Mega Man Zero 2/Sand Wilderness

'It has been one year since Zero came back to life to fight for peace. He has helped Ciel, a human scientist, along with the Resistance, a group of Reploids falsely accused of being Mavericks, escape the reaches of Neo Arcadia's iron-fisted regime. A Reploid from a century in the past, Zero was forced to adjust to this new, crueler world, and has been constantly fighting ever since he defeated Copy X, a corrupt take of the original X. Copy X's protectors, the Four Guardians, have been reduced to three, with Hidden Phantom's misguided attempt to stop Zero resulting in his death. Sage Harpuia, the wisest of the Guardians, has stepped in to take Copy X's place as leader of Neo Arcadia, reassuring the public all is well in their leader's abscence.'

'Ever since these events, Neo Arcadia has sent out garrisons of troops day in, day out, to pursue and punish those who would threaten the haven of humanity. Up against millions upon millions of robot soldiers, Zero's fight is a bleak one. Exhausted from neverending battle, Zero has barely put a dent the massive hordes of Pantheon troops advancing their way to the Resistance, forcing them to abandon their damaged base. Zero is hopelessly lost, having become extremely worn down from fighting for a full year. His weapons are broken, and his skills have diminished from dehabilitating injuries. He must find the Resistance, if he has any hope of surviving...'

As the game begins, you'll see a worn-out Zero fighting his way through a thick sandstorm, and be given a prologue of what has happened since the last game concluded.

In a brief moment, the sandstorm clears up, but Zero is soon swamped by an incoming unit of Pantheons. He tosses aside his tattered cloak and gets ready to fight, even in his desparingly weary state.

With that, the game has begun...

Items Collected:
Elves Obtained: 5:
 * [[File:MMZ Hacker Elf Icon.PNG]] Cyber-Elf M-orina
 * [[File:MMZ Hacker Elf Icon.PNG]] Cyber-Elf Itemeter
 * [[File:MMZ Hacker Elf Icon.PNG]] Cyber-Elf Stoccum
 * [[File:MMZ Animal Elf Icon.PNG]] Cyber-Elf Birwin
 * [[File:MMZ Nurse Elf Icon.PNG]] Cyber-Elf Arnue

Mission Requirements

 * Clear Time Limit: 2:10
 * Enemies Killed: 37

Sand Wilderness
You start out in the opening level with a worn-down version of the subscreen from the first game, right down to Zero's mugshot. It's no suprise that means most of the items you had are gone as well. The Triple Rod is busted, the Shield Boomerang is wrecked, and the Element Chips are broken. It's just you, a Buster Shot Gun, and the Z-Saber. Make skillful use of your weapons- you'll need them right off the bat.

This intro stage is simplistic at best, but has a few dangers along the way that can result in disastrous mistakes. The controls and gameplay are the same as before. Adjust them as you like, and get ready to fight. You must start advancing to the right from the get-go, as Pantheon Gunners are coming from behind, and they'll never stop. They won't shoot, but destroying them is meaningless, and even Zero is sick of it. It's time to make your move and get through the desert, and you only have a worn down Buster and Z-Saber at the ready, which means there's some leveling up to do before they can really do some damage.

The first strech ahead has a couple Pantheon Gunners ready to fire three shots at you, unlike the group coming up from behind. They can be easily destroyed, but then after getting past two, you'll approach a pair of Shabarollers. They have two spinning sections guarded by shields, which only let up to let them fire needles at you. Use your Z-Saber to damage them and get through. Destroy 3, and you'll get Cyber-Elf M-orina.

Next, there will be a few pits to jump over, which can be made easier by dash-jumping, but lead to instant death should you botch the jumps and fall down them to your doom. While this area looks clear, another new enemy, Shaball, a spiked tumbleweed, appears several times in ambush, hurtling through the air to knock the wind out of an already winded Zero. You can get hit if one of these suckers rolls into you, or if you ignore one when it comes to a rest, it will open up and fire spiked bombs from its pod. Cut through them before they get you and move on. Destroy 4, and you'll get Cyber-Elf Itemeter.

However, this is merely the start of your troubles. An old enemy is back to get you, with some new weaponry equipped...

Sub-Boss: Golem Type E
Right away, this intro stage kicks into real difficulty with the first sub-boss in the game, Golem Type E. It's a variant of the original you first faced, but has electric rods that fire three beams on each side. The sub-boss itself is simple; pay attention to the side that it's going to fire from, as that's the direction you need to dash to get away. The hard part is the timing. Golem Type E is unforgiving, and the damage it causes packs a wallop. Its hit box is a little awkward, so using the Z-Saber is risky. Charge up the Buster Shot Gun and fire at its upper chest to cause some damage. You can dash-jump if you seem to be missing it. Be careful taking this one down, because this is just the first one in your way.

After a few more pits, and a couple more Pantheons, you'll encounter a second Golem-Type E, this time with pits in the ground, making it much harder to dodge the shots from the Golem. Be careful and destroy it (make sure you're below solid ground when you do, as the controls lock up when it explodes), and you'll get Cyber-Elf Stoccum.

Dangerous Territory
As you keep going, you'll find yet another new enemy feeding off a dead Pantheon's remains, Condoroid MK2. It's a nastier version of the old Condoroids from the first game. They elude attacks better than the former model possibly could, and swoop down to attack much faster than the old ones. Disturbing it, or destroying the dead Pantheons they eat will make them mad in a heartbeat. Keep your reaction time honed to face off with any Condoroids pestering your mission. Destroy 5, and you'll get Cyber-Elf Birwin. Mind the increasing degree of pits, because the cliffs are getting sketchier as you travel deeper through the wilderness. You'll find some piles of junk from scrapped troops have piled up all over. You can jump onto them and climb up, but be fast, because they are unstable and crumble as soon as you make contact with even so much as a corner of scrap metal. Just before another Shabaroller rolls onto the screen, make the junk crumble, drop down, and you'll find a Cyber Elf box with Cyber-Elf Arnue, an Elf that gives you 2 extra lives when full-grown. There is also a Life Energy Capsule further along the way if you've been roughed up by the Mechaniloids in the desert.

The enemies are coming in greater numbers still. Condoroid MK2's, Shaballs, and a few Pantheons are up ahead. Get through with caution, and you'll eventually make it to solid ground, devoid of any hostile machines. But... you're not out of harm's way yet. What's up ahead is even worse than the enemies you've just seen...

As Zero finally reaches a clearing, a group of Pantheons is there to head him off. However, a gigantic, glowing pincer claw comes rocketing in from behind! Zero realizes it only a few seconds to jump over this sudden attack, which creams the Pantheons in front of him. As Zero looks from behind, a huge Mechaniloid beast emerges from crumbling ruins; Mega Scorpia.

Boss: Mega Scorpia
Mega Scorpia is the first boss of the game, a giant mechanical scorpion sent to destroy Zero. The beast is more than twice the size of him, with two iron claws, plasma guns, and a recoiling tail sporting a needlepoint stinger on the end. For an intro boss, the battle against it won't be mind-numbing, but the monstrous Mechaniloid has some nasty tricks it can pull than can leave you on edge.

You'll have to keep up with a scroll, since this beast refuses to let you get away. You also need that extra space to dodge its weaponry. As you might have already spotted, Mega Scorpia's weak point is its car-sized head. You can damage it quite well with a charged Buster shot, but you'll do massive damage with the Z-Saber on tap.

Mega Scorpia's simplest attack is a round of three bullets from its smaller claw; simply dash-jump over the attacks. Mega Scorpia will ocassionaly stop inching toward you, but only to lash out its tail. The weapon packs so much power, it's strong enough to smash through the ground and leave you a pit you'll be forced to jump over. If the tail can break through solid rock in a canyon, you definitely don't want that thing to spear you!

The most brutal attack Mega Scorpia can unleash involves its fearsome pincer. A few clicks of the claw and an eerie orange glow will signal that Mega Scorpia is getting ready to launch it. This requires a decently-timed jump to avoid it, since it's oversized and you can get clipped by it if the jump is improperly executed. After Mega Scorpia launches the claw, you'll have to avoid it again as it returns to re-attach itself to the arachnid. Mega Scorpia will also try to block your attacks with the very same pincer, but the more you hit it, the more it will be damaged, until it finally gets destroyed, stripping Mega Scorpia of its pincer attack and allowing you to finish off the boss with relative ease.

Mission Report
After Mega Scorpia is wasted, you'll receive a Mission Report. Like the previous game, this happens any time you successfully accomplish a mission. There is no Cyber-Elf reward for beating a boss now, so the Mission Report appears immediately. You'll be graded on how complete your objective was, how fast you were, how many enemies you wiped out, the damage you took in battle, if you died and had to retry part of the mission, and for the use of Cyber-Elves. Since this is the first mission, you don't have to worry about an objective or Cyber-Elf penalties, unless you played the game before. How well your final total is affects your ranking. The ranks are S, A, B, C, D, E, and F, the worst being F, and the best being S, or Hero rank. Here is the list of where rankings fall for future reference:


 * S - 96 to 100
 * A - 86 to 95
 * B - 76 to 85
 * C - 66 to 75
 * D - 56 to 65
 * E - 46 to 55
 * F - 45 and under

There are repercussions to having ranks below A, as you'll find out later that bosses will see you as less of a threat, and restrain themselves from fighting at their full potential.

Your average score must total at least 86 points to achieve a solid A-Rank, and at least 96 for a solid S-Rank. Your final scores will be averaged and determine if your rank goes up or down in future missions. If you do well enough, you'll be rewarded later. Try to shoot for A-Rank or higher on this first mission. The sooner you have a high score cemented, the better.

Finally, you'll be given a code name depending on how you got through a mission, and the skills you used to accomplish it, such as "Lightning" for speed, or "Edge" for using the Z-Saber as your go-to weapon, whereas a nickname like "Wounded" means you got butchered by the enemies a few times too many. S-Rank code names are much more noble and worthwhile, as you'll start off with "Hero" and work your way up to "Redeemer" if you stay at S-Rank for a long time.

Along with this, you may unlock Forms if you accomplished a secret objective during a mission. See the list for more details.

A Difficult Choice
With Mega Scorpia gone, Zero realizes he's finally cleared out all the troops heading towards the Resistance Base, but has exhausted himself to the breaking point and lost everything, passing out in the desert. However, none other than Harpuia discovers him, riding a mindless copy of Aztec Falcon. Harpuia, given the choice to finish his enemy off, wonders if it is honorable to do so...