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(except Metroid Zero Mission). |
- - - - - - - - - - - - - - |
Use your newly-acquired ability to bomb the low floor to the right of the |
statue. One of the blocks disappears when you bomb it; drop through the gap to |
acquire your first MISSILE POD (M: 40). Jump back out, then head right to exit |
the room. |
2. Getting the Ice Beam [ICEBEAM1] |
---------------------------------- |
Return to the shaft you came through. This time, go up until you see a passage |
to the right. Go right, shoot the Wallfire, climb on top of it, and morph into |
a ball. Try to roll right; if you can't, lay a bomb to bounce you up a bit, |
and hold right as you fall. Keep going until you see your Morph Ball's |
silhouette stop, then lay a bomb to destroy a block in your way. Continue to |
roll right, and you'll drop into a room. Jump on a structure in the middle of |
the room to gain your first ENERGY TANK (ET: 1). |
Head right. You'll be in another shaft like the first one in this temple, only |
this one is taller and has Wallfires every few ledges. Drop to the bottom of |
this shaft and head left. You'll find yourself in a familiar-looking passage. |
Wallfires will be on the left and right low walls, so be careful while going |
through. Destroy the missile door here and head in. |
You'll see another Chozo statue here, holding another sphere. Shoot it and get |
the ICE BEAM! |
- - - - - - - - - - - - - - |
Ice Beam: A Primer |
This beam is slightly more powerful than your normal power beam, but because |
it freezes enemies before killing them, it will take more shots to kill weaker |
foes. It's required in order to kill hatchling Metroids. |
- - - - - - - - - - - - - - |
Now head right to exit. Please note that if you exit the room and re-enter, |
the Chozo statue will be holding the sphere again, and you can shoot it to |
collect the Ice Beam again. This is not a glitch; because each beam you |
collect replaces the last one you had, the game keeps it so that you can |
switch your beam as often as you want, as long as you know where the beams |
normally are. |
3. Getting the Spider Ball [SPIDER] |
----------------------------------- |
Return to the second shaft. Jump your way up until you see a passage headed |
right. You should be in a room with three missile pods. Collect the first |
MISSILE POD you see (M: 50), then the next MISSILE POD (M: 60) in the lower |
part of the room. |
Now you have a choice. You can leave the third one for later, or you can take |
advantage of a minor glitch in the game, using a technique I call "flinch |
jumping". Basically, any time Samus takes damage, she can jump (again) while |
still flashing (and flinching from the hit). This allows her to jump to |
heights she would normally be unable to go. |
This requires good timing. First, shoot the block that leads to the third |
missile pod (it's above her). Wait three or four seconds, then jump. If you |
did it right, the block should re-form while she's in its space. She'll take |
damage, and the block will disappear again. Quickly jump again, and she should |
be able to land inside the "box" containing the MISSILE POD (M: 70). (The |
damaging blow of the block re-forming might even be enough to push Samus in by |
itself--this is in fact the more probable way to get in.) There's a secret |
passage heading right, but it doesn't lead anywhere useful. |
Exit the room, then go up the shaft a bit more until you see another passage |
leading right. You'll find yourself "outdoors" again. Head right until you |
encounter a hidden pit. Yes, you *want* to fall down it, so if you fell in it |
by accident, don't worry. You'll either land on a ledge just above an opening, |
or a depression just below it. Either way, you want to enter that opening in |
morph ball mode, either by a controlled drop or by bomb-jumping up into it. Go |
left, dropping down to the floor. You should see a flashing ball-shape now. |
You want to get that. Slip into a gap in Morph Ball mode to get the SPIDER |
BALL! |
- - - - - - - - - - - - - - |
Spider Ball: A Primer |
This is one of my favorite items in the game. Basically, you can turn your |
normal morph ball into a "sticky ball" by pushing Down in morph ball mode. |
While in Spider Ball mode, your ball will move more slowly, but will be able to |
climb along walls like your normal Tusurmis, Needlers, and the like (though |
slightly faster than those enemies). This makes it far easier to get to many |
areas of the game. However, the Spider Ball will deactivate if Samus takes |
damage or is within the blast radius of one of her own Bombs. You can also get |
out of Spider Ball mode by pressing A. You can lay Bombs while in Spider Ball |
mode. |
If you're stationary, you can move the Spider Ball by pressing the direction to |
move. If you can't move in that direction, either you're on a wall heading a |
different direction, or you may be in a corner that doesn't allow the Spider |
Ball to move. Maintaining constant pressure in that direction will keep the |
Spider Ball moving along the wall, no matter which direction the walls go |
Subsets and Splits
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