| Chapter 2 : BlocBunker|
|This stage brings a new meaning to the term, "Cold War".|
BlocBunker is the seventh level on the path to the Icicle Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. Detecting an Energy Element inside a mysterious missile base, Zero must fight his way past Soviet-themed Coltons and their air support to reach the base, which is filled with not just icy surfaces and swinging hammers, but also numerous missile types from the destructible to the indestructible.
The level starts in an outside area, with Winter Coltons and Bombiers as the only enemies guarding the uneven path forwards. At the end of this path is some ice-covered ground (causing Zero to retain momentum when stopping), and a ladder above spikes. Going up the ladder, Zero is introduced to Ballade Missiles blocking the way forwards in two rooms, the second of which feature Propeller Eyes. After climbing up through three rooms, Zero must jump across icy terrain while avoiding several pits, with Mizziles, Winter Coltons, and Bombiers trying to knock him down into them. If he makes it through, he will drop down into the first checkpoint, with a large Health Energy on offer.
Teckyuns shaped like swinging hammers litter the next several rooms, with the focus placed on avoiding them than on fighting enemies, though some rooms have Propeller Eyes and Ballade Missiles as additional hazards. After passing through a room with a small spike-lined floor and a Hammer swinging on the ceiling, another platforming section with icy terrain, Winter Coltons, and Mizzile-filled pits presents itself. Once Zero crosses it, he climbs into a barren room with another large Health Energy pickup, above which is the second checkpoint. Going right leads to a battle against a Hindjoe, but by going up the ladder on the left, Zero will find a CD resting on a small platform. To reach it, he needs to climb and airdash up a series of ladders while avoiding more Hammers.
After defeating the Hindjoe, Zero is presented with a five-screen long vertical climb upwards. Here, he encounters invincible Missiles that spawn infinitely from chutes in the walls and fly in one direction. If one hits him, he risks falling back down to a prior screen. Additional hazards on each screen include Winter Coltons, a Hammer, and Ballade Missiles. At the top of the climb, Zero encounters a shutter leading inside the base, with a checkpoint on the other side. Three Propeller Eyes await him in the next room, and a ladder up top leads to another vertical climb with more Missiles flying across each room. Here, careful positioning and timing is needed to avoid being hit and falling down while jumping from ladder to ladder. At the very top is a room with a Mizzile and Winter Colton guarding the exit to the top right. The final stretch of the stage is another short platforming section with Mizziles lurking in pits, before Zero encounters another Hindjoe. Defeating this one will make it drop the Energy Element, ending the stage.
- BlocBunker seems to evoke Cossack Stage 1 from Mega Man 4; not only is it a Russian-themed ice level, but it uses many similar level setpieces (such as a small climb up into a horizontal area filled with pits hiding enemies, and a long vertical climb with the background getting progressively darker).
- This level, along with Refurbished Pyramid and Shift Posting, are the only levels in Episode Zero to have a midboss enemy drop an Energy Element.
|Make a Good Mega Man Level: Episode Zero - Chapter 2 Icicle Path|
|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|