Mega Man Zero 2 - Temple of Ice [Buster Only 100 Point S Rank]
In this run of the Temple of Ice, I’ll be playing under the following conditions as suggested by @cheesyweezy866: Buster only, no element chips and no EX Skills. Although it wasn’t specified, I’ll also be sticking to Normal Form Zero, with the Buster Shot level at 2, meaning that I don’t have access to Quick Charge. Those familiar with the stage will know that the Buster is a less-than-ideal weapon for tackling the foes within. The primary annoyance when navigating the slippery halls is the abundance of Yadokroids, whose shells deflect all gunfire, effectively granting them invincibility. Armed Phenomenon Leviathan also requires a great deal more care to escape intact when deprived of the ability to melt everything she throws at you with a flame-augmented Tehshouzan.
The stage opens as it usually does: slaughtering the same two fish repeatedly to reach the required enemy score. My inability to damage Yadokroids is the primary reason for the detour, but thankfully, I can cut my time here short thanks to how I approach the de facto elevator section.
Without the Chain Rod, crossing the spike pit in the icy ladder room is impossible unless you opt for a damage boost. Thus, I’m forced to climb up and around this structure for what feels like the first time in a decade; I’d honestly forgotten the layout of the room. Preparing a charged shot for the guard dog at the entrance is key, it’s not guaranteed to jump over Zero. Just as imperative is that you immediately jump upon arriving at the top of the first ladder, shooting the Pantheon before it can intercept you. A tricky wall jump off a high corner is needed to quickly ascend to the top of the room, but exercise caution as a dog will occasionally obstruct the top of the second ladder; a half-charged shot won’t outright destroy it, but it will inflict knockback, sending the robotic canine plummeting down.
Concerning the skip in the rising water room, the Z2 TAS proves that it’s technically possible to climb the whole room without the Chain Rod, but I’m unsure of how viable it is for humans to pull that trick off. Difficulty aside, I decided against incorporating it as I felt that doing so would belie one of the core tenets of the challenge: dealing with the Yadokroids assaulting Zero on the ice platform. Luckily, the solution is fairly straightforward. The Yadokroids are proximity-activated; they won’t so much as lift their shells if you don’t loiter in their vicinity. By standing on the left edge of the ice block, I’m granted a safe trip through most of this room, leaving me time to snipe some fish to compensate for a shorter-than-usual farming session in the opening room.
Three Yadokroids lie in wait near the top, with two of them occupying opposing sides of the room. No matter where you stand on the ice block, at least one of them will see fit to hop down and ruin your day. Here, some enemy manipulation comes into play: by wall jumping beneath the ledge housing the left Yadokroid, you activate its routine prematurely. It’ll hop toward the left wall before attempting to hop back onto the ice block, but since its spacing was disrupted beforehand, it’ll amusingly careen into the abyss below. Wait for the water level to rise above the Yadokroid on the right, then wall jump your way up to safety; be mindful of the fish and their Cheep Cheep routine on your way up.
As alluded to, AP Leviathan is rather troublesome; the Buster is ill-suited to managing her assortment of bulky projectiles. Furthermore, the hitbox surrounding her head has an aggravating propensity to stymie charged shots even when it looks like they should hit. It’s not the most precise thing in the world, but as is seen near the start of the fight, it’s easy to completely waste a full charge.
Leviathan’s charges can either track Zero’s vertical position or have her fly above while guiding a set of fish-like spears. There’s seemingly no cue for which will be selected, so I jump preemptively to bait the former variety. While jumping, you have a chance to land a shot as she charges at Zero. Likewise, when she summons her frigid companions to form an ice cage, I dash to the opposite end and slide down the wall, positioning Zero to catch her with a shot.
Neither Ice Arrow nor Ice Laser are distressing on their own; they have distinct audio cues, and even when combined, there’s plenty of space to maneuver so long as you don’t panic and let the ice physics get the best of you. Predictably, the homing pair of Ice Dragons are responsible for the majority of failures. These stout area-denying menaces must be guided carefully and quickly disposed of; leaving them be creates tense situations once Leviathan mixes them with other projectiles and unpredictable swimming. Of course, I outright ignore my own advice, dallying for a while at the end of the fight in hopes of encountering some interesting scenarios.
Thanks for watching! Feel free to leave any comments or questions you may have.
Other Videos By DZ3
Other Statistics
Mega Man Zero 2 Statistics For DZ3
There are 62,954 views in 19 videos for Mega Man Zero 2. The game makes up 1 hour of published video on his channel, roughly 9.01% of Mega Man Zero 2 content that DZ3 has uploaded to YouTube.