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5. Metroid Hunt 3 [TROIDS3] |
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Go back through the room with the Yumee nests, all the way back to the tall |
vertical shaft with the Pincher Flies. You may remember that the last time you |
were here, you passed a tunnel heading right. Well, now we're going to take |
it. Head right through the tunnel. You'll see a pit, and a Save Point next to |
it. Save first, then drop down the pit. |
You'll be in a strange, organic vertical shaft with Pincher Flies all over. |
Keep going down until you see a tunnel heading *right* (you'll explore the one |
going left later). Enter it, and you'll find yourself facing a GAMMA METROID. |
I suggest that for this battle, you try to get away from the open doorway, or |
it will probably push you back into the shaft room--which also resets the |
Metroid's health. |
METROIDS REMAINING: 21 (L-05) |
Once you defeat it, you should see some shootable blocks in the floor. Shoot |
them out, drop through, and head right. You'll be in another organic vertical |
shaft, this one with TPOs flying around. This time you want to go up, all the |
way to the top. Jump through the gap in the ceiling. This room is full of |
what I call "spiderwebs", though I'm not entirely sure of *what* they are. |
They won't hinder your movement, but they will stop your missiles. Also in |
this room is an ALPHA METROID. Try to clear out as much of the webs with your |
beam as you can, so you don't waste too many missiles fighting this wimp. |
METROIDS REMAINING: 20 (L-04) |
After this fight, Spider Ball your way up the wall. You'll enter a small gap |
in the ceiling. The tunnel will take you to the right, to the entrance to |
another room. You want to get into this passage, but don't take the doorway to |
the other room. You'll see why in a minute. Instead, have a look at the |
Metroid shell in this room. Jump onto it, then drop through the center of it. |
Tricky, these programmers are. Morph into a ball and roll right. |
As you emerge, you'll see that the passage above you dead-ends, meaning it |
would have been a waste of time to enter. As you roll into the room, you'll |
awaken a GAMMA METROID. This is another room full of webs, so do a bit of |
quick clearing before engaging the Gamma, unless you have missiles to burn (you |
probably will if you've been following the walkthrough). |
METROIDS REMAINING: 19 (L-03) |
Make your way back to the left. You should be able to simply jump through the |
deposited Metroid shell; if you can't, try Space Jumping through it. (It's |
also possible to bomb-jump through it, but that's a waste of time in a speed |
run, as it'll take a few tries.) Drop back into the shaft where you came from, |
then go down until you see a passage heading right. Go through the next room |
(don't go through the shootable floor blocks in this one). |
The next room will be a long vertical shaft, with really nothing in it. Drop |
all the way down to the bottom of it (it's a LONG way down--luckily Samus |
doesn't take damage from falling). At the bottom will be a passage headed |
left. The next room is another vertical shaft. Drop down, but as soon as you |
hear the boss music, try to get over to a nearby ledge to fight the GAMMA |
METROID. |
METROIDS REMAINING: 18 (L-02) |
If you need energy, drop all the way down to the bottom (shoot the plants |
before you land on them--they hurt). At the bottom will be a pair of Morph |
Ball tunnels, heading left and right. Take the one going right, bombing the |
plants in your way (or shooting them beforehand). At the far right of the |
tunnel, there'll be a small space to jump up. Do so to touch the Big Energy |
Ball. |
Whether or not you grabbed the energy, go back up until you see a passage |
headed left. Enter, and you'll be in another vertical shaft with Meboids |
flying around. Head upward until you see a tunnel going left (you won't have |
to go too far up). Head left, and you'll enter a room with another GAMMA |
METROID. This one will be tricky, as you'll have to jump up through another |
Metroid shell in order to fight it. After that little obstacle, however, it'll |
be much the same as any other battle against a Gamma. |
METROIDS REMAINING: 17 (L-01) |
Head left now. You'll end up in a room with a winding passage to a crawlspace. |
Don't bother looking there; there isn't anything. Instead, jump up though the |
gap in the ceiling. You'll pop up through a Metroid shell. This is a one-way |
trip, so don't try to drop back through. You're actually in the *first* |
organic vertical shaft you entered earlier, but you won't be leaving the same |
way you came in. |
Jump up until you see a passage heading *left* (you already took the one going |
right). You'll enter another room with a GAMMA METROID. Like with one you |
encountered earlier, you'll want to get away from the doorway, lest the Metroid |
push you out. |
METROIDS REMAINING: 16 (L-01) |
Yep, the game is shakin' it again. Head left. You'll see another room with a |
crawlspace; don't bother with this one either. Just jump up through the gap in |
the ceiling. You'll find yourself at the bottom of the vertical shaft you |
climbed very early in this section. Hold left so you don't injure yourself on |
the spikes, then head left out of here. |
=========================== |
E. A Short Interlude [MINE] |
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