Mega Man Zero 2/Forest of Dysis: Hyleg Ourobockle

Items Collected:
Elves Obtained: 8 (Forest of Dysis): Cyber-Elf Menite,  Cyber-Elf Beeshot,  Cyber-Elf Bomserow,  Cyber-Elf Ashiro,  Cyber-Elf Yeppie,  Cyber-Elf Stickah,  Cyber-Elf Kereff,  Cyber-Elf Putick; 3 (Resistance Base):   Cyber-Elf Iteroth, Cyber-Elf Mikilar, Cyber-Elf Pireff;  Hidden Sub Tank #1; EX Skill: Laser Shot (A or S-Rank only)

In this mission, Zero must rescue Elpizo's comrades from harm. Scout soldiers headed for the Dysis ruins in the forest and never returned. Elpizo doesn't have any troops on hand to rescue them, so Zero must act fast to save them.

Upon reaching the Forest of Dysis, Zero will encounter one of Elpizo's soldiers standing watch, but he's trembling in fear. He tells Zero Elpizo sent them to investigate something called a Baby Elf, but they ran into the Neo Arcadian army. He pleads Zero to rescue them, since they've gotten trapped in the ruins, then retreats.

In order to rescue the other Reploids, you must make use of a portable Trans Server as you find them. You'll be penalized at the end of this mission for failing to save any soldiers in the ruins, as they will lose their lives.

Forest of Dysis
The path to the ruins is heavily guarded, so it can become a pain to avoid damage. If you have the Fire Chip, you can burn the foliage in this level to reveal hidden objects.

As you move begin taking the path, Molegule, the first enemy you'll run into will make a surprise entrance from underground. After it pokes its head up from the ground, it fires drill shots from its nose. Destroy it before it gets the chance to attack. Destroy four, and you'll get Cyber-Elf Menite, which wipes out all normal enemies in an area. Keep a close eye out, because many more lurk in hiding everywhere, and if you miss them, they can actually tunnel right up to you!

Right afterward, you'll run into the next pesky enemy here, Saranet. They are perhaps the most irritating enemy in this area, because they move erratically and then make a bee-line to attack you when you get near them. A well-timed Z-Saber strike will dispatch them as they come, but they often appear in big numbers. Destroy 10, and you'll appropriately get Cyber-Elf Beeshot.

Past another Molegule is yet another very annoying enemy, Poplan. It will try to bite you when you get near it, and if it does, it's a struggle to get free until it launchs you away, dealing harsh damage. Even worse, it's invincible to anything but Fire-element attacks, so save your breath and ignore them if you don't have the Fire Chip. There's also no Cyber-Elf to earn for wasting any.

Beyond these nasty enemies are groups of three Saranets flying around souped-up purples version of them, Bombnets. The Saranets will fly in to attack as you approach, but the Bombnets have an even more sinister attack; they drop their abdomens as bombs that make big explosions, then flee afterward. Try hitting them with Buster shots to blow them up and the Saranets as well. Destroy 3 to get Cyber-Elf Bomserow.

Right after the first Bombnet, jump onto the tree stump and look carefully to the left, or burn the canopy here. There's a hidden Cyber-Elf box with Cyber-Elf Ashiro inside, one of the four Cyber-Elves that can boost your rank to A. If you decide to head further down the uncovered platforms if you burned them, you'll wind up back at the start of the area, but find another Cyber Elf Box, this time with  Cyber-Elf Yeppie inside, one of the four Cyber-Elves that adds four more bars of health to your HP.

If you choose to press on before conquering the Power Room, you'll bump into perhaps the most dangerous enemies in the forest, Pantheon Hammers. These are new Pantheons that have shields to block your attacks, and only let up to throw their maces at you. You can try to attack them while they drop their guard, jump over the mace as they attack and slash them, or yank their shields away by pulling on them with the Chain Rod. Beware, as some Pantheon Hammers are more agile and will try jumping and ram attacks. Since they aren't permanent enemies here, there's no Cyber-Elf to earn.

Crossing the Chasm
Eventually, you'll reach a place where there are surveilance drones hovering in the air. They cannot attack you, but they have a purpose. Ahead are two giant chasms you can't simply jump over. Instead, you must swing over them with the Chain Rod. Hook onto a drone with the rod, swing back and forth to gain momentum, and then launch over to the small ledge on the right of the first, then the cliffside of the second. If you succeeded, you'll be able to wall-jump all the way up and get to the other side.

You'll be right next to the ruins, but a few Pantheon Hammers could be waiting for you. Carefully take them out if they're present, then wall-jump over to the moving platform and ride it up and wall-jump to the second. Again, you might find a Pantheon Hammer depending on mission order, but you're finally at the ruins.

Ruins of Dysis
As you enter, an old type of enemy from the first game, Securipider, appears several times in the hallways ahead. They have the same web-snare attacks and bullet shots, so avoid them like you did the first time. Destroy 3 for Cyber-Elf Stickah.

There is a small wall jutting out right as you enter Dysis ruins. Hook onto it with the Chain Rod, pull up a little, and swing across to find a Cyber-Elf box with Cyber-Elf Kereff inside.

After you get to the lower-left corner of this first hallway and go through a shutter, you'll face a guardian-like sub-boss.

Sub Boss: Pinofeel
This gargantuan Mechaniloid is a very nasty sub-boss. It immediately opens it lower jaw at the start of the fight, which is covered with spikes. As always, spikes spell instant doom if you touch them, so you're basically trapped on the ledge off to the right.

Pinofeel will always use two attacks; it launches a rebounding laser shot from its eye when it turns purple, which you must be careful to avoid, and a bouncing energy ball from its mouth that leaps from the spikes, which you can destroy with any weapon. After one round of attacks, it fills the room with water from its ears, displacing your jumps and making its own attacks more agile. The water will recede afterwards, but Pinofeel alternates between dry and wet terrain.

The only way to hurt Pinofeel is by hitting its eye as it's open. Ice attacks have the best effect, followed by Thunder, Fire, and non-element in effectiveness. Either shoot Buster shots into its eye, or yank on its upper jaw (the short platform below the eye) with the Chain Rod and pull it out, so you can briefly stand on it and deliver several Z-Saber strikes before it retracts. This is very risky and may cause a lot of damage as well, and may alter the bounce of its eye beams.

Once Pinofeel is beaten, you'll get Cyber-Elf Putick inside, the rare Animal Elf. Fittingly enough, it will negate the insidious instant-kill effect of spikes for good, but you'll take hefty damage if you still touch any.

There is a secret here if you want to explore it. Jump over to what's left of Pinofeel and wall-slide down its side. You'll find a secret passage with Energy Crystals and a Z-Panel, which gets you an extra life, but there are spikes in between to worry about.

Soldier #1
After getting past Pinofeel, you'll enter the most dangerous area of the Dysis ruins. There are multiple spike pits across the stretch ahead, and Pantheon Guardians in between if you didn't complete the Power Room. There are also large blocks in the way, but these you can latch onto with the Chain Rod and pull onto the spikes, which can serve as helpful platforms. Once you reach the end of this hallway, you'll find the first stranded Reploid soldier. Speak to each one you find to save them. This one warns you about the many traps in the ruins.

Soldier #2
The second soldier is actually right after the first, stuck in the far lower corner of the hallway. He's worried about the others as he escapes.

Soldier #3
The third soldier is one of two that aren't in plain sight. As you wall-jump up the corridor above, stop on the ledge and look to the right. There's a block like the ones you saw earlier. Pull it from the wall with the Chain Rod to open a blocked passageway. You'll find the third soldier inside, who went too far and got stuck.

Hidden Sub Tank #1
As you head further to the left, stop again after you jump over to a ledge (It might have a Pantheon Guardian on it) and look to the right like you just did before. There's another block you can pull from the wall, and it will drop into a pit of spikes. Either swing over this pit with the Chain Rod, or perform a well-timed jump, and you'll land on a platform with an extremely helpful item, a Sub Tank. This handy item will fill up with the energy from Life Energy Capsules you obtain at full health. It can hold and restore up to 32 bars of HP. That's roughly two bars of unimproved HP! It's vital to staying alive while keeping high ranks, and works wonders against tough bosses. Unlike the first game, not all the Sub Tanks come from Cyber-Elves; two are now hidden in different areas, and this is the first; you can tell the difference between a hidden and obtained Sub Tank by the different designs.

A Fearsome Trap
Just like when you entered this room, this upper corridor has more spike pits (and Pantheon Guardians under normal conditions), and blocks to cross them. When you get to the end of the hall, you'll be forced to go up. However, the most lethal trap of all is above: a crushing wall lined with spikes! You can wind up touching the spikes or get flattened by messing up here, so be drastically careful with your timing. Wall-jump up the first block to the right as the wall rises (don't overshoot the jumps, or else) and dash across in a heartbeat before it drops down, and hug the left wall of the second block with SMALL jumps to avoid dropping off or going too high and striking the spikes. Then, climb up again as the wall rises and try to cross over the third block and dash to safety on the ledge beyond it, as the third block has spikes on its underside. You can also try to perform a shortcut over from the ledge below the spiked block and wall-jump to the higher ledge above, but again, the spikes on the third block are in the way if you decide to try this.

If you make it across this nerve-racking part of the trap, then you have something to be proud of. The good news is, the hard part is finally over. The bad news is, you're still not out of harm's way. The spiked wall is still around, and you need to make well-timed jumps to the following sections of the room, which may be under watch by Pantheon Guardians.

Soldier #4
After heading a little ways through this dangerous strech, you'll find the fourth stranded soldier. He gives his thanks and escapes. Beware speaking to him, as the spiked wall doesn't halt while you talk, so pay attention to your timing regardless.

You'll be able to obtain a Life Energy Capsule if you need it, and then continue to the end of this danger zone with caution.

Soldier #5
After jumping over a moveable block, you'll find the shutter to the boss, but don't accidentally go through it: right below is an obscured passageway. Pull the block you passed down here with the Chain Rod, and drop onto it. There is a pit of spikes below, but the last Reploid soldier is at the other end. He up gave hope of being rescued, but is pleased to see you. With him rescued, that's all five! Make your way back to the shutter and confront the boss.

You'll discover yet another Reploid soldier, and he's just broken a strange Cyber-Elf out of a vault in the ruins, evidenced by the shattered container. However, he's done it in full view of the Mutos Reploid protecting the area, Hyleg Ourobockle. Hyleg threatens the Reploid to give the Cyber-Elf back, and he might be spared. However, Zero isn't going to let the Reploid come to harm, and tells him to run. Unfortunately, Hyleg is aggravated by his sudden arrival and tells him this is a restricted area, forbidden from even Neo Arcadians, and he refuses to let Zero get away alive...

The floor suddenly collapses and takes the form of a slithering Mechaniloid snake, and the boss fight begins.

Boss: Hyleg Ourobockle
Hyleg Ourobockle is a very simplicit boss with a set pattern, but it's easy to get confused by the slithering motions of Altoloid, Hyleg's Mechaniloid companion. He is a non-element boss, so all attacks will do equal, but limited damage. You can't stray off Altoloid during the fight, because there's nothing but instant death below it.

Hyleg will attempt three kinds of attacks first. If you're close to him, he will lash out with his arms. If you're about halfway from him, he will undulate his arms through Altoloid's midsegments and try to grab you and reap your HP. Rapidly press the control buttons if he does to break free. If you try to get to Altoloid's head or tail, or get far away, Hyleg will jump over to pounce on you.

After a series of attacks, Altoloid will suddenly stop moving, and Hyleg will slither over to one end in Zero's direction. Then, Altoloid will suddenly assume a diagonal stair-step formation, and Hyleg will jump to the top and drop a slinky-like device down to hit you, which you can destroy with strong Z-Saber strikes. However, there is a special skill Altoloid will also unleash if you have A-Rank or above...

EX Skill: Joint Laser
At A-Rank and up, in stair-step position, Altoloid will join in with Hyleg's slinky attack and fire laser cannons from his midsegments that shoot piercing energy blasts. Altoloid is smart, and tries to attack you in the place where you stand, and this may force you to dodge Hyleg's slinky device with a dash-jump instead of trying to destroy it.

After the slinky device falls off Altoloid, or it gets destroyed, Altoloid will reconfigure its eight pieces into a circular pattern. The pieces will reshape into four sections of two pieces; two vertical segments, and two horizontal segments, with the head and tail attached to the horizontal segments. Hyleg will stand on Altoloid's head or tail, (whichever is at the top) while electric spheres pass through the six body joints and electrify them. You'll need to anticipate the timing of the attacks, especially on the segment by Hyleg; that's the one that activates first. The head and tail are safe, but Hyleg always stands on the one that ends up above. Perhaps a bit overconfident, he won't attack, so you can slash away at his HP. The segment he doesn't stand on below is also safe from the electric charges, but you can get hit by the energy spheres as they fly though the joints if you get trapped there.

After this attack, Altoloid assumes his original shape and Hyleg's pattern cycles through again. Memorize his attacks, and he should be easy to beat, even if you bypassed the Sub Tank.

Upon defeat, Hyleg, infuriated that the Baby Elf was stolen, wishes he could've had the chance to quietly destroy the soldier Zero rescued without alarm, and dies.

After you vanquish Hyleg Ourobockle, you will receive a Mission Report as always. However, there is a new feature in this game. If you face one of ten bosses with at least an A or S-Rank, Zero will learn their EX Skill. Beating Hyleg Ourobockle at these high ranks will reward you with the EX Skill Laser Shot. Activate it on the subscreen, and instead of a normal non-element Charged Shot, Zero's Buster will fire a sharp, focused laser that can pierce through several enemies at once, and even go through the shields of Pantheon Hammers to do damage. As you'll see, keeping at least an A-Rank throughout the game long enough will allow you to accumulate all the powerful EX Skills. If you ever drop to B-Rank, you can make use of Hacker Cyber-Elves to bump your rank back up for a mission, but the penalties may start a downward spiral into lower ranks.

X's Troubling News
With the boss fight over with, Zero will be standing on the lifeless remains of Altoloid over a pit of spikes, when he gets a suprising visit from the original X, still in the Cyber-Elf form he had in the first game. X's rest has been disturbed by the Baby Elves, because they are searching for their mother, suffering from the loneliness. Zero's doesn't quite understand X's reasons for mentioning this to him until X explains how far the Elves will go just to reunite with their mother. They could easily create chaos by messing with the minds of the humans. Their mother is the Dark Elf, a very powerful Cyber-Elf X had to seal away at the end of the Elf Wars. He says no more, and leaves. Zero himself then leaves as well.

After returning to the base, Elpizo commends Zero for a job well done and states the Resistance now has both Baby Elves that were under lock-and-key by Neo Arcadia. Alouette will later name them Crea and Prea.

Exploring More of the Base
Now that you've accomplished the first mission, several new Resistance soldiers will have arrived, and the elevator will have been fixed. Ciel's computer will also have entrance data logged in it if you would like to visit her. Most importantly, you now have access to three Cyber-Elves.

Head down to the first floor and enter the door marked 1F-B. You'll enter the storage room and meet the dull Reploid Autruche. Right behind him is a Cyber-Elf box with Cyber-Elf Iteroth inside.

Next, head up to the fifth floor and climb into the right turret to meet up with Dande, who has recovered completely since the first game. Talk to him, and he'll give you a lost Cyber-Elf he found, Cyber-Elf Mikilar. Talk to him immediately after the first mission, because you can only get it before you've completed all four missions.

Right after getting this Elf, head up to the roof and try to wall-jump over to the other side of the left turret. Over there is another Cyber-Elf box with Cyber-Elf Pireff inside.

Save your data if you wish from this point, and continue on. Again, mission order is optional, but with a Sub Tank from this mission, you are now well-prepared to take on any remaining bosses. The easiest mission from this point is Rob Goods on the Train, Panter Flauclaws's area, so this is your best bet to complete next.