Full strategy guide/FAQ for...
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Note: Forgive my crappy ASCII art.
Written by: Foxhound3857.
Version: 1.3.
Copyright 2005 Foxhound3857.
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***
1.0: Introduction.
***
-1.1: Disclaimer and legal junk.
-1.2: Version info.
***
2.0: Story.
***
***
3.0: Controls.
***
-3.1: Abilities.
-3.2: Surroundings.
-3.3: Doors and shutters.
-3.4: Power-ups.
-3.5: Beam combos.
-3.6: Damage values.
***
4.0: Full walkthrough.
***
-4.1: Space colony: Ceres station.
-4.2: Crateria and bombs.
-4.3: To the Varia suit.
-4.4: Exploration of Norfair.
-4.5: Item hunt.
-4.6: The wrecked ship.
-4.7: Maridia: The watery world of wonder.
-4.8: Lower Norfair: Rematch.
-4.9: Tourian: The legendary battle.
-4.9 1/2: Ending.
***
***
-5.0: Frequently asked questions. (FAQ.)
***
***
6.0: Secrets and glitches.
***
***
7.0: Bestiary.
***
***
8.0: Boss battles.
***
***
9.0: Expansion powerup checklist.
***
***
10.0: Credits and closing.
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{<>}1.0: Introduction.{<>}
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Hello everyone. It is I, Foxhound3857 (Chris Gutierrez.). Also known as
Zeeky H Bomb and Mr. Big Shoe. Welcome to my first solo strategy guide
for Super Metroid, the classic hit on the SNES system from 1994,
and my favorite game of all time. I'll be your humble narrator for the
duration of this guide.
Super Metroid first came out in 1994 for the SNES, and despite being one
of those short games that really wasn't worth the money at first, it was
one of those must have games, and later came to be one of the BEST games
on the system. Players take on the role of bounty hunter Samus Aran, the
very same from the first two installments. The story is a continuation
from Metroid 2, but more or lessfeels like Metroid 1, considering you
explore some VERY memorial areas in midgame.
Yeah, my sentence preparation has sucked so far, but don't worry, it
will get better. On with the guide.
WARNING: This guide contains MANY spoilers, so if your looking for a
spoiler-free guide, turn back NOW! You've been warned.
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{<>}1.1: Disclaimer and legal junk.{<>}
---------------------------------------------------------------------
This guide is copyrighted to Foxhound3857. The author does not assume
responsibility for misuse of this guide by any third-party users, and
does not grant mercy to anyone who neglects the partitions issued in
this section.
You may not distribute, edit, or copy my work in any way, shape, or form
for any reason whatsoever. I am not someone who tolerates plagarism, so
please don't do it. How would you feel if someone stole your hard work
and passed it on as their own? If you wish to use something within my
guide, at least give proper credit where expected.
Due to the extreme popularity of this game, I have made the following
exception to my usual abidings. All sites who wish to use this guide may
do so, provided that they abide by the rules I have set down. Please
email me at Tgutie5136@aol.com if you wish to use the guide on your
site, or contact me on AIM at ZeekyHBomb482. If you do so, and agree to
my rules, I will almost certainly grant you permission.
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{<>}1.2: Version info.{<>}
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VERSION 1.0 OCTOBER 14TH, 2005: The first issue of the guide. Contains
the full walkthrough and every other section marked as complete. Expect
future updates to make corrections as needed.
VERSION 1.1 OCTOBER 19TH, 2005: Well, yours truly is an arrogant grammar
whore, so I need to update this bad boy. Fixed some errors, grammar
mistakes, and a glitch that I forgot to add. Go figure.
VERSION 1.2 DECEMBER 31ST, 2005: I got an email from Corbin (Whose email
is foriamcorbin@hotmail.com) about a strategy for Phantoon which involves
the use of Super Missiles. Changed a couple of things as well.
VERSION 1.3 FEBUARY 13TH, 2006: I got an email from Jthmeffy explaining
an easier way to get the super-hidden missile pack in Maridia, so i'm
making a few additions to my guide and credits list. Fixed a few errors
as well.
VERSION 1.4 JULY 10TH, 2006: Email from Robert R. Stein detailing a new
strategy for Phantoon revolving around Super Missiles. Also fixed an
error on one of the missile expansion locations, so as not to confuse
people.
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{<>}2.0: Story.{<>}
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Note: The story is a continuation of Metroid 2, after Samus finds the
Metroid larva.
Samus, the metroid larva in her care, decided to turn it over to the
scientists at Ceres station to study it's energy producing qualities. She
later understood that the metroids energy-producing abilities could be
harnessed for the benefit of humanity. She left to seek a new bounty,
but had barely passed the asteroid belt when she picked up a distress
signal: Ceres station was under attack!
Samus high-tailed it back to the station to find it in shambles. The
place was trashed, the scientists dead, and worse, the metroid missing.
Samus eventually found the Metroid in a nearby room, just sitting in its
container. Ok, so if the metroid didn't cause this calamity, then who or
what did?
The answer becomes apparent to Samus. Out of the shadows, her arch
nemesis Ridley, the dragon monster from Metroid 1, appears, grasping the
metroid vial. Samus pounds Ridley with universal amounts of beam fire,
but she cannot complete the job. before long, Ridley flies off with the
metroid, and activates the self destruct sequence. Samus ditches the
station and follows Ridley back to known territory: Planet zebes. No
doubt this is the work of the Zebzarian Space Pirates. Armed with only
your power beam, you must investigate the planet once again, and search
for the missing metroid.
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{<>}3.0: Controls.{<>}
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********
Default settings.
********
Beam shot: X. (You can change this to Y, B, A, R, L, or Select.)
Jump: A (You can change this to B, Y, X, R, L, or Select.)
Dash: B (You can change this to Y, A, X, R, L, or Select.)
Item select: Select button (You can change this to A, Y, X, B, R, or L.)
Item cancel: X (You can change this to A, B, Y, R, L, or Select.)
Angle up: L (You can change this to R.)
Angle down: R (You can change this to L.)
********
Special options.
********
Icon cancel: Manual (You can change this to auto. I recommend manual, so
you can toggle off when you want to.)
Moon walk (Shot hold + < or >.): Off. (You can change this to on. I
recommend off. It gets in the way.)
---------------------------------------------------------------------
{<>}3.1: Abilities.{<>}
---------------------------------------------------------------------
***
Fire: Press the assigned button to fire your beam weapon. If you have the
charge beam, hold down this button to charge the beam. When you are
flashing, release the fire button to unleash a powerful blast of energy.
Your starting beam is really weak, so replace as soon as you can.
***
***
Jump: Press the assigned button to jump. If you are just standing, you
will do a standing jump. Not very useful. If you are running, you will do
a spinning jump, which gets you a bit more height, allows you to travel
much further, allows you to wall jump, makes you a smaller target,
lets you pseudo screw attack, and a handful of other crap.
Conclusion: Spin jump owns regular jump.
***
***
Dash: Hold down the assigned button to start running. If you lack the
speed booster, you will get a fixed amount of speed. Pretty decent. If
you have the speed booster, you will eventually reach hyper speed, where
you are moving RIDICULOUSLY fast. So fast that the screen can't keep up
with you. You'll also be able to break speed booster blocks, kill weak
enemies in your way, reach previously unreachable heights, and access
areas that were at the time unavailable.
***
***
Aim up: Hold down the assigned button to aim diagnolly up (I don't know
how to spell that word. Go figure.). Useful for hitting hard to reach
enemies, like Geemers and Ki-hunters.
***
***
Aim down: Hold down the assigned button to aim diagnolly down. Not as
useful as aiming up, because your enemies are usually above you, but
it's there if you need it.
***
***
Select item: Press the assigned button to select one of your secondary
items. You'll be doing this often with missiles and super missiles.
***
***
Item cancel: Press the assigned button to cancel the highlighted item.
Can be quick, but I just keep pressing the select button until nothing
is highlighted.
***
********
Special abilities.
********
These abilities are also available from the start of the game, or very
soon after when you get the first items.
***
Moonwalk: Press and hold the fire button until your charged, then hold
backwards. You will slowly walk backwards. More cosmetic then anything.
Note: You must have the moon walk option set to "On" in the special
settings menu.
***
***
Wall jump: Spin jump against a wall, then push away from it and jump
again. You should jump away from it and still be spinning. A skilled
player can wall jump dozens of times in a row.
Note: Becomes useless once you obtain the space jump.
Desincarnage says: Actually, wall-jumping is still faster for climbing
relatively clear shafts. You don't have any recovery time after the
jump, so you can do it without losing a few pixels. Saves time if your
on a speed run.
***
***
Bomb jump: Once you obtain the bombs, you can start bomb jumping. This
ability will allow you to get to unreachable areas early on.
To start, lay a bomb and get a feel for the detonation timing and how
high it sends you. Note that if you move even a pixel to the left or
right, the bomb will launch you the wrong way. DO NOT MOVE! Now, after
you lay a bomb, wait until JUST before it explodes, then lay another,
and the second explosion will repel you up. Keep repeating this, laying
a bomb RIGHT WHEN the previous one explodes to keep getting propelled up.
Sooner or later you'll get to heights never-before possible.
***
***
Double bomb jump: Do the same strategy, except at the peak of your jump,
lay another bomb. The previous bomb will bounce you into the upper bomb,
which will bounce you again. Make sure you lay another bomb when the
latest one explodes, and another at the peak of your jump, and keep doing
this until you get to the desired height. The timing is more difficult
with this.
***
***
Horizontal bomb jump: Man, I feel sorry for you. You are a great gamer
if you can do this. Ok, once you get to your desired height, lay another
bomb like normal, then move SLIGHTLY in the direction you want to go
towards. The bomb will propel you to the direction you moved in.
IMMEDIATELY after the bomb explodes, lay another one in the same spot,
then hold the OPPOSITE direction to go back to the bomb. You should JUST
make it back. Hold the direction you want to go in again. When the bomb
explodes, IMMEDIATELY lay another bomb, hold the opposite direction
again, and you should JUST make it back. Repeat said instructions.
If you can chain several of these together, you are worthy of the title
"Bomb-jump master".
Full credit goes to Kejardon for this form of bomb jumping.
***
***
Diagonal bomb jump: LOL. Don't look at me. I don't even know how to do
this. Very few people do. Sorry.
Kejardon says: This is basically just a mix of horizontal and double
bomb jumping. They're actually independant of each other. The hardest
thing about this type of bomb jump --besides the horizontal bomb jump
part-- is the fact that you have to be hovering to do it accurately.
Thus, the bombs laid in the double bomb jump have to be laid as late as
possible. If your ONE frame off, you will fall.
***
***
Hovering: This only works for verticle bomb jumping. Basically, all you
have to do is lay each bomb as late as possible, about 1 or 2 frames
before it would be too late. When you do this correctly, the bombs will
propel you in such a way that your not actually going up. Your just
floating there, even going down very slowly. You have to be accurate to
the frame here, or you will mess it up. Requires lots and LOTS of
practice.
***
***
Pseudo screw attack: Charge your beam then spin jump. You'll be flashing.
If you come into contact with an enemy, the enemy will sustain injury or
may even be destroyed. If the enemy is destroyed, you will receive no
damage. Also helps to avoid deflectable projectiles. Pseudo screw attack
a projectile to break it. Note that you'll lose your charge if you do
this.
Note: Each beam will increase your screw attack damage.
Kejardon says: Wrong. Pseudo screw attack remains a fixed 200 damage
regardless of what beam weapons you have equipped.
***
***
Bomb spread: Charge your beam, then morph into a ball. You will release
5 bombs in a balanced fashion. Useless.
***
***
Beam shield: Highlight your power bombs and equip your charge beam and
ONE other beam. Charge your beam, and after a couple of seconds, you
will get a shield effect that can hit multiple enemies. I'll go into
detail with each beam later, but it's pretty useless.
***
***
Shinespark: When you are in hyper speed, press down to store the charge.
Now, you have about 3 seconds to use it. Press jump and you will do an
AMAZING charge in midair, draining your energy, busting speed blocks,
soaring to amazing heights.
***
***
Horizontal shinespark: Same deal. Store the charge, hold left or right,
and jump. You will do a charge in the chosen direction.
***
***
Diagonal shinespark: Just as easy. Store the charge, hold the "Aim up"
button, and face left or right. Jump, and watch yourself go.
***
***
Crystal flash: This one is unknown because it's rarely used. You can
only use this when your at 49 energy or below (ALL Energy tanks must be
empty. Reserve tanks must be empty as well.), and you have at least 10
missiles, 10 super missiles, and 11 power bombs. Select your power
bombs. Morph into a ball and lay a power bomb, then hold L, R, fire
button and DOWN on the control pad. If you do it correctly, you will
absorb the blast, and a very cool animation will ensue, restoring your
energy to maximum (Not including reserve tanks.).
***
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{<>}3.2: Surroundings.{<>}
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Super Metroid has many interactive foregrounds that partially obstruct
your passage and vision of certain things. Pay attention to suspicious
areas.
***
Morph ball tunnels that are walled off: If you see a space for a morph
ball, but it is still part of the wall, it's likely that you can bomb it
and reveal a passage.
***
***
Ceilings that look suspicious: If you see that a ceiling or wall that
has something that could be broken, it's likely that its a secret
passage. Shoot or bomb it to find out.
***
***
Sandstone blocks: These can be broken with anything. Just shoot them.
***
***
Bendezium blocks: Only breakable by bombs, power bombs, speed booster
and screw attack.
***
***
Crumbling blocks: A block that crumbles the very second you stand on it.
Some of them reappear immediately. Annoying.
***
***
Power bomb blocks: Only breakable by power bombs.
***
***
Super missile blocks: Only breakable by super missiles.
***
***
Speed booster blocks: Only breakable by the speed booster.
***
***
Grappling beam blocks: Blocks that can be connected to with the grappling
beam to swing across gaps and such. Some enemies also have this trait.
***
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{<>}3.3: Doors and shutters.{<>}
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There are doors EVERYWHERE in the world of metroid. Most of them can be
shot open with anything, but some require missiles, or other things.
***
Automatic doors: You find these only in the space colony. Walk up to them
and they will open.
***
***
Blue doors: The most common door on planet Zebes. Shoot them with
anything to open them.
***
***
Red doors: A little bit more complex then your blue doors. Shoot them
with five missiles or one super missile to open them.
***
***
Green doors: A tough door that requires a super missile to open.
***
***
Yellow doors: Even tougher then green doors. May only be opened with a
power bomb.
***
***
Grey/Steel doors: These doors can't be opened by anything until they
are flashing blue. To make the door flash blue, you need to do something
that the game has set, such as clearing the enemies in a room or beating
a boss. If you cannot figure out how to open a certain metallic door,
it's likely that it doesn't open from that side. Find a way around.
***
***
Blue shutters: A shutter with a blue switch. Shoot it with anything to
open it. Unless you have the wave beam, you must be on the side of the
switch to open it or you won't be able to reach it.
***
***
Green shutters: Requires a super missile to open. Must be on the switch
side to open it. No exceptions.
Kejardon says: You can open a green shutter from the wrong side if the
switch is on the left side. Equip your super missiles, aim diagonally up,
and run towards the shutter. Jump towards the shutter (Hold the "Aim up"
button when you jump to aim your cannon.), and fire JUST before you
collide with the shutter. If you do it right, your missile will go
through the shutter and hit the switch.
This does not work if the switch is on the right side.
***
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{<>}3.4: Power ups.{<>}
---------------------------------------------------------------------
Along your journey, you will find many items to aid you. These can be
anything from a simple missile expansion, to a new beam upgrade, to a
new suit.
**********
Expansion powerups.
**********
***
Missile expansion: Increases your missile supply by 5. These are all over
the place.
Description: Missiles are one of your secondary weapons. They can be used
to open red doors or damage enemies. You need these to injure bosses
(Unless you have the charge beam.).
Total: 46.
***
***
Super missile expansion: Increases your super missile supply by 5. Less
common, but more appreciable.
Description: A much more powerful form of the super missile. It's
basically three missiles fused into one. Can open green AND red doors
and REALLY put a damper on a bosses day.
Total: 10.
***
***
Power bomb expansion: Increases your power bomb supply by 5. Also
uncommon, but what were you expecting?
Description: A beefed up form of the regular bomb. This will cause a
MASSIVE explosion that floods the entire screen (And beyond it.). Any
bendezium/power bomb/sandstone blocks in the way will be destroyed. Opens
yellow doors.
Total: 10.
***
***
Energy tank: Grants you an extra 100 units of energy, signified by an
orange block next to your energy counter. VERY useful. Seek these out as
you go.
Description: Gives you an extra 100 units of energy. When you obtain one,
it adds an orange block to your energy counter at the top. If you lose
100 energy, that block will turn grey and you will be reset to 99 energy,
now draining from your next tank (Or your natural pool of 99 energy.).
Try and collect them all.
Total: 14.
***
***
Reserve tank: These will allow you to store emergency energy incase your
energy gauge empties completely. They look just like an E-tank, but
without the E symbol on the tank. Rare, but valueable.
Description: When you obtain the first one, a transfer symbol will appear
next to your energy counter. At full energy, any energy pickups will be
stored in your reserve tanks, which will highlight this symbol yellow.
Each tank can store 100 energy, and if you lose all of your energy, these
will kick in and fill it up to whatever you have stored.
Note: For this to kick in when your energy is completely depleted, it
must be set on "Auto". "Manual" allows you to use it at will from the
equipment menu.
Total: 4.
**********
Misc powerups.
**********
Item name: Morph ball.
Found in: Brinstar: Craterian elevater room.
Required: Nothing.
Description: Allows you to morph into a ball, 1/3 the size. In ball form,
you can roll into narrow tunnels, bomb jump (Requires bombs.), jump
(Requires spring ball.), lay power bombs (Requires power bombs) and
mockball/speedball. A MUST for traveling to unexplored areas, and a
very handy item for dodging attacks.
Item name: Bombs.
Found in: Crateria: Chozo statue room.
Required: Morph ball. Defeat the chozo statue.
Description: Allows you to lay bombs while in morph ball form. These are
needed for the highly coveted bomb jump, as well as bombing the bendezium
blocks that obstruct your passage. You may also use bomb spread once you
get the charge beam. A must for getting around.
Item name: Spring ball.
Found in: Maridia: Room after the sanddigger.
Required: Grappling beam. Space jump OR good wall jumping skills. Power
bombs.
Description: Allows you to jump in morph ball form. Not as useful as
you'd think, but it does "somewhat" negate the need for bomb jumping.
You can miss it and be just fine.
Item name: Screw attack.
Found in: Lower Norfair: Room guarded by the golden chozo statue.
Required: Gravity suit. Space jump OR mad bomb jumping skills. Defeat
the golden chozo statue.
Description: Oh hell yes! You've struck gold when you come across this.
This negates the need for pseudo screw attacking, it's now automatic.
Just about ANY enemy you spin jump into will be instantly destroyed
WITHOUT your charge being lost. With space jump, you can do this forever
and be practically invincible. Also allows you to break Bendezium blocks.
A VERY powerful item indeed.
**********
Beam upgrades.
**********
Item name: Power beam.
Found in: Default beam.
Required: Nothing. (Unless you don't know how to fire. Giggety.)
Description: A peashooter piece of ****. Very weak damage per shot, and
a low coverage. It will do early on, but your going to want to replace it
fast. It can fire fast, but thats it.
Item name: Charge beam.
Found in: Brinstar: Bottom of the pink room.
Required: Bombs.
Description: Allows you to charge your beam for a more powerful shot.
Increases the damage by 3x. A necessity for damaging bosses without
missiles.
Item name: Spazer beam. (AKA: Wide beam.)
Found in: Brinstar: Secret gap above second red room leading to Norfair,
right next to the left door.
Required: Hi-jump OR wall jumping.
Description: A great powerup to obtain. This fires three wide-angled
lasers that does 2x the damage of the power beam. Charged up is a fairly
strong weapon. Your main beam for 2/3rds of the game.
Note: Due to the nature of the beam, it cannot be used in conjunction
with the Plasma beam.
Item name: Ice beam.
Found in: Norfair: Hidden room past the automatic shutters.
Required: Speed booster OR mockball technique.
Description: A useful if somewhat annoying powerup. This will add a
freezing effect to your beam, freezing enemies on the last hit before
their death. This will allow you to use them as platforms, or simply
stall them for something else. This beam also increases beam damage by
50%, so it is useful in boss fights.
Item name: Wave beam.
Found in: Norfair: Room near Speed booster.
Required: Grappling beam OR speed booster with high jumps OR good wall
jumping ability.
Description: A damn useful powerup to have. Equipped, it gives your beams
a hypersonic kinetic wave ability, allowing it to pass through walls. You
can hit several enemies at once with this beam. Furthermore, because it
passes through solid objects, you can open shutters from the wrong side.
FURTHERMORE, this beam increases your total beam damage by 100%! Keep it
equipped at all times.
Item name: Plasma beam.
Found in: Maridia: Metal door in dry area of Maridia, after you defeat
Draygon.
Required: Space jump OR good bomb jumping skills.
Description: The grand-daddy of beam weapons. This will add a 200% damage
modifier to your beam as well as give it a penetrating ability. Your beam
can now go through just about EVERY enemy it hits, save bosses. Charged
with the other beam weapons, it's more powerful then even a super missile.
Note: Due to the nature of this beam, it cannot be used in conjunction
with the Spazer (Wide.) beam.
**********
Suit upgrades.
**********
Item name: Power suit.
Found in: Default suit.
Required: Nothing.
Description: Your basic green suit. Does little more then cover your
half-naked body. Replace ASAP.
Item name: Varia suit.
Found in: Kraids lair: Defeat Kraid.
Required: Hi-jump boots OR precise wall jumping skills. Defeat Kraid.
Description: A necessity for exploring Norfair. This suit makes you
highly resistant to superheated atmospheres, which inhabit most of
Norfair. Meaning? You can now explore each room without fear of gradual
damage. In addition, your damage intake from all creatures is cut by 50%,
and your suit is given a nice bulky look with a red gleam and orby
shoulderpads. A must for exploration.
Item name: Gravity suit.
Found in: Wrecked ship: Defeat Phantoom.
Required: Grappling beam OR running jumps.
Description: A necessity for underwater exploration. This suits allows
100% freedom of movement underwater or other materials (Lava or acid.).
It also grants you complete immunity to lava (But not to acid.), and
cuts your damage intake by 75%. It gives your suit a purpleish gleam,
with the same bulky texture. A truly great item.
**********
Boot equipment.
**********
Item name: Hi-jump boots.
Found in: Norfair: Room to the left of Brinstar elevater.
Required: Missiles.
Description: These boots allow you to jump nearly twice as high.
Although unnecessary, they do save you the trouble of having to do wall
jumps to get to high areas. They will save you a lot of work.
Item name: Speed booster.
Found in: Norfair: Green bubble room above area leading to Wave beam.
Required: Nothing.
Description: Allows you to reach hyper-speed when running, which allows
you to destroy smaller enemies and break speed booster blocks. In
addition, if you press down during the hyper-run, you can store the
charge for a few seconds, and then use it to shinespark in the chosen
direction. A must have for getting around.
Item name: Space jump.
Found in: Maridia: Room behind Draygon's room.
Required: Nothing.
Description: An item with weird astrophysics behind it. This allows you
to go into a superspin with each jump, enabling an infinite amount of
spin jumps in midair. As long as you don't lose the spin, you can keep
jumping. Negates the use of bombs (You don't need to bomb jump anymore.),
and as long as you continue jumping, your screw attack will stay active.
A truly great item.
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{<>}3.5: Beam combos.{<>}
---------------------------------------------------------------------
I'm not suprised if you don't know what this is, they're pretty useless.
Anyway, to do a beam combo, you need to equip the charge beam and ONE
other beam. It doesn't matter which one, as long as it's ONLY that
beam (Besides the charge beam.). Highlight your power bombs, then charge
your beam. In a second, you will use up one power bomb to activate the
beam combo. The combo you get depends on the beam your using.
Ice beam combo: Ice spreader.
Description: Four charged ice bolts will circle around Samus. You can
run into an enemy with this to freeze them in place, then the other
three bolts will tear it up. Relatively weak.
Damage: 90 per ice bolt.
Wave beam combo: Wavebuster.
Description: Four wave bolts will criss-cross you in a very complex
pattern. Quantom physics are involved with this, I suspect. Not very
useful unless you know how to aim each bolt, but very cool looking.
Damage: 150 per wave bolt.
Spazer beam combo: Spazer shower.
Description: Two spazer bolts will surround you, circle down, then up
through the top of the screen and rain down laser sparks. Pretty useless.
Damage: 120 per spazer bolt.
Plasma beam combo: Plasma spiral. (Flamethrower sounded stupid. This
only applies to people who have played Metroid Prime.)
Description: Four pulsing plasma bolts will spiral around you, first
outwards, then inwards, then outwards one last time before dissipating.
Quite useful if you can aim in properly.
Damage: 450 per plasma bolt.
---------------------------------------------------------------------
{<>}3.6: Damage values (Dedicated to Kejardon.).{<>}
---------------------------------------------------------------------
Apparently, my old damage values were off completely. Kejardon found the
true values. Major thanks to him.
0. Normal beam : 20
1. Wave beam : 50
2. Ice beam : 30
3. Ice/Wave beam : 60
4. Spazer beam : 40
5. Wave/Spazer beam : 70
6. Ice/Spazer beam : 60
7. Wave/Ice/Spazer beam : 100
8. Plasma beam : 150
9. Wave/Plasma beam / Speed Echoes : 250 / 4,096
10. Ice/Plasma beam : 200 (This one fires unusually fast.)
11. Wave/Ice/Plasma beam : 300
12. Missiles : 100
13. Super Missiles : 300
14. Bombs / Space/Time Beam : 60 / 90 per 1/3 of second
15. Power Bombs : 200, can hit twice
16. Speed Running : 500 a frame
17. Super Jump : 150 a frame
18. Screw Attack : 2,000 a frame
19. ALL Charge beams / Hyper Beam / Special Beams / Murder Beam :
3x beam combo / 1000 / 300 (90 for ice) / 200
20. Psuedo Screw Attack : 200
21. Unknown
Bosses also have a set amount of Hit points (HP.). I'll get to that in
the main walkthrough.
______________________________________________________________________
#### ##### ##### ####### ##### ### ## #: # #
# # # # # # # ### #: # #
#### ##### # # # # # # ### #: #######
# # # # # # # # ###: #
#### ##### ##### # ##### ### # ##: #
______________________________________________________________________
---------------------------------------------------------------------
{<>}4.0: Full walkthrough.{<>}
---------------------------------------------------------------------
NOTE: Before you read any further, realize that this will not be a
spoiler-free walkthrough. I will be as detailed as I can, showing you
the location of all missile, super missile, power bomb, energy tank, and
reserve tank expansions. Also, I will be outlining the story of the game,
so the player has a sense of purpose and is not confused as to the basis
of the game.
Before your actual game begins, you get the following message.
"THE LAST METROID IS IN CAPTIVITY. THE GALAXY IS AT PEACE."
The dialogue then switches over yours truly, Samus Aran, who briefs you
on her incidents up to date.
-----------------------------------
[Entry by: Samus Aran.]
-----------------------------------
"I first battled the Metroids on planet Zebes. It was there that I
foiled the plans of the Space Pirate leader, Mother Brain, to use the
creatures to attack galactic civilization..."
(Game switches to a picture of Samus defeating mother brain.)
"I next fought the Metroids on their homeworld, SR388. I completely
eradicated them, except for a larva which, after hatching, followed me
like a confused child..."
(Game switches to a cutscene of Samus leading the Metroid larva.)
"I personally delivered it to the galactic research station at Ceres so
scientists could study it's energy-producing qualities..."
(Game switches to a picture of Samus handing over the Metroid larva to a
scientist.)
"The scientists findings were astounding! They discovered that the
powers of the Metroid might be harnessed for the good of civilization!"
(Game switches to a team of scientists studying the Metroid.)
"Satisfied that all was well, I left the station to seek a new bounty
to hunt. But, I had hardly gone beyond the asteroid belt when I picked up
a distress signal!"
"Ceres station was under attack!!"
(Game switches to a cutscene of Samus entering the Space colony.)
---------------------------------------------------------------------
{<>}4.1: Space colony: Ceres station.{<>}
---------------------------------------------------------------------
"Samus takes the elevater down to the research section without delay.
The auxillary backup systems have gone online. The main power system must
have been disabled. Investigate and locate the Metroid."
As soon as the elevator stops you take control of Samus. Try to take the
elevater back up, but you'll find that it's no longer functional. It
wouldn't be right if you tried to leave early, now would it?
Take this time to get accustomed to the controls of the game (How you
set them will determine this.), and to test out some of your natural
abilities. Press the fire button to fire your power beam. It's VERY weak
right now, but it will do for the first few areas. Press the jump button
to jump. You'll notice that if you stand still, it's just a normal jump,
but if your running it's a spin jump. Spin jumping is so much more
useful, it allows you to dodge enemies more easily, travel further,
reach higher ledges, and wall jump. Make use of it on your journey.
Test out the wall jump if you wish. Totally unnecessary here, but it's
there if you want to mess around. See how many you can do before messing
up. To wall jump, spin jump against the wall, then press the OPPOSITE
direction of the wall, then the jump button. Do not press the buttons at
the same time or you will likely mess up.
Eventually, you'll want to make your way to the bottom, where you'll
find a door. This is an automatic door, and you'll only find them in
this introductary level. You don't need to shoot them. Just walk up and
they will automatically open. Proceed into the next room.
You'll go down some stairs and see a platform in the middle. Just jump
over this. Now would actually be a good time to test the running spin
jump. Press and hold the dash button to run towards the platform, then
jump before you run into it. You should do an impressive spinning jump
over it, and land on the other side. Or just walk onto it. Proceed into
the next room.
The stairway. I find it weird that there are no doors near each stairway,
but whatever. Not everyone is as acrobatic as Samus you know. Jump to
the bottom and proceed into the next room.
Ah, crap. The research station. Take a look around if you want. You'll
see the dead scientists lying on the floor. Poor scientists...although
you'll notice that they're ripped apart, not an aspect of the Metroid.
Something else did this. You'll also notice that the Metroid is missing.
Damn! Proceed into the next room, which is just a hallway. Run to the
end, and into the next room.
What the hell? The Metroid is just lying there, and whats more, it's
still in it's glass vial. Go back to the door to find that it's locked.
Ok, now i'm CERTAIN that the Metroid isn't the culprit. So, who attacked
the base?
The answer becomes apparent. Ridley, the dragon from Metroid 1, appears
from the shadows, clinging on to the Metroid. Boss battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Ridley. Power beam: 20. %
%Hit points: 2000. %
% %
%Attacks. %
%Fireball: 3. %
%Body: 5. %
%Tail: 15. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
As you can see, the tail does a large amount of damage, so try to avoid
contact with it.
There ae two ways to fight this battle.
*******************
*The fighters way.*
*******************
Shoot ridley like crazy, dodging his attacks. Stay on the left side of
the door when your attacking him, don't ever go on the floor. If he
shoots fireballs, jump over them. Very simple. If he decides to ram you,
wall jump as fast as you can, and try to stay up there until he backs
off. You'll more then likely get hit though. If he makes a circular swoop
at you, jump to avoid the tail swing.
20 x 100 = 2000 HP. You need to shoot him 100 times with your power
beam. He will gradually change colors as you do so, from a pale brown,
to a faint red, to a very bright red. Once you've taken him to 1HP, he
will accidentally drop the Metroid. Don't go over to it though, he will
come back down to get it, then take his leave.
****************
*The wimps way.*
****************
Run to the right corner of the room and crouch. Try to get hit by his
tail deliberately. At 29 energy, he will fly off.
-------------------------
Whatever way you choose to fight this battle, eventually Ridley will fly
off, Metroid in hand. The self destruct sequence will activate now. You
have one minute to high-tail it back to the elevater. The door is now
unlocked. Rush through. Run toward the end of the hallway, and through
the research section.
Things get a bit tricky here. Back at the stairway, ruptures from the
attack and self-destruct sequence have caused steam leaks all over the
place. Contact with a steam burst will stun you for a minute. You won't
take damage, but these will delay you in getting to your ship. Time each
burst, then jump up and run into the next area.
Steam and debris are all over the place. Ignore them. Get a running jump
over the platform again and run through the door. Your back in the
elevator shaft. The door now blows up behind you, sealing you in. You
must get to the top of the shaft. If you wall jump off the right wall,
you can save time, but it's better to do it the right way. Jump to the
left side platform, time each steam burst, and jump to the next platform.
Don't forget about the steam bursts on the elevator platform. Once you
reach the elevator, the timer will stop.
"Samus escapes just as the station is blown to oblivion. She notices that
Ridley flew off to planet Zebes, home of the space pirates. Great. Samus
has no choice but to follow Ridley down to the planet surface. It's
Metroid 1 all over again...or is it?"
---------------------------------------------------------------------
{<>}4.2: Crateria and bombs.{<>}
---------------------------------------------------------------------
"Samus docks on the surface of Crateria. The rain pelts on Samus's power
suit as she exits the ship. Time to see whats going on inside."
Take note that your ship will act as a "super" save point. That is, it
not only acts as a save point, but as a weapons and energy recharger as
well. It will restore ALL your missiles/super missiles/power bombs, and
ALL of your energy tanks, including your reserve tanks! Treasure this
spot.
This is a pretty big area, but you'll find that you cannot explore it
much. The right side is blocked by bendezium blocks, which can only be
destroyed once you have bombs. You can wall jump over the cliff, but the
passage is blocked by a green door, which can't be opened unless you have
a super missile. Remember, to wall jump, spin jump aaginst a wall, then
press the opposite direction and jump, Don't press the two at the same
time or you'll likely mess it up. We'll be coming through here later,
but for now just head to the left, into the blue door. Remember, you
can open these with anything.
All is quiet for the moment. You'll notice a few narrow tunnels, but you
cannot traverse those yet. For now, head to the left and drop down
the gap. Ignore all the doors you come across and head through the
blue door on the floor.
Remember this room, Metroid fans? That's right. This is the old Tourain
escape shaft, the one you used to escape the planet last time.
Apparently, it's long been dormant since then. Fall down the right side
until you land on a small ledge, then drop down again to reach the floor.
Go through the blue door on the right.
An even more memorable room then the previous one. This is the very room
where you battled the Mother brain in Metroid 1. Your standing on the
remains of her glass container. Awesome. The door has turned metal behind
you. Strange...anyway, proceed to the right and go through the blue door.
Take the elevator down to Brinstar.
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
We won't be here very long, but do you recognize this room? It's very
similar to the Brinstar that you explored in Metroid 1. This just gets
more and more memorable. Go to the left, jump over the obstruction, and
claim the "MORPH BALL" (Called the "MARU MARI" in Japan.). Now we can
morph into a ball and traverse narrow tunnels. Neat. To morph ball,
press down twice, once to crouch, and then once to morph. After you grab
this object, the camera will activate in the top-left corner. What could
it mean...anyway, shoot the block under the obstruction and roll right
through it. Now go right and into the blue door.
The floor platforms are made of sandstone. Shoot them and drop down, then
notice the passage on your left. We have the morph ball, so morph and
roll through. Go through the blue door. Shoot the sphere in the Chozo
statues hand to claim the "MISSILES" (5.), a very nifty weapon that can
injure bosses, as well as open red doors.
Speaking of red doors, theres one just outside of the missile room. Go
back up the small shaft and shoot five missiles at the door to open it.
In here, run all the way to the right until you get stopped by an
obstruction. No problem. Morph and roll through to the other side to find
another pack of "MISSILES" (10.). Theres another camera here...something
is going on. Now head back to the elevator and take it up to...
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
That's odd. Did the power suddenly turn on? In either case, go through
the door on the left, back into mother brains room. The place DID
come alive, and whats more, you confirm your suspicions. This was indeed
the work of the Zebzarian Space Pirates. These pirates are really weak,
so blast them with your power beam. You need to do this to make the metal
door flash blue. Once it starts flashing, go through, back to the escape
shaft.
The pirates have invaded this area as well. Shoop them as you make your
way to the top, leaping from platform to platform. Eventually you'll
reach the top. Go through the door on the ceiling.
We're back to this place. If you need to use a save point, theres one
through the blue door that can only be reached with the morph ball. Save
if you want, then climb back out of the gap and go right. Now we can
go into those tunnels. The right side is blocked by bendezium, so take
the left side and drop straight down. Go through the blue door on the
right.
Theres a whole bunch of mini-reo's in this room, but ignore them for a
minute. Run to the end of the room, where you'll find a red door. Again,
blast it open with five missiles. After you do this, go back to the
moths and shoot them for energy and missile pickups. We will need these
in a moment. When you have 99 energy and 10 missiles, go back through
the door you just opened.
Strange. The door stays open when you enter the room. Oh well. Shoot the
marble in the Chozo statues hand for the highly-coveted "BOMBS". Oh yes.
Now we can break bendezium blocks AND bomb-jump. It's time to jump for
joy.
Now go back through the...hey! The door just sealed behind us. Metal?
Worse, the Chozo statue suddenly comes to life. Boss battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Torizo. Power beam: 20. %
%Hit points: 800. Missiles: 100. %
% %
%Attacks. %
%Slash: 10. %
%Energy wave: 10. %
%Body: 8. %
%Bombs: 8. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
An easy boss, actually. If you took my advice, you should have a full 10
missiles, which is all we need. All you need to do is jump up and shoot
at his weak spot, the chest plate. Put a half-second delay between each
missile, or some of them won't register.
At 460 damage (5 missiles.), the chest plate will be blown apart.
Nothing changes here. At 720 damage, his face will be blown off, and he
will gain a 200% speed boost. Eliminate him quickly with a few shots.
To dodge the bombs, just shoot them. They sometimes leave energy and
missile pickups. To dodge the energy waves, wait until you see the waves
trajectory. If it's aimed high, morph into a ball to duck it. If it's
aimed low, jump over it. As for dodging the slash and body contact,
don't count on it. Even if you wall jump, you'll more then likely get
hit anyway.
If your only using the power beam, go all out. Aim up and fire, or just
jump and fire. After 23 hits, his chest plate will be blown off. Keep
firing. His face will blow off at 36 hits. 4 more beam shots will do it.
If you use missiles, it only takes 8 of them. His face won't get to
phase 3. He will just die on the 8th hit.
-------------------------
After he dies, the door will flash, indicating that it's unlocked.
Collect the leftover weapon/energy pickups and go through the door.
Go back to the main room. Now that we have bombs, we can use the right
tunnel to get back up, since the left tunnel is too high for us (Unless
your a master at wall jumping.). Jump up and morph into a ball, then
press the fire button to lay a bomb. Lay one next to each of the blocks
obstructing the passage to blow it away. These blocks regenerate, so
roll through swiftly. Once your back up, head to the left to drop down
the gap again. Ignore the blue door on the left, but go into the blue
door across from the red door. BTW, if your curious about whats behind
the red door, don't worry. It's just a map station, and if your using
this guide you shouldn't need a map.
In here, morph and roll through the tunnel, bombing each block, until you
come out on the other side. Go through the door. Shoot the marble in the
Chozo's hand for a pack of "MISSILES" (15.). Back in the tunnel room,
instead of bombing all the blocks again, simply bomb jump once on the
left side of the tunnel and hold right. You should go through a secret
tunnel and come out on the other end.
One more item to get before we move on. Back in the main room, head all
the way back to the old tourain shaft. In the old Mother Brain room, bomb
the floor of her old life support system (Glass container.) to reveal a
tunnel. Keep bombing your way through to a well-hidden pack of
"MISSILES" (20.)! Now head alllllllllll the way back to the main Crateria
room.
On the left side of the gap is a wall of bendezium blocks. Bomb them and
go through the blue door behind them. Run down the slope of this room
to the door at the end. Don't worry if the enemies hit you, just keep
running. At the end is your first "ENERGY TANK" (1.)! You now have 199
units of energy, as signified by the shiny orange block next to your
energy counter. Now proceed through the door.
Equip your missiles and fire one at each of the space pirates. If your
out of missiles, use bombs. Your power beam is useless against them.
After they're all dead, go through the blue door on the left. If you
have leftover missiles, go ahead and open the red door now, but we won't
be coming back for a LOOOOOOOOOOOOOOOOOOOONNNNNNNNGGGGGGGGG long time.
This room is similar to the room that held the energy tank, although it
has no slope. Avoid contact with the silver geemers, and kill the
parasite sacs by blasting it rapidly with beam shots. If your energy and
missiles are full, just jump over them. At the end, go through the door.
---------------------------------------------------------------------
{<>}4.3: To the Varia suit.{<>}
---------------------------------------------------------------------
Before going down the elevator, you should have.
<Expansion.>
199 units of energy.
20 missiles.
<Misc.>
Morph ball.
Bombs.
When you have all this, go down the elevator to...
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Dig that cool music. Anyway, this room has 5 different paths to explore,
and a 6th path that we cannot access yet. All of the doors in this room
ar red, so whip out those missiles. The top left door leads to a map
station. Don't bother with it. Go in the top right room.
We'll be coming back a bit later, but for now, run across the bridge-like
platform. Fall down in the middle and collect the pack of "MISSILES"
(25.). Exit the way you came in.
Moving further down, the middle left door leads to a save station. If you
need to use it, go ahead. The bottom left door leads to a missile
recharge station. Again, your call. Go through the bottom right door.
Aside from geemer-slugs, you'll want to take caution in sniping the
Mothula's. They can do a fair amount of damage with each bash, and they
are hard to nail sometimes. Go slowly. When you come to the bendezium
wall (You'll know it when you see it.), bomb your way through and start
running. You'll duck uner some metal Shriekbats, similar to the ones
in crateria (Without the metal.). Go through the door.
Welcome to the "pink" room. We'll be coming back now and then. Right now,
go all the way to the right and drop down. Be careful of Mothulas (And
possibly Hoppers.), and make your way to the bottom to find another pack
of "MISSILES" (30.), then bomb the nearby suspicious blocks in the
obstruction. Roll through and shoot the marble in the Chozo statues hand
to claim the "CHARGE BEAM"! Now you can charge your beam for a blast
thats 3x more powerful then a normal shot, and capable of injuring a
boss. Starting now, your regular beam shots won't injure any bosses. You
must charge your beam or use missiles.
Make the climb back to the top, and when you get to where you were, keep
going up, being cautious about the hoppers and Mothulas about. You'll
reach the top of the room eventually. If you need to use a save point,
take the secret morph ball tunnel on the left ledge. You can't miss it.
Restock your missiles/energy and head to the right. Use five missiles on
the red door and head through.
Ki-hunters are insect-like hunters that fly. It takes 6 power beam shots
to kill one, or one missile. They are weak to charged shots, so that will
also kill them in one hit. Be careful of the swoop, don't aim the wrong
way. Once you kill all three, the door at the end will flash. Open it
and jump in.
Boss battle.
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Spore spawn. Charged power beam: 120 %
%Hit points: 960. Missiles: 100. %
% %
%Attacks. %
%Spore: 4. %
%Body: 12. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
As you can see, Spore spawn is weak to the charged beam. It will do 2x
it's normal damage in this battle. (It normally deals 60 damage.) Still,
Missiles are faster.
To avoid the spores, simply shoot them. They sometimes leave energy and
missile pickups behind. To dodge the actual boss, simply morph ball and
stay in a corner.
When the boss exposes his core, that is your cue to attack. If your using
the charge beam, you can only get in one shot, and since you don't have
time to recharge it, you must make it count. If your using missiles, you
can sometimes land two or even three missiles while the core is closing
up.
After about 550-600 damage, Spore spawn will get a lot faster, and leave
less time to attack. Once he starts going ape****, stay rolled in the
corner until he opens up, then take a shot. Keep this up until he dies.
It will take either 8 charged shots or 10 missiles.
-------------------------
After the battle, collect the leftover energy/missile pickups on top of
the hardened spore. Jump again to reach the incline above. From here,
spin jump to each platform until you reach the top. Go through the blue
door.
In here, run all the way to the end and jump on the dormant pipe.
Crumbling blocks? Good old Metroid for you. In either case, you will drop
down a LONG shaft. At the bottom, shoot the marble in the Chozo statues
hand for your first pack of "SUPER MISSILES" (5.)! With these, you can
now open green doors and shutters, which will become much more common
now. These also do 3x as much damage as a regular missile, which makes
them BEAUTIFUL in boss battles. They are capable of defeating some
enemies that you've currently found inpenetrable. Now head left through
the door.
If you need to refill your supplies, do so on the infinitely-regenerating
enemies in this room. Now is the time to test the missiles. Go left to
encounter your first green door. Blow it open with a super missile, and
witness it's anger as it shakes the very ground you stand on. It even
drops a few geemer slugs that were hiding in the ceiling. Head through
the newly-opened door.
Here, notice the tunnel to your left. Equip your super missiles and fire
at the block obstructing the tunnel. Now roll through and bomb the blocks
at the end. Bingo. Were back in the pink room. We'll have more to do
later, but for now, head to the bottom, back to the obstruction that
hid the tunnel to the charge beam. Jump on top of the obstruction and
bounce (Just lay a bomb to do so.) into the tunnel leading to the other
side. Blow the door open with a super missile, and head on through.
This room is a big room with pipes on just about every wall. Out of
these pipes come flying geemers (I just love the word geemer. Expect much
more use of it.), you can kill them for refills if you need. Anyway, head
right and down the platforms. If you jump up at the first pipe, you will
notice an orange door. This door actually leads back to the room with the
Maru mari (Morph ball.), however, we cannot reach it yet. Even if you
somehow could, it's an orange door, which means you need a power bomb
to open it. Oh well.
Moving on, keep going down the platforms until you come to a pipe HIGH up
on the wall. Normally, you'd have to wait until you have the hi-jump
boots, but if your willing to get them now, wall jump off the right wall
and land inside the pipe. You only need to wall jump once, unless you
mess around. Roll through the pipe and claim another pack of "MISSILES"
(35.). Yay. Keep going down the platforms until you come to a blue
shutter. Shoot the blue button with anything to open it, then kill the
hoppers on the other side. Go through the door here.
Note: Once you go through this door, you won't be able to open the
shutter behind you for a while, so grab whatever you can before moving
on.
In this room, you will have to run across the "n00b" bridge. It is called
the n00b bridge because many players have trouble crossing this bridge.
The reason? A lot of the players are unaware that there is a "dash"
button, which gives you the speed to run across without falling through.
Luckily, I made sure that the dash button is known to you, so hold it
down and run across the bridge, being sure NOT to jump (The spikes do
60 damage.). After your across, kill the cactoids if you need a refill
on super missiles, then blow open the green door and go through.
Well...this is certainly a change of scenery. The lush backgrounds and
up-beat music is now replaced by depressing music and a red-energy type
bckground, almost like a reactor. The entire shaft is red and drylike.
In anycase, drop down the platforms until you come to a dead end...yeah
right. Shoot the floor to reveal a passage (Don't shoot the right block,
or a hornoad will latch on to you. If this happens, use bombs to kill
it.) and drop down ALL the way to the bottom (You may get hit by a
ripper.). If you wish, blow open the left door with a super missile to
find an energy recharge station...you might need it. Either way, go
through the right door.
Water. With our current suit, water severely limits our movement, so
getting in it is a bad idea. From your platform, run and jump to the
pillar over the water. Kill the shriekbats and jump to the door at the
end. Go through.
Fasgothedarkone says: If your wearing the Hi-jump boots when you go
through this place, you'll usually jump too high and hit your head on
the ceiling, causing you to fall in the water. If you time your jump
perfectly you can make it, but it's usually better to turn off the
Hi-jump for this room, at least until you get the Gravity suit.
Now, you can get this next item now, or later. If your not good with wall
jumping, i'd wait till we have the hi-jump boots, which is actually VERY
soon from now. For those who can't wait however.
Shoot the block above you (You'll know which one.), then go a little to
the right. Spin jump to the left and wall jump up into the space. One
more. Run left from the tiny incline and wall jump to the ledge above.
Here, bomb the first block in your way, then kneel and SHOOT the second
block. Do not bomb it or you will break a bendezium block below you and
fall back down to the main area. Once the blocks are destroyed, roll
through and blast the door with a super missile. Go inside, and shoot
the marble in the Chozo statues hand for the "SPAZER BEAM" (Wide beam.).
This weapon deals twice as much damage as the power beam, and covers a
much wider area. A GREAT weapon that will be used for the next 2/3 of
the game.
Back in the main area, CAREFULLY jump over the yapping maw, or simply
destroy it with a super missile. Kill the cactoid and jump over the next
yapping maw, then go through the door. Run through each hallway until
you come to an elevator.
Note: Incase your wondering about the glass tube, yes, there is
explorable area beyond it. However, we cannot access it without a power
bomb, so don't worry about it yet. Even if you could open it, you still
lack the suit data necessary to explore underwater.
Take the elevator down to...
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
"Norfair, the depths of the planet itself. Riddled with lava, acid, and
many demon-like monstrocities, Norfair is definitely a place you wan't
to tread with caution. Maybe we can find the Ceres station destructor
here..."
Much of Norfair is heated to an unbearable temperature. With our current
suit data, it's not possible to explore Norfair without risk of gradual
damage, so don't try. We won't be here for long (At least not right now.)
and if you enter any superheated areas, turn back IMMEDIATELY!
In this room, kill the magma geemers that are crawling on the platforms.
There are 6 doors in this room, but i'm going to tell you right now. DO
NOT GO THROUGH ANY OF THE DOORS ON THE RIGHT SIDE! They all lead to
superheated areas that we cannot explore safely yet.
The green door at the top left leads to another beam upgrade, but thats
also in a superheated area, so forget it. Getting it now requires a
glitch anyway. And of course, you can't even open the yellow door yet.
Make your way to the bottom-left door, which is red. Blast it open and
go through. In this room, collect the blatantly-obvious "ENERGY TANK"
(2.)in the middle of the room. Walk left to find a couple of crumbling
blocks that don't regenerate. Follow the space revealed into a tunnel,
and go through the blue door.
Ah. Theres a Chozo statue on the other side with a marble in it's hand.
Aim up and shoot the top wall layer that divides the room, then jump
through and shoot the marble for the "HI-JUMP BOOTS"! We can jump nearly
twice as high now, and we have less need for the wall jump. Sweet!
Test out the Hi-jump boots by jumping out of the room. If you don't have
them equipped, you will need to wall jump through the space. Back
outside, follow the magma geemers to the top, where you will find a
tunnel. Roll through and grab the pack of "MISSILES" (40.). Kill all
of the geemers to unlock the metal door (The one you came through from
the elevator.). Head back up the shaft and take the elevator to...
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
In the elevator room, look at the right wall. Do those blocks seem
aligned suspiciously to you? Arm your super missiles and blast one of
them. A block? Bounce into the now-exposed tunnel to find that it's
actually a big room leading to some sort of "dungeon". With the new
Hi-jump boots we can reach the ledge and proceed into the door.
Note: If you didn't get it yet, go get the Spazer beam NOW! It will make
the next section a lot easier!
%%%%%%%%%%%%%%%%%%%%%%
%<>Kraid's hideout.<>%
%%%%%%%%%%%%%%%%%%%%%%
Seems innocent at first. Kill the geemers and shoot the floor closest to
the door. Drop through, ignore the metal door on the left, but bomb
the tunnel and go through to the other side. Shoot the door in the
ceiling and jump in.
4 Ki-hunters inhabit the room, test your new Spazer beam on them. It
only takes half as many shots as the power beam, and because it covers
such a wide area your much less likely to miss.
When they're all dead, find a crack in the floor and shoot it to reveal
a passage. Before going down, if you need to use a save point, bomb
the little gap in the floor on the right and roll through. Go through
the door and save, then head back and go into the passage.
In this room, you'll encounter the same space pirates that your power
beam couldn't injure in Crateria. Not true for the spazer. Blast them
3 times with the spazer, or just use a missile on each one. Run ALL the
way to the right, bearing the spines that are being launched at you, and
blast the Mini-Kraid with a super missile. Get the refill pickups and go
through the door.
Shoot the block on the ceiling to reveal a passage. Jump up and blast
the green door to find an energy AND missile reloading station. Use them
now. Back outside, go down to the main room and jump across the hornets
and spikes until you come across a dead body. Seems that another bounty
hunter came here looking for a hunt. I wonder...could it be...Millers C?
(Just kidding. Millers C is immortal.)
At the end, you'll come across a weird door. When you approach it, an
eyelid opens and begins to pelt you with energy spheres. Equip your
missiles and blast the eye just as it opens. Three missiles will blow
the covering away, revealing a blue door. Go back and restock if you need
to, then go through the door.
HEY! What the hell? The door locked behind us. Not again...well, we
can't jump across this pit, so what now? Well, i'm sure you'll think of
something. I'm just gonna go get a ham sandwhich and...WHAT THE HELL IS
THAT THING!? It's big and green and ugly. Is it the green manalishi!?
Whatever it is, it busts out of the ground with it's head alone. Boss
battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Kraid. Charged spazer beam: 120 %
%Hit points: 1000. Missiles: 100. %
%One of the four guardians. Super missiles: 300. %
% %
%Attacks. %
%Claw boomerang: 10. %
%Rail spine: 10. %
%Body: 20. %
%Spikes: 16. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Arg, this thing is HUGE! How do you fight something this big? That's
right, you find a weak spot and hit that. Shoot Kraid in the eyes and
they will flash for a second. After that, his mouth will open. Well,
what are you waiting for? Shove a super missile down his throat.
With one shot, Kraid will pull the rest of his body from the ground. Now
the true fight begins.
Most of the ceiling has crumbled away, save for a few spaced out sections
that will serve as platforms. Get on these platforms, jump up and shoot
Kraid in the eyes, then jump again and launch a Super missile right into
his mouth.
His attacks: To dodge the claw boomerang, just shoot it. It sometimes
leaves energy/missile pickups behind. To dodge the rail spine (It shoots
from one of his two belly buttons.), just jump over it. You won't take
damage as long as you don't touch the sharp end. As for kraid, don't get
TOO close to him, but close enough to land some shots.
If you run out of super missiles, switch to charged spazer shots. They
deal more damage then missiles at this point. Shoot him once with an
uncharged shot, then charge it, jump up, and fire. Due to the wide arc
of this weapon, your aim must be precise. Aim a little bit high just to
make sure.
It will take either 4 super missiles, 10 missiles, or 9 charged spazer
shots.
Also, incase you were wondering what I meant by "one of the four
guardians", don't worry about it right now. It won't make sense until
WAYYYYYYYYY later.
-------------------------
After the glorious battle, Kraid will sink into the floor once more. He
might not be dead, but at least he won't bother you for the rest of this
game. Collect the leftover energy/missile pickups, then run all the way
to the right and enter the flashing door.
A pedastel with a marble is in the center of the room. Shoot in and claim
the "VARIA SUIT"! WOOHOO! This suit grants heat-resistant data to your
old suit, allowing you to safely explore superheated areas. We can now
explore Norfair! AND, as a side effect, damage intake by all enemies is
cut by 50%. This virtually doubles the amount of energy you have.
Once you claim the item, you will notice it's effects immediately. The
energy will fuse into your body, giving you a really bulky look with an
orange gleam. Exit the room, run all the way left, and go through the
now-flashing door.
Backtrack through this room, back through the room with the Mini-Kraid
(Kill it if you need super missiles.), back to the brinstar-section of
the passage.
On your way out, you'll notice the metal door you ignored earlier is now
flashing. Go inside and start laying bombs to kill the Hornoads. Once
they're all dead, shoot the ceiling to find another "ENERGY TANK" (3.)!
Now exit the dungeon altogether.
Go back to the block wall and blast it with a super missile, then bounce
through.
---------------------------------------------------------------------
{<>}4.4: Exploration of Norfair.{<>}
---------------------------------------------------------------------
At the elevator, check your supplies. You should have...
<Expansion.>
399 units of energy. (3 energy tanks.)
40 missiles.
5 super missiles.
<Beam.>
Charge beam.
Spazer beam.
<Suit.>
Varia suit.
<Misc.>
Morphing ball.
Bombs.
<Boot.>
Hi-jump boots.
When your ready, take the elevator to...
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
Remember when I said to avoid the right sided doors because of the heated
areas? Well, you now have the Varia suit so forget all that. Go through
the first door on the right.
Kill the geemers that get in your way, and carefully pick off the spiked
hoppers. They are more dangerous then their Brinstar counterparts.
Continue to the right, climb the ledges at the end, and blast the red
door.
In this room, carefully pick off the Pincers. They're like Mothulas, but
more dangerous. Jump over the first gap and second gap, but drop down
into the third. In the lava pool down there is a well-hidden pack of
"MISSILES" (45.). Bomb around to find it. Then jump out of the gap and
keep going right, to the green door. Blast it and head through.
This room will quickly fill with lava, which we are still susceptable to,
so run and jump the platforms to the end, ignoring the squeepts,
geemers, and lava dragons. Quickly head through the door.
This room, for all intents and purposes, is now known as the "bubble"
room. Don't ask me how the bubbles can support our weight. That is one
of the worlds greatest mysteries. Anyway, head all the way to the right
and shoot out the floor. Drop through each gap, then jump over the
spikes to the left and claim a pack of "MISSILES" (50.). Jump back out
and go left, then stop in the middle. Bomb the middle tile in the gap to
reveal a passage. Go through it, bombing the various tiles and geemers
until you reach the bottom. Ignore the door on the left and go through
the door on the floor.
In this shaft, keep dropping down the platforms, ignoring the door on
the right (Unless you need to restock.), until you reach the bottom.
Shoot the door on the right and go inside.
Magdollites and red violas in this room. Kill the violas but ignore the
magdollites. If you shoot the magma they throw, it will sometimes leave
refills behind. Go through the door at the end. In this shaft, go
through the door straight across from you. The door at the bottom leads
to the lake into Lower Norfair, but we lack the equipment to get there
at the moment. Besides, the door is yellow, and we don't have power bombs
yet.
In this room, lava will slowly rise from the floor. It stops at a certain
height, so don't bother with it. Jump over each platform, carefully
avoiding the debris of the floor volcanos, then morph ball and roll
through the tunnel. At the opposite shaft, shoot the ceilings to reveal
passages. Jump through each one, ignoring the wall huggers, and go
through the door at the top.
Here, morph ball and roll onto the ripper platform that boosts by. Stay
in ball form until you pass the three spike pillars, then unroll and
jump onto the pillar. Carefully jump from pillar to pillar, being
careful of the spikes (Which now do only 30 damage, thank god.) and the
automatic shutter. When you get to the end, morph ball again and drop
onto the next ripper. This ripper is weak, however, and will sink into
the lava if you stay on it for too long, so make sure you get off as soon
as you get to the end. Go through the door here.
You're in another shaft now, with bouncing red violas and magma dragons
popping up from the floor. Make you're way up, carefully picking off the
violas and dragons. Ignore the first blue door on the right, but go into
the red door you come across, also on the right.
In here, carefully jump from each platform, until you get to the third
one. STOP HERE! Wait until this platforms descends, then when it stops,
make your jump to the platform above. If you don't wait, you'll likely
hit your head, fall down, and have to try again. Once on the ledge,
blast open the shutter and collect the pack of "MISSILES" (55.). Now,
you have a choice.
If you're good at wall-jumping, you can get a helpful item now. If not,
wait until you get the speed booster, which will be VERY shortly. For
those who want the item now, jump into the pit to the right, which is
FULL of spikes. Yes, the ones that do 30 damage each. Be careful of
the spikes in the middle, for they are fake and will deposit you into
the tunnel below. Now, you need to wall-jump up to the ledge above.
The jump has to be precise, not too high or you'll hit your head on the
incline, and not too low or you won't even reach it. Once you jump
correctly, blast open the red door and shoot the Chozo statues marble for
the "WAVE BEAM"! Now, not only is you're beam able to pierce through
solid objects (Which makes it easier to kill enemies behind walls, and
allows us to open blue shutters from the wrong side.), but this adds a
100% modifier to you're beam damage. Thats right, you're spazer beam is
now 2x as powerful. W00tage.
Now, exit the room and drop down to the fake spikes. Kill the parasite
nests if you need refills (And you will.), then go left and exit the
room. Back in the shaft, climb all the way to the top and go through
the left door.
We're back in the bubble room, in the top right corner. DO NOT fall off
of this area by being stupid and going to the left, or you will have
to go through those rooms again. Climb up and blast the green door on the
right.
In this room, kill the shriekbats (Called Skrees.), then blast the right
side of the ceiling to reveal a passage. Jump through, blast the red
door here (Or was it green?), and go through.
In here, run all the way to the right. Hold down the run button the
entire time so you won't fall into the crumbling block pits. Don't bother
with the enemies, just run. At the end, shoot the ceiling for a pack of
"MISSILES" (60.), then blast the red door and go in.
Shoot the Chozo statues marble for the "SPEED BOOSTER". With this, if
you hold down the run button, you will eventually reach "hyper speed"
during a run, provided that you have enough room. During this phase,
you're moving so fast that the screen can barely keep up with you. You
can actually see your sprites following to keep up with you. Weak enemies
will be instantly killed by this, and you can break speed booster blocks,
as well as shinespark. Wonderful. As soon as you claim the item, the room
fills with lava. Exit immediately!
This room is also filling with lava really fast. Waste no time. Hold the
dash button and run all the way left. Soon, you will reach hyper speed
and outrun the lava. Cool. The lava will stop before it reaches the door.
Go through.
Now, drop down the bubble room and go through the bomb tunnel in the
middle again. This time, however, ignore the door in the floor and take
the one on the left.
Go left, jump over the gap and go through the door on the left. In this
room, hold dash and run all the way left. You will go into hyper-speed
and break through a bunch of speed booster blocks and Hornoads. Go
through the door here.
We're back in the elevator shaft. Climb up the shaft and stop at the
green door. Time to see whats going on inside. Blast it with a super
missile then run inside.
Inside the room, keep going left and holding the dash button. You need
to do a hyper-run under the shutter, or they will close before you reach
them. Thats why we ignored this room, because getting across it was
impossible (Unless you used the mockball glitch. Check the "abilities"
section for more information.) without the speed booster. Go through the
door at the end.
In here, jump on the rippers and make your away across the room. Go in
the door here to be in a verticle shaft. On the left side, climb up each
platform, being careful not to get hit by the wall huggers, until you
reach the top. Go to the door on the right, but shoot the floor under it
to reveal a passage. Drop then, hugging the right wall to land on an
incline. Morph ball, roll left, and hug the right side again to roll into
the passages. Do so until you find the one that actually goes somewhere.
At the end of this passage, go through the door.
Shoot the chozo statues marble for the "ICE BEAM"! Now we're able to
freeze enemies and use them as platforms, which will be very useful for
getting around certain areas, including the one we must head to very
soon. In addition, this beam adds a 50% damage modifier to you're current
setup, so bask in the awe of more damage. It gives you're beam a cool
blue shading, with diamond-dust tracers following the beam. We now have
a full beam combo, which is very powerful.
Back outside of the room, morph ball and fall back down to the bottom of
the shaft, then climb all the way up again and take the door on the
right.
In this room, there are three boyons on the floor. Walk up to the
first one, and freeze it at the peak of it's bounce. Then jump on to it
and freeze the next one at the same height. Jump on to it, and freeze the
last one at the peak of it's height, which will allow you to roll through
to the other side. Freeze the ripper for a platform and jump to the door.
Go through it.
Back in this room, you will fall through some crumbling blocks and stop
in the duct above the shutters. Roll right, ignoring the geemer that hits
you, and fall down the crumbling block at the very end. Go back into
the elevator shaft.
Now, backtrack to the bubble room. You do know where it's at, right?
Take the top right door and follow it through each room to the bubble
room. In here, we'd normally need the grappling beam to access the green
door, but the Ice beam works just as well. Freeze one of the wavers and
use it as a platform to reach the green door. Blast it open and head
through.
In here, kill the pincer and grab the pack of "MISSILES" (65.), then
shoot the left corner of the floor to cause a shutter to rise. Aim at
the upper-left corner of the wall to reveal a passage. Use the shutter
to elevate yourself with the opening and roll through. Go in the door.
Here, pick off the geemers (And freeze the dragons if you
want.), and CAREFULLY jump from platform to platform. At the end, jump
onto the ledge to claim your first "RESERVE TANK" (1.). These will allow
you to store emergency energy, incase all of your current energy is
depleted. You can obtain four of these for a total of 400 reserve energy.
Before leaving, shoot the platform closest to the reserve tank to find a
pack of "MISSILES" (70.). You'll probably fall into the lava as you get
this one.
Now backtrack to the elevator shaft, and take the elevator to...
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Man, feels good to get out if there, if only for a short time. Go left,
through all of the tunnels, until you get to the room with yapping
maws. You should be able to cross this room easily with the ice beam.
Just freeze the maws and they won't give you any grief. For the water
room, you shouldn't have any trouble. On the way back, though, it may
help to deequip the Hi-jump boots, since the ceiling may give you
trouble. Only for that room though.
Back in the huge shaft, it's time to utilize that ice beam again. Freeze
each ripper and use it as a platform to get back to ground level. Once at
the top, shoot out the floor, being careful not to release the hornoad,
and get back up to the door that leads to the upbeat section of Brinstar.
Ignore it and jump up to the incline above you. You weren't able to reach
this before unless you pulled a wall jump. Keep jumping until you find
rippers. Freeze each one and use them as platforms to reach the top.
Shoot the block that tries to obstruct your passage and go into the door.
In this room, carefully jump from platform to platform and pick off the
geemer-slugs (Called Zeelas.) and hornets. DO NOT fall into the
manflowers, they do small damage, but take up time and cause you to hit
spikes usually. Take it slow, and go through the door at the end.
We're in an elevator shaft leading back to Crateria. Shoot the floor here
to reveal a path. Follow it down to find some worm cocoons. Kill the
worms, then blast the green door at the bottom. Enter.
In this room, recognize that music? Something is in here. Freeze each
of the goobouncers (Called Boyons.) and use them as stepping stones to
safely cross the pit of spikes and manflowers. At the end is a chozo
statue holding a marble. Blast it for your first pack of "POWER BOMBS"
(5).! WOOHOO! We can blow away benzedium from long distances, break
power bomb blocks, and open orange doors. Use a power bomb right now.
Witness it's destructive power as it demolishes the wall behind the chozo
statue. Go beyond the statue to find a pack of "MISSILES" (75.). Exit
this room the way you came in.
Back in the shaft, shoot and climb to ground level again, then continue
climbing. The blue door on the right leads to a save point. Use it if you
wish. Continue climing until you see the elevator. Theres a green door on
the left wall. Blast it and head inside.
Three large hoppers are in this room, which are more dangerous then the
smaller ones. Still, they are no match for the raw power of your current
beam combo. Blast them to dust, then check out the room. The ceiling is
full of spikes, so don't jump too high. At the left end of the room,
you'll notice a particular manflower. This one doesn't have a yapping
maw inside of it. Lay a power bomb here to collapse the floor, and
jump into this particular manflower. It's not a manflower at all! You'll
fall into a little compartment with another pack of "POWER BOMBS" (10.).
Exit the way you came in, being careful about the platforms, now that
you blew the floor away. (Notice that the door was metal?)
No, we're not taking the elevator up yet. Go back down the shaft to the
door that led you here. It's orange. Lay a power bomb to open it. Take
the path back to the main shaft and get you're ass back to...
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
Once your back in Norfair, go through the first door on the left, the
one that leads to the Ice beam. Run past the shutters with your speed
booster, then stop. Notice the power bomb blocks under you? Use a
power bomb here (Duh.) to blow away the blocks. Jump into the gap.
Kill all of the magflies and spiked hoppers, then go up to the door at
the end of the path. Now listen carefully.
As soon as you enter the room (Do so SLOWLY or you'll fall down.), shoot
the left wall to uncover a well-hidden pack of missiles. While the
missiles are uncovered, jump onto the platform below you. Be VERY careful
of the platform your currently standing on though, as most of it is
crumbling blocks. Jump from as close to the door as you can. Now it gets
even harder. The platform your jumping to is ALSO a set of crumbling
blocks, so you'll likely fall through. If you do, jump your way to the
top again. What you have to do is perfectly time a jump to leap off of
the blocks before the crumble, which is immediately after contact. If
you time it right, you will jump off the ledge as it crumbles. Hold left
while the missiles are still exposed to get "MISSILES" (80.). Phew. Now
drop down to the bottom, killing the lava geemers (Called Sovas.) along
the way. Go through the door on the right.
Start running all the way to the right to get into a hyper-run. You will
bust through a bunch of space pirates/multiviolas and blocks until you
end up in a verticle shaft, with a green door on the bottom. Blow open
the door and prepare. Boss battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Crocomire. Charged Spazer/Ice/Wave: Two steps. %
%Hit points: Hit counter. Missiles: One step. %
% Super missiles: Three steps. %
%Attacks. Power bombs: PISS HIM OFF! %
%Slash: 20. %
%Fireballs: 10. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
As you can see, Crocomire doesn't have a set amount of HP, he merely
takes a step back every time something damaging hits him. This is the
key to winning the battle.
First off, DO NOT USE POWER BOMBS IN THIS FIGHT! They make Crocomire very
angry, signified by him charging you and practically running you over.
Power bombs = very bad idea.
I suggest missiles here. They're fast and accurate. Charged shots are
tricky to aim in this battle, so don't use them unless you've already
got one charged. Super missiles should be used when you have a clean
shot.
Attacks: To dodge the fireballs, get back and shoot them. They sometimes
leave refills. Be sure to get some space because the fireballs have a
half second of invulnerability. Your shots will negate in midair. As for
the claw slash, just don't get near him. Simple.
When he opens his mouth, let a missile fly right down his throat. Keep
doing this whenever he opens his mouth. Once he gets onto the weak area
of ground, switch to super missiles. A few of those should send him
back far at this point.
Eventually, you will herd him onto the bridge, which will collapse under
his own weight. He will fall into the acid and begin to melt, which is
actually a pretty cool scene. Eventually, he will sink down for good.
-------------------------
You'll see a few air bubbles float by you in the acid. What the...follow
it all the way to the left, where the screen will stop scrolling at the
spike wall. The area will begin to shake. Within a few seconds,
Crocomires skeleton breaks through the spike wall for a last desperate
attack, only to collapse at your very feet. Now the room is free of
obstructions. Collect the leftover refills and go left, carefully
jumping over each pillar to get to the door. The acid is about three
times as lethal as lava, so avoiding contact with it is a much higher
priority. Go through the door on the left.
Drop down to the bottom of this room and use the enemies to refill your
energy and weapons. If you need to save (You probably should.), go
through the door to the far right for a save point. Afterwords, go to
the left and into the door on the floor (I'm getting better at rhymes.).
Ignore the door on the left and drop down the right side. That's right,
alllllll the way down here. Don't worry, we won't be down here for very
long. Once you finally hit a platform, blow open the red door on the
right and go through. Follow the room to the right, being careful not
to touch the acid. Watch out for the metal shriekbats up the first ramp.
Once you reach the obstruction, roll under it and jump each platform
carefully to reach a pack of "MISSILES" (85.). Head back outside to the
shaft and drop through the door on the floor.
In here, use a power bomb to blow away all of the debris, then kill the
Fire fleas on the left. Once they're dead, we need to obtain a tricky
missile pack. Run all the way to the right, then all the way to the left
to break the speed booster blocks. While your running to the left, JUST
before you fall off the ramp, press down to store a hyper-speed charge.
We'll be doing this a bit more later on. Right now, with the charge
stored, go into the acid (DO NOT PRESS JUMP YET!), to the spot between
the ramp and the first platform. Press jump at this point and you will
do an impressive shinespark to the top of the room, bashing your head
on the ceiling. This type of jump drains energy, so make sure you have
energy to spare before attempting this. Anyway, at the top, hold right to
access a pack of "MISSILES" (90.), then go back to the start of the room.
Start a hyper-run to the rap again, but this time jump at the last
second, and you will do a REALLY high spinning jump to the left and land
on a ledge above. Go through the door here.
Shoot the Chozo statues marble to claim the "GRAPPLING BEAM"! This
nifty item will allow you to swing across gaps and such using grappling
blocks and certain enemies. It has to be equipped like missiles, since
it's a secondary item. It may also be used as an instant-kill weapon,
but it works against few enemies. Beam in hand, climb to the top of the
shaft and equip the grappling beam. Face right, hold "Aim up" and fire
the grappling beam to cling to the grappling block above. Hold the fire
button and press down to extend the beam, giving you the most swinging
room. Press left and right as you pull back in that direction to get a
swing going, then when you have the speed you want, let go of the fire
button in the direction you want to go, and you will swing over to that
side. Test this now, and swing over to the door on the right. Go through.
In this room, you will be testing your swinging abilities. Below you is a
pit of water. If you fall in, you will have to climb out and try again.
Same deal as last time. Go up to the grappling blocks, press "Aim up",
and fire the beam to latch onto the blocks above you. Press down to
extend the beam to the distance you want, then start swinging to the
right. When you have the speed you want, let go as you swing to the right
side and you will land on the ledge. Go through the door.
Another verticle shaft. Freeze the wall huggers and jump up the shaft to
the floating platform. A little bit more tricky. Jump straight up, aim
up, and at the peak of your jump fire the grappling beam. You should just
barely latch on to the block above you. Pull yourself up and swing over
to the door.
In the next room, you have to pass one more grappling beam test: Multiple
beam jumps. After you swing across, you must latch on to another block in
mid-air. The first set is easy, just grapple on to the block and swing
across. The second set of blocks is longer and requires two beam jumps.
Latch on to the leftmost block, then when your ready to swing, do so and
aim straight up, and fire the beam again. With any luck you should grab
another block. Now your close enough to swing over. Open the shutter and
go through the door.
Note: If you fall into either water pit, you must climb up. These pits
also have enemies, so watch out.
Back in this shaft, shoot the ceiling door and jump in. Now, use the
sensor platform to get back up to the blue door. Turn around and spot
the ripper flying back and forth. Time your jump and grapple beam the
ripper, then swing to the left to land on another ledge. Blast open the
red door (Or green door. My meomory is mush.) and claim another pack of
"POWER BOMBS" (15.). Now go back to the other side and through the blue
door.
Back in Crocomires room, go all the way right, ignoring the door in the
ceiling, to the area where Crocomire fell into the acid. See the
grappling blocks above? This is a bit tricky. You need to grapple beam
jump all the way to the right end. Take it slow and if you fall into the
acid, quickly jump up and regrapple the block directly above you. At the
end, swing across to the ledge and grab an "ENERGY TANK" (4.). Now swing
all the way back across the gap and go into the door on the ceiling.
Back in this room, climb all the way to the top, and go through the door
on the left. Jump up to the top of this room, being careful of the
pincer, and get ready to grapple across the room. It's about the same
length as the gap in Crocomires room, but it's facing left, and if you
mess up, you will have to start over. Carefully swing across and claim a
pack of "MISSILES" (95.), then open the green shutter with a super missile
and go through the door. Your back in the elevator shaft now. Climb all
the way up and take the elevator up to...
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Ah, FINALLY we're done with Norfair. We won't be coming back for a while,
so rest easy.
Back in the main red shaft, climb up until you get to the area with the
hidden hornoad. See the large block on the left? Lay a power bomb to blow
it away (It's actually 9 power bomb blocks that form a shape.), as well
as the yellow door behind it. Head through.
This is a long room, aligned with many spikes and grappling blocks.
There are fire fleas scattered on this side of the room. These keep the
room from becoming dark and unseeable, so DO NOT destroy these. Freeze
them and jump over them. When you come to the grappling blocks, beam jump
across, being careful of the wavers and yapping maws, until you reach the
red door at the end. If you fall into the spike pit at the end, jump out
and grapple onto a block IMMEDIATELY. Anyway, blast the door with a super
missile and go through.
Inside, you can see a shutter half-hidden. Jump onto the platform and lay
a bomb. The shutter will rise, lifting you up to the tunnel. Roll
through and shoot the Chozo statues marble to lay hands on the somewhat
useless "X-RAY SCOPE". This is your 5th and final secondary item. When
equipped, pressing the dash button will allow you to scan your field of
vision for hidden paths and obstructions. Not very useful, but if your
ever confused...
Use it right now to see the hidden path behind the Chozo statue. Bomb
the top of the pipe and bounce inside, following the path until you
come to a dead end. Wrong. Lay another bomb to raise a hidden shutter,
then roll right and fall through the crumbling blocks. Exit the way you
came in.
Grapple across the room again, being extra careful around the wavers and
yapping maws. Back in the main shaft, you already know how to get to the
Craterian elevator shaft, but i'll tell you again. Climb to the top of
this shaft using the rippers as platforms. Go in the door, carefully go
to the other side, and Voila. Your back in the shaft. Climb to the top
and take the elevator to...
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Man, we haven't been here in a LONG long time. Blow away the yellow door
with a power bomb and jump inside.
Here, climb to the top, being careful to avoid the blue Scisors (They
do a lot of damage if you touch them.), until you come to a dead end.
Shoot the ceiling and jump to the top. Kill all of the Ki-hunters, then
go through the blue door on the left. Run through the tunnels to get back
outside.
Either start a hyper-run or bomb the section of bendezium to get back to
your ship. Restock and save here.
---------------------------------------------------------------------
{<>}4.5: Item hunt.{<>}
---------------------------------------------------------------------
Before we move on to the next area, lets utilize some of our new items
and abilities to find some more helpful items. It would do us a lot of
good to get some more energy tanks and super missiles. 5 super missiles
isn't exactly something to fear.
To the left of your ship is a little mountain. Move to the right and
start a hyper-run to the left, then store the charge as soon as you get
on that mountain. Face right, aim up, and press jump. You will do an
impressive diagonal shinespark up to the top-right corner of the room,
and land on a ledge. Blow the yellow door open with a power bomb and go
inside.
This room has a stronger version of the magma dragons (Known as Alcoons.)
in it. Treat them like their weaker counterparts: Blast them with your
ice beam. Make your way to the right, carefully avoiding the acid, and
claim a pack of "POWER BOMBS" (20.). Exit the way you came in.
From the door, run left and get a hyper-run going, then jump at the end
of the ledge. You will spin jump all the way to the other side of the
room, and possibly break part of the cliff. If you do, great. If not,
find the weak spot and lay a power bomb near it, then jump in. Blow away
the blocks until you come to a blue door. Go inside.
Acid and yapping maws infest this room. Arm your power bombs and lay one
near each block-wall barrier. The bomb will blow the entire wall away,
allowing you to keep going. Follow the explosion until you come to more
block walls, and blow those up as well. If the yapping maws start to
annoy you, freeze them or kill them with a super missile. Eventually,
you'll reach a door. Go through.
An "ENERGY TANK" (5.) is right in front of you. Joy. Lay another power
bomb (Or regular bombs if your out.) on the floor near the Chozo statue,
wait for the acid to recede, then follow the path and get on the
platform quickly. Jump across the platforms, carefully avoiding the
spikes, until you come to a metallic area. After the acid recedes, jump
from pillar to pillar until you come to a dead end. The path is blocked
by double-sided spikes. Not quite. Lay a power bomb to blow that section
away. Jump through, and follow the path to a door (Watch out for the
zebbo's and yapping maw.). Go inside.
Immediately fire your beam to clear a path. Jump and fire again to give
yourself more space. Now, the middle of the floor is a double-sided
crumbling block section. Position your jump so that you land on both
of them at once, and thus break through both sides. As your descending,
aim down and shoot the walls on either side to claim two packs of
"MISSILES" (100.) (105.). If you miss one, follow the path back to the
above room and try again.
We're back in the room leading to Brinstar. Destroy each space pirate
until you reach the bottom. Remember that door I told you to ignore?
Keep ignoring it. We're still not going in there for a LONG time. Go
through the left door. Go through the corridor and take the elevator
down to...
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Back in Brinstar, go through the first door on the right. Last time we
were here, we only came in this room for a missile expansion. Now, jump
onto the bridge and run all the way right. The speed booster will allow
you to pass the shutters. Blast the red door and go into the next room.
Shoot the marble in the Chozo statues hand for a "RESERVE TANK" (2.),
then roll into the tunnel under the statue to find a pack of "MISSILES"
(110.). Not done yet. Bomb the wall next to the missile pedastel three
times to find another pack of "MISSILES" (115.). We now have half of the
missile expansions. Exit the room the way you came in.
As you can see, the shutters are still closed. No problem. Shoot the
ceiling above the door to reveal a path. Jump up and follow it left,
sniping the wavers and hoppers to find a MUCH need pack of "SUPER
MISSILES" (10.). It's been a long time since we saw one of those, eh?
Jump on the super missile expansions pedastel to discover that it's a
crumbling block, which will deposit you on the other side of the
shutters. Exit to the left.
Fall down to the bottom of the shaft, where you'll see an explorable area
that we couldn't access on our first trip. Lay a power bomb and fall
through. Ignore the metal door on the right (Duh.), and open the door at
the bottom of the shaft.
Quickly morph ball and bomb the hornoads in this room, then go into the
next room. Make your way left, and when you see an energy tank, stop.
Whip out your X-ray scope and look at the floor near the tank. It's an
invisible ditch. Back up and make a running jump across the gap to claim
the "ENERGY TANK" (6.). Blast the green door near the tank and go inside.
Shoot the Chozo statues marble for a pack of "SUPER MISSILES" (15.). Back
outside, fall down the ditch.
There's a save point through the left door, but don't use it, incase
you have trouble getting out of this area. Morph and roll under the
spikes to the right, and carefully jump from platform to platform,
blasting each hornoad with a missile. At the end, go through the door.
Here, you will meet the etecoons, cute little creatures that will sing
the discovery theme (When you collect an item.), then teach you how to
wall jump. For those of you whose brains have dulled, a quick rundown:
Spin jump against a wall, then press the opposite direction, and jump
immediately afterwords. Don't press the two at the same time or you'll
likely mess it up. Follow the etecoons example and wall-jump your way
to the top of the room. See the tunnel in the right wall? Spin jump over
there and morph ball during the jump, then press right to squeeze into
the tunnel in midair. Shoot the marble and claim a pack of "POWER BOMBS"
(25.). After you exit the tunnel, you'll have to wall-jump up again. Do
so, then go through the door at the top of the shaft.
Were now back in the elevator shaft, having come out of the metal door
(Which is still metal. This door is one of the few that never opens from
this side.). Climb up and power bomb the floor again to get out. Go
through the blue door on the right.
Here, kill the mothulas (Called Reo's.) and head back to the door you
entered from. Start a hyper run to the right, and you will break through
the bendezium wall, and fall into a hidden chamber that you couldn't
access before (The blocks are speed booster blocks.). Down here, you'll
meet the Dachola, a bird-like creature which will show you how to store
a charge and shinespark. If you need to, go through the door to the left
and use the energy-recharge station, then go back and follow the birds
example. You didn't need to do this, but no harm no foul. Continue to
the right, dodgint the metal shriekbats (Actually called Metaskrees.)
and go through the door.
Welcome back to the "Pink" room. We can do more in this room now. For
one, the yellow door that you were curious about? Go to it now, it's on
the right side. Blow it open with a power bomb and head inside.
Inside, blast the three hoppers (2 small, 1 large.), then use the grapple
block above to swing around. Try and land on it if you can. Swing
straight up and let go, and you should fall right on it. After your on
top of the block, jump right and shoot the shutter with your wave beam
(The switch is on the other side.), then grapple onto the block again
and get a high swing inside. Again, swing so that your going about the
block and facing right, then when your heading in the direction of the
ledge, let go and you should glide onto it. If you can't do this, just
wall jump up to the ledge. It's fairly easy. Once your on the other side,
go through the flashing door (It was metal until you killed the hoppers.)
and grab the "ENERGY TANK" (7.). That's half of the energy tanks. Exit
back into the current room. Back in here, bomb the corner of the floor
(Against the huge pillar.) to find a little alcove. Keep bombing until
you activate a shutter. Use it to reach the shutter above. Exit this room
through the left door, back into the pink room. (Make sure you kill the
hoppers again, or the door will remain metal.)
Back in the pink room, climb up a bit, then jump into the gully with
the hoppers. Kill them, then find the grappling blocks above you and
grapple onto one of them. Swing to the left to find a pack of "MISSILES"
(120.). Drop down the small gap between the missiles and the platform,
and lay a power bomb to blow away the left side of the gap. Then,
use your X-ray scope to spot a secret path behind the wall. Jump in.
Kill the large hoppers and carefully jump over the spaced-out spikes,
then stop once you see an oddly-placed block in the floor. Blast it with
a super missile then drop down to claim a pack of "POWER BOMBS" (30.).
Find the shutter behind the power bomb pedastel and shoot it to raise
it. Bomb the wall next to it. Roll through the exposed tunnel to the
exit. (You can't exit the way you came in. The door is metal, and you
can't open it from this side.)
In the pink room again, drop down to the bottom where the obstruction
is, and bounce through the tunnel to the other side. Go into the door.
If you didn't get the missile pack in this room (High up in the pipe.),
do so now. Either way, with the Hi-jump boots we can reach the ledge
above us, close to the entrance. Do so, and open the yellow door with a
power bomb.
Remember this place? We're back in the area where we got the Morph ball.
Blast the large hoppers, then head to the right. Bomb the corners of the
pillar and roll through. Grab the pack of "POWER BOMBS" (35.) just
sitting there. Another dead end? I think not. Lay a power bomb to blow
away the entire wall. Head through to find the pedastel that held the
Morph ball. Head right and take the elevator to...
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Up here, make your way left to the old tourain escape shaft. Climb up,
blasting the pirates in your way, until you notice a small platform
(Looks like a blue pill. I call them happy-time pills.) connected
DIRECTLY to the right wall. Morph here and bomb the wall to reveal a
passage. Go through and power bomb the yellow door, then head inside.
In here, run to the right and carefully freeze the Boyons, making sure
that they don't move from their current position. Once all four are
frozen, run back to the door, then hyper-run across the boyons and store
the charge before you hit the wall. Shinespark up the verticle shaft and
collect a pack of "SUPER MISSILES" (20.) on the right. Now head left,
grapple beam jump across the gap (Be careful of the spikes.), and enter
the door.
We're back in the old shaft, the door behind you, metal. One of those
doors that can't be opened from this side. Anyway, head left and bomb
the tunnel to emerge back inside the actual shaft, at the top. Go through
the door on the ceiling. Nothing new here. Jump out of the gap and head
back to your ship. Restock and save. Now, if you've followed my guide
accurately, you should have...
<Expansion.>
799 units of energy (7 energy tanks.)
2 reserve tanks. (Both completely filled.)
120 missiles.
20 super missiles.
35 power bombs.
<Beam.>
Charge beam.
Ice beam.
Wave beam.
Spazer (Wide.) beam.
<Secondary.>
Grappling beam
X-ray scope.
<Suit.>
Varia suit.
<Misc.>
Morphing ball.
Bombs.
<Boot.>
Hi-jump boots.
Speed booster.
When you have all of this, your ready to move on to...
---------------------------------------------------------------------
{<>}4.6: The wrecked ship.{<>}
---------------------------------------------------------------------
From your ship, head to the right, back to the area with the Kihunters.
Yeah, the one above the Craterian elevator. This time, however, go right
and blow open the yellow door with a power bomb. Press on through.
This area is known as missile lake. The deep water pits will slow you
down considerably if you fall in. Try not to let that happen. Grapple
onto the blocks above, and drop onto the platform to collect a pack of
"MISSILES" (125.). Then grapple the block above you and swing across.
Be careful of the collapsing grapple blocks. They crumble a few seconds
after grappling them, and if your still holding on you will drop into
whatever is below. Swing across and go into the next room.
This is a large area, which grated platforms suspended over a lake.
The other side of this room is our goal. Before that, however, run along
the path until you drop into the water. That's ok. Keep going until you
hit the water table (The ground.), then go left. Shoot the wall here
to reveal a tunnel. Jump, morph ball in midair, and squeeze into the
tunnel (It's easier underwater because your every movement is slowed
considerably, at least for now...). Follow it to the left to claim a
pack of "MISSILES" (130.). Now exit the tunnel, jump up the platforms,
and head back to the start of the room.
Now, go right, and jump from platform to platform using the grappling
blocks on the girders above. Keep going until you find another jump that
lacks a grappling block. Look up to see a ripper just flying about.
Grapple onto it and swing to the platform (It's harder to jump to this
one because of the low ceiling.). From here, make your way right to
the green door. Super missile it, and head inside to...
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
"Inside the dark ship, you find the atmosphere you expected. The dark
hallways and passages of the ship reek of death and decay. The power is
disable around the ship, preventing you from exploring much of it. If
you can restore the power, maybe you can disable the locks on some of
the doors and explore further."
You start in a long hallway, with a disabled conveyor belt along the
floor and ceiling. No electricity means the conveyor belt can't move.
Go all the way to the right and proceed through the door to the main
deck.
Just about every door leading somewhere has an area that you can't
explore yet. Ignore the top passage for now, but head through the door
directly across from you to find...a disabled save point. Dumbass. No
electricity means NOTHING works. No lights. no conveyor belt, no map
stations, and no save points. Go back into the main deck and head
down the stairs.
Making your way down, you'll see a metal door on the right. You won't
be able to open this for a little while, so pass it up and keep heading
down. Down the next flight of stairs, bomb the left wall to find a well-
hidden passage. Roll through, then follow the disabled conveyor belt
left, ignoring the spikes (With no power, they can't hurt you. You can
even stand on them and suffer no damage.) and grab the pack of "MISSILES"
(135.) at the end. Head back to the main deck.
Continue down the flights of stairs, until you come to a metal door on
the left. Damn, dead end? No it's not. How many times have I told you?
Look at the floor. Shoot it out to reveal another passage. Follow it
until you find a green door on the floor. Kill the blobs on either side
(Called Bombus.) then blast the door with a super missile and go through.
Another long room, though this one lacks a conveyor belt. Head to the
left to find a disabled robot. Without power, they don't work either,
even if they are battery-powered. Go through the door on the left to
find...a disabled map station. We really need the electricity. Head
back into the long room and go all the way right, until you hit a wall.
Bomb the corner of the wall to reveal a tunnel. Roll through to the
other side to encounter your second eye door. Same deal here, but if
you want to use a super missile, it only takes one. Destroy the eyelid
to uncover another blue door. Enter.
Not again. The door closes behind you. Metal. Out of nowhere, blue
flames suddenly materialize in thin air. They form a circle, which
converges on itself and thus reveals the boss, Phantoon. Boss battle!
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Phantoon. Charged Spazer/Ice/Wave: 300. %
%Hit points: 2500. Missiles: 100. %
%One of the four guardians. Super missiles: 600. (AVOID!) %
% %
%Attacks. %
%Flames: 20. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
If you notice the weapon statistics, super missiles inflict 2x their
normal damage against Phantoon, although I do not recommend using supers
against Phantoon.
Why not use super missiles? They piss Phantoon off. When you hit him with
an attack that deals over 300 damage, Phantoon will rematerialize in the
center of the room and slap you with wave after wave of flames. He does
this in reverse motion, once clockwise, once counterclockwise, in a
pattern 8 times. You can shoot them for refills, but you'll more then
likely get hit. For this reason, we will be using charged Spazer/Ice/Wave
shots for the battle.
When Phantoom first appears, he will fly around the room in a horizontal
figure-8 type pattern, dropping flames randomly along the way. When he
opens his eye is your key to attack. Fire a charged Spazer/Ice/Wave shot
or 3 missiles. If your unable to get an attack in, wait until he finishes
drpping randomly flames. He will rematerialize with his eye open. Blast
it right there (You have more time.) and he will repeat his figure-8
pattern. Keep doing this for the entire fight.
Dodging his attack: Simply shoot the flames and they will be destroyed.
They sometimes leave refills. Be careful about timing; until the flame
hits the ground, it is not counted as a projectile, just a harmless
sprite. This is more difficult to do with flame waves, since they come
at you so fast. Just brave each flame when Phantoon exposes his eye.
After you've hit him with 8 charged Spazer/Ice/Wave shots, equip your
missiles and wait for him to open his eye. Fire one more missile to end
the battle.
Note: If you only use charged Spazer/Wave shots (De-equip the Ice beam.),
Phantoon won't dissapear after a charged shot. He will still float around
as if he was hit by a regular missile, allowing you to hit him with two
more charged shots for a total of 600 damage. It's up to you whether you
want to do this or not.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
New strategy provided by: Corbin.
In your guide for Super Metroid, you said that you shouldn't use super
missles on Phantoom, because then he uses his eight fire things. It's
easy to dodge that assault. Start in the right corner (In ball form),
and after he uses a flame go to the left corner in ball form and then
alternate the corners with each assault. This is easier than using
charged blasts. Thanks for your time
Corbin
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
That's an interesting tip. I did hear rumors about a safe spot during the
flaming waves, but even so, I still say it's risky. That, and the fact
that it takes longer then beating him with conventional means, so it's
up to you whether or not you wan't to take the risk. Nice discovery
nevertheless.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
New strategy provided by Robert R. Stein.
When fighting Phantoon, you remarked that using Super
Missiles is extremely hazardous due to the half-rings of
flames Phantoon will start shooting out after being damaged
by a super missile.
At this point, I always have used Super Missiles to kill him
[since I always only had 5 at the time, I unload them on my
bosses].
A way to stay safe from his flames, after hitting with a
super missile, or just in general...
After hitting Phantoon with a Super Missile, IMMEDIATELY nul
your weapo n selection [thus going to your laser
combonations, make sure Charged Beam is on]. Charge up your
blaster as fast as possible, and hold it.
Just as each wave of fire comes from Phantoon, spin jump
into the flames.
Having the charge and spin jumping creates a pseudo-screw
attack, which makes you impervious to numerous attacks, such
as Phantoon's flames, at least until you land or leave spin
jump. Also, unlike when using the Pseudo-Screw attack, the
flames will NOT negate your charge, like when you collide
into an enemy, thus you stay safe until you release your
charge.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
That's a really clever trick to avoiding damage. Nice job discovering that.
This opens the strategy up a little. If you're willing to spend a bit more time
with Phantoom,
in exchange for a safer victory, go ahead and use this strategy. If not,
refrain from using Super
Missiles.
-------------------------
"With a surge of electricity, Phantoon suddenly vanishes, and the ship
sparks back to life. Time for some exploration."
Now that the electricity is on, just about every metal door you've come
across in this area is now flashing. Collect the refills in this room
and exit. Back in the long room, roll under the passage and head
back to the door in the ceiling, shooting the Bombus along the way.
Notice that the robots are functional now? Head through the door, into
the main deck.
Back in here, head up the shaft until you spot the metal door on your
left, which is now flashing. Head inside, jump over (Being careful of
the severed cables.) and collect the pack of "SUPER MISSILES" (25.).
Head back outside, go to the right wall directly across from you and
bomb the corner there. A hidden tunnel! Roll through and go inside the
blue door.
An active conveyor belt occupies the floor. Run to the right (The
conveyor belt is moving left, so you'll be slowed considerably.),
carefully avoiding the spikes and sparks, and jump over the first robot.
At the end, lay a power bomb behind the second robot to blow away
sections of the wall. There are four Morph ball tunnels to take now.
Take the 2nd tunnel from the bottom (You can bounce in with a simple
bomb jump.) and roll through to claim another pack of "SUPER MISSILES"
(30.). Exit the way you came in.
Back in the main deck, continue your ascent, ignoring the flashing
metal door on the right (We'll come back soon.), until your at the main
entrance again. Use the save point in the right door, then continue
climbing. When you reach a dead end, shoot the ceiling to reveal a
passage. Follow it to a blocked off section, climb up to the top and
enter the door on the ceiling.
Wingless Ki-hunters and Bombus inhabit this long room, as well as several
broken panels. Avoid touching the panels. The new Ki-hunters take quite
a few hits, and dish out some damage themselves. Blast them with several
beam shots or just use a couple super missiles. Kill all the enemies
in this room (Slaughter those on the left side first, since we're
going through the right door.) When all is the quiet, the metal doors
on the left and right will unlock. Go through the door on the right end.
In here, be careful of the fast-moving conveyor belts; they can deposit
you right into a spike pit. Make your way over, shooting each of the
robots into the floor, until you reach the end. Grab the pack of
"MISSILES" (140.), then head back into the long room, go ALL the way
left and through the flashing door to...
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Ok, we're still technically in the wrecked ship area, but the outside
area is Crateria, so i'll just leave it as it is. Go along the platforms
until you spot a ripper in the air. Jump on it, then let it follow it's
course until you spot another ripper above you. Carefully jump to that
ripper, then follow it's course until you fnd the last ripper above
you. Jump onto it, and when it gets to the end (On the left side.),
shoot the stalagmite (Rock.) to expose a pack of "MISSILES" (145.).
Spin jump against the stalagmite to collect them, then drop down.
All the way on the left end are a couple of hidden tunnels. Take the
one closest to the wall. Locate the super missile block with your X-ray
scope and blast it, then bomb the left wall you just landed next to.
Roll through to that side and collect another pack of "MISSILES" (150.).
That's a lot of missiles. Now, if you wan't to get back up without
falling to the floor (And thus having to climb the wrecked ship again.),
shoot the block you came through (It regenerates.) and jump against the
wall on it's side. Morph ball in midair and squeeze back into the
opening, then stand up and blast the super missile block that
regenerated. Jump out.
Now, head over to the right and use your X-ray scope to spot another
sandstone block. Shoot it and drop through, then follow the tunnel
to a door, guarded by a hive of regenerating enemies. (I don't know
their names.). Ignore them (Unless you need an energy refill, in
which you should take NOW!) and head through the door. Here, kill or
ignore the choots and wavers, and take the door on the right. Here,
take a look at the geemer above you. Hey, cool. It's following you.
Stand in one stop and it will stand there, shaking. Anyway, head
through the right door, back into...
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
That sound...something is in here. This is a HUGE horizontal room,
wih spikes on the floor every inch of the way. How do you get across?
You grapple across, silly. Start swinging from grapple block set to
grapple block set. Be aware that the sets get smaller as you make your
way across, and that the last few sets are all crumbling blocks, so be
careful. At the end, you'll find a Chozo statue with...nothing in it's
hand. Weird. Jump on it's hand, morph into a ball and lay a p...hey,
what the hell? Why did the statue just grab us? In an instant, the
statue comes to life and starts walking across the spikes you swung
across. It will break most of them, but not before taking an alternate
path in the middle of the room. A stairway leading down to a secret
area. At the bottom, it will stop and release it's clasp. Seems it's
gone back to sleep. Whatever.
Ignore the door on the left for now, and forget about going back up,
the pathway is blocked. But then...how did...I don't even wan't to
know right now. Below the door is a tunnel leading right. Bomb the
floor to access that tunnel, then follow it. At the end, lay a power
bomb to clear all the blocks above you, then jump up into the new
pathway. Shoot all of the robots into the pits behind them, and follow
the path right until you find a Chozo statue holding a pack of
"MISSILES" (155.). After that, lay a power bomb to reveal a pathway
behind the statue (Which also gets demolished by the blast.).
Run right, across the conveyor belt (Moving left, meaning it will slow
you down.) and you should go into hyper-speed. Store the charge just
before you hit the wall, then Shinespark up the shaft. Walk left
to fall through some crumbling blocks, into the little room with the
marble. Careful. The X-ray scope reveals that the floor between your
platform and the item is a ditch, so carefully jump over it and shoot
the marble for a "RESERVE TANK" (3.). One more to go. Fall through the
ditch, take the path left, back through the tunnel, and go through the
door on the left.
Finally, the item we've been looking for. Shoot the marble in the
center of the room for the...oh wow, the "GRAVITY SUIT"! With this,
we can finally explore Maridia. This suit grants 100% freedom of
movement underwater (Probably because of new hydraulic gear and a better
rebreather.), which means no more slowdown and limited abilities, such
as bomb jumping. Also, the suit grants you a whooping 75% damage
reduction against all enemies (Except one, but i'm not telling you which
one. Figure it out. Hint: It's at the very end.), and gives your suit
a nice pink shading. Awesome. Now head through the left door, back
into...
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
You will fall into the water here, demonstrating the abilities of the
Gravity suit. It's just like being on land. Anyway, head right again,
jumping from platform to platform, and reenter the...
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
We're in the first room again, except this time the conveyor belt is
active. Run right, through the door and into the main deck. Go down
one flight of stairs and through the blue door on the right (It was
flashing last time.). We have one more area to explore.
In this area, kill the bull with a charged Spazer/Ice/Wave shot, then
go to the end. Since we now have the Gravity