Super Metroid - 100% Walkthrough - Part 6 of 14

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Many things in this walkthrough are explained in notes on the video and also in the description below. Please read these before asking questions.

Part 6 of 14 of my Super Metroid 100% walkthrough. Played in real time on Snes9x rerecording with rerecords used to optimize video length.

Area Covered & Items Acquired
• Brinstar: Energy Tank x1, Super Missile x1, Power Bomb x1
• Crateria: Energy Tank x1, Missile x4, Power Bomb x1
• Wrecked Ship

[00:16] Dachora
If you don't jump here the Speed Booster will break the floor blocks and you'll fall down the shaft below. Down there you'll meet a Dachora, an odd bird creature that teaches you how to shinespark to get back out of the shaft.

[01:36] Etecoons
Meet the Etecoons. These weird little creatures teach you how to wall jump to get out of this shaft.

[05:05] Crumble blocks
Make sure to jump onto the center of these blocks so that both columns crumble away or else you'll have to go back around through the previous rooms again to get both missile tanks below.

[07:27] Disabling the Hi-Jump Boots
I disequip the Hi-Jump Boots here so that I can jump across the platforms in the water instead of swinging across with the Grappling Beam. I find this method faster and easier.
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