text
stringlengths 0
213
|
---|
(except Metroid Zero Mission).
|
- - - - - - - - - - - - - -
|
Use your newly-acquired ability to bomb the low floor to the right of the
|
statue. One of the blocks disappears when you bomb it; drop through the gap to
|
acquire your first MISSILE POD (M: 40). Jump back out, then head right to exit
|
the room.
|
2. Getting the Ice Beam [ICEBEAM1]
|
----------------------------------
|
Return to the shaft you came through. This time, go up until you see a passage
|
to the right. Go right, shoot the Wallfire, climb on top of it, and morph into
|
a ball. Try to roll right; if you can't, lay a bomb to bounce you up a bit,
|
and hold right as you fall. Keep going until you see your Morph Ball's
|
silhouette stop, then lay a bomb to destroy a block in your way. Continue to
|
roll right, and you'll drop into a room. Jump on a structure in the middle of
|
the room to gain your first ENERGY TANK (ET: 1).
|
Head right. You'll be in another shaft like the first one in this temple, only
|
this one is taller and has Wallfires every few ledges. Drop to the bottom of
|
this shaft and head left. You'll find yourself in a familiar-looking passage.
|
Wallfires will be on the left and right low walls, so be careful while going
|
through. Destroy the missile door here and head in.
|
You'll see another Chozo statue here, holding another sphere. Shoot it and get
|
the ICE BEAM!
|
- - - - - - - - - - - - - -
|
Ice Beam: A Primer
|
This beam is slightly more powerful than your normal power beam, but because
|
it freezes enemies before killing them, it will take more shots to kill weaker
|
foes. It's required in order to kill hatchling Metroids.
|
- - - - - - - - - - - - - -
|
Now head right to exit. Please note that if you exit the room and re-enter,
|
the Chozo statue will be holding the sphere again, and you can shoot it to
|
collect the Ice Beam again. This is not a glitch; because each beam you
|
collect replaces the last one you had, the game keeps it so that you can
|
switch your beam as often as you want, as long as you know where the beams
|
normally are.
|
3. Getting the Spider Ball [SPIDER]
|
-----------------------------------
|
Return to the second shaft. Jump your way up until you see a passage headed
|
right. You should be in a room with three missile pods. Collect the first
|
MISSILE POD you see (M: 50), then the next MISSILE POD (M: 60) in the lower
|
part of the room.
|
Now you have a choice. You can leave the third one for later, or you can take
|
advantage of a minor glitch in the game, using a technique I call "flinch
|
jumping". Basically, any time Samus takes damage, she can jump (again) while
|
still flashing (and flinching from the hit). This allows her to jump to
|
heights she would normally be unable to go.
|
This requires good timing. First, shoot the block that leads to the third
|
missile pod (it's above her). Wait three or four seconds, then jump. If you
|
did it right, the block should re-form while she's in its space. She'll take
|
damage, and the block will disappear again. Quickly jump again, and she should
|
be able to land inside the "box" containing the MISSILE POD (M: 70). (The
|
damaging blow of the block re-forming might even be enough to push Samus in by
|
itself--this is in fact the more probable way to get in.) There's a secret
|
passage heading right, but it doesn't lead anywhere useful.
|
Exit the room, then go up the shaft a bit more until you see another passage
|
leading right. You'll find yourself "outdoors" again. Head right until you
|
encounter a hidden pit. Yes, you *want* to fall down it, so if you fell in it
|
by accident, don't worry. You'll either land on a ledge just above an opening,
|
or a depression just below it. Either way, you want to enter that opening in
|
morph ball mode, either by a controlled drop or by bomb-jumping up into it. Go
|
left, dropping down to the floor. You should see a flashing ball-shape now.
|
You want to get that. Slip into a gap in Morph Ball mode to get the SPIDER
|
BALL!
|
- - - - - - - - - - - - - -
|
Spider Ball: A Primer
|
This is one of my favorite items in the game. Basically, you can turn your
|
normal morph ball into a "sticky ball" by pushing Down in morph ball mode.
|
While in Spider Ball mode, your ball will move more slowly, but will be able to
|
climb along walls like your normal Tusurmis, Needlers, and the like (though
|
slightly faster than those enemies). This makes it far easier to get to many
|
areas of the game. However, the Spider Ball will deactivate if Samus takes
|
damage or is within the blast radius of one of her own Bombs. You can also get
|
out of Spider Ball mode by pressing A. You can lay Bombs while in Spider Ball
|
mode.
|
If you're stationary, you can move the Spider Ball by pressing the direction to
|
move. If you can't move in that direction, either you're on a wall heading a
|
different direction, or you may be in a corner that doesn't allow the Spider
|
Ball to move. Maintaining constant pressure in that direction will keep the
|
Spider Ball moving along the wall, no matter which direction the walls go
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.