Mega Man Zero 2/Computer Zone 2: Fairy Leviathan

Items Collected:
Elves Obtained: : Cyber-Elf Mureff, Cyber-Elf Bomgrow,  Cyber-Elf Stickoo,  ; EX Skill:  Sharp Edge (A or S-Rank only)

This mission goes back to the Computer Zone in Antarctica, in a new section that's still operational. Elpizo's been snooping around for a code that will let him into a place in Neo Arcadia, making Ciel think he intends to break into it alone.

Roof of the Computer Facility
Ciel will notify Zero upon transfer that he can't enter the new area through the facility, leaving no choice but to use the roof.

This area is noticeably straightforward and easy to memorize, but enemies stacked all over the place can trip you up if you make a blind run through. Keep your wits about you, and "look before you leap".

Like the Train, there is a Cyber-Elf hidden at the very beginning of the stage. Hop down the ledge to left to find a Cyber-Elf Box holding Cyber-Elf Mureff. Below the Elf is a deceiving pit to doom.

Charge the Z-Saber while going straight and hopping up the first incline of the sloped and snowy roof. Many Carryarms with Spikings in tow await to pull cheap shots as they fly in onscreen. Charged attacks or skillful use of Tenshouzan will keep you from stacking up damage.

In between these, not to mention all throughout this one level, await Mini Mines, the obstinate devices that cover nearly every space of the roof. As with any mine, getting too close trips it and sets off a nasty explosion. You can try some risky jumping, or waste them one by one with the second slash of the Z-Saber. With the Erase Form equipped, you'll shave seconds off time wasted getting rid of each one. When 20 Mini Mines explode, respectively, Cyber-Elf Bomgrow will appear.

Waiting later down the roof are Snow Garms, the canine equivalents of Pantheons, now outfitted as arctic guard dogs. Just like Garms from the first game, these pounce into the air, tackle you on sight, and bite like there's no tomorrow. As such, press buttons like there's no tomorrow to break free. You can steer clear of the attack by stopping before getting in range of a Snow Garm, and then counter with a charged Z-Saber before they sic themselves on you. Dispatch 4 to get another respective Elf, Cyber-Elf Stickoo. Mini Mines along the way also result in dangerous situations to avoid.

The sneak attacks get worse as you continue traveling across the roof. After escaping the Snow Garms, lone Spikings will fly out in the next area, followed by another Carryarm. On the following downward slope are a group of Mini Mines that are neatly packed together, and will go off in a row once one blows. Leap over them all, or deliberately set the first one off with the Z-Saber.

Following two more Snow Garms, you'll discover a sharp drop down onto an iced over pipe, the very same one above the area where Golem Type I guarded the first Computer Zone. A reckless drop can be punished by a Rollin' 22 at the bottom, waiting to put some bullets in you. Slow your fall by wall-sliding to play it safe. The next strech has more Rollin' 22's trying to take advantage of the slippery pipe, along with the added trouble of Snow Garms. The hindrance of the ice will make running through or away a hassle. Switch to the Buster and either stun or freeze these nasty pairs with Thunder or Ice attacks. Flame attacks won't do you much good here. You can also pull out the Shield Boomerang and knock the bullets back at the Rollin' 22's, and follow up by sawing through the Snow Garms with its charged attack. The one good thing here is a supersized Life Energy Capsule waiting at the end of the pipe to give you a full health refill.

The last strech of the roof isn't so bad, considering only one kind of Mechaniloid awaits. Yuki da Machines, similar to Deerballs from Mega Man X, toss snowballs at you, but have to take time scooping up snow to roll up new ones to attack. Dodge the first snowball each throws, then retaliate while they're vulnerable.