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