Mega Man Zero 3 - Aegis Volcano Base [Pacifist Run]

Описание к видео Mega Man Zero 3 - Aegis Volcano Base [Pacifist Run]

In this challenge, I present to you the antithesis of Zero’s character—pacifism. More specifically, this is a pacifist run of Blazin’ Flizard’s stage, the Aegis Volcano Base. Before getting into the specifics of the stage, I’ll lay down the rules that I put in place for this challenge.

The following applies to the stage only. Weapon usage is disallowed entirely, so I’m unable to attack enemies, even non-lethally. Defeating enemies is obviously out of the question, but depending on an individual player’s sensibilities, an attack that doesn’t result in total destruction may be permissible. I’m unwilling to make that concession myself, so all weapons are sheathed from beginning to end.

This restriction removes two potential strategies: using Saber Smash’s sparks to stun enemies and using the Recoil Rod to pogo off tanky enemies or off the ground. That last bit may raise some eyebrows; what’s the harm in using a movement mechanic that requires no contact with enemies? It’s a restriction I’m sure most would find excessively minimalist, but hey, it’s my grave, so let me dig it.

Next, the usage of Foot Chips is forbidden unless proceeding would require Zero to instead slice apart a foe—there is only one such instance in this level. The prevailing philosophy here is that the Foot Chips, along with Recoil Rod pogos, would allow me to easily circumvent a lot of otherwise seriously troublesome obstacles. By obstinately refusing to incorporate any of these elements, a fair bit of ingenuity and a great deal of precision are called for.

Onto the stage itself. The Aegis Volcano Base is my canvas of choice for this outing, and there’s one major reason why: the “miniboss” doesn’t require any fighting at all. Most stages in Z3 are saddled with some manner of annoying contraption plopped down in the middle of everything. Flizard, instead, sees fit to lock Zero in a room with randomly spawning Crossbynes—a seemingly merciful inclusion for the purposes of this challenge, but it’s one that houses its own aggravating brand of pain. Furthermore, the obstacles in this stage can be rather puzzle-like; it isn’t just a straightforward gauntlet of exacting jumps. Finding ways to manipulate enemy movements and overcome apparent impasses without the use of tools is good fun.

Some interesting tactics can be observed right off the bat. The four rather tall bowling ball dispensers that stand guard immediately present a problem. Two can be leapt over with good timing, but the other two are clearly impossible to pass without some type of intervention. Thankfully, these are dumb turrets and not master strategists, so a simple way forward exists. By carefully luring the projectiles from a short cannon toward a tall one, the ball will collide with the tall cannon’s stem and cut it down to size, letting Zero prance over. It’s crucial to note that the meteors trigger based on proximity, not time, so a bit of planning will see you through without taking a head bonk.

The lava pits contain only one truly tense moment. Past the first Volcaire lurks a single Pantheon atop a steep hill. This well-placed guardian demands that you either intelligently goad him down from his lofty heights or heedlessly charge forth and just barely squeeze a dash jump in over his head. Guess which I chose? Beyond that, the Shadow Dash exception comes into play. Prior to the Crossbyne rave party, two Pantheons inhabit comically constricted hallways; neither of these stalwart fellows seem particularly interested in leaving them. Based on my research (does jumping around like a madman count as research?) these are impassible without either dashing through them or using Saber Smash sparks.

I imagine that the Crossbyne room appears quite routine, but it’s deceptively irksome. Every second of this chance-riddled mess has the potential to rob you of an attempt, and you have little recourse other than to scrounge together whatever reaction speed you’ve got and hope for the best. Keep your eyes peeled, and look out for those green wireframes spawning directly over Zero.

The second half is best labeled as “the realm of obnoxious jumps.” Threading the needle between Gabyoalls is required multiple times, with the showstopper being that ludicrously unforgiving stint after the first ladder. Navigating past the flames of Lamplorts demands that you precisely count when the fire will sputter out so you can continue unburned. The contact hitbox on the front of the Lamplorts is quite forgiving; use this to your advantage while jumping around them.

Question: How do you fight a boss as a pacifist? My answer to this stumper is to use the least direct method of attack possible. For Flizard, there are two options: pelt him with the sparks from Saber Smash, or equip a bullet-shooting Cyber Elf and chip away. This may come as a shock, but I do actually value my sanity, so the first option wins out.

Thanks for watching! Any questions or comments you may have are welcome as usual.

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