Midnight Aurora
Chapter 2 : Midnight Aurora | ||||||||||||||||||||||||||||
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Merry Christmas, Zero - have this egg. | ||||||||||||||||||||||||||||
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Midnight Aurora is the eighth level on the path to the Icicle Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. While searching for Energy Elements and SRARA, Zero arrives in an empty city covered with snow, which he gradually ascends as the level progresses. While primarily based on Aurora Man from Make a Good Mega Man Level 2, it also uses elements of Midnight Snow from the original Make a Good Mega Man Level, with Dr. Wily's Z-Phone call suggesting that the latter stage takes place on Midnight Aurora's outskirts.
Strategy[edit]
A short enemy gauntlet precedes a door leading to an indoors area, which features climbable white vines leading upwards. Near the top of this section, a door with a CD marking lies behind a trio of Wall Blaster IIs and two small rows of spikes that require an airdash to pass. Going through this door takes Zero to a short vertical area with spikes and Needle Harries, where a CD lies at the bottom (as well as a door leading back). After reaching the top of the tower, Zero must traverse a platforming section with bottomless pits, all while Pipis continuously spawn from the right. However, the Z-Burst easily destroys them before they can drop their eggs.
After entering another door, Zero arrives at another tower section, with a Needle Harry and a cardboard box that can only be destroyed with the Z-Saber. Doing so reveals a secret door to a short side area with another CD. On the main path, the climb upwards is made more dangerous with Needle Harrys, a Crystal Joe, and Smaplars crawling along the walls. Additionally, ice blocks that make Zero slip and slide are briefly introduced. The top of this tower puts Zero on the city skyline, with the aforementioned ice becoming more common while fleets of Camons and Smaplars move along it. Just past a Power Muscler, a fleet of Pukapellies and infinitely-spawning Camons try to knock Zero into the bottomless chasm below, but these threats can be dispatched with the Z-Burst. After climbing a vine at the end, the stage's Energy Element rests atop a skyscraper's roof.
While in this final section, a third CD door can be seen, but it is completely inaccessible without buying the Double Jump upgrade from Dr. Wily's Secret Bunker. With it, the door can be reached, and a short challenge making use of the Double Jump ensues. A series of top-solid platforms line the top area, and the only way to cross them is to fall off of one, airdash underneath the next platform, then jump up onto it with the Double Jump. A Crystal Joe at the end complicates this, but defeating it earns Zero two large Bolts and the stage's final CD.
Z-Phone Dialogue[edit]
Trivia[edit]
- Midnight Aurora is the only level in Chapter 2 that requires the Double Jump upgrade to reach a CD.
- Despite Destroyable Blocks having a uniform appearance in the Megamix Engine, this stage reskins its single instance of the object as a Triple Blade Block from MaGMML2.
Make a Good Mega Man Level: Episode Zero - Chapter 2 Icicle Path | |
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Stages | |
Frosty Fields • When Spike Drops Freeze Over • Robot Ink Printing Facility • Forgotten Fortress: The Lab • Nocturnal Assault • Springy Scaffolding • BlocBunker • Midnight Aurora • Metropolitan Neapolitan | |
List of Bosses | |
Blizzard Man • Stomp'n • Stomp'n Violet • Hindjoe • Wafer Wagon |