The chase continues as we tackle the next two temples. Leviathan has little interest in what Elpizo’s doing, but once we actually catch up to our former commander, we might find him to be in quite the state now that he’s close to his goal…
Zero has reached the heart of Neo Arcadia… no, not the one from last time. This time it’s Yggdrasil. The Dark Elf’s power is sealed away at the top of the tower, and the only way there is up through a gaggle of fanatics with familiar faces. Zero can carve his way through these enemies, but just what awaits him him Elpizo succeeds in completing the Dark Elf?
Ah, Dr. Weil. He’s kinda asshole for asshole sake.
Is nominal determinism real, or did Dr. Weil have enough sense to change his name before committing innumerable crimes?

It’s been two months since Zero’s battle with Elpizo. The Dark Elf is still missing, and relations with Neo Arcadia remain tense. Luckily, Ciel has just about finished her new energy system, and if all goes well it could be the key to ending hostilities for good. Which means, of course, a new wrench is about to be thrown in the works. A strange ship has crashed into the planet, and it bears a similar reading to the Dark Elf. What that could mean remains to be seen, but in all likelihood it will lead to more trouble…
We’re halfway done with the Zero games, and if you thought the last game was a change from the first, this one’s even bigger. Weapon levels are out, we’ve got equipable ability chips, and most importantly the Cyber Elves don’t have to die to be used! The base game’s about the same in that you’ll die quickly if you’re not careful, and the ranking system is still a little judgmental if you’re not used to it. But if you’ve been put off by the first two games, this one might be mire your speed. Just, you know, make sure you’re up to date on the plot. You won’t be confused if you don’t, but we will be getting some emotional payoff this time around.
A mysterious signal has caught the attention of the Resistance. Zero heads out with Ciel and a few guards to check out the situation, and find a massive ship crash-landed at the source. Whatever is in it seems to have similar readings to the Dark Elf, but what that could mean remains unknown. And of course, Neo Arcadia is already investigating as well. Could this day get any more bizarre? The answer probably won’t surprise you.
We’ve got our list of missions, and we’re starting by making a dent in Neo Arcadia’s weapon production. Déjà vu, I know, but we’re not fighting Phoenix Magnion again, if that’s what you’re thinking. No, this time we’ve got a bat hanging out in a garbage dump/graveyard. It’s definitely a different vibe.
There’s a missile base in Neo Arcadian territory, which is definitely bad news in the long run. The Operators need some time to chart a course to that base, and Zero has the perfect distraction: a rampage. Yes, assaulting this volcano base should buy plenty of time, and taking out one of Weil’s Numbers at the end should be a nice bonus.
The drama tracks mentioned in-episode are Weil Numbers and Alouette’s Good Day. The first is a short scene where we get to see a bit of personality of the bosses in this game and see Harpuia’s worsening work situation. The second is a bit of a long one (fourteen and a half minutes) but it’s a fun bunch of scenes where Alouette talks to some of the members of the Resistance Base. I didn’t talk as much about that one, but I do think it’s worth a listen if you want to learn more about some of the recurring characters and witness Zero’s lack of social skills.
We’ve stifled Neo Arcadia’s weapons production… eeeeexcept for that big missile they’re building. But while we figure out that situation, we need to look for the Dark Elf. She seems to be somewhere in some underwater ruins, which will be difficult to deal with since we don’t have a submarine. And to make things worse, the enemy does have one of those.
You know, in lab, the… IV stand thingy kinda looks like stretched Life Up from MMX1?
Or am I seeing things?

These two? I guess I can kinda see it, given that line in the center of the heart sprite.
So rescuing the Dark Elf didn’t go so well in the previous episode, save for taking out another of Weil’s Numbers. But we’ve got Dark Elf readings from some different ruins, and these are way drier than last time! So Zero’s off again to see if we can finally one-up Neo Arcadia.
Weil and X have located the Dark Elf, and unfortunately it’s in their territory. The good news is, though, that it’s just at a town at the edge, so maybe we have an advantage! Except, no, they’ve decided to use that missile factory we discovered earlier to launch Omega directly to it. So now Zero has to move out to save the Dark Elf and one of Neo Arcadia’s own cities!
Diplomacy has failed, and now Neo Arcadia plans on crushing the Resistance in one to three fell swoops. Today, we’re taking on the first army they’ve sent, which is apparently pretty close. Zero will have to cross a desert, but we’ve got plenty of experience with that by now. The only big issue is a certain jackal who’s back from the dead… again.
We’ve got two more zombies to fight and plenty of time to do it! Hanumachine and Blizzack Staggroff are leading their respective armies, and we’ll be removing them at our earliest convenience. That does mean half of our time will be spent within jungle ruins, but thankfully there’s no Chain Rod to make that level type annoying anymore.









