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When you get back to the vertical shaft, drop all the way down it and head
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through the doorway on your right. This looks familiar, doesn't it? It looks
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like the last part of the first city. Drop to the bottom of this short
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vertical shaft. Head through the right-hand door first. Make your way through
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the tunnel. Oh, pfft, another wimpy Alpha Metr--wait, what just happened?
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------------------------------
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BOSS BATTLE: GAMMA METROID
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This is a larger Metroid than the Alpha Metroid, and a tougher one as well.
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Fortunately, it's not that much harder to kill than the Alpha Metroid.
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Like the Alpha, the Gamma Metroid does not move very quickly, and it is
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possible to evade it by moving away from it. It is vulnerable to your missile
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fire most of the time; however, when it is shooting electricity, you can't hurt
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it. Fortunately, the electricity doesn't have much of a range, and is not that
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frequent. You need ten missiles to destroy the Gamma Metroid.
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Like with the Alpha Metroid, a good strategy is to get underneath the Gamma
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Metroid and shoot upward at it. It makes the battle go a lot faster.
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------------------------------
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METROIDS REMAINING: 29 (L-03)
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From now on, many of the Alpha Metroids you see will molt into Gamma Metroids
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before your eyes. Keep that in mind.
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Now, head left. Continue left when you reach the short vertical room you
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entered from. Instead of another vertical room, you'll be in a long horizontal
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room. It's similar to rooms you've been in before, but not quite the same. In
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the middle of the room, hovering near a Metroid shell, is another ALPHA
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METROID. You know what to do.
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METROIDS REMAINING: 28 (L-02)
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Continue left. You'll find yourself in another short vertical room. Drop to
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the bottom of it and go left. Shoot through the sand (the Wave Beam does a
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fair job of clearing it. However, stop before you get to the third sand pit.
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Shoot the sand in it to clear you a small path, then switch to missiles. When
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you enter the sand-filled room, a GAMMA METROID will start coming after you.
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This would seem like a bad situation, but a good tactic here is to retreat into
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the short passage between the sand pits. You see, a Gamma Metroid can move
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through sand easily (meaning it can attack you from where you can't attack it),
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but it can't move through walls. So in order to come after you, it has to get
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around the walls. It takes a while for a Gamma Metroid to move vertically,
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since it tries to go after you directly, so you should be able to plaster it
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with a few missiles while it tries to come after you. And if it *does* make it
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into the short corridor, it's a big target in a small place, meaning you still
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have the advantage if you're not shy with your missiles.
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METROIDS REMAINING: 27 (L-01)
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If you're starting to get low on health, continue left into the next room,
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touch the Big Energy Ball, then head back out. Either way, head right now.
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Continue past the vertical room. You'll find yourself in another horizontal
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room with a Metroid shell. Not too far past the shell, you'll find an ALPHA
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METROID. Yawn.
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METROIDS REMAINING: 26 (L-10)
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Another area cleared, another quake. Retrace your steps back to the city, head
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for the *rightmost* save room (and save there), then get out of the city by
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exiting to the right.
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====================================
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D. The Third Chozo City [INDUSTRIAL]
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====================================
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1. Getting the Space Jump [SJUMP]
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---------------------------------
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Go back through the phony Gawron nest, then past the Septoggs, drop down the
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shaft and keep going right. The main tunnel music should start playing again.
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Continue right. The acid that was there before has now drained away; go down
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the passage revealed. At the bottom of this passage is a morph ball tunnel
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heading left; use it.
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Jump down from the ledge you're on. The tunnel to your left (heading downward)
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is filled with acid, so head right instead. (NOT back through the morph ball
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tunnel, but the passage below it). Head through this next cavern, then the
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music will change again. This is another one of the creepy "Chozo City" music
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selections, but this is the most unique of the ones you'll find, because unlike
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the others, it's constantly going, and never quite falls silent (except maybe
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once).
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Enough of my babbling about music. You'll want to make your way through this
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Morph Ball maze. It's rather short, and not too difficult. You'll reach the
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end of the maze in no time. Once you do, unmorph and head right.
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You'll soon encounter a Halzyn flying over another pool of acid. Hmmm... well,
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you can't go that way yet, so keep heading right. You'll find yourself in a
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vertical shaft with a spike pit. Go up the shaft *all the way*. Partway up,
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you'll see a passage heading right; we'll get back to that later. As I said,
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go up all the way; you'll reach another passage heading right. Go through it.
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