Within the underground you can explore a (randomized) 5x5 map. In each cell you can attempt to move in 4 directions, fire weapons, or perhaps activate an item.
- Entering with more than one teleport charge remaning:
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I set the teleporter to a random set of coordinates, did a quick diagnostic check on my cybersuit's arm cannon, and smacked the button.
Upon rematerialization, I found myself in a strange, cavelike room.
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Energy: 100 Bombs: 1 Missiles: 1 Credcrystals: 0Map:
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- Entering with only one teleport charge brings you to an area where you lose 5 energy points per move:
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I was down to my last teleportation charge. I steeled my nerves, set the coordinates to the dead center of the underground complex, and took the plunge.
The room I found myself in was different from the others -- lined completely in metal, and hot! So hot my cybersuit's life support subsystems could barely maintain a survivable temperature. I resolved to finish this, one way or another.
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Energy: 100 Bombs: 1 Missiles: 1 Credcrystals: 0 Map:
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Map Features
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Dark doors (as on the left) are open; empty doors (as on the right) are locked. Locked doors can be opened by firing missiles. Missile doors are shown by a thinner solid line on the map.
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Banging into rocketsnails costs you 5 energy. You must have the Ice Beam to move by them.
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In the charging room you can replenish you missiles and bombs (once). Charging rooms are marked on your map with a "C".
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Activating this device will fill in your map. Besides the layout, the charging room and exit room will be marked. With the visor upgrade, enemies and treasure will also be shown.
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From the exit room you can leave the underground and teleport back to your ship. Exit rooms are marked on your map with an "X"
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In the treasure room you can receive a number of Credcrystals, an upgrade to your suit, or an extra charge for your ship teleport system. They are marked on your map with a "T".
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Monsters
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Snugglecrawlers do 5 energy damage and have 15 energy.
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Shriekwings do 10 energy damage and have 25 energy.
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Eyeslugs do 15 energy damage and have 35 energy.
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Grab-Bats do 25 energy damage and have 45 energy.
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Crabhoppers do 35 energy damage and have 55 energy.
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Meteoids leach 35 energy from you and have 100 energy.
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The Cerebral Matriarch does 50 energy damage and has 300 energy.
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References
- Everything in this game is based off of Metroid and its enemeies.
- Treasure rooms feature statues based off of the Chozo.
- Rocketsnails are based off of Rippers.
- Snugglecrawlers are some previously unknown member of the Zoomber/Geemer family.
- Shriekwing are based off of the Skree or its counterpoint in the Metroid Prime trilogy, the Shriekbat
- Grab-bats are a version of the Siderhopper.
- Meteoids are obviously Metroids
- A better name for Cerebral Matriarch might be Mother Brain