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spikes on the right-hand wall close (but not TOO close). You should land on a
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ledge; head right into another Spiked Room From Hell. This one is much longer
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than the one we went through before, but it still shouldn't be too much trouble
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with all the Space Jump practice you've had up to this point.
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You'll emerge in another sand-filled chamber. You'll see another flashing
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Gamma Metroid. Before you move farther in, clear as much sand out as you can.
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Move farther in to trigger the mutation, and you'll be facing another ZETA
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METROID. Remember to clear sand above you so you can shoot at the Zeta's gut,
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back, or head, because you can't shoot a Zeta from below. This is undoubtedly
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the hardest Zeta fight in the game, so give yourself a pat on the back when you
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win.
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METROIDS REMAINING: 8 (L-02)
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Space Jump your way back through the Spiked Room From Hell, then jump off the
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ledge on the left (use your Screw Attack if you like, but it won't last all the
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way down). Head back to the Save Point and use it. Now, head left and drop
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down almost to the bottom. (If you land in the water, you've gone too far.)
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There will be a tunnel headed left, into another Spiked Room From Hell--a short
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one this time, thankfully.
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You'll emerge in a room with a lot of sand in it, but it's mostly open. Your
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opponent here is another ZETA METROID. It'll be mostly like the first fight
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you had against a Zeta, and by now it shouldn't be *too* bad (though it's still
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not an easy fight).
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METROIDS REMAINING: 7 (L-01)
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Now head back through the Spiked Room From Hell. Space Jump your way up until
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you reach another tunnel heading left. Head through one last Spiked Room From
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Hell (a long one this time), until you reach the other side.
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This room is like the one you fought that last Zeta in, only this time you only
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have to face a GAMMA METROID. This should be easy enough.
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METROIDS REMAINING: 6 (L-01)
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Quake time. Head out through the Spiked Room From Hell, and drop down. Head
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into the Room of Many Beams to switch your beam again if you want (Spazer or
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Plasma would work well, or the Ice Beam if you want to take a tiny shortcut
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LATE). Save again at the save point, then head back to the Missile Battery and
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Big Energy Ball to refill. You won't be seeing either of those again until
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near the very end of the game.
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======================
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G. Acid Trap [HIDEOUT]
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======================
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1. The Alpha [ALPHA]
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--------------------
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Now head out of this city the way you entered it, and keep going until the main
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tunnel theme begins to play again. The acid pit you saw earlier will be
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drained now, so drop down it. Make your way to the bottom, then head left.
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In this tunnel, a few Skorps will pop out of the floor, so be careful when you
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jump. (And make sure not to fall into the acid, either.) Drop down the next
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shaft (you'll have only a couple Skorps to worry about), and head left again.
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This room has a series of different enemies. First you'll see a couple
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Moheeks, then a couple of Skorps, a Glow Fly, two nests of Yumees, and finally
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a Seerook. Shouldn't be too much trouble; just Screw Attack your way through.
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Head left through the tunnel.
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You'll be in a room with spikes on the ceiling. Head through it. Ignore the
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doorway to your left; it leads to another acid pool. Instead, head up through
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some more spiked tunnels. At the top, you'll encounter a split path. You can
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head either direction you want; I will have us head right first.
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This next room will have four Motos. Kill them all and collect their energy if
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you need to (they drop Medium Energy Balls like the Octrolls did). Continue
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right and head up the shaft. Just screw attack the Halzyns to make short work
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of them. Head left and up the next shaft as well. The doorway will lead left,
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so head left.
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This next room is a BIG, wide-open one, with small pools of acid. Get your
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missiles ready, because we're about to fight...an ALPHA METROID? You've got to
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be kidding me...this deep in the planet, we're still fighting pansy bosses like
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this? Dispatch this little bugger quickly.
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METROIDS REMAINING: 5 (L-01)
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Rumble rumble rumble. That was easy. Now that we've finished here, let's go.
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Head left. Drop down the shaft, taking care of the Pincher Flies on the way
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down. Jump through the diagonally sloped room, and through the doorway.
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2. The Omega [OMEGA]
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--------------------
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We're now in the room with the split paths, only we're coming from the opposite
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direction from before. Wait--what's this? The acid has filled in the spiked
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rooms we came here through! No fair! Head back to the big room where we
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fought the Alpha Metroid. You'll see a floating Zeta. To follow the pattern
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we've established by now, that means we'll be facing...yep.
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------------------------------
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BOSS BATTLE: OMEGA METROID
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