Gammapede
[x] See what the upper part of the polluted cavern is, then get back out of the radiation

...

You return to the magazine storage and stand by the crevice, and take a deep breath. Close your eyes for a moment and repeat one of the mind-excercises you were taught in your youth, preparing yourself for maximum speed and reaction time, clearing your head and your onboard computer alike of everything besides the task at hand and the tools available to do it with.

Then, you return to morph ball form and make your way through the little tunnel as quickly and efficiently as possible. On the far side, you stand up, crane your head up at the ceiling and look around, and then collapse back into the morph ball and return within the span of a second.

Rolled 1d100 = 41

You stand up again in the safety of the magazine room, down twelve energy units but with a better idea of what lies beyond.


The upper left part of the cave opens up into another passageway above that large outcropping, but you're not sure if you could climb that wall even if it weren't for the flood of exotic rays coming from the luminous puddle. You also are sure you saw something moving on the ceiling; there wasn't time to scan it, but you got the impression of a slick, legless, segmented body about as long as yours, and pincer-shaped insectile jaws.

It would appear that the rockleeches aren't the only species on this planet with better radiation tolerance than your fusion suit.


GO:
[] Write in.

SCAN:
[] You may select one or more objects to subject to more intensive scan visor probing before leaving this room.

MAP:
[] You may choose to set a new type of marker - text of icon - on the map to mark the position of any type of environmental feature that you have seen so far (specify).

...




ENERGY: 85/100

MISSILES: 8/10
 
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Industrial Shaft
[x] Recharge at ship.
[x] Drop down the shaft in Facade.

...


For the fourth time, you backtrack across the landing shaft, after taking a moment to recharge and refill in your ship. With choices limited, you return to the Facade and roll into the pipe, passing under the higher branch and taking a leap of faith as you fall down the lower one. Twenty meters later, you bounce off a corner and roll out into a new room. Small and claustrophobic, with scaffolding rising to a metal corridor.


A brief scan visor episode reveals nothing of interest in here, and the lower pipe can't be navigated with your current morph ball loadout. Through the corridor, however...

An octogonal shaft, the walls a patchwork of stone and metal and silica crystal suckled from the surrounding earth and woven into a dazzling fractal arrangement. Arms of metal criss-cross the shaft, forming a winding staircase of platforms all the way to the bottom.

You are forced to let out a tiny gasp, as the images of Brinstar's main plaza return to you. Sitting on the lower platforms and watching the drones come and go across the shaft overhead, like giant, bio-mechanical bees moving through their hive. Then a tiny stab of pain in your eye, as you remember returning to that same plaza as an adult, and being forced to destroy those same drones.

You only reminisce for a brief half-second, of course. There is sound here, and motion. It doesn't take long for you to spot the creatures moving around the mess of worm-eaten stone and tattered rockleech vines on the ceiling, and only slightly longer to see that the upper half of the room is also crawling with them. Spiny, four-legged arthropods hauling their armored, thorny bodies across the walls and steps. Geemers, of course. The bane of at least twenty biospheres and counting across known space. Their hearts aren't bad, once they've been thoroughly cleaned, boiled, and salted, but the living creatures are nuisance personified at best, and an environmental and sophontarian catastrophe at worst. Of course, they evolve so quickly that each planet has at least two or three of its own species.





GO:
[] Write in.
-[] If you wish to proceed, you must have a plan for dealing with the geemers one way or another.

SCAN:
[] You may select one or more objects to subject to more intensive scan visor probing before leaving this room.

MAP:
[] You may choose to set a new type of marker - text of icon - on the map to mark the position of any type of environmental feature that you have seen so far (specify).


...


ENERGY: 100/100

MISSILES: 10/10​
 
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[x] Scan off-color patch of wall about halfway down the right side of the shaft.
The only metroid game I've played is Corruption so I'm just gonna wait for someone more familiar with them to defer to on the matter of dealing with the Geemers.
 
[x] Scan off-color patch of wall about halfway down the right side of the shaft.
The only metroid game I've played is Corruption so I'm just gonna wait for someone more familiar with them to defer to on the matter of dealing with the Geemers.

Scan visor! :D

Geemer said:
Genetic analysis shows this bioform to be near the center of the gene variance of known geemer species; it is probable that this species is ancestral to many of the others, or at least a much earlier branch of the genus.

Leg structure allows for rapid climbing, jumping, and burrowing, despite organism's mass. Like most other geemer species, this variant's mono-molecular thorntips are capable of inflicting suit damage, and its chitin armor may require multiple power beam shots to crack. Brain scans indicate typical geemer genus behavior; organisms will likely respond aggressively if approached too closely.

EDIT: You'll need to get closer to that discolored wall patch to scan it.
 
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[X] Go down to the bottom of the room and take the left passage, making sure to shoot all of the Geemers on the next platform before you jump to it.
 
@Leila Hann

Geemer
Metroid Database :: Bestiary: Metroid Prime - Geemer

[x] Hang down on the platform them scan the platform under us to see the integrity of it; if it can sustain our weight drop down.
- After dropping down on the next platform scan the wall adjacent to us, if there's signal of a break point, power shot it, if it doesn't break missile it.
- If the wall break, enter, if not, morph to ball and wind down around the platforms until the end, try to avoid the geemer's.
 
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In case the scan wasn't clear: these are closer to the Super Metroid style geemers. They have legs, and can be killed by normal shots (though it takes a few).

Also, I'll be flying all day today and won't be able to update until at least 7pm pacific time.
 
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Getting a bit of decision paralysis because I'm just not sure if you'd even really use tactics in this situation. Good amount of melee only enemies sorta scattered evenly throughout a large room, seems like just a "kill them and try not to get hit" sort of situation. But being asked to provide a plan makes me think I need to provide more of a plan than that.
 
Getting a bit of decision paralysis because I'm just not sure if you'd even really use tactics in this situation. Good amount of melee only enemies sorta scattered evenly throughout a large room, seems like just a "kill them and try not to get hit" sort of situation. But being asked to provide a plan makes me think I need to provide more of a plan than that.

I should have provided options since this is your first enemy encounter, yeah. My bad. So, some options:

-[] methodically kill all geemers before descending each platform (a la chrisleech).
-[] quickly drop from platform to platform while avoiding the geemers (a la Malevelo).
-[] just push through and kill any geemers that attack, using missiles if necessary.
-[] take the time to try and exterminate all geemers in the room before proceeding.


Feel free to write in as well.
 
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Well, I guess if we're gonna be stopping to scan something we should
[x] methodically kill all geemers before descending each platform.
 
Unknown robot
[X] Go down to the bottom of the room and take the left passage, making sure to shoot all of the Geemers on the next platform before you jump to it.
[x] Scan off-color patch of wall about halfway down the right side of the shaft.

...


You eye the infestation coolly, assessing their positions and carapace strength, and then level your armcannon.

Rolled 1d100=38

A quick volley of bright yellow bolts, just as you're sure that most of the geemers on the platform below you are in view. The first two, you manage to hit in the head, killing them instantly. As the rest scatter away, you land another pair of shots in each of their spiky backs; the first cracking the shell, and the next pulverizing the tissues beneath. Before they can regroup, you leap down onto the cleared platform, run up to the side, and fire another volley onto the next one down. More cracked exoskeletons and retreating insects. Another leap downward, which now brings you within scanning range of a cracked and discolored section in the patchworked glass and metal wall.

Bendezium panel said:
Wall section is supported by a crystallized bendezium frame. This material is impervious to most infantry-scale weapons, but can be damaged by heavy ordinance.


More bendezium. Once again, you'll need something stronger than your current beam or missiles.

You remain aware of your surroundings, ready to counterattack if the geemers scuttle back onto this platform from the walls.

Rolled 1d100=68

Unfortunately, while scanning the wall you were unable to look upward and notice the pair of angry geemers emerging from on overgrown burrow or crevice in the ceiling above. Just as you finish reading the scan results, a geemer lands heavily on its crablike feet on either side of you and lunges with a rustling hiss, spiking you with their deadly thorns. You manage to dodge one in time, but the other hits you fully (energy 95/100). You leap back and fire a rapid barrage that relieves you of both attackers before handling the next platform down; unfortunately, you killed both of them too quickly and thoroughly to siphon any life energy from them (rolled 38, 17).

Once you reach the lower section of the room, the geemers disappear. However, circling slowly, almost predatorially, around the raised metal platform in the center of the floor you see something larger. A dome-shaped metallic body, supported by six robotic legs and waving two fanlike blade arms, makes its way in a slow circle. A single red eye peers ahead of it, casting a bloody-hued cone of sensor light on the gleaming honeycomb of the walls and floor. The robot masses about as much as you do, at a quick estimate.


The design looks vaguely familiar, though you can't quite put your finger on it. Scattered on the floor around it are several small piles of carbonized ash, some of which contain recognizable bits of geemer exoskeleton. You attempt to hail the robot with a standard chozo IFF signal, but it does not respond.

You will have to move past this drone to get to the door. The distress signal continues to rise from below the floor.



GO:
[] Leap down while the robot is on the opposite side of the central platform and try to run through the door before it notices you.
[] Destroy the robot before descending and using the door.
[] Write in.​

SCAN:
[] You may select one or more objects to subject to more intensive scan visor probing before leaving this room.

MAP:
[] You may choose to set a new type of marker - text of icon - on the map to mark the position of any type of environmental feature that you have seen so far (specify).

...

ENERGY: 95/100

MISSILES: 10/10





...

AN: I'm in a very different time zone now, and have intermittent computer access, so updates will be at different times than before.
 
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[X] Destroy the robot before descending and using the door.
[X] Scan the robot before you kill it
 
[X] Leap down while the robot is on the opposite side of the central platform and try to run through the door before it notices you.
[X] Scan the robot before you kill it
 
[x] Destroy the robot before descending and using the door.
[x] Scan the robot after you kill it.
 
Save Station 1-A
[X] Destroy the robot before descending and using the door.
[X] Scan the robot before you kill it

...

After looking around to make sure that no more geemers are about to drop on you, you pull up the scan visor HUD again and lock your sensors onto the circling construct.

Holtz said:
Target biomechanoid identified: Holtz-pattern facility management unit. While advanced Holtz units are typically equipped with contragrav units, thrusters, and extra armor or shield layers, the basic template is only lightly armored and relies on articulated limbs for ground-based locomotion. Armament includes galvanized wingblades and a point-blank plasma flamethrower designed for perimeter decontamination. Unit's onboard computer is too heavily shielded to interface with.

While the origin of the Holtz family of biomechanoid servitors is unknown, records indicate their usage in numerous chozo colonies during the Age of Proliferation. Units were typically programmed to act as the "arms" of high level management systems, responding to high risk bio-contamination or automated system failure events and neutralizing the offending elements. Most Holtz variants were also equipped with a plethora of constructor tools to repair facility damage in the wake of such incidents.

You return to the combat visor and stare down at the thing with a mix of fascination and apprehension. The only holtzes you've seen before were the handful of keepsakes on Zebes. They had been precious historical artifacts, until Mother reactivated them and sent them down to Norfair to guard the ancient temple that Ridley had rededicated to himself. You remember the priceless artifacts screaming madly as they divebombed you through the blazing hot air, forcing you to destroy them all.

You blink away the traumatic memory. Fortunately, this Holtz variant can't fly, and doesn't appear to be as armored. Unfortunately, it doesn't look any more friendly. Unwilling to take chances, you level your weapon and begin firing.

Rolled: 1d100=20

Three power beam shots hammer into the dome shaped body, leaving crack-covered dents. With a familiar, high pitched mechanical scream, the holtz cranes its body up at you, bends its six knees, and leaps onto the next platform up, latching onto the side and beginning to climb. toward you. You don't give it the chance, though; your next trio of shots hammer its legs, breaking one of them off at the joint. It tries to keep its purchase, but your next shot pushes it back, leaving it dangling from the platform by just two legs as it screams and scrambles to get back up, and your next penetrates its unarmored belly and fries the thing's internals. The holtz drops back to the floor, a uselessly twitching wreck.

You fire a few more shots to make sure before dropping down and bending over it, sticking your armcannon into the hole you blasted in its belly and probing its bioengineered internal organs. The Metroid organelles throughout your body give a sickly little tingle, and you feel the familiar, uncomfortably primal sensation of your suit draining what remains of its life. The damage you took from the geemer is restored (rolled 82).

Through the iris door on the left, you enter a small, circular room with a vaulted, tapering ceiling. There is a platform in the center of it, hanging like a chandelier from the ceiling, but another force field like the one in the Facade prevents you from climbing onto it. You look around for something to scan, but there's nothing in the lower half of the room, and the upper half is blocked by the shield.




Beyond the other iris door on its far side, you discover what was once probably a corridor before rampant rockleech growths triggered its collapse. An entire mass of metal ceiling and the rock behind it has caved in, and a section of the floor hideously eroded and worm-eaten by the red creepers.


There are no other exits, as far as you can see.

GO:
[] Write in.

SCAN:
[] You may select one or more objects to subject to more intensive scan visor probing before leaving this room.

MAP:
[] You may choose to set a new type of marker - text of icon - on the map to mark the position of any type of environmental feature that you have seen so far (specify).


...


ENERGY: 100/100

MISSILES: 10/10
 
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hmm, Yhea, that looks like the only potential path.
[X] Scan the eroded floor
THEN

[x] Fire missile at eroded floor.

Edited in the scan
 
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