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