text
stringlengths
0
213
5. Metroid Hunt 3 [TROIDS3]
---------------------------
Go back through the room with the Yumee nests, all the way back to the tall
vertical shaft with the Pincher Flies. You may remember that the last time you
were here, you passed a tunnel heading right. Well, now we're going to take
it. Head right through the tunnel. You'll see a pit, and a Save Point next to
it. Save first, then drop down the pit.
You'll be in a strange, organic vertical shaft with Pincher Flies all over.
Keep going down until you see a tunnel heading *right* (you'll explore the one
going left later). Enter it, and you'll find yourself facing a GAMMA METROID.
I suggest that for this battle, you try to get away from the open doorway, or
it will probably push you back into the shaft room--which also resets the
Metroid's health.
METROIDS REMAINING: 21 (L-05)
Once you defeat it, you should see some shootable blocks in the floor. Shoot
them out, drop through, and head right. You'll be in another organic vertical
shaft, this one with TPOs flying around. This time you want to go up, all the
way to the top. Jump through the gap in the ceiling. This room is full of
what I call "spiderwebs", though I'm not entirely sure of *what* they are.
They won't hinder your movement, but they will stop your missiles. Also in
this room is an ALPHA METROID. Try to clear out as much of the webs with your
beam as you can, so you don't waste too many missiles fighting this wimp.
METROIDS REMAINING: 20 (L-04)
After this fight, Spider Ball your way up the wall. You'll enter a small gap
in the ceiling. The tunnel will take you to the right, to the entrance to
another room. You want to get into this passage, but don't take the doorway to
the other room. You'll see why in a minute. Instead, have a look at the
Metroid shell in this room. Jump onto it, then drop through the center of it.
Tricky, these programmers are. Morph into a ball and roll right.
As you emerge, you'll see that the passage above you dead-ends, meaning it
would have been a waste of time to enter. As you roll into the room, you'll
awaken a GAMMA METROID. This is another room full of webs, so do a bit of
quick clearing before engaging the Gamma, unless you have missiles to burn (you
probably will if you've been following the walkthrough).
METROIDS REMAINING: 19 (L-03)
Make your way back to the left. You should be able to simply jump through the
deposited Metroid shell; if you can't, try Space Jumping through it. (It's
also possible to bomb-jump through it, but that's a waste of time in a speed
run, as it'll take a few tries.) Drop back into the shaft where you came from,
then go down until you see a passage heading right. Go through the next room
(don't go through the shootable floor blocks in this one).
The next room will be a long vertical shaft, with really nothing in it. Drop
all the way down to the bottom of it (it's a LONG way down--luckily Samus
doesn't take damage from falling). At the bottom will be a passage headed
left. The next room is another vertical shaft. Drop down, but as soon as you
hear the boss music, try to get over to a nearby ledge to fight the GAMMA
METROID.
METROIDS REMAINING: 18 (L-02)
If you need energy, drop all the way down to the bottom (shoot the plants
before you land on them--they hurt). At the bottom will be a pair of Morph
Ball tunnels, heading left and right. Take the one going right, bombing the
plants in your way (or shooting them beforehand). At the far right of the
tunnel, there'll be a small space to jump up. Do so to touch the Big Energy
Ball.
Whether or not you grabbed the energy, go back up until you see a passage
headed left. Enter, and you'll be in another vertical shaft with Meboids
flying around. Head upward until you see a tunnel going left (you won't have
to go too far up). Head left, and you'll enter a room with another GAMMA
METROID. This one will be tricky, as you'll have to jump up through another
Metroid shell in order to fight it. After that little obstacle, however, it'll
be much the same as any other battle against a Gamma.
METROIDS REMAINING: 17 (L-01)
Head left now. You'll end up in a room with a winding passage to a crawlspace.
Don't bother looking there; there isn't anything. Instead, jump up though the
gap in the ceiling. You'll pop up through a Metroid shell. This is a one-way
trip, so don't try to drop back through. You're actually in the *first*
organic vertical shaft you entered earlier, but you won't be leaving the same
way you came in.
Jump up until you see a passage heading *left* (you already took the one going
right). You'll enter another room with a GAMMA METROID. Like with one you
encountered earlier, you'll want to get away from the doorway, lest the Metroid
push you out.
METROIDS REMAINING: 16 (L-01)
Yep, the game is shakin' it again. Head left. You'll see another room with a
crawlspace; don't bother with this one either. Just jump up through the gap in
the ceiling. You'll find yourself at the bottom of the vertical shaft you
climbed very early in this section. Hold left so you don't injure yourself on
the spikes, then head left out of here.
===========================
E. A Short Interlude [MINE]