text
stringlengths
0
213
of the room to get temporary relief from its attacks--it scrolls with the room,
so it's always within striking distance!
Another thing is, if you try to shoot it from below, the missiles WILL NOT
WORK. That means you have to shoot its abdomen (either the front or the back),
making the fight even MORE difficult (as it would be relatively easy to get
shots in by hitting them from below, compared to from the side--you have to
constantly jump in order to hit with your missiles).
Attempting to dodge the Zeta Metroid's attacks is probably futile, so your best
course of action is to just keep attacking it as hard as you can. 20 missiles
are needed to take it down.
------------------------------
METROIDS REMAINING: 11 (L-05)
Man, that was an intense battle. There's a narrow gap in the ceiling; Space
Jump through it. You'll emerge in one half of a Chozo item room; get out of
the crawlspace you're in, make your way to the right of the room, bomb the
boulder, morph and head right. Get out of THIS crawlspace, shoot the orb the
Chozo statue is holding, and get your SCREW ATTACK!
- - - - - - - - - - - - - -
Screw Attack: A Primer
This is quite possibly the most devastating weapon in the game. Basically,
whenever Samus spin-jumps, virtually any enemy she touches will instantly die.
This of course does not work on Metroids (and I suspect Arachnus is also
immune), but it will temporarily deflect a Zeta or Omega charging at her.
- - - - - - - - - - - - - -
Now get out of this room, and go all the way back to the passage you came in
through.
3. Final Cleanup [CLEANUP4]
---------------------------
Bomb out the boulder, fall out through the passage, but cling to the cave wall
on the right using the Spider Ball. (If you have trouble, just keep holding
right and eventually you'll drop onto a ledge.) Crawl up the wall. Eventually
you'll reach the entrance to another tunnel heading right. Unmorph and head
that way. You're in a tunnel that I call a Spiked Room From Hell. It's not
that bad if you can Space Jump decently, though, and this one's fairly short.
You'll end up in a room filled with sand. Blast away as much of it as you can,
and keep heading to the right. You'll encounter a GAMMA METROID at the far
right. This fight shouldn't be too hard, but remember that Gammas can fly
through the sand, while you have to shoot it out. Give yourself some jumping
room by shooting up and down.
METROIDS REMAINING: 10 (L-04)
Now head back through the Spiked Room From Hell. Once you exit this room, try
to Spring Ball up and cling yourself either to the ceiling or a low wall on the
right. Now travel up until the ceiling starts going left, then lay a bomb in
the first "depression" in the ceiling you come to. (Move down to get clear of
the Bomb's blast. MAKE SURE that you don't lose your Spider Ball, but don't
lose sight of the bomb or the ceiling block above it either.) A block should
be destroyed by the bomb. Crawl up, then bomb the block uncovered by the first
bomb, and so forth. Eventually you'll reach a hidden tunnel, similar to one we
encountered in the second Chozo City. Go left. You'll hit the last ENERGY
TANK (E: 6), though because Samus is limited to five in this game, all this one
will do is refill your energy. Farther left is another MISSILE POD (M: 240),
which WILL do you some good. Now bomb your way out of here, using the first
tunnel you came to.
Fall down, but hold right so you land on the ledge where you went to face the
Gamma Metroid earlier. Drop down further, hugging the right wall. Fall past
the place where you fought the Zeta Metroid earlier. Eventually you'll land on
a ledge, and there'll be an alcove to your left. In that alcove is a Missile
Battery; you should probably use it.
Now jump back over to the right-hand wall and Spider Ball your way down.
You'll eventually find yourself crawling along a ceiling. Eventually you'll be
headed straight up a wall toward another room; let go here and hold right (but
don't hit the spikes on the way down) until you encounter some solid ground to
stand on. Unmorph, then Space Jump your way up, keeping the right-hand wall in
sight, until the room stops scrolling upward as you go up. Drop down to the
right of some spikes, morph, and drop through some fake ground to your right
and grab the last MISSILE POD (M: 250)!
You won't be acquiring any more items in this game, save for one or more beam
weapons that you've had before. For all intents and purposes (well, for most
players anyway), you now have 100% item collection.
Anyhow, Space Jump up into the room above you. You'll awaken a GAMMA METROID.
Get to a ledge on the right-hand side of the room, and blast away. Don't fall
down (out of the room, that is), or the Gamma's health will reset. Don't worry
too much about taking damage unless you're critically hurt; you'll see why in a
minute.
METROIDS REMAINING: 9 (L-03)
Don't leave the room just yet; jump over to the left-hand part of the room,
then Spider Ball your way up into a hidden tunnel. Drop to the bottom of it to
touch a Big Energy Ball. Use it to recharge. Now drop down, keeping the outer