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