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You're now in a long corridor with three long pools of this liquid. Space Jump |
over them, or Spider Ball across the ceiling. If you try to walk through |
them, you'll probably encounter a hidden pit that will take you back to the |
first corridor. Continue right. |
You'll be in another vertical shaft. You'll want to Space Jump your way up |
through this one, as the pool of liquid directly above you has a hidden pit. |
Once you reach solid ground above that pool, you're out of immediate danger. |
Head left. |
You're in another long corridor. This time, you'll only have two long pools to |
jump over. Continue left, into another vertical shaft. Head up until you find |
the ledge without the pool again, then head right. The pool of liquid here is |
not dangerous, but it's not helpful either. Save NOW on the save point, then |
jump through the ceiling above the pool. |
You're now in a giant pool full of that sticky liquid. Space Jump out of it as |
best you can and head for the dry land on your right. If this is your first |
time in this HUGE room, I'd recommend you keep Space Jumping until you reach |
the highest ground that you can see, and Spider Ball up the right-hand wall, |
along the ceiling, and into a room above you. (If this isn't your first time, |
just Space Jump your way into that first room.) |
Ah, sweet sweet refills. Recharge your missiles and energy here, then on the |
"energy" side of the room, go into Spider Ball mode. Crawl down, leftward on |
the ceiling, and up. If you have the Ice Beam, jump to the other side of the |
pit and skip the next paragraph. |
Jump upward up this shaft; eventually you'll find another "hole" like the one |
you entered this chamber in. You'll find yourself in a chamber with a broken |
Chozo statue. The statue won't be holding an orb, but its other hand is right |
behind it. Shoot the orb the other hand holds to reclaim your Ice Beam! Trust |
me, you'll need it. Now drop back down to the bottom, making sure that you |
land to the left of the pit you entered through. |
2. Facing the Hatchlings [RECOUNT] |
---------------------------------- |
Morph into a Spider Ball again, then crawl downward, then left along the |
ceiling. You'll enter a third chamber...with MUCH creepier music than was in |
the game previously. Climb up the shaft, then head left through the doorway. |
You're now in a room with ledges that you must jump up. When you're at the |
top, either morph into a Spring Ball and jump through the ceiling, or use the |
Spider Ball to crawl in. Either way, crawl rightward through the crawlspace. |
Hm, is that a Metroid egg I spy in the room above...? |
There'll be a sudden music sting, your sprite will freeze, and...what the hell? |
The Metroid counter just spiked to 9? What the hell caused it to recount? |
This is SR388, not bloody Florida! |
METROIDS REMAINING: 9 |
Well, we're about to find out. When you regain control of Samus, roll right |
and drop through the floor. Morph out, making sure your beam is equipped. |
You'll see a Metroid hatchling fly quickly toward you. |
------------------------------ |
BOSS BATTLE: METROID (HATCHLING FORM) |
If you've played Metroid, Super Metroid, or Metroid: Zero Mission, you'll know |
how to deal with this form of the Metroid. |
This Metroid type comes at you quickly. You can't hurt it until you freeze it |
first with the Ice Beam. Once you do, shoot it with five missiles. If you're |
afraid it'll unfreeze on you, shoot it again with the Ice Beam, then finish the |
job. |
If it latches on to you, the only way to get it off you is to leave the room. |
It'll drain away energy from you while it's latched on, but if you Screw Attack |
while it's on you, it won't drain health from you. (Bombing the Metroid to get |
it off, a trick from Zero Mission, won't work in this game.) |
------------------------------ |
METROIDS REMAINING: 8 |
One down. Move on to the next room. Directly below the ledge you're standing |
on is another METROID hatchling. Run to the right, fall off the ledge, then |
quickly turn left and freeze it. You'll know what to do from there. |
METROIDS REMAINING: 7 |
Jump all the way up the shaft you're in and head right. You'll see another |
METROID in the same place you saw the last one; dispense with it the same way. |
METROIDS REMAINING: 6 |
Make your way up this shaft as well, but be careful. Eventually you'll find |
another METROID coming down at you. It may be blocked by a ledge, or you may |
find it heading straight down at you. |
METROIDS REMAINING: 5 |
Make your way to the top and head left. You're in a long corridor with spikes |
in the floor. You also have a METROID headed straight for you. |
METROIDS REMAINING: 4 |
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