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of the room to get temporary relief from its attacks--it scrolls with the room, |
so it's always within striking distance! |
Another thing is, if you try to shoot it from below, the missiles WILL NOT |
WORK. That means you have to shoot its abdomen (either the front or the back), |
making the fight even MORE difficult (as it would be relatively easy to get |
shots in by hitting them from below, compared to from the side--you have to |
constantly jump in order to hit with your missiles). |
Attempting to dodge the Zeta Metroid's attacks is probably futile, so your best |
course of action is to just keep attacking it as hard as you can. 20 missiles |
are needed to take it down. |
------------------------------ |
METROIDS REMAINING: 11 (L-05) |
Man, that was an intense battle. There's a narrow gap in the ceiling; Space |
Jump through it. You'll emerge in one half of a Chozo item room; get out of |
the crawlspace you're in, make your way to the right of the room, bomb the |
boulder, morph and head right. Get out of THIS crawlspace, shoot the orb the |
Chozo statue is holding, and get your SCREW ATTACK! |
- - - - - - - - - - - - - - |
Screw Attack: A Primer |
This is quite possibly the most devastating weapon in the game. Basically, |
whenever Samus spin-jumps, virtually any enemy she touches will instantly die. |
This of course does not work on Metroids (and I suspect Arachnus is also |
immune), but it will temporarily deflect a Zeta or Omega charging at her. |
- - - - - - - - - - - - - - |
Now get out of this room, and go all the way back to the passage you came in |
through. |
3. Final Cleanup [CLEANUP4] |
--------------------------- |
Bomb out the boulder, fall out through the passage, but cling to the cave wall |
on the right using the Spider Ball. (If you have trouble, just keep holding |
right and eventually you'll drop onto a ledge.) Crawl up the wall. Eventually |
you'll reach the entrance to another tunnel heading right. Unmorph and head |
that way. You're in a tunnel that I call a Spiked Room From Hell. It's not |
that bad if you can Space Jump decently, though, and this one's fairly short. |
You'll end up in a room filled with sand. Blast away as much of it as you can, |
and keep heading to the right. You'll encounter a GAMMA METROID at the far |
right. This fight shouldn't be too hard, but remember that Gammas can fly |
through the sand, while you have to shoot it out. Give yourself some jumping |
room by shooting up and down. |
METROIDS REMAINING: 10 (L-04) |
Now head back through the Spiked Room From Hell. Once you exit this room, try |
to Spring Ball up and cling yourself either to the ceiling or a low wall on the |
right. Now travel up until the ceiling starts going left, then lay a bomb in |
the first "depression" in the ceiling you come to. (Move down to get clear of |
the Bomb's blast. MAKE SURE that you don't lose your Spider Ball, but don't |
lose sight of the bomb or the ceiling block above it either.) A block should |
be destroyed by the bomb. Crawl up, then bomb the block uncovered by the first |
bomb, and so forth. Eventually you'll reach a hidden tunnel, similar to one we |
encountered in the second Chozo City. Go left. You'll hit the last ENERGY |
TANK (E: 6), though because Samus is limited to five in this game, all this one |
will do is refill your energy. Farther left is another MISSILE POD (M: 240), |
which WILL do you some good. Now bomb your way out of here, using the first |
tunnel you came to. |
Fall down, but hold right so you land on the ledge where you went to face the |
Gamma Metroid earlier. Drop down further, hugging the right wall. Fall past |
the place where you fought the Zeta Metroid earlier. Eventually you'll land on |
a ledge, and there'll be an alcove to your left. In that alcove is a Missile |
Battery; you should probably use it. |
Now jump back over to the right-hand wall and Spider Ball your way down. |
You'll eventually find yourself crawling along a ceiling. Eventually you'll be |
headed straight up a wall toward another room; let go here and hold right (but |
don't hit the spikes on the way down) until you encounter some solid ground to |
stand on. Unmorph, then Space Jump your way up, keeping the right-hand wall in |
sight, until the room stops scrolling upward as you go up. Drop down to the |
right of some spikes, morph, and drop through some fake ground to your right |
and grab the last MISSILE POD (M: 250)! |
You won't be acquiring any more items in this game, save for one or more beam |
weapons that you've had before. For all intents and purposes (well, for most |
players anyway), you now have 100% item collection. |
Anyhow, Space Jump up into the room above you. You'll awaken a GAMMA METROID. |
Get to a ledge on the right-hand side of the room, and blast away. Don't fall |
down (out of the room, that is), or the Gamma's health will reset. Don't worry |
too much about taking damage unless you're critically hurt; you'll see why in a |
minute. |
METROIDS REMAINING: 9 (L-03) |
Don't leave the room just yet; jump over to the left-hand part of the room, |
then Spider Ball your way up into a hidden tunnel. Drop to the bottom of it to |
touch a Big Energy Ball. Use it to recharge. Now drop down, keeping the outer |
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