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You're now in a long corridor with three long pools of this liquid. Space Jump
over them, or Spider Ball across the ceiling. If you try to walk through
them, you'll probably encounter a hidden pit that will take you back to the
first corridor. Continue right.
You'll be in another vertical shaft. You'll want to Space Jump your way up
through this one, as the pool of liquid directly above you has a hidden pit.
Once you reach solid ground above that pool, you're out of immediate danger.
Head left.
You're in another long corridor. This time, you'll only have two long pools to
jump over. Continue left, into another vertical shaft. Head up until you find
the ledge without the pool again, then head right. The pool of liquid here is
not dangerous, but it's not helpful either. Save NOW on the save point, then
jump through the ceiling above the pool.
You're now in a giant pool full of that sticky liquid. Space Jump out of it as
best you can and head for the dry land on your right. If this is your first
time in this HUGE room, I'd recommend you keep Space Jumping until you reach
the highest ground that you can see, and Spider Ball up the right-hand wall,
along the ceiling, and into a room above you. (If this isn't your first time,
just Space Jump your way into that first room.)
Ah, sweet sweet refills. Recharge your missiles and energy here, then on the
"energy" side of the room, go into Spider Ball mode. Crawl down, leftward on
the ceiling, and up. If you have the Ice Beam, jump to the other side of the
pit and skip the next paragraph.
Jump upward up this shaft; eventually you'll find another "hole" like the one
you entered this chamber in. You'll find yourself in a chamber with a broken
Chozo statue. The statue won't be holding an orb, but its other hand is right
behind it. Shoot the orb the other hand holds to reclaim your Ice Beam! Trust
me, you'll need it. Now drop back down to the bottom, making sure that you
land to the left of the pit you entered through.
2. Facing the Hatchlings [RECOUNT]
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Morph into a Spider Ball again, then crawl downward, then left along the
ceiling. You'll enter a third chamber...with MUCH creepier music than was in
the game previously. Climb up the shaft, then head left through the doorway.
You're now in a room with ledges that you must jump up. When you're at the
top, either morph into a Spring Ball and jump through the ceiling, or use the
Spider Ball to crawl in. Either way, crawl rightward through the crawlspace.
Hm, is that a Metroid egg I spy in the room above...?
There'll be a sudden music sting, your sprite will freeze, and...what the hell?
The Metroid counter just spiked to 9? What the hell caused it to recount?
This is SR388, not bloody Florida!
METROIDS REMAINING: 9
Well, we're about to find out. When you regain control of Samus, roll right
and drop through the floor. Morph out, making sure your beam is equipped.
You'll see a Metroid hatchling fly quickly toward you.
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BOSS BATTLE: METROID (HATCHLING FORM)
If you've played Metroid, Super Metroid, or Metroid: Zero Mission, you'll know
how to deal with this form of the Metroid.
This Metroid type comes at you quickly. You can't hurt it until you freeze it
first with the Ice Beam. Once you do, shoot it with five missiles. If you're
afraid it'll unfreeze on you, shoot it again with the Ice Beam, then finish the
job.
If it latches on to you, the only way to get it off you is to leave the room.
It'll drain away energy from you while it's latched on, but if you Screw Attack
while it's on you, it won't drain health from you. (Bombing the Metroid to get
it off, a trick from Zero Mission, won't work in this game.)
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METROIDS REMAINING: 8
One down. Move on to the next room. Directly below the ledge you're standing
on is another METROID hatchling. Run to the right, fall off the ledge, then
quickly turn left and freeze it. You'll know what to do from there.
METROIDS REMAINING: 7
Jump all the way up the shaft you're in and head right. You'll see another
METROID in the same place you saw the last one; dispense with it the same way.
METROIDS REMAINING: 6
Make your way up this shaft as well, but be careful. Eventually you'll find
another METROID coming down at you. It may be blocked by a ledge, or you may
find it heading straight down at you.
METROIDS REMAINING: 5
Make your way to the top and head left. You're in a long corridor with spikes
in the floor. You also have a METROID headed straight for you.
METROIDS REMAINING: 4