Mega Man Zero 2/Yggdrasil

Items Collected:

 * [[File:MMZ2 Proto Form Icon.PNG]] Proto Form
 * [[File:MMZ2 Ultimate Form Icon.PNG]] Ultimate Form (use all Cyber-Elves)

Mission Requirements

 * Clear Time Limit: 8:40
 * Enemies Killed: 23

Note: Get your Sub Tanks filled up for this mission.

Ciel informs Zero that he can enter the final area of Neo Arcadia. Answer yes, and the mission will begin. Ciel tells Zero not to overstrain himself again.

Yggdrasil
Zero will appear in a room filled to the brim with energy conduits shaped like crosses, and circuits in the floor. From here, it's a pure gauntlet: make it past the enemies and traps, while getting through each challenge. There are no more Cyber-Elves, just get in, get out.

If you stayed true to the guide, you'll have all the Cyber-Elves. If you want to end the mission with a sufficient rank, hold off on using any. If you want a secret though, use up every last Elf prior to the mission, but you should save in a different file to avoid ruining a high rank.

You only need 23 kills, but with few enemies, don't miss a beat. Your time limit is the biggest for the final mission, but if you remember the first game, there's a good reason why...

Starting Off Easy
The first room starts off with a ladder. Smash the Gli-Eye along the way. You'll meet several Pantheon Hoppers when you reach the top and go left. Cut them apart without getting pounced. Damage count is very, very crucial.

The path stops at another ladder. Since you're scaling the inside of a huge tower, keep going up, which takes you to another Gli-Eye and Pantheon Hopper. This path ends with another ladder, but look out for two Gli Eyes nesting in the way. Keep climbing and they won't get you, and you can get them as they follow you to the next level of the tower.

A duo of Pantheon Hammers comes at you from the edge of the left side. Hit them with the Triple Shot, Tenshouzan, or Shield Boomerang.

Taking Risks
Now you'll begin to see some actual danger. Spikes are popping up at the end of the hall. You can easily jump from the first set, then jump onto a ladder over the second step. Beware another Gli-Eye in the midst.

What now? You've got nowhere to go! Wait... the ladder to the right looks reachable. Climb to the top of the first ladder and jump to the right while holding. You'll catch the ladder and be able to continue. If you do it wrong, expect spikes.

You've reached a shutter that leads into an empty hall. When you get to the end of it, you'll enter a room with a familiar sight; teleporter pods. That's right- Elpizo revived the Reploids you slayed. It's boss rush time!

Boss Rematches: Part 1
There are just 3 teleporters instead of the 4 you initially reached in the first game, but each one takes you straight to a nasty Mutos Reploid you hoped to never see again. Starting with the easiest boss, enter the teleporter in the left corner.

Poler Kamrous
Poler Kamrous is back again, but something's very different about her. She's become hypnotized by Elpizo into thinking he's her master, as are all the other Reploids. She lets out a feisty growl and says that with Master Elpizo and Master Dark Elf, the new world is ready.

Keep on using Fire attacks and Poler Kamrous won't do much of anything. You should remember everything she can do. The floor is always frozen, but it doesn't affect the battle.

Poler Kamrous suddenly wonders what's going on after another walloping. She says it's so hot just before dying again.

After every boss fight, you get a health refill for yourself or Sub Tanks, and with Dable, this is doubled. Take what you need and enter the top teleporter.

Hyleg Ourobockle
Hyleg Ourobockle and Altoloid are waiting. Hyleg feeds Zero the same line as Poler Kamrous before the fight.

Hyleg Ourobockle won't be a problem. Don't get up close and deliver constant damage to him, and he may not even get to start using Altoloid. Even if he does, remember the pattern and wait it out. He has no weakness other than a tendency to go down quickly.

Hyleg Ourbockle can only remember seeing Elpizo and the Baby Elves when he returns to his former self. It's a nasty end for an equally nasty snake.

Finally, enter the lower-right teleporter but this battle is difficult.

Phoenix Magnion
Phoenix Magnion drops in with his usual showy display, just as mesmerized by Elpizo as the others.

Under any condition, this fight is brutal, but the floor poses a time limit: it's identical to the floor in the Power Room with the most slag pits. If they erupt, you can't dodge them, so you'll have to beat Phoenix Magnion under pressure. Keep walking close enough to him to dupe him into attacking, then clobber him with Thunder attacks. Beware the attacks he throws at you, especially the ones that can trap you, like his EX Skill, Rising Flame.

Phoenix Magnion has enough sense to figure out what went on. He calls himself foolish for being tricked so easily, before dying for good. Be glad he won't come back again.

Now that you've made half of your old foes permanent residents of the scrapyard, the door will open to the next part of the tower, where things get challenging.

Fast Judgement
It's no suprise seeing Pantheon Gunners defending X's resting place. They won't last with your superior Buster Skills.

After the first ladder, look out for the spike pit in the way. Make a dash-jump off the edge of the floor and you'll get over. It might take another quick wall-jump for you to avoid a mishap. Use Tenshouzan on the Pantheon and keep moving.

Toitanks surround the next area. Keep away from them when they fire, then dash by while they have to recharge. You can waste them before they ever get you, no sweat.

Slice your way past the next Toitank and then use Sengatotsu or the Shield Boomerang against the next Pantheon. There's a second group of spikes for your displeasure. Dash-jump just like before, only this time, get ready to deal with a Pantheon with a charged Saber. When you jump, just as you reach the edge, hack through that Pantheon and climb up before you impale yourself. Make use of the health if you need to.

Look out! When you're going up the wall, there's Toitanks all over creation. Deal with the first two by using Triple Shot, and then shoot the lone Pantheon in the lower-right corner. Hop over the spikes onto the ladder and slash the Toitank up here with the Saber as you climb. Pull a quick strike on the Pantheon above, and you're almost to the next checkpoint.

There's a big spike pit here. Dash-jump onto the first ladder. Unleash Buster fury on the Toitank when you line up with it. Move onto the second ladder and go up to the shutter. You're about to go head-to-head with the remaining Mutos Reploids.

Boss Rematches: Part 2
Three more teleporters, and at least three more bosses to contend with before getting anywhere near Elpizo. The easiest boss in the second lineup is on the other side of the lower-right teleporter, so that's the one to put out of commission first.

Burble Hekelot
Burble Hekelot drops from the canopy above with the same brainwash syndrome as everyone else. First, he was loyal to Harpuia, but now, Elpizo is the greatest thing in the world.

Burble Hekelot isn't difficult at all. Wallop him with the Saber at every turn, and he won't be able to attack. Keep him from snacking on Caterpulls so he won't get tougher, and be on the lookout for his Energy Tounge EX Skill. Remember you can burn the canopy, but you won't be able to anticipate the Caterpulls.

Out of all the unlucky brainwash victims, Burble Hekelot has to be the most suprised. He's so shocked, he can't even remember what he is! His last breath is a anguished ribbit.

The next Reploid boss in the preferred order waits in the top-hand teleporter.

Panter Flauclaws
It's Panter Flauclaws, also preaching, "Master Elpizo, forever!". And to think he was once a respectable warrior.

This bossfight may not be on a train anymore, but the platforms in this room mimic the spastic movements of the train cars. They can still crush you if you're wedged between them, and you can also fall into a frightening pit below. Panther Flauclaws is still a tough enemy. Keep clear of his deranged strikes and sudden Spark Shots, while making sure he's not attempting his Tail Spark EX Skill. With the Ice Chip, he's far easier. He'll be frozen for a short time after a hit, letting you get away. It's certain he's not going to be around for much longer.

Panther Flauclaws snaps out of his trance in pure confusion. He cries out in pain in a miserable death.

Five Reploids gone, one to go. You'd think Kuwagust Anchus is waiting in the lower-left teleporter. Think again...

Dual Bossfight: The Anchus Brothers


In two bursts of lightning, BOTH Anchus brothers show up in front of Zero! Herculious Anchortus and Kuwagust Anchus are planning a tag-team assault! They might be hypnotized, but they remember being brothers more than anything- brothers who undeniably hate Zero!

It's a suprise that Elpizo resurrected Herculious, and that means its sibling revelry. The fight is a mix of the Anchus Brothers taking turns attacking you in a repetitive pattern, and double-teaming you. It's very hard to continually dodge attacks between the two of them, making this fight the hardest by far to escape damage-free. 2-on-1 isn't a real issue, buth they share a three-tier health bar. Keep in mind both are weak to the Ice Element. If you go back and forth and take turns hitting each brother, you maximize the damage.

Herculious always attacks first, while Kuwagust strays into the background. He uses his EX Skill, the All-Range Attack, ignoring rank. His pincer claws stretch out and shoot plasma bullets your way. Don't stay in the same place for very long. He can corner you much easier in this fight than in his original battlfield. You can block the EX Skill with the Erase Form or hide behind the Shield Boomerang.

After his attack, Herculious goes over to the edge of the battlefield and pulls away. Kuwagust tags in and attempts to use his spinning pincer jaws to suck you in. If he grabs you, you'll get hit with an explosive crunch. Keep dash-jumping out of his wind tunnel and try to score some counter hits.

When Kuwagust quits attacking, the Anchus Brothers will come in at the same time and try to ram into you several times while criss-crossing the full length of the room. Always dash under Herculious just before he nears you and you'll never get hit. You've got a good chance of hitting either brother when they pause between charges. After this, they start the same pattern from the beginning. Unless...

EX Skill: All-Range Spinning Strike
If your rank is still at least A, you'll see another EX Skill. Instead of repeating their pattern, the Anchus Brothers pull off their ultimate technique. They link their arms together and make a full two-and-a-half circles around the whole room with electrified arms. You'll be hit if you stand still, and the brothers can't be damaged while using their EX Skill. As one brother nears you, strike the coupling between their arms. They'll lose power for a few seconds, where you can dash jump over and out, but smacking into the coupling itself can still hurt you, but not if you jump precisely. When they complete their "orbit," they turn around in reverse. Don't let this trip you up. As long as you keep disrupting the attack, they can't get you. From here, they repeat the pattern, with this attack added in.

The Anchus Brothers proved themselves as challenging adversaries, but their sense of honor is ruined. They need to be defeated.

After you land the final hit (it doesn't matter who takes the damage) and they lose all health, they don't die just yet. They pull a final, ditch-effort charge into you. Dash-jump over Herculious. It's easier to dodge him than his brother.

Their attack backfires; they collide and kill each other. Then they realize they've been manipulated, and both die at the same time. At least they won't be separated in death.

That's all the bosses who stood in your way of Elpizo. You can proceed through the next shutter. The end is in sight, but it's got the highest number of enemies, and spikes in spades. Think you can go the distance?

Getting Through the End
The final section of Yggdrasil starts off with temptation to the right; a path to some health where a Pantheon Guardian is. You'd have to use the Chain Rod and wall-jump, but it's definitely a waste of time.

Dash-jump from the edge up to the wall on the right. You're going to see Securipiders all over the path to the top of the tower. It's all over if they snare you in the wrong place. Dice up those arachnids on the spot!

Following the first Securipider ambush, it's obvious you've got to jump to a wall from the spikes. Then, hop up to the edge of the ladder, but don't go as far as the spikes. You can grip it without climbing that far. Next, carefully scale to the top and cross onto the next ladder, and so forth by jumping off and catching them in mid-air. That last ladder doesn't exactly reach safety, so you'll need some expert wall-jumping to get up there.

So Many Spikes!
Further beyond here, the spikes jut out from the edges of the walls. You wouldn't want to mistime a jump and get killed. For added protective measures, there's another Securipider and Pantheon Guardians. Don't let this confuse you. All that needs to be done is a small wall-jump up the left wall. Control your fall over to the ladder, but stop holding right the moment you line up with the edge. Climb up, and jump to the right-hand floor. Destroy the Pantheons before you prepare to jump. You'll need to stand on the edge as usual, and make a strong dash-jump. This gets you past the spikes without too much problem, but there's plenty more where those came from. This was the easy part.

The hard part is a tooth-grinding mess. Leap over the spikes and onto the ladder.