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Down: Morphs Samus into a ball. |
A Button: Jump. Samus will not jump as high as if she were standing. |
B Button: Fire. |
While In Air (Not Spinning) |
--------------------------- |
Left/Right: Steers Samus in that direction. |
Up: Samus aims her arm cannon upward. |
Down: Samus aims her arm cannon downward. |
A Button: No effect. |
B Button: Fire. |
While In Air (Spinning) |
----------------------- |
Left/Right: Steers Samus in that direction. |
Up: If spin jumping straight up (except against a wall), will slow her descent. |
Down: No effect. |
A Button: If Samus has the Space Jump, will allow her to jump again (if the |
button press is properly timed). |
B Button: Fire. Samus will stop spinning. |
Morph Ball Form |
--------------- |
Left/Right: Moves Samus left or right. |
Up: Samus morphs out of the ball and goes into a crouch. |
Down: If Samus has the Spider Ball, she goes into Spider Ball mode. |
A Button: If Samus has the Spring Ball, allows her to jump. |
B Button: If Samus has the Bombs, allows her to lay a bomb. |
Spider Ball Form |
---------------- |
D-Pad: Moves Samus in the direction you press. If Samus cannot move in that |
direction, she will not move at all. |
A Button: Returns Samus to normal Morph Ball form. |
B Button: If Samus has the Bombs, allows her to lay a bomb. |
******************************* |
* III. WALKTHROUGH [WALKTHRU] * |
******************************* |
Welcome to the main section of this guide. If my directions seem confusing, or |
if you get lost in this game for any reason, please refer to Radix37's complete |
Metroid II map on GameFAQs. It is probably the single most useful tool you'll |
find for this game. |
This guide is not intended for speedrunning. While the route this guide gives |
you makes it possible to finish in under two hours, in this game there are |
unintended shortcuts (not covered in this guide) that make it possible to |
finish far more quickly. This guide will, however, show all the item locations |
needed for a 100% run. |
And now...let's start this game, shall we? |
============================ |
A. First Encounter [DESCENT] |
============================ |
METROIDS REMAINING: 39 (L-01) |
You'll see Samus appear just underneath her spaceship. Samus starts with the |
Missile Launcher (30 missiles) and the Morph Ball, so you won't need to recover |
those as you play. You'll also notice that the status bar includes a Metroid |
detector; it starts at 39. (If you pause, you'll also see an "L-counter", |
which currently shows "L-01". You'll figure out the significance later.) |
Immediately go right and into the next room. You'll pass two Yumbos and a |
Hornoad. Drop into the pit at the end of the long room. On the walls, you'll |
see a shootable block on each side, as well as a "floor" of shootable blocks |
beneath you. The normal way to proceed would be to shoot through the floor and |
deal with the enemies as you go, but there's a shortcut. If you landed on the |
"floor", jump up onto the block on the right but DON'T SHOOT IT. Morph into a |
ball and go right; you'll slip through a secret passage and past a good deal of |
enemies. When you fall out of the tunnel, shoot your way through this floor of |
shootable blocks and drop into the shaft. |
This next shaft is simply a case of "shoot the blocks in your way, and all the |
Subsets and Splits
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