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(except Metroid Zero Mission).
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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]
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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!
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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.
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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]
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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!
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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