text
stringlengths 0
213
|
---|
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.
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.