Mega Man Zero 2/Train: Panter Flauclaws

For this mission, Elpizo wants Zero to board an enemy transport train bound for Neo Arcadia and seize its load of supplies. These supplies would prove very useful for "Operation Righteous Strike," since Elpizo is moving many of his troops.

Out of all the missions, this one is the most straightforward of them all; make your way to the freight car and seize the supplies. You must keep any from being taken, or you'll get docked at the end of this mission.

Train
Right away, you'll board this train in motion, unlike the one in the last game. Just like the first, never fall off the train, or else you'll lose a life.

Head left of where you appear as soon as you transfer to the train to find a Cyber-Elf box with Cyber-Elf Emick inside.

This level has a very linear path, but as soon as you jump to the first car, you'll be greeted by the persistent Carryarms from the last game, which fly in and drop off another very annoying enemy, Spikings, steel barrels covered in spikes, which also roll across the cars without being dropped by Carryarms. Memorize where these annoyances appear. The first car has only one incoming Carryarm. Try to charge up your Z-Saber as they sweep in to destroy the pairs they come. Destroying Carryarms isn't worthwhile, but destroy ten Spikings, and you get Cyber-Elf Biraero.

The only real danger of ths level comes as you try to jump across train cars. Checkpoints usually pass over the tracks to clear passing trains of any unwanted objects. These are signaled by two gates with yellow flashers, then one with red flashers. After these go by, jump, because a huge electrified gate will sweep over the cars, doing severe damage to you if it hits you. However, they clear away any enemies on the train car roofs at the time, which can make it easier to get across.

As you jump from car to car, mind the couplings, as you'll get steamrolled if you fall through the gaps unless you negated the instant death with Putick. From the first, third, and fifth cars, you can go either up onto the roofs of the next train car aheaf or down into the chambers of it, but beware of the incoming Carryarms and Spikings above and Spikings below. If you didn't defeat Phoenix Magnion, there will be Pantheon Guardians patrolling the trains as well. For the second, fourth, and sixth cars, you can only go up. Taking the lower path on the fourth train car leads to a Life Energy Capsule that refills 8 HP. The seventh car is the engine of a train following behind the one you need to board. This can be tricky jumping from either the engine face or cowcatcher, as Spikings and checkpoints can hinder your jump over.