Mega Man Zero 2/Temple of Ice

Items Collected:
Elves Obtained: 3:
 * [[File:MMZ Nurse Elf Icon.PNG]] Cyber-Elf Oreff
 * [[File:MMZ Nurse Elf Icon.PNG]] Cyber-Elf Meloppe
 * [[File:MMZ Hacker Elf Icon.PNG]] Cyber-Elf Clocpull

Mission Requirements

 * Clear Time Limit: 3:00
 * Enemies Killed: 28

The Temple of Ice doesn't create a major hassle like previous areas did, but it's not cut-and-dry. Suprise attacks from the deep and the absurd traps give it the real sense of danger. Watch your step, because you might just wander into the jaws of a Mechaniloid- or worse- spikes. However, all the Cyber-Elves here are in boxes. That makes collecting the group much simpler.

''Beware: this is a do-or-die mission! If you die at any point before the boss, you will have to start the temple all over again!''

The Temple Begins
The entrance is suprisingly quiet, maybe because it's below freezing in the temple. Good thing Zero isn't human, or he'd be frozen solid about now.

It's when you jump into the water that you start meeting enemies. A Jangyo is the first enemy in sight. After you dice it up, Yadokargos show up once again. Destroy their shells and finish them off before you receive gunfire. X Form's souped-up bullets work wonders at this.

Up to the left of the main underwater chambers sits an iceberg. On a return trip, try to explore the area and dash-jump up in the water near the iceberg to see a pillar near it. If you can manage to reach the pillar, wall-jump over onto the iceberg. The Cyber-Elf rests in a box on an even higher up pillar. It's hard to see them, but there ARE spikes sticking out from the ceiling, some to the left, and more to the right. Wall-jump onto the pillar and up to the Elf, or try using the Chain Rod while jumping and reel it in to provide a needed boost. Inside the box is Cyber-Elf Oreff.

In all, there's only 2 Jangyos and 2 Yadokargos in the first room. You can easily sprint out the room and climb up when you need to. The exit shutter is up a wall off to the edge of the room. Ice at the top can trip you up while heading out of here.

Again, no enemies between room, but an empty breather with a Life Energy Capsule at the end. Another, but it isn't as hard as it looks.

Slick Maneuvers
The following room is coated with ice on nearly every walking surface, with spikes waiting at the end. Don't gun it, or you'll give the spikes a painful hug. Snow Garms and Pantheon Guardians patrol every area, like a K9 squad gone bad. Waste every enemy you meet, especially the Snow Garms. Their claws let them move on the ice, but Zero can't get much traction to run away.

First, gain some momentum on the first patch of ice and dash-jump to a ladder sticking out from the wall. Spikes below are no prize, but don't overthink this. To grab hold of a ladder, you've got to hold during your jump as you reach it. Climb up and clear the platform above the ladder with the Saber. Dash onto it, then dash over to the second ladder, or just catch the ledge at the top of it and wall-jump to the top. Take a small jump to the right for an easy Cyber Elf Box that contains Cyber-Elf Meloppe.

Make a medium jump from the second ladder to the left-side platform. Spikes stick out at the end of this wing of the room, but there's no true risk of hitting them. Dash-jump one last time to reach one more ladder, then jump to the ice patch at the very top. Run down the ice, and then perform Sharp Edge (or a downward Saber slash) and drop straight down, right after the platform ends. Hopefully, you'll land on a tiny ledge and slice up a Pantheon Guardian to boot. Dash over the ladder to the shutter in the corner. There's no need to waste time climbing down, or risk it all for a Z-Panel up top.

Your next task is similar to the rising lava in the Temple of Flame: water is gradually flooding the room. It's the opposite from that fiasco: you've got to hitch a ride on a floating iceberg while the water rises.

Arctic Elevator
Stick to the center of the iceberg and enjoy the steady ride up. Well, that's what it would be, if not for some fiendish enemy placements. Two Jangyos will keep leaping over the iceberg from both sides, attempting to strike before you know what hit you. Use the Active Form's mid-air Rolling Slash each time they come near you. Just keep making sushi for a while. Don't fall off the iceberg. You may drop to your death, impact into spikes, or save yourself but fail to get back up there in time.

Soon, Yadokargos begin to pile in from left and right. Smash them with charged Z-Saber strikes, or quick-hitting slash combos. They threaten your damage count more than anything else. When two show up at once, try jumping over the one that has to scurry over to you for some quick revenge.

Somewhere in this area is a Cyber-Elf Box over to the left on a ledge. So you don't blow the mission, come back for it afterward. Jump over to it when it comes within range and free Cyber-Elf Clocpull.

Finally, the water levels off at the top of the room. Dash-jump and exit.

Jaws of the Deep
The last area proves to be the hardest, mainly because of horrible amounts of spikes. Start dashing from the moment you enter the room, and dash jump to the iceberg. Spikes below will seal your fate should you screw up. A Yadokargo also adheres to the ceiling nearby. Smash that crab posthaste. Dash off the edge to the ice over to the right and get through the lower passage without getting hit by Jangyos. Take care crossing another spike pit. As long as you've got enough momentum, you're fine. A Z-Panel also rests up at the far northeast corner of the room. You have to make a jump for it.

Mayday!
At the very end comes the most unwelcoming trap of the temple. You have to make a dash jump of the edge of the ice where the platform ends, and then snap to the left and hug the pillar. Any mistakes are fatal. Jump too slow, too fast, or too far, and that's it. The Chain Rod won't be of any help either. Pass through with the uttmost caution. Wall-jump on the pillar the rest of the way up. The spikes line the entire wall to the right. When you reach the top, dash-jump off the side to clear all the bloodthirsty traps, and reach safety. Stay sharp- a Yadokargo is waiting for you. It has a good chance of fleeing in this big room.

Dash all the way to the end of the ice and jump, holding all the way to the right. You should reach the bottom of the room without meeting a second Yadokargo trying to box you in. Go through the shutter, and you've reached the location of the boss.

Leviathan is waiting for Zero with a sly chuckle. She thinks she's just as bad as Fefnir. She doesn't care so much about the Dark Elf as she does giving Zero his fair share of beatings. She's ready to fight, and in this big room, she's got the advantage.

With a shiny blue glow, she morphs into her Armed Phenomena Mode. The chilling beauty has morphed into a beast more suited to her name- a manta-shaped submarine!

Boss: Leviathan: Armed Phenomena Mode
Leviathan has transformed into her most dangerous form yet. She's definitely tougher coming into this fight, and with an icy floor, this fight could take a while. The Fire Chip is all you've got, plus Z-Saber charged attacks.

Leviathan always starts the fight by backing away and charging in, spinning like a bullet. Dash slightly left and then dash-jump right to dodge her massive wingspan.

Leviathan isn't always moving. When she stops, it's just to launch a wide-range ice attack. Her attacks are marked by her glowing helmet crystal. If it launches a laser-like blast, sharpened snowflakes will rain down all over the room. Smash them before they reach the floor. When they land, they become sharped ice blocks that start floating back up. Fire-attacks do a better job of clearing the way.

If Leviathan's crystal starts charging up, she's about to launch a savage version of her trident attack. Several spears of ice will fly out, and you'll need to run away, but with the icy floor, you should run immediately.