Mega Man Zero 3 Challenge Run - Energy Facility

Mega Man Zero 3 Challenge Run - Energy Facility

Conditions for this mission include: No Damage 100 pts S - Rank Real time ends when the final hit lands on the boss This stage is quite the endurance test with the longer length to the stage, with a challenging boss fight awaiting at the end. I'll admit that some movement could be cleaner, but I felt overall content with completing the challenge. The first test of this stage is passing the rapid moving moths to progress. There are stage gimmicks you can use electric attacks on to switch the lights on, which will divert the moths away for an easier time destroying them. The 2 Gear Rooms are strange that they have an active hitbox if you run into them. But, there is a specific time you can release a charged Recoil Rod to push two switches at once if you release before the gear turns. And I'll say that both of these rooms turned out quite clean in this run. The rotating platforms and strange space in the mini-boss room makes some combos a bit more difficult to execute, but I found that timing attacks to hit both the boss and stun the scaling enemy at the same time to be quite effective. The moving platform sections are pretty straight-forward, just as long as long as you keep track of any enemies or mines placed in the distance off-screen. Cubit Foxtar is one of the most difficult bosses in this game because RNG and attack patterns can change if you wall jump or use the Charged Recoil Rod too many times - EVEN if you skip the cutscene. While I did end up with a pretty boring attack pattern, it was still good enough to complete the run and move further into the game.