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The biggest of the "normal" Metroids, the Omega Metroid is likely the scariest
of them. However, it's actually surprisingly docile compared to the Zeta--it
won't swoop at you as often. More often it'll shoot badly aimed fireballs at
you. You still can't run from it for temporary relief; it scrolls with the
screen as before. Still, it's a bigger target, so it'll be easier to hit than
the Zeta was.
Like with the Zeta, if you try to shoot it from below, the missiles won't work.
So, like before, shoot its gut, back, or head. If you hit it in the back, the
missile will actually do triple damage! Normally it takes 40 missiles to
defeat, but only 14 back shots to do the same. Now see why I said the Zeta
Metroid was likely the hardest of the regulars?
------------------------------
METROIDS REMAINING: 4 (L-03)
Another quake. Let's hope that this one isn't a trap like the other one! Head
back down to the acid pit, either way. Sure enough, the acid is gone. Go to
the room with the Motos if you need a health refill, then head down through the
tunnels with the spiked ceilings, and head left through that doorway we ignored
on the way up. The acid that was in it is also drained, so drop down the shaft
and head left.
=========================
H. Omega Guardians [NEST]
=========================
This room is full of Moheeks and sparse blocks. If you stand in the acid, you
are on the bottom of the explorable world! But I wouldn't bother doing that;
you'll need the energy for this next stretch. Screw attack leftward through
the room and go through the doorway. You'll need to ascend two vertical
shafts full of Glow Flies--the second is offset to the left of the first. At
the top of the second shaft, head left.
The music will change, and you'll find yourself in a much darker room than you
just emerged from. You've reached the part of the game that many players call
the Omega Zone, and for good reason. Save on the Save Point NOW, then climb
the vertical shaft to the top. Head through the exit on the right.
Climb up this vertical shaft as well and head left at the top. You'll see
numerous bubbly columns as one might see in parts of Norfair (Metroid). Jump
across them all--do NOT fall between them, unless you want Samus to get hurt by
the spikes! At the far left, you'll see another doorway. Head into it. At
the far end of this new room is another OMEGA METROID! Defeat it now!
METROIDS REMAINING: 3 (L-02)
Head back through the room with the spikes and bubbly columns. Drop down the
shaft a little, then head through the right-hand exit.
More bubbly columns and spiky floor. Jump over the columns, and ignore the pit
in the middle of the room. (We'll get to it later.) Keep going right, and
you'll find yourself in a vertical shaft. (You'll see a Halzyn floating around
nearby.) If you go up, you'll find a Save Point, but you probably won't need
it. Instead, drop to the bottom (hugging the right-hand wall), and head right
through the doorway at the bottom.
You'll find yourself in another vertical shaft. This one has a couple Motos
and a Ramulken. Jump to the right-hand part of this shaft and hug the right
wall. You'll land near a doorway heading right. Go through it and you'll be
in another bubbly, spiky corridor. Head right through it. The room at the end
has another OMEGA METROID!
METROIDS REMAINING: 2 (L-01)
Go back through the bubbly, spiky corridor. If you're running low on health,
kill the Motos; if you're low on missiles, go after the Ramulken. Now drop to
the bottom of this shaft and head left. Bubbly spiky corridor #4, and I think
you can guess what's at the end of it. Yep, the last OMEGA METROID. Now you
know why this place is called the Omega Zone.
METROIDS REMAINING: 1 (L---)
(The L-counter will be at "L---" for the rest of the game.)
Annnnd quake, in three, two, one...bingo.
Return to the shaft with the Motos and the Ramulken, and head all the way to
the top. Head left, and then halfway through this bubbly room. Remember the
pit we ignored earlier? Well, now we're about to go into it. This is an easy
route, as you basically fall down to the bottom and head right, then climb up
the next shaft all the way to the top. If you had tried to make your way
through this place earlier, you likely would have survived the trip, but you
would have found your way blocked by a spike barrier. Anyhow, once you reach
the top here, head left.
============================
I. New Tourian [GENETICSLAB]
============================
1. Getting the Ice Beam Back [ICEBEAM2]
---------------------------------------
Continue running left. Remember that sticky liquid that we encountered very
early on in the game? Well, it's back, and with a vengeance. You'll have to
jump over a few pits of it; continue left. You'll have to ascend a short
vertical shaft; space jump up to the ledge without any liquid and head right.