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spikes on the right-hand wall close (but not TOO close). You should land on a |
ledge; head right into another Spiked Room From Hell. This one is much longer |
than the one we went through before, but it still shouldn't be too much trouble |
with all the Space Jump practice you've had up to this point. |
You'll emerge in another sand-filled chamber. You'll see another flashing |
Gamma Metroid. Before you move farther in, clear as much sand out as you can. |
Move farther in to trigger the mutation, and you'll be facing another ZETA |
METROID. Remember to clear sand above you so you can shoot at the Zeta's gut, |
back, or head, because you can't shoot a Zeta from below. This is undoubtedly |
the hardest Zeta fight in the game, so give yourself a pat on the back when you |
win. |
METROIDS REMAINING: 8 (L-02) |
Space Jump your way back through the Spiked Room From Hell, then jump off the |
ledge on the left (use your Screw Attack if you like, but it won't last all the |
way down). Head back to the Save Point and use it. Now, head left and drop |
down almost to the bottom. (If you land in the water, you've gone too far.) |
There will be a tunnel headed left, into another Spiked Room From Hell--a short |
one this time, thankfully. |
You'll emerge in a room with a lot of sand in it, but it's mostly open. Your |
opponent here is another ZETA METROID. It'll be mostly like the first fight |
you had against a Zeta, and by now it shouldn't be *too* bad (though it's still |
not an easy fight). |
METROIDS REMAINING: 7 (L-01) |
Now head back through the Spiked Room From Hell. Space Jump your way up until |
you reach another tunnel heading left. Head through one last Spiked Room From |
Hell (a long one this time), until you reach the other side. |
This room is like the one you fought that last Zeta in, only this time you only |
have to face a GAMMA METROID. This should be easy enough. |
METROIDS REMAINING: 6 (L-01) |
Quake time. Head out through the Spiked Room From Hell, and drop down. Head |
into the Room of Many Beams to switch your beam again if you want (Spazer or |
Plasma would work well, or the Ice Beam if you want to take a tiny shortcut |
LATE). Save again at the save point, then head back to the Missile Battery and |
Big Energy Ball to refill. You won't be seeing either of those again until |
near the very end of the game. |
====================== |
G. Acid Trap [HIDEOUT] |
====================== |
1. The Alpha [ALPHA] |
-------------------- |
Now head out of this city the way you entered it, and keep going until the main |
tunnel theme begins to play again. The acid pit you saw earlier will be |
drained now, so drop down it. Make your way to the bottom, then head left. |
In this tunnel, a few Skorps will pop out of the floor, so be careful when you |
jump. (And make sure not to fall into the acid, either.) Drop down the next |
shaft (you'll have only a couple Skorps to worry about), and head left again. |
This room has a series of different enemies. First you'll see a couple |
Moheeks, then a couple of Skorps, a Glow Fly, two nests of Yumees, and finally |
a Seerook. Shouldn't be too much trouble; just Screw Attack your way through. |
Head left through the tunnel. |
You'll be in a room with spikes on the ceiling. Head through it. Ignore the |
doorway to your left; it leads to another acid pool. Instead, head up through |
some more spiked tunnels. At the top, you'll encounter a split path. You can |
head either direction you want; I will have us head right first. |
This next room will have four Motos. Kill them all and collect their energy if |
you need to (they drop Medium Energy Balls like the Octrolls did). Continue |
right and head up the shaft. Just screw attack the Halzyns to make short work |
of them. Head left and up the next shaft as well. The doorway will lead left, |
so head left. |
This next room is a BIG, wide-open one, with small pools of acid. Get your |
missiles ready, because we're about to fight...an ALPHA METROID? You've got to |
be kidding me...this deep in the planet, we're still fighting pansy bosses like |
this? Dispatch this little bugger quickly. |
METROIDS REMAINING: 5 (L-01) |
Rumble rumble rumble. That was easy. Now that we've finished here, let's go. |
Head left. Drop down the shaft, taking care of the Pincher Flies on the way |
down. Jump through the diagonally sloped room, and through the doorway. |
2. The Omega [OMEGA] |
-------------------- |
We're now in the room with the split paths, only we're coming from the opposite |
direction from before. Wait--what's this? The acid has filled in the spiked |
rooms we came here through! No fair! Head back to the big room where we |
fought the Alpha Metroid. You'll see a floating Zeta. To follow the pattern |
we've established by now, that means we'll be facing...yep. |
------------------------------ |
BOSS BATTLE: OMEGA METROID |
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