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