Vertical Vine Venture

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Chapter 2: Vertical Vine Venture

Make a Good Mega Man Level: Episode Zero

MAGMMLEZ-CH2-VerticalVineVenture.png
There's nowhere to go from here but up. No really, you can't go anywhere else.

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 Pukapellys 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

Contact Transcript
ZPhoneWily.png Dr. Wily Vertical Vine Venture?

The ruins that only go straight up? Yeah, it's weird. Nobody knows why it's built like that.

I guess a mysterious ruin is a nice break from a mysterious factory, though.

And, hey, it makes for a great scenic skydiving spot. I take a trip there yearly!

ZPhoneKrantz.png Agent Krantz Vertical Vine Venture?

Oh geez... that place? It's filled with what used to be more generic spike traps, but the vegetation from the surrounding
area overtook the tower, changing their appearance.

They should act mostly the same though, so time your movements carefully.

The higher up areas also have spikes coming from your backside.

On the plus side, if you have a shield of some kind, you might be able to protect against most of the traps!

ZPhoneYamato.png Yamato Man Bone Dragon?

What are those gross bulb things it's coming in and out of?! I'll just... try not to think about it.

Every time it comes out of a bulb there's two things it can do: If its face is red, it'll shoot a large fireball aimed at you,
which you can blow up right in your face by accident if you shoot at it!

Otherwise, it'll just fly by, and only shoot bones aimed at you every time you shoot it.

If you see its face is red, keep your distance!

ZPhoneKnives.png Knives Knives: Oh, you're at the super crazy really tall tower. All overgrown and stuff.

You know, dating at the top of that place COULD be pretty precarious...

Zero: It would be a... shame if you fell off.

Knives: The risk is what makes it such a unique dating spot! Hehehe.

But there's no COOL plants there, like venus fly traps or poison death demons.

The skeleton dragon is also a concern, 'cuz they'd ruin the peace. So maybe not...


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
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