Mega Man Zero 2/Forest of Notus: Burble Hekelot

For this mission, Ciel wants Zero to investigate the ruins of the lost civilization of Notus. This area is completely forbidden from anyone, even Neo Arcadians, so it must hold an important secret, one that Elpizo has been hunting.

Elpizo Gone Mad
As soon as Zero transfers to the Forest of Notus, he discovers Elpizo is already there, with the Baby Elves, Crea and Prea. Elpizo gives Zero a cheery greeting and asks if he's looking for him, but Zero skips the formalities and demands that he return to the base immediately, wondering what he plans to do on his own. That's when Elpizo says something that's shows he's gone out of his right mind...

Elpizo suddenly reveals his secret; he's looking for an object that will make him invincible. After seeing the Baby Elves, he learned it was none other than the terrifyingly powerful Dark Elf. Out of pure excitement of his plan, he goes on, saying the he knows the Dark Elf can't be a myth. He believes the key to unlock it seal is around the forest, and confidently challenges Zero to beat him to it, rushing out of sight.

Ciel notices Zero has found Elpizo. Deeply concerned, she requests Zero to take care of him, and the mission begins...

Getting Through the Forest
The Forest of Notus is nearly identical to the Forest of Dysis. However, it lacks the obscene degree of traps to get through. It's almost completely linear, and has many, yet challenging Cyber-Elves in hiding, along with an aformentioned Sub Tank somewhere.

As you begin going deeper into the forest, you'll find many Saranets buzzing around to annoy you like before. There is also a new enemy, Caterpull, slinking around in the trees, similar in appearance to the Pokemon Caterpie. This enemy is puny and practically harmless, and you can only suffer contact damage. In spite of this, the Buster isn't very good at hitting them. Stick to the Z-Saber here. The real annoyance is when they fall from the foliage above. When leaves start falling from above, a Caterpull is about to drop down. You'll lose this warning if you burn the foliage with the Fire Chip, but you can memorize where they drop from. Defeat 5 for Cyber-Elf Kelon, the frog Animal Elf. This elf will slow down the speed you slide down walls, giving you more time to react to danger below.

Burn the foliage where the first tree is, and you'll uncover a hidden area of platforms. You'll get some E-Crystals and be able to reach a Cyber-Elf Box, holding Cyber-Elf Iterex. There is also a second hidden path on the right of the first tree with more E-Crystals and Life Energy.

After passing the first group of Caterpulls, you'll encounter another new enemy, the Shurubon. Like the Up-n-downs of the Classic series, they fly up and down pits and serve as an obstacle. Just blast one to get by, before another takes its place. Destroy 6 for Cyber-Elf Birhang.

Keep going forward, and you'll find the Molegules are also present in this forest as well. Make sure to get rid of each one you see so they can't tunnel under you.

Shurubons are also prevalent in groups further on. Take it easy as you go past so you don't mess up the timing destroying them and get two tricker ones in their place.

When you get past the large amount of enemies in the forest, you'll encounter a repeat of the Chain Rod-aided swinging on surveilance cameras. The first pit just has a couple Pantheon Warriors and a Z-Panel, not a death drop. You can still make it over by swinging on the first camera, dropping a little forward, and quickly hooking onto the next.

The second canyon requires a little less effort. You can swing over on the camera, or try to jump over to the other side and wall-jump back up.

An Elf in a High Place
Along with this, the mother-of-all annoying Cyber-Elves lurks in hiding here. Fair warning: for the sake of keeping a good rank, do not attempt to get it in-mission. As you may have noticed, there are many other cameras hovering around. When you get up the second canyon, try to dash-jump over onto the top of the one above nearby. It will require a lot of practice to get the timing right. Your best bet is to dash right at the very edge to make it. From here, dash-jump across the cameras to the left, or use the Chain Rod on the ones above to cross over to them.

Eventually, you'll get to the last camera. From here, you must dash jump off, and you'll be in range of a Cyber-Elf Box on a camera high above. Try and clip the box, not the camera, with the Chain Rod from a upward diagonal angle, to bust it open. If you got the impeccable timing just right, you'll succeed, and you can wait for the elf to come down to you. The other method requires sacrifice of a bee-type Animal Elf. It may bust it open for you if you hang from the camera there.

If you really lucked out, you can obtain Cyber-Elf Hafmarmn. This Elf can instantly half the HP of any boss in the game. It requires far more effort to get this Elf beyond any other in the game, so cross your fingers before trying to get it.

The Ruins of Notus
This should already look familiar to you. On the other side of the canyons lies the ruins section of the forest. This area isn't much to fear beside enemies in bad places, and the occasional risk of spikes later on, but. The only enemies that await are Pantheon Hammers and a few stray Securipiders. The pathway in the first area is just filled with enemies, and can be figured out by just going forward.

The next part of this guide deals with the collection of several Cyber-Elves. Skip ahead if you aren't interested.

Cyber Elves Aplenty
Right before you enter, there is a deceiving step in front of you. If you run all the way to the end instead of jumping up, you'll drop into a secret passage and discover a Cyber Elf Box, with Cyber-Elf Mappie inside, one of the four Cyber-Elves that adds four more bars of health to your HP. A few hard-to-get rewards await above the entrance, too.

The first section of the ruins has a few blocks like the kind you would pull on with the Chain Rod, but these are destructible instead. There are few hidden rewards, but also enemies, where these blocks hide paths above and below.

Another Cyber-Elf awaits further in the ruins, but you'll need to be more crafty to snag this one.

About midway in the lower corridor of the ruins should be a moveable block. Near it, wall-jump up a little ways. You should catch sight of the Elf, but this one's out of reach. You need to pull the block with the Chain Rod so you can hook onto the uppermost corner of this wall with Rod, using the height boost of the block. Pull up on the Rod and wall-jump up to find a secret passage. Inside, you can claim Cyber-Elf Mitick. There's also a second way, a path above that leads to the Elf, but has spikes to cross. It requires a careful jump or proper Chain Rod swing to cross properly, but isn't worth the trouble.

Past a number of enemies, there is a part of the ruins where you have to get by a Securipider and Pantheon Hammer to climb up. Behind the Pantheon Hammer is a secret passage, containing some unseen E-Crystals, and it spits you out at a Cyber-Elf Box, which has Cyber-Elf Tomilar inside.

Regardless of whether or not you stop to get Elves along the way, you'll discover a shutter that leads to a returning sub-boss...

Sub-Boss: Pinofeel
Pinofeel is back again, broving just as troublesome as before. The attacks haven't changed from the Forest of Dysis, but this one is positioned on the opposite side of the room. If you remembered the strategy to beating it, you'll be in good shape. Plus, you also have the Ice Chip on hand. However, there's an added layer of difficulty: spikes on the ceiling. Keep your jumps low, especially when Pinofeel floods the room. You certainly don't want to give yourself a lethal concussion.

Destroying this Pinofeel will yield a passage underneath its spiked jaw as it falls apart. Sadly, unlike the first, this Pinofeel gives out no reward upon defeat, and no hidden room can be found through exploring its remains.

The Ruins: Second Area
It's already bright and clear that these ruins don't take too kindly to unwanted guests. You'll see for yourself when the amount of obstacles in your way goes up as you head into the second part of the corridors. Stubborn enemies are all over the place. It's up to you to put them in their place as you continue onward. You're also red hot upon the location of another Sub-Tank...

Hidden Sub Tank #2
Not too far away from the upper area of the ruins, the path diverts to the right. There is a destructible block protecting some E-Crystals, but that's not the real prize. Don't destroy the block. As you can see, spikes tip the wall just above it, and you need that block to successfuly dash-jump over them, or to swing with the Chain Rod and clear them as well.

As well as the challenge of getting to the Sub Tank, reaching it is a puzzle in itself. Above spikes, three destructible blocks are stacked in a perplexing manner. Jump onto the first one. From here, destroy the other two with the Chain Rod. You'll cheat yourself out of the Sub Tank by destroying the first block, and you'd have to return here later.

Behind the third block awaits a moveable block. The only way to completely tear it out of the wall is by using the Chain Rod from the one block you left intact. Behind the block, you can claim your well-deserved award, the  Sub Tank. This is the other hidden Sub Tank, and you'll get no penalty for having it. If you have both, the game's difficulty won't be nearly as imposing.

Daunting Obstacles
The number of enemies will shoot up as you go further in, meaning they're protecting something nearby.

A few items, such as a Life Energy Capsule off to the left, can be pulled over to you with the Chain Rod. Other items, like E-Crystals can reached by yanking out moveable blocks or destroying the cracked ones.

Only one place in the ruins is dangerous enough to get you. A section of spikes covers the ceiling by some Toitanks. Dash under them instead of jumping. The Toitanks will start appearing a lot more when you go beyond the spikes.

You'll eventually get to a place where destructible blocks provide a lift up, but directly below them, two cover up a secret passageway. Use the Buster to destrow the upper block so you can clear the spikes with the lower block. Don't jump over them just yet; instead, stand on the block and pull out the moveable block from the wall, via Chain Rod, then make your jump into the gap where it dropped. It will provide you a safe place on top of spikes by a Cyber-Elf Box. Dash over to the Elf from the block without jumping, and you should make it over the spikes between it.

Inside the box is Cyber-Elf Cloctell. This Elf's ability has been revamped from increasing time limits. Now, it will speed up the charge time of Zero's weapons during one mission.

Heading up the final part of the ruins will take you to a Life Energy Capsule that will completely refill all of your health, or that of a Sub Tank. This is great to fill up the one you may have just got.

The very last obstacles in the ruins are a Panthron Hammer, and then a long hallway of Securipiders before reaching the boss. A quiet end to a tedious level, is it not?

After passing through the shutter door, Zero will meet up with Elpizo again, but too late. Elpizo has found the key already, but gives his regards to Zero for almost beating him to it, and unlocks a shutter on the far side of the room.

However, before Zero can follow him, Burble Hekelot emerges into the room. He, too, has come too late, and frantically tells Zero to stop. In between several croaks, he states no one is allowed in the next room, by order of Harpuia. Unfortunately for Burble, he doesn't realize Elpizo has done just that. He merely thinks it's a false alarm caused by a sensor that needs replacing, then proceeds to subdue Zero... after taunting him with his sticky tounge.

Boss: Burble Hekelot
Burble Hekelot is a tricky boss. This Mutos Reploid isn't a savage killer, but the fight with him can be quite drawn out. He has no elemental weakness, so any weapon will do the same damage. Focus on Z-Saber attacks to chip his health down hard and fast. Burble Hekelot will take advantage of anything at hand to beat you.

Burble Hekelot stays true to his amphibian nature by being a slippery foe, hopping about and clutching to walls with his sticky appendages.

In his normal state, Burble may jump to the ceiling and hang from it, randomly outstreching his legs to attack you. Hit him with a charged attack to knock him to the ground.

Burble can actually power up if he eats Mechaniloids. He will constantly be trying to hop onto a wall, then shake it down to make three Caterpulls fall into the room, one of which is a special gold color, kind of like a golden Caterpie. You can burn the canopy in this room with the Fire Chip to see better, but that takes away your giveaway as to where the Caterpulls will land. You want to destroy the golden Caterpull first, then get the other two.

If Burble swallows a Caterpull with his tounge, he will bloat into his level two form. He will gain the ability to launch seeker missles from his back, and hop around a lot more. Attack him once to get him back to normal, but he won't take damage.

If Burble swallows another Caterpull, he will bloat to his level three form, or immediately if he swallows the gold one. In this form, he can spit out several bubbles that impede your movement if they get stuck to you. Wall-jumping doesn't really help.

You need to shrink Burble Hekelot back to size if he transforms twice, as he will also gain the ability to curl into a ball and turn invincible, rolling up the side of the wall you're nearest to. He can repeatedly drop down from the other side, than circle back up the wall, as many as two times, forcing you to wall-jump. When he finishes his attack, he will attempt a body slam. Afterward, Burble will come out of ball form, and give you the chance to shrink him again.

EX Skill: Energy Tounge
Burble Hekelot incorporates a yucky EX Skill at A-Rank and up, and very often. At any given time on the ground, especially after being hit, Burble is prone to use it. He will jump twice, then launch his tounge at you. Wall-jump to dodge it. If he gets you, he'll wrap his tounge around you and proceed to leech your health away, slowly healing himself. The only way out is by mashing buttons quickly. In addition, if he does get you with his tounge, when you break free, he'll immediately power up to his next level.

Burble Hekelot's tricks can really draw out the fight, but you can avoid nearl every attack with ease. Keep hitting him hard and fast before he can cause any real trouble for you, and this battle should be a cinch.

Awestruck with both pain and shock, all Burble can do upon defeat is wonder how he can apologize to Harpuia, then croaks. No pun intended... or is it?

If you defeated Burble Hekelot at A-Rank, you'll recieve the EX Skill Energy Chain. This EX Skill is a livesaver, literally. Latch onto an enemy with the Chain Rod and hold. After a few seconds, Zero starts leeching away the enemy's HP to restore his own. If Zero's HP is full, this will fill his Sub Tanks. It absorbs HP one point at time, but does a favor against very hard bosses, such as the upcoming ones.

The Seal Weakens
With Burble Hekelot gone, you can go through the same door Elpizo did. Inside, you'll find him, a giant glowing eye, and the Baby Elves subduing what appears to be X's spirit. Elpizo has broken the seal X has at the Forest of Notus, slightly peeling open the seal of the Dark Elf itself. Elpizo is delighted with the results, knowing he can become strong, if not stronger, than Zero. He defends himself by saying he won't use his power for evil, but for peace, and Ciel. The Baby Elves let out a cry for their mother, then they, and Elpizo, transport out.

X apologizes to Zero for underestimating how strong Elpizo and the Baby Elves really became. He goes on to say he isn't ready to deal with them while protecting the Dark Elf. Zero promises to deal with them, while X warns him they don't have much time left. The Dark Elf is responding to her children as they speak.

X leaves the Forest of Notus to deal with Elpizo directly, while Zero has the operators transfer him back.

When Zero returns to base, Ciel expresses dismay on what Elpizo schemes to do, and she's against his idea to use power to bring peace. She pleads Zero to stop him even more.

Knowing how much of a challenge they were before, you might feel uneasy taking on the remaining Four Guardians. They have some fierce levels, and have had time to hone their skills since their defeat, which are much greater than that of the other bosses you've seen. Out of the three, Fairy Leviathan holds the least amount of difficulty, so her area should be your next stop on the list.