prof: (Default)
Quinn ([personal profile] prof) wrote2011-07-01 06:03 pm
Entry tags:

Let's Play Metroid

Zero Mission Chapter 2: As the Worm Turns





Note about the map!

A dot on the map indicates an item that I have picked up. An open circle indicates an item I mussed.

So yeah, back near the very beginning I left an item unobtained. I did so because I am not actually capable of reaching it yet!



Item rate: 2%! Last time, I gained the ability to roll up into a ball and a long-range beam.

(Yes, there are exactly 100 items in the game.)



The way towards my goal point is blocked by a red hatch, so instead I go downward!



There's a red bug on this one!

it acts about as you might expect any pallete swap enemy to act - more health, more damage if you touch it.



As promised by the map, a blue hatch at the bottom takes me right!

The room shakes ominously, pebbles falling from the ceiling...



This enemy and ones like it are a very common sight - it floats out of that acid pit, and when it dies, a new one spawns shortly afterwards. They can be farmed for health!



Beyond it, I find yet a new item!



Missile Tank
Required Item
Type: Weapon
Opens red hatches.




Further progress to the right is blocked! Nothing I have can get through that barrier.

But I can open red hatches now!



On the way back, the room starts to shake again...



WHOA



MINIBOSS FIGHT
Deorem



The challenge about Deorem is that, while its eye is closed, it is completely invincible.



It charges down from the ceiling to try and land on you or catch you with its pincers, which protect it from the sides...



...and when it comes back up, shoot a missile right into its eye! One hit.



Then it stops to hurl spines off of the sides of its body - these can be destroyed for health or ammunition!



And it charges again! It's soon to be vulnerable...



And another missile to the face!

Repeat this one more time...



And Deorem is defeated!



And as the body disintegrates...



...something is left behind!



Charge Beam
Optional Item
Type: Beam upgrade
Hold to charge. Release to fire.
Charge Attack: Jump with a full charge.




Looks pretty sharp!



And this is the charge attack! I can use it to kill a weaker enemy just by somersaulting into it.



And now, we go back up!



And this time...



...we advance!



Strange bugs are flying around the ceiling of the next area.



And here's why!

These things are a pain to take out - they have a ton of health, and spawn protective bugs constantly.



Eventually, though, they DO give way, and the bugs disperse!



More mysterious blocks I cannot bust!

RIGHTWARD HO



This wall is wholly destructible, but what's really important: Look at the minimap!

If I destroy the very bottom of the wall...



Missile Tank
Optional Item
Type: Expansion
Missile Capacity: 5 -> 10




Wasting some ceiling enemies and moving on, I encounter yet another item in plain sight!



Energy Tank
Optional Item
Type: Expansion
Energy Capacity: 99 -> 199




I can now take double the punishment!

That pink square next to the 99 represents 100 EN.



Finally, I escape to the end of this corridor!



On the way up, I fall down!

But what's behind this red hatch?



!

Let's fire it up.





Nifty!

Okay, now we go up.



The destination point is still one more map tile up!

But I'm heading left.



To be continued!