Difference between revisions of "Vertical Vine Venture"
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| − | The first screen introduces [[Ibaroid]]s; spiked vines that poke outwards at regular intervals. They appear throughout the following screens as traps to be avoided, while [[Pukapelly]] | + | The first screen introduces [[Ibaroid]]s; spiked vines that poke outwards at regular intervals. They appear throughout the following screens as traps to be avoided, while [[Pukapelly|Pukapellies]] fly after Zero; however, the [[Z-Burst]] can easily deal with them in one strike. The section above has two paths leading upward; one has [[Hanabiran Clock Arm]]s as hazards (and a few small Bolts), while the other uses Ibaroids. Both paths meet up at an area with [[Shift|shifting]] spikes, which aren't lethal like typical spikes. One checkpoint later, and Zero takes a door to [[Falling Tower|an elevator]] that rises past rows of static and shifting spikes, as well as Hanabiran Clock Arms and falling Nombrellans. If the [[Icicle Chip]] has been collected by this point, the [[Blank Drive|Icicle Drive]]'s shield can be used to completely ignore the spikes, which won't even affect the shield's durability. Even without it, the spikes can't crush Zero if he stands between them and the ground. |
A few screens after the elevator, [[Illusian]]s start appearing, and will create fake spikes over empty space while turning real spikes invisible. Ranged weapons that can reach Illusians quickly (such as the [[Zap Chip]]'s [[Z-Saber]] or the [[Cutter Chip]]'s Blank Drive) are ideal to avoid becoming confused. A little higher up, more Pukapellys and gimmicks try to damage Zero, with the moving spikes adopting more complex and varied movement patterns over simple left/right movement. Just before the end, a second elevator ride occurs, again featuring moving spikes (albeit grouped together in larger numbers and placed closer to each other). Illusians will often fly by and cover up safe spots between spike rows, and with how quickly they appear at the top of the screen, often the only safe way to get by is to memorize where they stop. At the very top of the tower, the boss [[Bone Dragon]] is challenged for an [[Energy Element]]. | A few screens after the elevator, [[Illusian]]s start appearing, and will create fake spikes over empty space while turning real spikes invisible. Ranged weapons that can reach Illusians quickly (such as the [[Zap Chip]]'s [[Z-Saber]] or the [[Cutter Chip]]'s Blank Drive) are ideal to avoid becoming confused. A little higher up, more Pukapellys and gimmicks try to damage Zero, with the moving spikes adopting more complex and varied movement patterns over simple left/right movement. Just before the end, a second elevator ride occurs, again featuring moving spikes (albeit grouped together in larger numbers and placed closer to each other). Illusians will often fly by and cover up safe spots between spike rows, and with how quickly they appear at the top of the screen, often the only safe way to get by is to memorize where they stop. At the very top of the tower, the boss [[Bone Dragon]] is challenged for an [[Energy Element]]. | ||
Revision as of 20:26, 8 October 2021
| Chapter 2: Vertical Vine Venture | ||||||||||||||||||||||||||||
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| There's nowhere to go from here but up. No really, you can't go anywhere else. | ||||||||||||||||||||||||||||
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Vertical Vine Venture is the second level on the path to the Psycho Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. After going deep into the woods, Zero finds a tall ruined tower overgrown with vegetation, from thorny vines that jut in and out of small vents, to spiked plants that move back and forth across an area. Notably, progression through the level is entirely vertical, with almost no sidepaths and the screen never once moving left or right.
Strategy
The first screen introduces Ibaroids; spiked vines that poke outwards at regular intervals. They appear throughout the following screens as traps to be avoided, while Pukapellies fly after Zero; however, the Z-Burst can easily deal with them in one strike. The section above has two paths leading upward; one has Hanabiran Clock Arms as hazards (and a few small Bolts), while the other uses Ibaroids. Both paths meet up at an area with shifting spikes, which aren't lethal like typical spikes. One checkpoint later, and Zero takes a door to an elevator that rises past rows of static and shifting spikes, as well as Hanabiran Clock Arms and falling Nombrellans. If the Icicle Chip has been collected by this point, the Icicle Drive's shield can be used to completely ignore the spikes, which won't even affect the shield's durability. Even without it, the spikes can't crush Zero if he stands between them and the ground.
A few screens after the elevator, Illusians start appearing, and will create fake spikes over empty space while turning real spikes invisible. Ranged weapons that can reach Illusians quickly (such as the Zap Chip's Z-Saber or the Cutter Chip's Blank Drive) are ideal to avoid becoming confused. A little higher up, more Pukapellys and gimmicks try to damage Zero, with the moving spikes adopting more complex and varied movement patterns over simple left/right movement. Just before the end, a second elevator ride occurs, again featuring moving spikes (albeit grouped together in larger numbers and placed closer to each other). Illusians will often fly by and cover up safe spots between spike rows, and with how quickly they appear at the top of the screen, often the only safe way to get by is to memorize where they stop. At the very top of the tower, the boss Bone Dragon is challenged for an Energy Element.
Z-Phone Dialogue
Trivia
- Vertical Vine Venture is one of three levels in Episode Zero where Zero talks exclusively to Agent Stern when he calls Agent Krantz's Z-Phone number, the other two levels being Gusty Gorge and Surfboard Showdown.
| Make a Good Mega Man Level: Episode Zero - Chapter 2 Psycho Path | |
|---|---|
| Stages | |
| 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 | |
