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of the room to get temporary relief from its attacks--it scrolls with the room,
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so it's always within striking distance!
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Another thing is, if you try to shoot it from below, the missiles WILL NOT
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WORK. That means you have to shoot its abdomen (either the front or the back),
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making the fight even MORE difficult (as it would be relatively easy to get
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shots in by hitting them from below, compared to from the side--you have to
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constantly jump in order to hit with your missiles).
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Attempting to dodge the Zeta Metroid's attacks is probably futile, so your best
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course of action is to just keep attacking it as hard as you can. 20 missiles
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are needed to take it down.
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------------------------------
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METROIDS REMAINING: 11 (L-05)
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Man, that was an intense battle. There's a narrow gap in the ceiling; Space
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Jump through it. You'll emerge in one half of a Chozo item room; get out of
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the crawlspace you're in, make your way to the right of the room, bomb the
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boulder, morph and head right. Get out of THIS crawlspace, shoot the orb the
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Chozo statue is holding, and get your SCREW ATTACK!
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- - - - - - - - - - - - - -
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Screw Attack: A Primer
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This is quite possibly the most devastating weapon in the game. Basically,
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whenever Samus spin-jumps, virtually any enemy she touches will instantly die.
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This of course does not work on Metroids (and I suspect Arachnus is also
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immune), but it will temporarily deflect a Zeta or Omega charging at her.
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- - - - - - - - - - - - - -
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Now get out of this room, and go all the way back to the passage you came in
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through.
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3. Final Cleanup [CLEANUP4]
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---------------------------
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Bomb out the boulder, fall out through the passage, but cling to the cave wall
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on the right using the Spider Ball. (If you have trouble, just keep holding
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right and eventually you'll drop onto a ledge.) Crawl up the wall. Eventually
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you'll reach the entrance to another tunnel heading right. Unmorph and head
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that way. You're in a tunnel that I call a Spiked Room From Hell. It's not
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that bad if you can Space Jump decently, though, and this one's fairly short.
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You'll end up in a room filled with sand. Blast away as much of it as you can,
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and keep heading to the right. You'll encounter a GAMMA METROID at the far
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right. This fight shouldn't be too hard, but remember that Gammas can fly
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through the sand, while you have to shoot it out. Give yourself some jumping
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room by shooting up and down.
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METROIDS REMAINING: 10 (L-04)
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Now head back through the Spiked Room From Hell. Once you exit this room, try
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to Spring Ball up and cling yourself either to the ceiling or a low wall on the
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right. Now travel up until the ceiling starts going left, then lay a bomb in
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the first "depression" in the ceiling you come to. (Move down to get clear of
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the Bomb's blast. MAKE SURE that you don't lose your Spider Ball, but don't
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lose sight of the bomb or the ceiling block above it either.) A block should
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be destroyed by the bomb. Crawl up, then bomb the block uncovered by the first
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bomb, and so forth. Eventually you'll reach a hidden tunnel, similar to one we
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encountered in the second Chozo City. Go left. You'll hit the last ENERGY
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TANK (E: 6), though because Samus is limited to five in this game, all this one
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will do is refill your energy. Farther left is another MISSILE POD (M: 240),
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which WILL do you some good. Now bomb your way out of here, using the first
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tunnel you came to.
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Fall down, but hold right so you land on the ledge where you went to face the
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Gamma Metroid earlier. Drop down further, hugging the right wall. Fall past
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the place where you fought the Zeta Metroid earlier. Eventually you'll land on
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a ledge, and there'll be an alcove to your left. In that alcove is a Missile
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Battery; you should probably use it.
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Now jump back over to the right-hand wall and Spider Ball your way down.
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You'll eventually find yourself crawling along a ceiling. Eventually you'll be
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headed straight up a wall toward another room; let go here and hold right (but
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don't hit the spikes on the way down) until you encounter some solid ground to
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stand on. Unmorph, then Space Jump your way up, keeping the right-hand wall in
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sight, until the room stops scrolling upward as you go up. Drop down to the
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right of some spikes, morph, and drop through some fake ground to your right
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and grab the last MISSILE POD (M: 250)!
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You won't be acquiring any more items in this game, save for one or more beam
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weapons that you've had before. For all intents and purposes (well, for most
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players anyway), you now have 100% item collection.
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Anyhow, Space Jump up into the room above you. You'll awaken a GAMMA METROID.
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Get to a ledge on the right-hand side of the room, and blast away. Don't fall
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down (out of the room, that is), or the Gamma's health will reset. Don't worry
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too much about taking damage unless you're critically hurt; you'll see why in a
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minute.
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METROIDS REMAINING: 9 (L-03)
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Don't leave the room just yet; jump over to the left-hand part of the room,
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then Spider Ball your way up into a hidden tunnel. Drop to the bottom of it to
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touch a Big Energy Ball. Use it to recharge. Now drop down, keeping the outer
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