Mega Man Zero 2/Power Room: Phoenix Magnion

For this particular mission, Elpizo is acting on a rumor that an arms factory is situated close to the Resistance Base. His scouts found reactors that give it a steady supply of electricity, and if Zero were to destroy them, it would reduce the amount of troops Neo Arcadia would have at the ready.

If you succeed with this mission, you'll discover that every single type of Pantheon in all of the first four mission areas will be eliminated, permanently. This will make a lot of the missions far easier, but hinder your chances of higher kill rates in the levels.

Unlike the other missions you can pick, this one isn't set in a linear path. In order to complete it, you need to find four reactors and destroy them. The last one you destroy will trigger the boss to appear, and also affect the difficulty of the battle. This also means you'll need use of the Escape function should you chose to come back.

There are even hidden side areas you can enter, and a higher-than-normal time limit to complete this mission and get full points, but what you need to focus on is the fastest and safest path to get there so you can come back. You'll find the Sub Tank from the Forest of Dysis is definitely your best friend here.

Entrance and Branching Paths
When you first reach the Power Room, you'll be a short distance outside. Go slightly further and you'll run into Pantheon Gunners. Blast your way through with short Charge Shots and keep dashing on.

Right after you climb a stairwell and get past a Pantheon Gunner, you'll reach a generator that sends out infinite numbers of Tellybombs, a throwback to the original Tellies from classic Mega Man. Only one comes out at a time, and one won't appear unless the last is destroyed. However, these enemies can be a severe nuisance, as they don't just fall apart when destroyed; they explode, damaging you if you get in the blast range. They home in on you, but go flying if hit by any weapon, then explode when they crash into anything.

As it so happens, a Cyber-Elf Box is right next to the first Tellybomb generator. Lure one close enough to whack it with your Z-Saber, although any weapon will do(just as long as you don't pull it to you if you use the Chain Rod). With a proper strike, it will smash into the flimsy wall blocking access to the Cyber-Elf Box and blow it apart. Then, you can obtain Cyber-Elf Stocttus from the box. Additionally, after you make four Tellybombs explode, you'll get Cyber-Elf Bomphew.

Go just a little further and climb down the ladder to find another thin wall. Knock the Tellybomb that comes out into it to open the path into the Power Room's inner chambers.

When you enter the chambers, you'll be greeted by an odd new Pantheon, the Pantheon Hopper. These Pantheons mimic prowling beast and crawl low enough to the ground to avoid Buster shots unless they're charged. If you or they get within attack range, they'll leap into the air and strike with their attack claws. Carefully slash them before they can retaliate, and keep moving.

As you head in deeper, you'll find the Power Room doesn't get any friendlier. Several pits of molten slag are located throughout the area. One wrong step into them means immediate death without Putick's help. Be very cautious as you jump over them, and even more wary of the Tellybombs coming out to attack between the pits.

Signaloid Annoyances
When you get across the slag smelter pits, you'll reach an area filled with Tellybombs above, but a new, feisty set of enemies below. Signaloids, stationary attack cannons, reside here, which have special gimmicks to their attacks and require deeper explanation; they can interchange weapons between all three elements, Fire, Thunder, and Ice, depending on the light shown.

Their color and attack patterns correspond with the element you equip, and change colors if you switch to a different element. Red means Fire, yellow, Thunder, and blue, Ice. When they're red, it shoots flames from its right or left side (depending on which side of it you stand in front of) like a flamethrower and then shoots a small fireball. When they're blue, it shoots two snowflakes that rebound off surfaces in a very hectic manner. When they're yellow, they shoot an electric blast that has a short range, but splits into two more blasts when they get to Zero. All three attacks do rotten amounts of damage, and Signaloids can even switch elements at will. Even if you don't have an element equipped, they remain on the color they're currently set at. Memorize what Signaloids do, because they will appear lot more in the game. For now, there's no reward of a Cyber-Elf for killing so many, and they only guard a Life Energy Capsule down at the end of the lower path, so it's best to avoid the Signaloids altogether.

Optional Side Path #1
When you reach the area with the Signaloids, you have the option of going straight forward, or doing something otherwise. If you wish to ignore the hidden path, skip down to Power Reactor #1. If not, here's your chance to find it.

Right before the area where the pink ledge starts, try to lure a Tellybomb over to you until you're directly below the blue ceiling paneling. Knock one into the ceiling in the right place, and you'll blow open a hidden side path. If you're a little sloppy, you may accidentally blow up part of the ledge or paneling and need the Chain Rod to get up there. Now, you are free to take a detour.

The reward for uncovering the hidden path is very pleasing. Not only do you get a free Life Energy Capsule, but a Cyber-Elf Box, with Cyber-Elf Grandie inside. This precious Nurse Elf is doubles your entire HP bar, giving it a blue layer, a lucky find indeed at this early stage in the game.

Go a little further up, and you'll encounter Panel Cannons, flying guns with panel propellors. They can tilt the angle of their guns to fire three shots as soon as you come in range. Just stay back and shoot them out of your way as they come. Destroy 7 to get Cyber-Elf Beestin. Panel Cannons only reside in the side areas, which means you'll need to head up this way or the other side path to find them.

Heading even further becomes a bit of a mess, because you'll have to cross unsteady girders to get over a smelting pit. Be wary, as they will collapse as you touch them, and avoid the attacks of the Panel Cannons.

You'll finally reach a ladder at the other end of the room, but when you climb up, you'll find this side path had one catch to it... a giant Mechaniloid.

Optional Sub Boss: Gazamir #1
By climbing up the ladder, you'll encounter a Gazamir. This huge crab Mechaniloid is hovering right next to the ladder, and guards the upper chambers the ladder leads to. You'll have to fight it from the ladder the whole time, which means Buster shots or Chain Rod strikes are your only real means of attacks. Using the Z-Saber is dangerous and risky. If you fall off the ladder, you may meet a molten death below. The X Form is very useful for doing faster and quicker damage in this fight. If you still suffer the knockback effects from damage because you don't have or didn't use Gambul, you'll have more trouble hanging on to the ladder.

Gazamir stays in close range to you by hovering right beside you as you climb the ladder. You can tear away at its health by hitting its face, the only weak point. Everything else is indestructible. The best attack method is with the Buster, and with normal shots, while Gazamir hovers, because its period of invincibility between hits is very brief.

Gazamir may be an easy target, but be on the lookout for its sudden attacks. It will try to block its face by blowing black foam bubbles, then launch them towards you. These are easily blasted to bits, but the sheer number can be a problem. However, Gazamir's other attacks put its heavy-duty pincers to work. At some point, it may grab the ladder right in between you and start to scale it up or down. You have to keep climbing with it to stay away from the moving pincers, and it becomes a mess to keep shooting away. Fortunately, this attack doesn't last forever, and Gazamir will stop before you reach the bottom of the ladder. The worst attack it can muster will be when you've nearly defeated it. It will grip onto the ladder and rocket down the edge, trying to knock you off. To dodge, either climb down very fast, or drop straight off the edge and grab ahold of the ladder again before you land into the smelter pit. With luck, you'll be able to send Gazamir to its doom before it can get this attack off.

Sadly, this Gazamir, nor its counterpart in the other path, won't give you a Cyber-Elf upon defeat. Instead, all they do are seize up and fall into the smelter pits. Fried crab, anyone?

End of the First Side Path
After passing by Gazamir and getting up the ladder, you'll reach a place with an old enemy, Top Gabyoall. As you might recall, this sucker is invincible, and only stops rotating for a few seconds when hit. Just ignore it for the most part, unless you to score some E-Crystals, in which case, pull them to you with the Chain Rod.

Climbing to the very top of the Power Room will get you over to an area with more Panel Cannons, but at the end, drop you right off at Power Reactor #3. Since the path there also branches, refer to the guide to find out which way to go.

Should you take the detour all the way through, simply backtrack through the path it takes to get to the other two generators.