on vacation or locked behind the door while cackling maniacally), stop by the Workshop to the far right on the ground floor.
The Ultimate Choice
- Main article: The Ultimate Choice
To the far left on the lower floor, Mega Water S runs The Ultimate Choice, the game's equivalent of The Arena, where Zero can attempt boss rushes of various lengths and difficulties, with the prizes being bolts (and CDs at higher difficulties). The player can also create their own custom arenas.
In place of Eddie, Reggae runs a shop selling items and upgrades to Zero.
|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.|
|W-Tank||10||Adds a W-Tank to Zero's inventory, allowing for a one-time use on-demand full refill of one weapon. This does not include Chip energy.|
|M-Tank||50||Adds an M-Tank to Zero's inventory, allowing for a one-time use on-demand full refill of health and all weapon energy. This does not include Chip energy.|
|Hasty Costume||250||A costume of Zero's signature crudely-drawn MaGMML design. If the player's starting costume was Hasty Zero, this is already purchased.|
|Original Costume||250||A costume of Zero's original blueprints, similar to that of the Mega Man Xtreme games. If the player's starting costume was Original Zero, this is already purchased.|
|Hooded Costume||250||A costume of Zero's hooded disguise from Make a Good Mega Man Level 2. If the player inputted a secret code to use Hooded Zero as a starting costume, this is already purchased.|
|Energy Saver||800||Halves ammo consumption for the Z-Saber, Z-Burst, and Blank Drive.|
|Skull Amulet||250||If Zero has at least two points of health, a normally fatal blow will now leave him with only one point of health left.|
|Earth Gaizer||300||At full health, stomping on the ground will generate explosions capable of damaging enemies.|
|Shot Eraser||800||The Z-Saber will now be capable of blocking projectiles.|
|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.|
Unlike Mega City, the number of NPCs in the bunker is small and fixed, and is comprised exclusively of robots loyal to Dr. Wily (as well as the mad doctor himself). However, some of their dialogue will change at certain Energy Element thresholds. After collecting 27 Energy Elements in Chapter 2, every NPC except for Reggae vanishes from the bunker, but they will return after clearing Null and Void.
- Prior to version 1.1 of MaGMML: Episode Zero, the bunker had much more basic tiling, using the same tiles as Stone Man's stage from Mega Man 5.
- Various Wily Machines are visible in the background of the bunker since version 1.1; specifically Wily Machine 6, Wily Machine 10, and Wily Machine SWORD.
|Make a Good Mega Man Level: Episode Zero - Chapter 1|
|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|
|List of 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|
|Mega City • Dr. Wily's Secret Bunker|