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The biggest of the "normal" Metroids, the Omega Metroid is likely the scariest |
of them. However, it's actually surprisingly docile compared to the Zeta--it |
won't swoop at you as often. More often it'll shoot badly aimed fireballs at |
you. You still can't run from it for temporary relief; it scrolls with the |
screen as before. Still, it's a bigger target, so it'll be easier to hit than |
the Zeta was. |
Like with the Zeta, if you try to shoot it from below, the missiles won't work. |
So, like before, shoot its gut, back, or head. If you hit it in the back, the |
missile will actually do triple damage! Normally it takes 40 missiles to |
defeat, but only 14 back shots to do the same. Now see why I said the Zeta |
Metroid was likely the hardest of the regulars? |
------------------------------ |
METROIDS REMAINING: 4 (L-03) |
Another quake. Let's hope that this one isn't a trap like the other one! Head |
back down to the acid pit, either way. Sure enough, the acid is gone. Go to |
the room with the Motos if you need a health refill, then head down through the |
tunnels with the spiked ceilings, and head left through that doorway we ignored |
on the way up. The acid that was in it is also drained, so drop down the shaft |
and head left. |
========================= |
H. Omega Guardians [NEST] |
========================= |
This room is full of Moheeks and sparse blocks. If you stand in the acid, you |
are on the bottom of the explorable world! But I wouldn't bother doing that; |
you'll need the energy for this next stretch. Screw attack leftward through |
the room and go through the doorway. You'll need to ascend two vertical |
shafts full of Glow Flies--the second is offset to the left of the first. At |
the top of the second shaft, head left. |
The music will change, and you'll find yourself in a much darker room than you |
just emerged from. You've reached the part of the game that many players call |
the Omega Zone, and for good reason. Save on the Save Point NOW, then climb |
the vertical shaft to the top. Head through the exit on the right. |
Climb up this vertical shaft as well and head left at the top. You'll see |
numerous bubbly columns as one might see in parts of Norfair (Metroid). Jump |
across them all--do NOT fall between them, unless you want Samus to get hurt by |
the spikes! At the far left, you'll see another doorway. Head into it. At |
the far end of this new room is another OMEGA METROID! Defeat it now! |
METROIDS REMAINING: 3 (L-02) |
Head back through the room with the spikes and bubbly columns. Drop down the |
shaft a little, then head through the right-hand exit. |
More bubbly columns and spiky floor. Jump over the columns, and ignore the pit |
in the middle of the room. (We'll get to it later.) Keep going right, and |
you'll find yourself in a vertical shaft. (You'll see a Halzyn floating around |
nearby.) If you go up, you'll find a Save Point, but you probably won't need |
it. Instead, drop to the bottom (hugging the right-hand wall), and head right |
through the doorway at the bottom. |
You'll find yourself in another vertical shaft. This one has a couple Motos |
and a Ramulken. Jump to the right-hand part of this shaft and hug the right |
wall. You'll land near a doorway heading right. Go through it and you'll be |
in another bubbly, spiky corridor. Head right through it. The room at the end |
has another OMEGA METROID! |
METROIDS REMAINING: 2 (L-01) |
Go back through the bubbly, spiky corridor. If you're running low on health, |
kill the Motos; if you're low on missiles, go after the Ramulken. Now drop to |
the bottom of this shaft and head left. Bubbly spiky corridor #4, and I think |
you can guess what's at the end of it. Yep, the last OMEGA METROID. Now you |
know why this place is called the Omega Zone. |
METROIDS REMAINING: 1 (L---) |
(The L-counter will be at "L---" for the rest of the game.) |
Annnnd quake, in three, two, one...bingo. |
Return to the shaft with the Motos and the Ramulken, and head all the way to |
the top. Head left, and then halfway through this bubbly room. Remember the |
pit we ignored earlier? Well, now we're about to go into it. This is an easy |
route, as you basically fall down to the bottom and head right, then climb up |
the next shaft all the way to the top. If you had tried to make your way |
through this place earlier, you likely would have survived the trip, but you |
would have found your way blocked by a spike barrier. Anyhow, once you reach |
the top here, head left. |
============================ |
I. New Tourian [GENETICSLAB] |
============================ |
1. Getting the Ice Beam Back [ICEBEAM2] |
--------------------------------------- |
Continue running left. Remember that sticky liquid that we encountered very |
early on in the game? Well, it's back, and with a vengeance. You'll have to |
jump over a few pits of it; continue left. You'll have to ascend a short |
vertical shaft; space jump up to the ledge without any liquid and head right. |
Subsets and Splits
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