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in the second Chozo city. Head up it, destroying all the enemies in your way,
then head left when you reach the top.
In this narrow passage you'll encounter a GAMMA METROID. A nasty surprise to
be sure, but at least the Gamma will be easy to hit--just unload on it with
your missiles and you should be just fine.
METROIDS REMAINING: 12 (L-06)
Keep heading left and you'll emerge into what is obviously another Chozo city
outskirts area. Compared to some of the cities you've seen earlier, though,
this one is surprisingly docile--mostly Pincher Flies and Halzyns.
You'll see a Metroid shell over water. Drop through it, then head left through
the water. Eventually you'll see a short Morph Ball passage leading to a
MISSILE POD (M: 220). Get out of there, then head left. You'll have to shoot
through some tangleweed--or, you can just walk through it, since it only hurts
if you jump or fall through it.
You'll be inside the Chozo temple. Jump your way to the top of this shaft,
then head left. Save at the Save point, then head left again. You'll be
outside the Chozo temple again. Jump up along the right-hand wall, avoiding
the Halzyn as best you can, then head right into the tunnel.
Inside the temple, after a short tunnel, you'll encounter a T-shaped platform
in what appears to be a dead-end room. Emphasis on "appears". Above the T is
a hidden hole in the ceiling, so jump up into it.
You'll emerge in a vertical shaft. There are a couple of Gunzoos shooting
randomly, but those won't take too long to dispatch. Do so, then turn your
attention to the various missile doors on the left. You've reached what I call
the Room of Many Beams, and the doors on the left lead to the various beams
that you've found throughout the game, and possibly some you've not found if
you haven't followed my walkthrough. Here's a list of the rooms, from top to
bottom:
Ice Beam
Wave Beam
Spazer
Plasma Beam
Take one of these, or ignore them completely. Personally, I took the Wave
Beam, because this area features a lot of hard-shelled enemies, and the Wave
Beam is the most effective weapon against these enemies (it seems to penetrate
their shells, while the other beams do not). But it's your choice.
Now head up, and Space Jump through the ceiling. You'll be in a room with an
inverted-T platform, basically an inversion of the room at the bottom. Now
head left and exit this place.
2. Getting the Screw Attack [SCREWATT]
--------------------------------------
Get your mind out of the gutter RIGHT NOW, buddy.
Sorry, just had to get that out of my system. Anyhow, go up this narrow
passage between the temple walls and the cave wall. Personally, I use the
Spider Ball on the temple wall to do this, because it's easier to avoid the
Halzyns this way. Eventually you'll reach the top of the temple. Unmorph
before you reach the very top, because there's a Moto running back and forth on
top of the temple. Destroy it (like the Octroll, it drops 20 energy--VERY
nice!). Keep walking across, and you'll eventually encounter a hopping
Ramulken. You can easily dispatch it if you have the Wave Beam, but if you
don't, just avoid it as best you can.
You'll see a gap in the ground eventually (you probably will spot it before the
Ramulken). Drop into it. You're in the only "invisible" maze in the game.
To find your way around, your best bet is to morph into a ball and lay bombs to
track your movement. You'll need some bombs in order to make your way around
anyway. If you get lost, check Radix37's Metroid II map on GameFAQs--he
outlines it far better with his GIF than I ever could with ASCII.
Anyhow, feel your way around as best you can. You should be able to eventually
pick up a MISSILE POD (M: 230) in here, and you can also feel your way around
to the right, and jump up a second vertical shaft. The passage from above is
blocked by a Metroid shell (you can't fall through it, or jump through it
either). In this area you'll find your fifth ENERGY TANK (E: 5)! Feel your
way back to the first shaft, and get out of here.
Anyway, head right along the roof. When you get to the left part of the
temple, go into Spider Ball mode and crawl down the side. Eventually you'll
see a passage blocked off by a boulder. Bomb the boulder (try to get away from
the blast radius by crawling back up; if you get hit, try to steer yourself
into the tunnel) and head inside.
Unmorph once you're inside, and get your missiles ready. Head left, and you'll
see a flashing Gamma Metroid hanging in the air. Well, that should be easy
enough to take dow--uh, frag, that's not good.
------------------------------
BOSS BATTLE: ZETA METROID
This Metroid is actually slightly smaller than a Gamma Metroid, but it's MUCH
harder. In fact, this is arguably the toughest Metroid form in the game,
except for the final boss.
This form of Metroid is extremely aggressive, and will dive after Samus quite a
bit--since it moves quicker than a Gamma, this will be hard to avoid. It will
also shoot fire at you. The worst part is, you can't even run to another part