Mega Man Zero 2 - Forest of Notus [100 Point Item Collection Run]
The concept for this fully-comprehensive item collection run of the Forest of Notus was inspired by @cheesyweezy866, who suggested that I look into finding a cool way to collect the infamous, nefariously placed Cyber-Elf that resides in the skies. I decided to take this idea and expand upon it, intrepidly exploring the whole level and having Zero grab every bit of treasure possible.
It goes without saying that seeking to collect every item in any given stage will increase navigational complexity, but the Forest of Notus is especially remarkable due to how expansive it is. There are myriad branching paths and hidden alcoves that are simply ignored during a regular run, many of which demand rigorous use of the Chain Rod to traverse efficiently. In this run, I sought to piece together a quick, stylish route that picks up every deliberately placed item within the stage. The only enemy drops I go out of my way to snatch up are Cyber-Elves; otherwise, I leave dropped health and energy crystals behind since the value of item collection is more so related to engaging with the level design as opposed to actual material gain.
So, what goodies are available for plundering here? Let’s recount:
-6 Cyber-Elves stashed in various boxes hidden around the forest and ruins.
-2 Cyber-Elves gained from defeating 5 Caterpulls and 6 Shurubon.
-A Sub Tank, along with numerous health pickups that can fill said Sub Tank.
-A fiesta’s worth of Energy Crystals strewn about every single nook and cranny imaginable.
-2 extra lives, which are oh so helpful in a no-damage run.
I open the stage by taking Proto Man’s sage advice and immediately burning the forest down with Tenshouzan. It’s not mandatory, but given that this is a collectathon, it’s important for viewers to actually see the items being picked up instead of a sea of green. That aside, the extra height that flame-powered Tenshouzan receives is helpful in a few moments, so the Flame Chip stays equipped throughout. Thankfully, there’s no tedium involved in acquiring the Cyber-Elves from the Caterpulls and Shurubons; the Caterpulls spawn high-up among the burned trees while the Shurubons have a particularly convenient farming spot shortly thereafter.
Following that is a precision jumping and Chain Rod swinging gauntlet from hell that guards the elusive Cyber-Elf Hafmarmn, whose bizarre name hints at the function of halving boss health. To start, the jump required just to land on top of the floating blue platform is precise to the point that I’m unable to rationalize what exactly Inti was thinking. The challenge is evidently supposed to be one of mastering the Chain Rod’s physics, so having a high barrier of entry in the form of such a demanding jump makes little sense. It was imperative to me that I cleanly make this jump in one take during the run, so I spent a solid amount of time practicing it.
Even when you do make the jump, the issue of dealing with the Chain Rod’s fickle grapple mechanics remains. I skip some of the swinging antics by jumping across a few platforms, but eventually, you’ll have to obey the designer’s intent and latch onto a platform with the Chain. It may seem like I spend excessive time gathering momentum, but it’s necessary to ensure that the Chain properly hooks onto the next target; it’s a common thing to come up short despite the Chain visually intersecting the platform—the usual infuriatingly lovely hitbox jank. Thankfully, the return trip can be handled by Zero bounding across the skies, but the reprieve is sadly brief, as immediately afterward, there’s another instance of awkward—albeit less intense—Chain manipulation needed to swipe some incredibly well hidden EC and an extra life atop a tall climb laden with protruding ledges.
With the outdoor section dusted, let's talk about the Pantheon Hammers. These buffed-up buffoons are quite the nuisance, often guarding the path forward. Generally, leaping around them is preferable unless you can perform a satisfying Sharp Edge bisection. However, a couple of them are perfectly placed to show off some Chain Rod robbery, so I bereave them of their defenses and greet them with a Kougenjin to the face.
The ruins are quite constricted; there’s a lot of specific action needed to smoothly slink past all the obstacles and enemies without breaking pace. It wouldn’t be terribly intimidating on its own, but given the preceding section, nerves play a large factor. Miraculously, I made it through on my first attempt after nabbing Hafmarmn—a testament to extensive practice.
As luck would have it, this fight against Burble is probably the most chaotic one I've ever had, outside of the minimalist challenge I did. He basically does nothing other than summon Caterpulls for the entire fight, and there's no amount of prep that can save you from that. Honestly, given how much panic he can induce, Burble's a fairly solid stand-in for Phantom.
Thanks for watching!
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