Super metroid game guide
Right after this, there are some Speed Booster Blocks , but you can't do anything with them just yet. Make your way to the door on the right watch out for the Metarees just before the door, they deal 48 damage per hit at the moment and enter it.
You'll now find yourself in a very large room. For now, make your way right and down through the room.
Missile Tank 20 , which is just beneath where you entered, can only be obtained right now if you're proficient at Wall Jumping; if not, ignore it and continue down, defeating or avoiding the Reos. In the bottom left-hand corner is Missile Tank Once you have it, bomb the two blocks showing just to the right to gain access to a hidden area.
In it is the Charge Beam , which allows you to charge your beam for additional power a Charged shot of your normal beam deals 60 points damage, triple its normal output, and is a godsend against bosses if you run out of Missiles and Super Missiles you probably still lack the latter though.
Once you're done, make your way all the way to the top of the room in the bottom right corner is a Green Door , which you probably can't open yet. In the top-left corner, you can bomb the wall in the Morph passage to reveal the entrance to a Save Unit; use it. To the right is a Red Door; open it, refill your Missiles and Energy on the Zebs from the pipe they keep respawning , then enter the door you just opened. This room contains Green Keyhunters.
They're vulnerable to your beam, but can take a few hits before going down and do fairly high damage. When you damage them enough for them to lose their wings, they gain the ability to spit acid. You'll need to defeat all of them to proceed through the Metal Door on the right end of the corridor; stick with charged beam shots and save your Missiles, since you have a date with Spore Spawn is a simple opponent.
Once it drops from the ceiling, Spore Spawn will swing around the room, eventually stopping to open its "jaws" and expose its core the point at which is does this is predetermined based upon how much damage it's taken , which is the point you will need to attack. As it takes damage, it will move faster, and its color moves from green towards brown. The whole time, spores will be dropping from the ceiling; you can shoot them to regain Missiles and Energy.
One of the most important points to remember is that, if you roll into a ball on the lowest section of ground, Spore Spawn cannot hit you except when it stops to open its core and all you need to do is dodge or shot the spores falling from above. So, while Spore Spawn is swinging around, stay in a ball or kneel when you need to shoot spores for refills and simply dodge the spores.
When he stops to open, quickly jump up and attack. Uncharged beam shots will not work, even on the core; Charged shots are slightly more powerful in this battle they do double their normal damage; in other words, charged shots deal damage , but if you're quick you can fire two missiles sometimes even three into the core before Spore Spawn can close again. Later in the fight, Spore Spawn will open lower down in an attempt to hit you on the ground; simply stay away from it and attack when it's open.
After enough damage, Spore Spawn will wither and die, leaving spoils and opening a new path for you to follow. Once defeated, you'll be able to jump on top of Spore Spawn's remains and continue upward through the hole in the ceiling.
Go through the door at the top of the room. Here, you can refill on enemies from the first pipe if you like. When you're ready to proceed, drop down the second pipe it's a long way down, but fall damage doesn't exist in this game , and eventually you will drop in front of Super Missile Tank Super Missiles travel much faster than regular missiles, doing three times as much damage and are able to defeat most armored enemies as well.
Grab it, then exit to the left. In the next room, make your way to the Green Door and open it with a Super Missile. If you haven't already defeated them, this will knock some Zeelas down from the ceiling. You'll find yourself in a hidden area just to the side of the large room that had the Charge Beam in it; you'll need to fire a Super Missile at the block to destroy it, then bomb though the wall on the other side, allowing you to return to the main chamber.
Make your way down to the Green Door in the bottom-right corner that we've been ignoring for now refill your Super Missiles on the Zebs if you like , blast it out of the way, and go in. In this long room, there is a Yellow Door directly to the right; ignore it, as you won't be able to open it just yet.
Instead, make your way right and down. Along the way, on the map nestled under the unexplored room the Yellow Door leads to, is Missile Tank 19 through a pipe after Wall Jumping , you can jump directly into the pipe, then use the Morphing Ball to access it. It's a fairly easy Wall Jump, so I recommend grabbing it, but I will not assume you have it as you may not be able to Wall Jump.
In any case, make your way all the way to the bottom if you need refills on anything, you can kill the Geegas that come out of the pipes. At the bottom is a pole with a blue light ; shoot the light with a beam to open the pole. Make your way past the Small Sidehoppers and through the door.
In this new room, you'll see a platform with a large space underneath. In addition to Zeelas, you'll also find Cacatac , a new enemy. If you need Super Missile or Energy refills feel free to kill the Zeelas and Cacatacs, otherwise, run across the top of the platform. If you walk, you'll fall through the disappearing blocks, and you can't jump because of the spikes they do serious damage without a suit , but just running will get you across.
Go through the door. Here, you're presented with a choice, whether to go up or down. Going up will allow you to get Power Bombs early as well as an additional Power Bomb Tank and Missile Tank ; however, I do not recommend this path, as this opens up very little basically, it just allows you to get Norfair's Map Computer immediately upon entering , is time consuming, and requires you to be proficient at both Wall Jumping and Bomb Climbing.
I will assume you headed down, but if you're looking for a challenge of skill feel free to try to ascend the shaft.
Just below the door are some pipes with Geegas. Restock if you like, then continue down. Opposite a Yellow Door which is inaccesible is a shootable block with a Beetom in it. Beetoms can't be beaten with your beams at all, but you can defeat this one by just Bombing rather than shooting the block. From here, just drop down dodge the Rippers if you can until you reach the bottom of the shaft.
Here, you'll see a Green Door to the left and a Blue Door to the right. When you're done, head right. This is probably your first experience with water in the game. Water makes movement very difficult; to make the jump to the next platform, you'll need to jump from dry ground. Shoot the Skrees before you try to jump across. Now, this part is very important; if you miss the jump and land in the underwater thorns, it's very likely you'll die before you manage to jump out.
You'll need to land on the small platform in between the sets of thorns, then jump to the side with the door. Go in. Here, you'll see a shootable block directly overhead. If you're decent at Wall Jumping , you can shoot it and work your way to the top to obtain the Spazer Beam ; otherwise, just ignore it for now and continue through the area.
Watch out for the Yapping Maw ; it can grab you and then drop you on the thorns in the water which you definitely don't want. Jump quickly past it and to the platform with the Cacatac. The gap in the ceiling here leads nowhere, so just defeat the Cacatac and continue past the second Yapping Maw to the door. Head through it.
In these three rooms, there is absolutely nothing of note other than that you'll briefly find yourself in Maridia, a new area. Pass through all of them until you reach an area with an elevator. In the elevator room, you'll notice three blocks in the bottom-left corner. These are Super Missile Blocks , but hold off for now on shooting them; we need to make a brief detour to Norfair first, so take the elevator down. Here, you'll find yourself in a shaft with Sovas they look like burning Geemers.
You can defeat them if you need to refill items. Most of the doors here will do you no good. The top-right door and bottom door lead to "hot" zones, which, equipped as you currently are, will continuously sap your HP. The top left Green Door leads to another area you can " mockball " through glitch , but even doing so will not take you far, as you will quickly encounter hot zones, though if you tough it out you can obtain the Ice Beam. The middle-left door is a Yellow Door and leads to the Map Computer, so you can only open it if you already grabbed the Power Bomb Tanks from Brinstar.
On the second lowest level are two doors: the right one leads to a Save Unit , and then a dead end, while the left Red one is the one we want. Save if you like, then use the left door. In this room, a Metal Door will close behind you.
Snag Energy Tank 02 , then drop down to the area below watch out for the Sova; it may be best to wait a while for it to get out of your way, or you can try shooting downward as you fall to defeat it before hitting it. Either way, go through the door; shoot the upper blocks, then get the Hi-Jump Boots and go back to the previous room. Now, you'll need to defeat all the Sovas here to unlock the door; there's one higher up, and one that starts of underneath where the Energy Tank was.
Defeat both, grab Missile Tank 06 , bomb the blocks in the Morph passage, then leave and take the elevator back to Brinstar. Note : If you already have the Spazer Beam , skip the paragraph below. From here, backtrack to the area with the shootable block directly above the door in the room just on the other side of Maridia, on the left-hand side.
Shoot the aforementioned block, then use your fancy high jumps to climb to the top of this hidden area. Here, you'll see two blocks in a morph passage; Bomb the first, and shoot the second if you Bomb it, you'll just drop down right above where a Yapping Maw is waiting , the go through the passage, and open the Green Door.
In here you will find the Spazer Beam. This beam splits your beam into 3, improving range, as well as increasing its power your beam now does double the damage it did before, bringing it to 40 for uncharged shots and for charged shots. Once you have it, make your way back to the elevator room. Next, you'll want to shoot one of the Super Missile blocks shown above. Roll through the gap you just made, then drop to the bottom of the chamber.
Your Hi-Jump Boots will make it a very easy jump to the ledge that leads to the door; if you didn't get it for some reason, you can also Wall Jump to the ledge note that you will not be able to proceed past this point without either Wall Jumping, Bomb Climbing, or the Hi-Jump Boots. Either way, continue through the door. In this next area, shoot the floor to reveal a shootable block, then drop to the bottom. The Metal Door to the left cannot be unlocked right now, but you can Bomb in the bottom-right corner and then roll through a hidden passage to reach a door.
Go inside. Here, you'll find more Keyhunters. Kill them with charged shots or Missiles, and then go all the way to the right past the large crack in the floor. You'll see a block-wide depression in the ground here; go into the depression and lay a Bomb. You'll open up a passageway; go through it to find a door and a Save Unit. Save your game, then return to the large crack in the floor you saw earlier. Shoot it to reveal a passage; go through the door at the bottom. You'll encounter more Green Space Pirates.
Luckily, the Spazer Beam works very well against these fiends; shoot them three times to defeat them. Missiles and Bombs still work, by the way, as do charged Normal Beam shots. You'll start to see thorns shoot at you from the right; make your way all the way to the right end of the room to find Mini-Kraid , making a cameo from Samus' last Zebes visit. You'll need to kill him along with all the Space Pirates to proceed; I recommend just hitting him with a Super Missile, since beams take a very long time to kill him.
Once he's busy taking a dirt nap, exit through the now-flashing Metal Door on the right. This room contains a pipe with Zebs and a Boss Door , a new type of door. This door can be opened with 3 Missiles or 1 Super Missile beams do not work , and it can only take damage when its eye is open.
It will shoot plasma balls when its eye is open, so be quick in shooting it. Once defeated, it will reveal a Blue Door. Don't enter the door just yet; you'll want to refill all your weapons and Energy before going on. You'll have to open a Green Door , but the machines can fill your Energy and Missiles to full very quickly; then, you can just refill your Super Missiles at the Zeb pipe.
In any case, once you're ready, it's time to face your first real boss fight! Kraid is one big lizard! The battle against him has two parts. In the first part, Kraid will use his rock spit attack spits rocks in an arc and jab at you with his arms. The rock spit is weak, but will block projectiles; it's really the direct contact damage that will hurt you here, though.
Due to Kraid's size, and the very limited space available, you'll want to get to the next form as quickly as possible, or you could end up taking very heavy damage. Kraid's weak spot is the mouth; attacks to other areas will not damage him. You can either shoot him in the eyes can be an uncharged beam to make him open his mouth he will not move or use rock spit during this time, unless he was already using one of those moves , or just wait for him to use his rock spit and try to shoot around the rocks.
I recommend shooting him in the eye. Once you've done this, 2 Missiles or 1 Super Missile in the mouth will cause him to change to the second form.
In his second form, Kraid is truly massive. He takes up two screens, and his tail isn't even visible. He loses the rock spit attack, but gains two new moves. First, flying claw-like projectiles will spawn and bounce around the room.
Also, he gains spine projectiles, which he shoots out of his body. You can actually stand on these projectiles safely; only touching the ends will cause you to take damage. In addition, falling into the thorns at the bottom of the room will deal 16 damage at a time, so avoid this if possible. There are two floating platforms left, one closer to the wall and one to Kraid. Kraid will continue to move back and forth from time to time; if you're on the platform nearest him, he can actually push you completely off when he moves forward.
Thankfully, Kraid's weak point is still the mouth, and shooting him in the eye will still make him open his mouth he will also open it if you shoot him in the body, but not the arm. You'll want to shoot him in the eye to get him to open his mouth, then do your damage. If you still have Super Missiles, use them, but make sure you hit; each one that connects will do damage, meaning you can actually kill Kraid with 4 Super Missiles.
Charged Spazer beams will do more damage than Missiles in this battle, but are much more difficult to hit with due to the width of the beam aim a little high to avoid his arms. You'll want to spend as much time as possible on the platform nearest Kraid, but if he starts to move forward quickly jump back to the one nearer the wall to avoid taking damage. Once you prevail, Kraid will sink into the floor after a number of dying roars, the thorns will disappear, and you can collect your spoils as usual.
After the battle, head right and grab the Varia Suit. The Varia Suit will prevent you from taking damage in Norfair's hot zones but not in lava , and will also reduce all damage taken by half--very nice! Make your way back towards the Norfair elevator you'll need to defeat all the enemies in the room with Mini-Kraid again if you didn't go back to open the door when you went through last time; also, it might not be a bad idea to save at the Save Unit.
In the room before the elevator, you'll notice a Metal Door that we passed earlier is now flashing; enter it. Here, kill all the Beetoms you won't be able to leave until you do so ; you can either shoot them all with Missiles, or let them latch onto you and kill them with a Bomb.
Once they're gone, you'll be free to leave, but before you do so, shoot the ceiling above the slightly raised portion of floor to reveal Energy Tank Once you have it, make your way to the elevator. Ride it down to Norfair. Once the elevator reaches the landing pad, get off and go in the first Blue Door on the right it's directly opposite a Green Door.
If you tried to enter this room before, you'll remember you constantly took damage, but the Varia Suit is protecting you now--excellent! Shoot the thin section of floor directly in front of you, then drop down. Watch out for the Small Desgeegas ; they will inflict 40 damage with the Varia Suit if they hit you, they move fairly fast, and take 3 shots from the Spazer Beam to go down. Go to the right side of the room, then jump up to the Red Door.
Open it and go in. Here, kill the Geruta Spazer beam works very nicely; if you didn't pick it up for some reason you'll have to use Missiles and make your way towards the right-hand side of the room. There will be several more Sovas and Gerutas here; kill or avoid them as you see fit.
When you reach the third lava pit from the left, go down into the pit, and shoot the block in the bottom-right corner under the lava. This will reveal Missile Tank Grab it you'll take some damage, so if you're really concerned you can save it for later, but I would just get it now.
When you're ready to advance, make your way all the way to the right-hand side of the room, then drop to the bottom. You'll find a Green Door; fire a Super Missile to open it, then go inside. In this room, the lava will rise up to a low-ish level. There are Squeept and Dragon enemies here; the Squeept enemies can only be defeated with Super Missiles, while Dragons are also vulnerable to Missiles and charged shots.
However, it's best to save your weapons rather than try to defeat them. Either way, don't touch them. Both enemies will do respectable damage at this point. Make your way through the room, avoiding the lava and enemies, and enter the door. You'll find yourself in a large room. The Blue Door directly above you holds a Save Unit ; use it.
This room can only be reached by expert Wall Jumping or Bomb Climbing at this point it holds Missile Tank 16 , Missile Tank 17 , and Reserve Tank 1 , so otherwise you should proceed to the far right wall on the level you originally entrered from.
You'll see a Waver in a small alcove; defeat it, then drop down below where it was flying the first level of blocks will break. Keep shooting the floor until you drop down into a new area. Here, you'll find a Ripper II you can kill it with a Super Missile, causing it to drop a Super Missile to make up for the one you killed it with and, much more importantly, Missile Tank Collect it, then make your way back to where the trapped Waver was before.
Note : At this point, if you're skilled at Bomb Climbing you can climb all the way to the top of the room, on the right side you'll actually need to start near the center of the room if you do this, due to how far the wall juts out , cutting a significant amount of time if done correctly and not even causing you to miss any items the Missile Tank and optional Wave Beam are both easily accessed from the top level of the room.
If you do this, skip the next nine paragraphs; you'll rejoin the walkthrough at the part where you reenter this room on the upper-right ledge. Still at the bottom of the room, you'll notice two dragon-like busts near the middle of the room, with a row of blocks in between and another row below the top blocks. Shoot the blocks both the top set and the block in the middle of the bottom set , the Morph into a ball and make your way through the tunnel system, dropping a Bomb if you can't proceed further or you need to kill a Sova.
When you get out of the tunnels, you'll notice a door leading down and one leading left. The one leading left is a dead end right now, so take the one going down. You'll enter a short vertical shaft with no enemies.
If you need refills, take the door halfway down and fill up on the Gamets in the small room it has no items, if you're wondering. It's best to kill them while they're still grouped together, as one shot from your Spazer beam will defeat them. When you're ready to continue, go back to the shaft and exit through the door at the bottom. This room features two new enemies: the Multiviola , which bounces around the room, and the Magdolite , which sits in the lava and throws chunks of magma at you.
Kill or avoid the enemies, then exit through the door on the right. The next room is another fairly uninteresting shaft. You can kill the Violas for Small Energy Balls; halfway down is a hidden passage that's blocked by a pole on the other side you can't open it yet , and at the bottom is a Yellow Door which won't be of any interest to you for quite some time, even if you already have the Power Bombs to open it.
Instead, exit through the Blue Door to the right of where you entered. Rising lava! So quickly make your way across the room. You'll see a Fune the weird face monsters that spit fireballs ; ignore it, and instead roll into a ball and go underneath it there is a passage below it.
When you emerge, shoot the thin blocks here and make your way to the top again, ignore the Funes, you can kill them with Super Missiles but it's not worth it. When you reach the top, go in the door. This room holds still more lava, this time with no visible way to cross. You can try toughing it out in the lava, but you probably won't make it across.
Instead, wait for the Tripper a Ripper with a platform on its back; sometimes also called a Platform Ripper to come close. Jump on top, roll into a ball to avoid the spikes, and ride it to the area in the center. Avoid the spikes and the pole which is there just to block your jump; wait for it to go into the celing before crossing to see more lava. Here, wait for another Tripper and ride it across roll into a ball once again ; just make sure to jump before this one goes all the way in the lava to avoid taking damage this particular Tripper will slowly drop the longer you're on it.
Finally, an interesting shaft! As you make your way up, you'll encounter Multiviolas and Alcoons ; both will fall to your beam weapon. The first Blue Door above where you entered will take you nowhere.
Instead, make your way to the Red Door above it. You'll see a weird-looking moving green platform here pictured to the right. If you land on one of these platform with your weapon pointed straight down or straight up, you'll just fall through.
So don't do that, but jump on the platform watch out for the Fune 's fire balls. Use the platforms to get across there are four in total , shoot the light on the pole to get it out of the way, then jump to the platform for Missile Tank Take it.
Now, you have two options this game just loves to give you choices, doesn't it. If you know how to Wall Jump , you can continue right. It also details the types of blocks, pickups and doors on Zebes. A full-scale map of Zebes, which is a high quality version of the map in the Super Metroid Players' Guide , can then be seen with details on each sector to the left and a screenshot of Samus in the respective place. There is no such screenshot for Tourian, which uses a black box with a question mark over it, to prevent spoilers.
Next, the Space Pirate generals, minions and bosses are described. This erroneously includes the Torizo , which is implied to be a Chozo sentry, and the Big Metroid , which is not affiliated with the Pirates and is actually their captive. It is incorrectly referred to as an "Alpha-Metroid" in German, when in fact it is not an Alpha Metroid but the baby, having been excessively exposed to Beta-Rays. The guide consists primarily of blocks of text with screenshots to the side, as well as portions of the in-game environments to act as maps.
Each area of Zebes is introduced by a picture drawn by the game artists; these pictures are exclusive to the guide. They feature Samus situationally, and often combating enemies, such as Kraid for Brinstar.
They are bordered by a vertical rectangle on the right side, with a computer monitor giving details about the respective area. However, the pictures have occasional inaccuracies with the game, likely for dramatic effect. For example, on the Norfair picture, Samus is depicted grappling above a river of lava against a set of pipes not seen anywhere in the ingame area.
The Wrecked Ship picture depicts Botwoon and Draygon within the Wrecked Ship, yet they are only encountered underground in Maridia which is admittedly quite close to the ship. The Maridia picture depicts Samus swimming in Maridia, although this is not possible ingame.
The only other time Samus has been able to swim is in Super Smash Bros. Brawl and Super Smash Bros. The Tourian picture depicts Samus in a damaged area with fire around her; suggesting that it is set during the countdown after Mother Brain's defeat. The "Secret Passage" picture depicts Samus in a mechanical chamber with three possible exits, highlighting the many paths she can take. The guide states that all enemies aboard the Wrecked Ship are the underlings of Mother Brain.
Several other sources also state that most, if not all, the wildlife on Zebes have fallen under the control of Mother Brain through her intense brainwaves.
Phantoon is also stated to be tapping into Mother Brain's brainwaves. It stops after Samus's encounter with the Big Metroid and does not describe the Mother Brain battle or the escape sequence afterward, presumably expecting players to figure this out for themselves. The "Geheime Wege" Secret Passage section of the book contains ingame maps with all power-up locations, boss names, items and other information for the reader's benefit.
The guide ends with an index of terms and publishing and warranty information, as well as a copy of the guide's cover, which is the full version of the game's boxart. Wikitroid Explore. Game Information.
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