User:TheKman100/Shrine of Nebula Draft
X: Shrine of Nebula | |||||||||||||||||
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"This again? Maybe I should call in some allies…" | |||||||||||||||||
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- "Just past here... is the fated sealing grounds of an ancient evil. None other than... The Shrine of Nebula! These Grey Isles exist outside the boundaries of time, space, and logic... And with the Shrine within my grasp, I'm itching to test their limits!! "
- ―Dr. Regal, just before entering the Shrine.
Shrine of Nebula is the true final stage in Make a Good Mega Man Level 3, accessible from the last island of Tier X after all other Energy Elements in the game have been collected. When Mega Man first approaches the Shrine, he runs into Dr. Regal, who boasts his intention of releasing Nebula Grey for his own evil ends before heading further inside.
Similar to Null and Void from the previous game, the Shrine of Nebula contains several "floors" of mini-stages created by multiple people, only some of which must be completed in order to progress. There are six floors, with the first five each containing eight mini-stage portals, one key, and one Trickster Token, the latter two locked behind gates. An elevator connects all six floors, requiring the key from each floor to open up the floor below. At least two mini-stages on each floor (ten overall) must be completed to reach the bottom floor, while at least four mini-stages on each floor (twenty overall) are required to obtain the last five Trickster Tokens in the game.
Strategy
Floor 1
After a brief, dimly-lit hallway of MetFire and Sparky enemies, Mega Man will arrive at a door leading into the first floor hub. The hub has no gimmicks, just ladders and platforms among the eight mini-stage portals.
Clockwork Castle
- Created by: michaelwave
This level is themed after both a clock tower and a solar inferno, crossing explosive cannons and Mecha Dragon M2s along with lava pits, swinging suns and flame-jet floor tiles.
Mixed & Matched

The enemies in this level all have traits of other Robot Masters: Yonbains that release Solar Blazes upon destruction, Au-Aus that send out Blizzard Attack snowflakes, Returning Monkings that fire off Hard Knuckle fists, and Clock Men-themed Wander Bells that summon lightning bolts. Even the Count Bomb platforms have a springy surprise in them. Frost Lord, a giant Lightning Lord themed after Frost Man, appears as a sub-boss at the end.
Nectar Sector
- Created by: babyjeff
In this hive-themed level, Mega Man contends with several bee enemies, pouring honey hazards, and honeycomb-shaped P-Switches that make certain platforms appear or disappear for a short period of time.
Watch for Rolling Rockmen
- Created by: Snessy
This level has a lot of spike pits, which Mega Man must make careful use of rolling boulders and Move Hovers to traverse.
Castle of Diamonds
- Created by: DetectiveZvarri
This level uses many elements that are either "shiny" (Crystal Man aesthetics, Ringman Platforms, Merserkers) or come from Mega Man 5 (Pukapellies, Twin Cannons, Gravity Flips and Suzy Gs). As such, Crystal Generators are featured quite prominently, with some even firing crystals sideways.
Rock, Rock, Rocket
- Created by: MaestroSinc
This level is themed after a mining camp on a distant planet, with several Pickelman Dadas across the ground (overseen by Guts Man-looking Kakinbatanks), and floating rocks that launch themselves at Mega Man. Sideways-flying Jet Bombs and upward-launching rockets make the terrain even trickier to traverse.
Rusted Cog Keep
- Created by: Incinoratormk4
This level is themed after an old metal processing plant, with several fire-themed enemies, Compactors, and lanterns that create fiery shockwaves on the floor underneath. Geary Dragon appears at the end as a sub-boss.
Scrolling Scrutiny
This level is an upward climb, with several platforms and spikes scrolling continuously from one side of the screen to the other. Some scrolling lines will intermittently stop or change speed, and various Bukisets will complicate the platforming.
Floor 2
The Floor 2 lobby is more spaced out than the Floor 1 lobby, and features Dangan Platforms to access the higher portals.
Run Shoot Think Live
- Created by: Mabrick
This level is themed after a military base, with tank enemies, land mines, bazooka-wielding soldiers and turrets triggered by security lasers. The base also has destructible blocks that send out a Solar Blaze (unless destroyed with Water Shield or Tornado Blow), reminiscent of the thermal generator seen in the background. Takyusha appears at the end as a sub-boss.
Forgotten Tower of Folded Space
This level is an upward climb that makes use of horizontal screen-wrap. A Donkey Joe appears at the top as a sub-boss.
PUBLIC TRANSPORTATION!!!!!
- Created by: InUniverse
This level primarily takes place on an inverted freeway, where a Nitro Truck drives through the center road. Mega Man must use the alcoves and Gravity Flippers to either avoid the Nitro Trucks or jump on top of them.
Deconstruction Zone
- Created by: Solo Oashisu
This construction-themed level is riddled with hazards: Byouz and bomb-dropping Metool Nanas on the ceiling, skateboard robots and Doncatch-esque hammer Spines rolling along the floors, and enough spikes and bottomless pits to warrant Guts Hover travel.
Windy & Ripply Deck
- Created by: 02gn
This level takes place high in the sky, where Mega Man has to contend with both wind effects and robots reskinned to look like Badniks. E101B appears at the end as a sub-boss.
Werewire Wednesday
- Created by: J8-Bit
Taking place within an area reminiscent of the Pandora Palace from Chapter 2 of Deltarune, this level features platforming challenges involving Revealing Tiles illuminated by everything except the player ("Magical Glass") and battery acid which deals damage and teleports the player to safety. Some enemies featured within the level are minor recolors or edits of preexisting Mega Man series enemies, such as the blue-and-yellow Gravitons, and "Mausubeils" – Mousubeils recolored to resemble the Maus enemy from Deltarune. The others are enemies with unique behavior based on designs from Deltarune — Virovirokun travel along a diagonal path bouncing off of solid objects and screen borders, while Werewires prepare themselves with a Plugboy and shoot a spread shot of electricity towards the player at a regular interval.
Rails & Smiles
- Created by: Telaherz
This level gets creative with the rails used for voodoo dolls in Evil Energy Facility. Some rails have attached Blader enemies that buster shots can only push a different way, while others have walls of fatal saw blades. Voodoo dolls (with Blader-shaped heads) are still used, but some are attached to "bike platforms" that Mega Man can stand on while pushing the "driver" along.
The House of Eyes
- Created by: citrusnoelle
This level takes place in a purple-and-black void with massive eyes scrolling in the background, eye-themed Block Trains, eyes that fire various projectiles, and one-eyed enemies like Sniper Joe and Petit Devil. Lavender House Suzy appears at the end as a sub-boss.
Floor 3
The floor 3 lobby has a wind effect that pushes Mega Man across the ramped floor, with all the portals arranged in a roughly horizontal line.
Fizzy Lifting Drinks
- Created by: Gannio
This stage is an homage to the Chip 'n Dale: Rescue Rangers video games, borrowing some of their level assets and enemy designs. The titular drink, which spouts from uncorked bottles and dented pipes, provides a bubbly environment where Mega Man's jump height is increased. Cat Static Lightning Brusher appears at the end as a sub-boss.
Unlikely Alliance
- Created by: Buster
This ninja heist-themed level begins with an introduction to dash tiles; touching one sends Mega Man soaring through the air for a brief period, during which time he can jump out in any direction. Further in, Cut Man assists by tossing Mega Man up from his wall-latch points, and contributes offensively with his own Rolling Cutter. Later trials will coordinate both gimmicks... and require both robots to coordinate in turn.
Gravity of the Situation
- Created by: Trooper3
This level is themed after a space station, with walls indicating a gravity direction similar to levels in Super Mario Galaxy. Adamski, Bukiset and Gravaffu will attempt to hinder Mega Man's process, while Galaxy Man can sometimes be seen waving from the glass windows in the background.
Frog Sign: Wily's Toad
- Created by: TruffledToad
This woodland-themed level contains only three types of enemies: Gerosene, Pole (from Pole Egg barriers that Mega Man needs to destroy) and Petit Snakey. Destroying the head of a Petit Snakey will cause a chain reaction that not only destroys its body like a bomb fuse, but automatically hatches any Pole Eggs ingrained in its segments. Gamoriyu appears at the end of this stage as a sub-boss.
Cliff of Power
- Created by: Spade_Magnes
This mine-themed level has stronger versions of familiar enemies: Ratton that jump more swiftly, Doncatch that can quake the ground even harder, and Battonton that blast self-destructive lightning bolts. Even a pair of signboards have been empowered - blasting a familiar stream of letters at intruders.
Shift Posting 2: The Shift Hits the Fan
- Created by: CWU10P
A successor to Shift Posting from Make a Good Mega Man Level: Episode Zero, this stage contains several platforming challenges that involve shifting fans above and below Mega Man, mostly in conjunction with spikes. Schrodinger's Cat appears at the end of this stage as a sub-boss.
Temporal Swing
- Created by: DragonFogel & snoruntpyro
This level takes place within a clock tower, with swinging pendulums, clock enemies that fire their hands at Mega Man, and walking Count Bombs. Kachikachi appears as a sub-boss near the end, with only two swinging platforms to stand on.
The Hardest Level
This level features a host of enemies with Hard Man's likeness and attacks, including Foot Holders that slam themselves into the ground. Hard Gamarn and Hard Gamadayu appear as a sub-boss, with Hard Splash appearing as a more official boss.
Floor 4
The Floor 4 lobby has its portals arranged in two columns of four, with Yoku Blocks following an upward climbing pattern on one side of each column and a downward falling pattern on the other side.
Nadir of the Crawling Chaos
- Created by: VoidVisitor
This level takes place in a bizarre world of grey Devil-like creatures that serve as enemies, platforms and hazards. Some areas have Evil Energy Acid Drops that agitate the Devil creatures - enemies become stronger and healthier, platforms briefly grow spikes on the top and bottom surfaces, and "Crunchan" become larger and able to attack higher. The giant three-eyed Nadir Devil appears as a sub-boss at the end.
Consequences of Timpani

- Created by: snoruntpyro
In this cliffside level, periodic quakes (indicated by a countdown at the top of the screen) will bounce Mega Man, pickups and enemies high off the ground they were standing on. These quakes often come in conjunction with downward scrolling platforms, Guitar Platforms and spiky ceilings, with one or two Trombys causing trouble where the quakes die down.
Fooley Cooley 2
- Created by: LOLIPOP1136
The main gimmick of this wintry level is snowfall (sometimes sprinkled down by a Fooley) that makes Mega Man invincible while standing under it. A lengthy (and hopefully harmless) walk across a spike pit leads into a series of Key Barrier puzzles involving arrow and napalm traps that will hurt Mega Man if he's not standing under the snowfall.
Don't Shock the Rock!
- Created by: CapedLuigisYoshi
This forest-themed level makes use of the Gravity Button gimmick from Falling System Core, which Mega Man must use to traverse a tree full of electric roots, Lightning Lords, Elecits, Yaffus and Electric Gabyoalls. Devilish Woods appears as a sub-boss at the end, with an electric vine on the floor and four Gravity Buttons at the corners of the room.
Charmingly Haphazard Assortment Of Trials In Chambers
- Created by: Flashman85 & Riguor
This level is a multi-layer gauntlet with enemies and gimmicks from several stage entries.
Shade Spam
- Created by: JaxOf7
This haunted house-themed level is meant to simulate the boss fight against Spamton NEO in Chapter 2 of Deltarune, with close quarters similar to the game's "bullet board". During two auto-scroll sections, waves of Astro Zombieg heads, Battons, Blockies, Pipis, Flying Shells and Moles appear somewhat reminiscent to Spamton NEO's attacks, with Face of VAN (after the first auto-scroll) mimicking his "Eyes, Nose and Mouth" attack, and Shade Spam himself (after the second auto-scroll) mimicking the "Chained Heart" attack.
Before Alterna
This level is an homage to Splatoon, with enemies reskinned to look like Octarians, and Callie & Marie offering Mission Control commentary. Three Octosnipers appear throughout the stage as sub-bosses.
eSports Championship at the Thunderdome
- Created by: Pineappler
This level crosses a sports stadium setting with electric and plant elements - electrified volleyballs tossed back and forth between "Joe Eyed Cotton", Adrenal Cannopellers, Battery Mets, and football-tossing Choker Ohs that charge at Mega Man after getting attacked. In addition, the stage's conveyor belts always change direction when Mega Man turns left or right - orange ones in the same direction, blue ones in the opposite direction. The stage's sub-boss is Theodore Thunderdunk: Owner of the Thundervale Thunderdome.
Floor 5
The floor 5 lobby is much wider than those of previous floors, with conveyor belts and Low Gravity making each of the portals simple enough to reach.
Mobile Blockyade
- Created by: Pineappler
This temple-themed level contains several enemies crossed with Blocky, such as Swim Balls, Bubukan MK-IIs, and Browns. While contending with these detachable enemies, Mega Man must traverse the darker parts of the temple carefully, as the purple platforms, walls and ladders only become visible when he gets close to them.
The Chomp Attacker
- Created by: Soulephant
This level is themed after a sewer, with Deispiders, Pole Eggs, and Kamegoro Tornadoes in the murky water. The titular boss, Gharial Man, appears throughout the stage to slow Mega Man down, either by firing wall-crawling Gharial Drones or lunging out of the water to ambush him. Gharial Man can be damaged when he appears on screen, weakening him before his boss fight, if not skipping him altogether.
Cuts & Scraps
- Created by: CWU01P
A level that prides itself on using multiple assets that weren't used anywhere else in MaGMML3; including devkit enemies such as L.E.C and Snippscissor, unused assets submitted with entries (including the miniboss Big Pets 2: This Time, He Has An Axe), alternate palettes and appearances for enemies and gimmicks (such as the Wily Star variant of Uranus Platforms), and even devkit tilesets. A gimmick unique to the stage are Mercury Conveyors from Mega Man V, which swap directions at random intervals.
Sniper Armor Certified
- Created by: ThatEntityGirl
This level, reminiscent of Flash Man's stage, allows Mega Man to pilot an empty Sniper Armor mech. The Sniper Armor can stomp enemies, walk across spikes, and fire a spread shot of bullets, but takes damage separately from Mega Man, exploding for a few seconds after rescuing its limit. Returning Flash Armor appears at the end as a sub-boss.
Shock Chaser
- Created by: snoruntpyro
This toy store-themed level features several platforming challenges involving Top Lifts, top- and electric-themed enemies, and Spine-esque top hazards that always try to spin toward Mega Man. Top Dummy appears at the end as a sub-boss.
Defeat the Mecha Spear Man!
- Created by: Scatman's World
This level crosses the sewer setting of Pipe Man with the spear-toting enemies and "charging" challenges of Wario Land II. The titular Mecha Spear Man appears as a boss at the end of the stage.
Restored Beta
- Created by: Spin Attaxx
Ths stage depicts none other than Tier 1, now in a restored and functional state, with uncovered spikes and enemies in its corridors. A recreation of the tier's layout quickly gives way to an industrial Wily stage reminiscent of those from the original Mega Man, as several of the rejected Robot Master prototypes come to life as minor enemies. Other noteworthy features include a return of the blue and orange conveyors from Metall Man's Metall Factory, the rarely-seen Wily Star variant of Feeber – whose solid, heavy bubbles are needed to cross spikes – and a shifting crusher corridor similar to the one from Wily Castle 1 in Mega Man 5.
MM8Rushdius
- Created by: Zatsupachi
This level functions more as a side-scrolling shoot-'em-up (akin to Gradius or Mega Man 8's Rush Jet sections) than a typical platforming level. Like the Stone Butterfly boss fight from the previous game, only a small red dot on Mega Man's chest takes damage, and like the MM8 Rush Jet sections, there are power-up capsules that can summon Auto, Eddie and Beat to assist, or allow Rush to fire bullets. Great Core appears at the end as a sub-boss.
Finale
After clearing five floors, the player finds themselves in an empty hallway with several chains and pillars in the background, as well as a Yasichi and a Tank Vending Machine in the foreground. Moving further right will begin the fight against the Pillar of Nebula, awakened by Dr. Regal's interference, followed by Nebula Grey itself. Defeating Nebula Grey will reward the player with the game's true credits, as well as the final Energy Element.
Notes
- "Deconstruction Zone" utilizes a great amount of unused content throughout the Mega Man series: the Metool Nanas, unused from Mega Man 2; the city background and Spark Man spikes & ladders from Mega Man 3; the unused hammer enemies and Tonedall graphics from Mega Man 5; and the surfer enemies from Mega Man 9.
Make a Good Mega Man Level 3 - Tier X | |
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Stages | |
Ancient Wastelands Gate • Erm... Watt the Shock! • Smashed Into Pieces • Sparkling Shrimp Stew • Olive Bomber • HI-R@SE BOTANIX • Mega Man In Wonderland • Note Woman • Genie's Alley • Secret to No One • Thermae Man • Detergent Determination • The Quickening 3D • Deserted Sector G-009 • Big Ugly Mess 2: Acting Unwise • Hollow Elysium • Return to Universe City V • Shrine of Nebula | |
List of Bosses | |
Crag Infested Galleon • Lava Stone Man • King Leonis • Stronger • GEORGE • Small Fry Swarm • Eye of Btd'nhan • Diabolico • Giga Rabbot • Jabber Walker • Queen of Hearts • Note Woman • Mist Man & Bowl Man • Angler Fish • Onox • Thermae Man • Swaduron • Beam Drone Trap • Impresaria • Grandpa Volt • Volt Boss the Refurbished • Volt Man the Annihilator | |
Shrine of Nebula Bosses | |
Gharial Man • Great Core • Hard Splash • Nadir Devil • Returning Flash Armor • Shade Spam • Top Dummy | |
True Final Boss | |
Nebula Grey |