... [BEGIN TRANSMISSION] Metroid 4: Metroid Fusion FAQ/Walkthrough Version 1.0 Last Updated: First Version All game content is copyright (C) to Nintendo. All guide content is copyright (C) 2008 to me(names below), and may not be used off this specific web page without permission. Recognized names: Real life: Justin Kiro GameFAQs: XGamer549 IGN: BluPhoenix0129 Other Online: BluPhoenix / Blue Phoenix *****_______IMPORTANT NOTE_______***** I am _NOT_ responsible for any spoilers that you come across in this guide. While I only put necessary informaiton in, there may still be elements that you consider spoilers. Read at your own risk. You have been warned. <<<VERSION HISTORY>>> ::ver V1.0[05/26/08] First version, complete <<<TABLE OF CONTENTS>>> ::toc Use the Find command and enter the section key (::???) to jump to a section. - Version History.......................... ::ver - Table of Content......................... ::toc - Expansion Tanks and Upgrades Locations... ::ugl --- Samus's Abilities...................... ::ul1 --- Energy Tanks........................... ::ul2 --- Missile Tanks.......................... ::ul3 --- Power Bomb Tanks....................... ::ul4 - Bosses................................... ::bos - Obstacles................................ ::blk - Special Techniques Guide................. ::stg - Walkthrough.............................. ::wkt --- Part 1: Enter the Space Station........ ::w01 --- Part 2: Air Cleaning Duty!............. ::w02 --- Part 3: Trees. Everywhere. More trees.. ::w03 --- Part 4: Who Knew Water Was So Fast?.... ::w04 --- Part 5: With Heat Comes Power.......... ::w05 --- Part 6: Got Night Vision?.............. ::w06 --- Part 7: Freezer Exploration............ ::w07 --- Part 8: Beat the Oven Timer!........... ::w08 --- Part 9: Saving the Survivors........... ::w09 --- Part 10: The Freezer Got Stronger...... ::w10 --- Part 11: Arachnophobia is Bad Here..... ::w11 --- Part 12: Killing the Plantlife......... ::w12 --- Part 13: Nightmares, Not Dreams........ ::w13 --- Part 14: The Depths of Sector 4........ ::w14 --- Part 15: Infected Darkness............. ::w15 --- Part 16: The Returns of Old Enemies.... ::w16 --- Part 17: Item Wrapup................... ::w17 --- Part 18: The Final Duels of B.S.L...... ::w18 - User-Submitted FAQ....................... ::faq - The Ultimately Stupid FAQ................ ::sfq - Credits, Contacts, Closing............... ::ccc <<<EXPANSION TANKS AND UPGRADE LOCATIONS>>> ::ugl Having trouble finding what you need for your 100% run? Just look here for the tank locations that you're missing. I'll list the energy, missile, and power bomb tanks like this: Energy 1(MD) That would mean te first Energy Tank on the main deck. If I had the third Missile tank on Sector 3, then it owlud look like this: Missile 1(S3) I'm sure you cna work it our from there. Power Bomb tanks will only be listed as 'Power', not 'Power Bomb'. IMPOTRANT NOTE: While it is true that I try to label the tanks in order of how early you can get them, sequence breakin included, there were a couple of sequence breaks that I didn't learn of until after their earliest chance was passed. Others I did not learn of until after sequence breaking was no longer needed. PLEASE DO NOT EMAIL ME TO TELL ME THAT I MISSED A SEQUENCE BREAK. I ALREADY KNOW THAT I HAVE DONE SO. I do not intend to change the entire guide to substitute a sequence break, as it is not necessary. ===SAMUS'S ABILITIES=== ::ul1 There are a wide range of abilities for Samus to recover all across the space station. These are mandatory to progress the game, so you'll get these locations just by looking thorugh the walkthrough, but I'll list them here anyway. >Missiles These are your first ten missiles given to you by the data room at the top of the Main Deck. >Morph Ball This upgrade will allow you to tuck into a tiny ball and roll through short tunnels by tapping down on the D-Pad twice. You'll obtain it from the Core X after defeating Arachnus in the Main Deck. >Charge Beam This upgrade is found in the middle of Sector 1, and can be obtained by defeating the Charge Core X(see the bosses section). This will allow you to hold the B button to charge your beam. A fully charged beam is worth 1.5 missiles in damage, but doesn't substitue for obstacles that require missile shots to destroy. >Bombs You'll download this from the Sector 2 Data Room right after opening Level 1 locks. In the morph ball, press B to set a bomb. >Hi-Jump/Jumpball Two upgrades in one, you'll get these as a reward for beating the Eye Tower in Sector 2. Simply, you can jump higher and tap A in the morph ball to jump as a ball. >Speed Booster When you run in the same direction withot stopping(after recovering this ability, of course), you'll have the booster kick in within a few seconds. Samus will run extra fast and break through Speed Booster blocks until she runs into a wall or runs off a ledge. Check the Special Techniques Guide for the more in-depth abilities of the Speed Booster. You'll obtain the Speed Booster from the Core X that spawns from Serris in Sector 4. >Super Missiles This just applies the super Missiles power over the regular missiles, it doesn't give you anything new. However, your missiles' power will now be tripled, so you're doing the damage of three missiles when you use one. You'll download this from the Sector 3 Data Room, just before fighting the B.O.X. >Ice Missiles This upgrade, downloaded from the Sector 5 Data Room, will fuse the power of the Ice Beam with your missiles, so that you can freeze enemies with your missiles. Unfortunately, this also means it will take twice as many missiles to kill an enemy. >Power Bombs Hold R while in the morhp ball and press B to lay a Power Bomb that will damage (and most likely destroy) any enemy on the screen. It also works as a vacuum to suck all the released X to you. You download this from Sector 5 the second time you visit. >Space Jump This will allow you to jump endlessly by somersaulting and pressing A again as you start to fall. You'll absorb this ability from the Core X that spawns from Yakuza. >Plasma Beam This strong beam will pass right through enemies, even if they aren't destroyed. You absorb it from Nettori's Core X. >Gravity Suit This allows you to move freely in water and it stops lava damage. You'll absorb this one from Nightmare in Sector 5. >Diffusion Missiles When you hold down R, the arm cannon will charge like the beam, but with Ice power. Fire a missile after it's fully charged and if it hits an enemy or wall onscreen, a spiral of ice will expand across the room, freezing any enemy it touches. This handy download is waiting for you in Sector 4. >Wave Beam Obtained from the Infected B.O.X., this beam will spiral in a way that will allow the beam to travel through walls and shutters. >Screw Attack This is the ultimate upgrade. The only enemy that tihs thing won't destroy is a boss, and it activates just by spin jumping. The effect will also take out any Screw Attack block, bomb block, or broken block. This awesome ability is absorbed from Ridley in Sector 1. ===ENERGY TANKS=== ::ul2 There are a total of 20 energy tanks to aquire throughout the game, resulting in a total of 2099 health. Each one gives you 100 health. [Main Deck] Energy 1(MD): This is sitting on the floor in plain view just before facing Arachnus. Energy 2(MD): Stand on top of the metal bar just to the right of Energy 1(MD) and fire a missile straight up, then take care of the broekn block with a regular shot. Jump up into this tunnel and go into the next room to find this energy tank waiting for you. Energy 3(MD): This tank has no tricks, nothing hiding it, it's just sitting on the floor, waiting for you when you go on your way to fight Yakuza. [Sector 1] Energy 1(S1): In the room just past the first atmospheric stabilizer, shoot at the lower 'square' of the ledge in the middle of the room to clear the opening to a tunnel that holds this tank. Energy 2(S1): This tank can be obtained right after the Speed Booster, or once you have the Space Jump. Go down to the Save Room that was just before the Charge Beam Core X boss. Shoot open the door, then charge your beam. From the back of the room, start running. When you get to the next room, shoot your charge shot to clear the enemies from your path and quickly shoot open the door. Start a shine charge in the third room as soon as the Speed Booster starts to work, then get up to the door and shoot it open. If you don't have Space Jump, jump to the ladder and quickly jump back off to make it up to the ledge. Shinespark into the next room and hold left to hit the ramp and go into a run. Hit down again before you get to the ledge where the Chozo Statue is, then stand where the statue is and Shinespark straight up. You'll crash through the Speed Booster blocks and be able to access this tank. Energy 3(S1): In the room past the elevator coming from the Restricted Zone, jump to the top of the first wall, then charge a missile and let it go. You'll freeze the Ripper, break the missile blocks, and reveal the tank all at once. [Sector 2] Energy 1(S2): You'll find this tank just above the Boss Door, no tricks. All you have to do is walk over and grab it. Energy 2(S2): Go through the right door at the top of the tall shaft just past Nettori. Clear the enemies from the room, then jump against the right wall to find a hidden tunnel. Lay a Power Bomb to reveal the tank, then just jump up to it. Energy 3(S2): In the Level 1 Security Room, Screw Attack thorugh the top left corner of the room and go through the door. Every floor in this room except the ones the tanks rest on, the lowest floor, and the platform you're on upon entering the room are pit blocks. You have to Space Jump over these blocks with good timing to reach the end. When you reach a fork, take the higher path to reach the Energy Tank. This is considerably easier than the Power Bomb Tank. [Sector 3] Energy 1(S3): In the first room past the Recharge Room, go through the door on the left, just above the very bottom door that leads to the Security Room. This is a superheated hall, but it's short enough to make it through without the Varia Suit. Place a bomb on the wall then run through and clear out any obstacles in the way. Go back to the front of the room, then start running from the front of the ledge. You have to Shinespark at the end of the room to clear the Speed Booster blocks, then repeat the run process. This time, once you have your shine charge, wall jump up to the next level and quickly position yourself to Shinespark straight up into the little 'cave' that this tank is in. You can get this at three points: when you first enter Sector 3, after the Varia Suit, or after the Space Jump. Each upgrade makes this a little easier. Energy 2(S3): From the room just above where you fought the B.O.X., start on the right and run all the way to the left. Start a shine charge, open the door, then Shinespark through the door and some Speed Booster blocks. There is a bomb block in the indent to the left wall. Blow it open to drop down and find this tank hidden inside another bomb block. Energy 3(S3): From the tall shaft with all the wall enemies, drop to the bottom and go through the door on the right. Shoot the wall on the right to reveal a secret room. Jump up to the ledge and freeze the enemy here when it's placed right to jump up to the ledge. Drop to the floor in the next room, and jump to the first platform. The rest of the platforms are pit blocks, so freeze the enemies to get across. Climb up to the ledge from the final enemy to find this tank. Jump up to the next ledge and use this path to leave since it leads you to Missile 7(S3). [Sector 4] Energy 1(S4): From the room that's just past the large room(by large I mean the one that's 3x3 spaces on the map), go through the top left door. This room is divided into two small shafts and a hall, but it's all one room. Make your way through all the enemies to the top, and through the door is this tank. Energy 2(S4): In the shaft right after the Level 4 Security Room, jump halfway up until you see the wall cave in to the right. Land in there, then enter the morph ball and jump to enter the hollow wall. In the next room, shoot all the gray blocks in the middle, then lay a Power Bomb to release the X from the enemies. Move out of the way, so that some of the X can form into golden enemies on the right. You should see the Missile Blocks where the Power Bomb revealed them, so open that box and kill both of the golden enemies, unlocking the door at the bottom. Inside, lay a Power Bomb to clear the room of enemies and blocks, as well as reveal the tank. [Sector 5] Energy 1(S5): In the shaft just past the Data Room, grab the ladder on the way down, then freeze the Ripper here and use it to reach the door on the other side. There's a Fake Energy inside, so kill it, then enter the morph ball on top of the small platform. Lay two bombs against the wall here to reveal the tank. Energy 2(S5): In the room just past the sloping room on your way to Nightmare, shoot the lower floor to fall down into a water tank-like area, and hold to the left wall. When you see a small hole in the right wall, fire a missile into the left wall on the same horizontal line that the hole in the right wall is. If you do it right, you'll open a hole and grab a ledge, but you can come back later with the Gravity Suit if you miss it. In this room, lay a Power Bomb to memorize the pit block locations, then exit and reenter the room. You can't lay another bomb, or else you'll eject the metal pole again, so jump in the morph ball over the pit blocks that you should have memorized. There's a hollow block near the left wall to get you up. On the last jump, pull up to exit the morph ball and grab the ledge. Energy 3(S5): Lay a Power Bomb in the room immediately before Nightmare to reveal the true path to this tank, instead of missing it due to pit blocks. [Sector 6] Energy 1(S6): On the lower right wall of the first dark room(second room from the Recharge Room), jump and set a bomb against the wall. If you put the bomb in the right spot, you'll open the hole that leads to the room containing this tank. From the end of the ledge in here, jump as a ball and set a bomb just below the ceiling. You'll open the correct tunnel that leads to the tank. Set a bomb at the end of this tunnel to reach it. Energy 2(S6): This is waiting for you with absolutely no tricks at all, just a couple of rooms before the hall with the Sector 6 SA-X encounter. Energy 3(S6): Through the lower left door in the first shaft from the Data Room, Screw Attack onto the block in the middle of the floor, then run from the ledge at the left into the shaft and Shinespark directly across from the door into the right wall. Enter the door here, then place bombs carefully across the 4 platforms. (From left to right) On #1, place it in the middle. #2 in the middle. #3, place one on the left corner, then one on the right corner using the metal bar to get a little further away from the corner. #4, place it just a little(like half a 'block') to the left of the center. Now run from the left to right and Shinespark through the Speed Booster blocks in front of the tank. Precision Screw Shining might also work. You'll need to build up a shine charge again to make it through the wall outside of the room. ===MISSILE TANKS=== ::ul3 You'll find 48 missile tanks throgh the game, resulting in an end amount of 250 missiles, as each missile tank rewards you an extra 5 missiles. [Main Deck] Missile 1(MD): This is in plain sight on the floor just past the giant wires when you make your way towards Arachnus. Missile 2(MD): In the room just left of Missile 1(MD), shoot at the corner (the one facing out, not the corner of the wall)of the second 'step' to reveal this missile hiding in the floor. Missile 3(MD): After obtaining the morph ball, roll through the short tunnel that's halfway up the shaft to the left of the Navigation Room near the main elevator. You'll find this tank lying in plain sight. Missile 4(MD): From the hall right next to the main elevator, run from the right to the left and speed boost into the hole that the SA-X made. You'll crash through Speed Booster blocks in a secret room and be able to pick up the tank. Missile 5(MD): When you're saving the survivors, simply shoot the first shutter on the bottom floor of the Habitation Deck to find this. If you passed it the first time, refer to the walkthrough for the way to navigate the Habitation Deck. Missile 6(MD): In the first hall to the right of the first Navigation Room, shoot the floor where it's thin(you may need to search, it's on the left side of the room) to open a hole, then lay a Power Bomb to clear the two large blocks as well as reveal the missile. Missile 7(MD): Halfway down the large room just before Yakuza, after you've shot through three floors, place a bomb on the left wall, then another one on the wall past it to clear the path to the missile. [Sector 1] Missile 1(S1): In the first Save Room besides the one next to the Navigation Room, shoot at the crack in the wall. Jump up, then enter the morph ball in midair. Hold right as you fall, and if you did it right, you'll slide into the tunnel. You can either wall jump up the shaft now of come back later after you've obtained the Space Jump. Missile 2(S1): After you've gone through the long hall and are in the shaft filled with Space Pirates, jump across the top of the shaft and enter the next room. Use the ladder on the ceiling to climb over the lava and find this tank waiting patiently on a platform. Missile 3(S1): From the platform that Missile 2(S1) was on, dive into the lava off the LEFT side, then hold right to the bottom. At the very bottom, enter the morph ball and roll through the hidden passage. Stand up and jump to the tank. Quickly get back into the morph ball and roll back through the tunnel. Stand, then jupm up the three platforms and out of the lava. You can do this without the Gravity Suit as long as you have three Energy Tanks, but if you're too slow, just come back when you do have the Gravity Suit. Missile 4(S1): This tank is sitting next to the wall in the room you can enter by going through the top left door in the room of the stabilizer near the bottom right area of Sector 1. Missile 5(S1): Right after the Charge Beam Core X, shoot a missile and two beam shots at the left wall to open a tunnel to a secret room. Roll into the room and shoot down all the enemies. The tank is waiting in the water at the lower part of the room. Missile 6(S1): When you have the Speed Booster, go to the really long hall filled with enemies(there's a Space Pirate shaft to the left of it). Speed boost from the right to the left, and hold a shine charge in the next room. Shoot the door on thr left open, then Shinespark through. Hold left all the way to the wall, where you should grab the ledge to pull up and reach the missile. You'll have to jupm into the lava to get back if you don't have the Space Jump, but that's not too much of a problem. [Sector 2] Missile 1(S2): Right after you get the Bomb data, there's a couple of bomb blocks on the right wall of the room connected to the Data Room. Through these lies your first Missile Tank of Sector 2. Missile 2(S2): In the first room you find with a blue Keyhunter in it after downloading bombs, go to the bottom of this room and lay a bomb on the side of the small ledge. You'll open up a tunnel that has pit blocks on one end and bomb block on the other. Use either method to go down to this plain-sight tank and use the bomb blocks to get out. Missile 3(S2): After you have the Hi-Jump/Jumpball, go back to the large shaft. Go through the door across from the door that was broken by the SA-X, and jump up to the ceiling ladder. Across it lies this tank. Missile 4(S2): In the same room as Missile 3(S2), fall to the bottom. Kill the fish enemies, then lay a bomb on the tree closest to the left wall. A metal pole will rise up, allowing you to jump and grab the ledge to roll through. In the next room, place a bomb between the flower and the tree to raise another metal pole. From the top, use the Jumpball to jump and place a bomb on the separate block in the wall, then jump up to it and grab it as a ledge to roll through. After grabbing the tank, place a bomb on the raised block in the previous room to get back through. Missile 5(S2): On your first trip through Sector 2, in the room just before returning to the first room(after you've gotten the Hi-Jump/Jumpball and all that), there are two ledges use to climb to the top of this room. Roll into the second, highher one and place a bomb on the wall. The missile is waiting at the back of this room, and you can use the hidden passage on top of the left wall here to exit. Missile 6(S2): From the first room past the Recharge Room, go through the middle right door. Kill the enemies if they are in the way, then use the Jumpball with bombs to clear a hole in the right wall. The tank sits waiting for you in that secret room. Missile 7(S2): In the room just below the Recharge Room, there are two organic pillars. The one close to the door is safe ot walk on unless you kill one of the floating enemies and give it an X to rise up from. The one near the far wall(and the tank) is already risen and dangerous. If you jump right(with the Hi-Jump), you can land on it near the other side of it, and the damage recoil will send you off to the other side of it to pick up the tank. Use the same method to get back. If you can't do this, jsut come back after you have the Ice Missiles. Missile 8(S2): Return to the tallish shaft right past the Data Room. At the top, shoot the 'short' 'block' on the left wall to reveal a secret room. The missile waits in sight at the top of this room. Missile 9(S2): In the room where you fought the Eye Tower, Screw Attack through the top right corner and go thorugh the door. Drop down to the bottom of this room and run from the right to the left. Hold a shine charge at the left wall and spin jump up. Fire your beam to end the spin, then Shinespark right when you're in line with the Speed Booster blocks guarding the tank. You can lay a Power Bomb if you don't know where they are. NOTE: If you followed the order in the guide, this will be your last Missile Tank you collect! [Sector 3] Missile 1(S3): In the first room past the Recharge Room, go through the door on the left, just above the very bottom door that leads to the Security Room. This is a superheated hall, but it's short enough to make it through without the Varia Suit. At the end lies your tank, but if you came without the Varia Suit and we slow or fell in the lava too much, you might have to pick up Energy 1(S3) now to make it back alive. Missile 2(S3): In the hall connected to the Security Room, there are two broken blocks on the floor to the left of the first hill. Shoot the floor to fall down and destroy the two enemies here. Then shoot the ceiling one 'block' from the right wall to reveal this tank. Jump up and get it for your next 5 missiles. Missile 3(S3): Fall to the bottom of the long shaft(the one marked on the map, not the one with the two Power Bombs in it) and go through the right door. Kill all the enemies in your way, then roll up ontop of the block in the middle of the room, lay a bomb in the center, and claim your prize. Missile 4(S3): This is the one unavoidable tank in the entire game, so you'll encounter it on your play through the game. No reason for me to explain it. Missile 5(S3): To the left of the Recharge Room that was discovered close to the Data Room, kill the enemies and feed the purple X barrier 3 missiles to open your path to this patient Missile Tank. Missile 6(S3): From the room just above where you fought the B.O.X., kill all the enemies, then run from the left of the room to the right. When you reach the tiny slope and ledge, Shinespark diagonally Up-Left from beside the ledge. You should crash through the broken and Speed Booster blocks and find the tank sitting in view. Missile 7(S3): Right after getting Energy 3(S3), you'll easily pick this one up on your route to leave the room. [Sector 4] Missile 1(S4): In the large room close to the Recharge Room(it's the only 3x3 room on the map), there should be a high hanging platform to let you jump up into the room above you. On the other side of this room(near the Save Room here), it's possible to Wall Jump up to the top. If you can't do this, you'll fall into the top of this room on your way from Serris. It's easy to see where you need to lay the bomb here, so do that then roll through the tunnel. Again, lay a bomb on the separated part of the wall. Roll into the small indent in the wall and lay one more bomb to reveal this tank. Missile 2(S4): After you pick up Missile 2(S4), get up on the ladder and fire two missiles from the middle of the ladder. Then grab the hole as a ledge and roll up into the morph ball. There's a hidden hole in the floor here that will let you out; you don't have to shoot anything. Fall down the two ledges here and try to jump over the gap, because there are pit blocks below it. Jump up and shoot to the right at the top of the indent in the ceiling to reveal the path to this tank. Missile 3(S4): On the map, there's a single room that's four spaces long and two spaces tall. From this room, find the opening in the ceiling and jump up into the secret room. All you need to do is climb up the ladder here and hold up at the top. You'll enter the morph ball and roll into the room that houses this tank. Kill the enemies to get them out of your way, then just jump in the water and roll over to the tank. Missile 4(S4): Right after lowering the water level, this tank sits dead in your path to leave the Pump Control Room. Missile 5(S4): On your way out of Sector 4 for the first time, you'll spot this missile waiting in a tank of water above you when you try to Speed Boost out of the room next to the shaft connected to the Pump Control Room. Stop running and grab this missile then return to the previous room and begin your run again. Missile 6(S4): You can get this missile once you have the Speed Booster. Run from the Navigation Room over through the Recharge Room and hold a shine charge just past it. Jump down and quickly go through the door at the lower right. Fall(don't jump) down and Shinespark to the right when you can hit the ramp. If you wait until you hit the ground, however, you'll be too late. Build more charge time by using this ramp, then go to the room on the left, and Shinespark dead through the purple X barrier. Then go and left and lay a bomb under the wires against the wall to reveal the missile. An alternate method, if you're fast enough, is to run past the barrier before it's done forming. You can also come back with the Super Missiles. Missile 7(S4): In the first shaft of 'lower' Secter 4, go through the door on the right, just below the Save Room. Go to the back of this room, clearing the enemies and visible broken blocks along the way. The tank lies behind the final set of broken blocks. Missile 8(S4): In the first shaft of the 'depths'(connecting to the Save Room), go through the bottom right door. In the 'tube' in this room, lay a Power Bomb and drop down. This missile is waitin for you, but you'll need to remove the enemies to make it out. Missile 9(S4): In the same room as Power 4(S4), hold to the left wall as you drop down and exit. You should hold on to a hidden ledge that leads to the tank when you pull up and roll through it. [Sector 5] Missile 1(S5): At the bottom of the shaft just past the Data Room, enter the morph ball and jump into the hidden passage located in the small indent in the wall. Shoot the ceiling at the right wall, then jump up and kill the enemy here. Don't absorb the X, but wait for it to reform into another enemy. When this one jumps, freeze it, then jupm on top and reach the ledge. Kill the enemy here again, and wait for the X to reform into a Ripper. Now for the tricky part. You need to freeze the Ripper in a spot that you can jump to without falling, but it also has to be close enough to the indent in the ceiling that you can reach the missile. Once you've revealed the missile, you'll need to jump almost perfectly(don't spin jump) to get to the missile. If you can't do this now, come back with the Space Jump. Missile 2(S5): From the shaft immediately after the Recharge Room, fall to the bottom and go through the door on the right. Get the large enemy out of the way, then jump as in the morph ball and lay a bomb against the top right corner of the room. You'll need to exit the morph ball before you can reach the tank. Missile 3(S5): In the shaft immediately after the Recharge Room, go through the bottom left door. Clear the enemies out of your way, then go below the box holding the visible missile. The block two 'spaces' left of the missile(it's also right next to the wall of the box) is fake, so jump in from there. Grab the missile and fall through the pit block. Missile 4(S5): From the room containing Missile 3(S5), run all the way right to the firsr large room and hold a shine charge just before you fall off the ledge. Shinespark up through the hole in the ceiling and hold over onto the ledge once the spark is broken. Let the enemy jump up, then freeze it and use it to jump up to the door. The missile is waiting inside. If you can't do this, you can actually use the lower enemies to scale up like a ladder without using the Shinespark, but Shinesparking makes it feel more like a sequence break, no? You can also come back after Nightmare has torn up the place. [Sector 6] Missile 1(S6): In the first dark room(second room from the Recharge Room), get to the lowest floor, then plant a bomb on the left wall during a jump. If you put the bomb in the right spot, you'll open the hole that leads straight to this tank. Missile 2(S6): After you get the Varia Suit, backtrack to the room that has multiple large broken blocks filled with blue X. Lay a bomb in the bottom left corner, and roll through the hidden passage(it'll still be hidden but you can roll through the wall). Kill all the enemies here then roll up into the ledge sticking out of the left wall. Lay two bombs against the wall to uncover this tank. Missile 3(S6): At the top of the shaft connecting to the Save Room(just after the Barrier Core X boss), go through the left door at the top. This missile sits in view, alredy uncovered, but it rests on pit blocks. You can see a support beam like rock from below the current floor. The column that this beam is on is a good place to jump on. Jump from the right distance and land on the tank before falling through the pit blocks. Missile 4(S6): When you fall through the pit blocks that Missile 3(S6) was on, hold left on the way down and fall against the wall. You should grab a ledge that you can pull up into. In this room, the missile hides in the ceiling. Shoot the part of the ceiling near the center where the ceiling is smooth, and this tiny little tank will show itself, waiting for you to obtain it. Missile 5(S6): In the first shaft from the Recharge Room, take the first door on the right. Head over to the other side of this hall to find a Fake Missile in the next room. After you kill it, place a bomb on the bottom of the right wall. It'll open a passage to the actual tank. Missile 6(S6): In the room to the right of where you fought the Infected B.O.X., there is a shutter that has to be opened from the inaccessible side. After you have the Wave Beam, you can shoot it open to reach the missile. ===POWER BOMB TANKS=== ::ul4 Once you find all 32 power bomb tanks that give you two power bombs each, you'll have a total of 74 power bombs. [Main Deck] Power 1(MD): In the hall just below where the frozen Ridley was, place a Power Bomb that will reveal a maze-like path(but it's actually straightforward) for you to roll through. You need to lay another bomb(regular) at the end to finish the tunnel, then shoot the ceiling to reveal the tank. Power 2(MD): Start from the back of the lower level of the Resricted Zone(the room before the Save Room), and run all the way to the last room. Hold a shine charge here, then Shinespark up in the very center of the glass tube you see. If you're not in the center, you'll miss this tank and have to circle back around for it. A good way to measure is to stand behind the foreground picture of the circular support beam wrapping around the outside.(It's the one further away from the door) Power 3(MD): If you followed the guide, this is not only the last Power Bomb Tank you'll acquire, but the last upgrade tank in the entire game. Jump up the shaft to the right of the Navigation Room as if oy were going to the Habitation Deck, but lay a Power Bomb or Screw Attack your way through the X barrier to enter the door. Enter the morph ball and jump high to enter the higher hollow wall that actually leads to the tank. [Sector 1] Power 1(S1): In the shaft connecting to the _FIRST_ Save Room after the Restricted Zone, you should see four sets of six black line on the floor. Imagine that these sets are number 1-4 left to right. Shoot the floor where #3 is and fall in. Fire a charge shot at the enemy in the box on the left. Let the X form into a new enemy, which upon destruction should form into a Guard Pirate. Taking care of this last enemy will unlock the door. The tank is just inside. NOTE: This must be done after defeating Ridley, or else the second enemy will never form. Power 2(S1): From the Save Room just before where you fought the Charge Core X. Run from the back into the room containing the boss door, and you should break through the right wall. Hold a shine charge at the end of this ledge, then do a spin jump to activate the Screw Attack and fall to the bottom. Quickly run to the right(you don't have to enter the morph ball) and Shinespark straight up. You'll break through the ceiling, so all you have to do is shoot to the left to reveal and claim your tank. Be sure you're all the way to the wall, as there is only one column of Speed Booster blocks. Power 3(S1): In the first room past the Recharge Room, go through the green door. Screw Attack through the ceiling and this tank sits to the left. [Sector 2] Power 1(S2): In the first really large room you find after the SA-X chase, jump almost to the top of this room and shoot the right wall to reveal a group of leech enemies guarding this visible tank. Power 2(S2): In the tall shaft that you go through the first time around(not the one discovered during the Nettori run), go through the top left door. Jump up to the ceiling ladder and freeze the first Ripper right before it goes under the thin wall. Then, crouch and aim diagonally down while on this one to freeze the second Ripper on the other side. Jupm in the morph ball to reach the other side, then jump over to the prize. Power 3(S2): When you obtain Power 2(S2), you should fall down a hidden tunnel. On the way down, you'll hit a solid block in the way. Bomb this to reveal it as a tank and grab it on the way down. Power 4(S2): In the same room as Missile 9(S2), run from the left to right at the bottom, and hold a shine charge at the right wall. Here's the trick: you have to spin jump up to the next platform, then Shinespark left or right (depending on the direction you're facing) into the next ramp to cross the pit blocks. You'll need to do this # times to reach the tank that hides behind the Speed Booster blocks at the end. Remember that on the top set, you have to stop again to get up the small step, even though there isn't another platform. Power 5(S2): In the same room as Energy 3(S2), go about the same process of Space Jumping over the pit blocks, but when you reach the fork, take the lower path. This is more difficult than the Energy Tank, as you have to do extremely small, extremely quick jumps go get through the low ceiling. Good luck, [Sector 3] Power 1(S3): In the room that you fall into via pit block(it has the two flying enemies and the Speed Booster blocks), lay a Power Bomb to reveal a tiny hole leading to the room with this tank. It's sitting on a ledge above a wall enemy. Power 2(S3): From the second large room in Sector 5, go through the top right door(that isn't a door anymore), then shoot the ceiling near the left wall. Jump up here and go through the door. Head through the tunnel to Sector 3, then lay a Power Bomb. You'll open a tiny hole(that strangely looks like you're outside of the station) and reveal the tank. Power 3(S3): In the room just above Energy 2(S3), (see that tank for how to get there) lay a Power Bomb to open a way to a secret room containing this tank. Power 4(S3): From Missile 3(S3), go left three rooms and lay a Power Bomb. Drop into the lava(you need the Gravity Suit) and follow a path that basically goes around the outer edge of the room. Unfortunately, I don't have a real good way to explain these directions. There will be a few hollow tunnels, but just remember: outer edge. Power 5(S3): In the same room as Energy 3(S3) and Missile 7(S3), go to the bottom right corner and Screw Attack every bit of the wall out of your way. Run from the left of the room to the right and hold a shine charge in the next room. Shinespark straight up against the right wall, and you'll hit this tank on the way up. Power 6(S3): After getting Power 5(S3), fall down the hole you Shinesparked through and hold left into the first hole in the left wall. Screw Attack into the ceiling to enter the hollow part of the ceiling, and do the same on the other side of the thin wall to get to the tank. [Sector 4] Power 1(S4): In the second large room past the Recharge Room, lay a bomb in the corner of the floor and wall just inside the room. You'll open a tunnel that requires another bomb to get through. Lay a Power Bomb at the bottom of this room to reveal the tank; just go and get it, now. Power 2(S4): On the left wall across from the door leading to Missile 7(S4), jump against the wall to grab a hidden ledge. Pull into it and find the tank sitting inside the next room. Power 3(S4): After you've climbed to the top of the room(it's a secret area) that you entered from the bottom left door of the first shaft of the 'depths', shoot the right wall where the green bar ends and the blue/green 'land' is. You'll open the way to another secret room that holds the visible, trickless tank inside. Power 4(S4): In the large room connecting to a Save Room(in the 'depths'), go through the middle right door. Run through this hall and activate the Speed Booster, then hold a shine charge at the end and Shinespark thorugh the hole in the ceiling. You'll break through Speed Booster blocks and find this tank. [Sector 5] Power 1(S5): In the room just past the Sector 5 SA-X area, lay a Power Bomb to open the path to this already visible tank. Power 2(S5): In the room just above Power 1(S5), lay another Power Bomb to open a path and reveal a ladder. Climb up here and freeze the Rippers to scale up to the top. There are no tricks hiding around the tank in the next room. Power 3(S5): In the large, icy room, there's a Power Bomb block and an orange X barrier near the top left of the room. Lay a Power Bomb to clear these obstacles, then enter the room ahead. Here, you'll need to freeze the Rippers and jump on them(in the morph ball) to cross the pit blocks. Freeze them when they are in the middle of the area and you'll be fine. Remember that there are three 'spaces' of pit blocks against the ledge that you need to jump over after you're past the Rippers. Power 4(S5): Once Nightmare has destroyed the sector, go to the top of the first really large room. Go all the way to the right wall(you'll have to clear the enemies out of your way first) and hold a shine charge on the left side of this room. Shoot the door open and Shinespark into the next room. You'll go right through the wall and find this tank. Power 5(S5): In the second large room, go through the top-right door(that's not a door by the time to can go through). Shoot the ceiling near the left wall and jump up. Lay a Power Bomb here then jump up again. Open the shutter and take care of the two Space Pirates. Shoot the ceiling on the left wall then take care of the next Space Pirate. Shoot the ceiling on the right wall, open the shutter, then go back and shoot the ceiling on the left wall. Open this shutter and shoot the floor under the first shutter. Shoot to the left to reveal this tank. Power 6(S5): In the top of the room right after you get out of the 'water tank', go through the middle left door. Lay a Power Bomb to clear the enemies and reveal the tank at the same time. Power 7(S5): In the top left area of the room connecting to the Save Room just before Nightmare, lay a Power Bomb to open a small tunnel. Jump up into this tunnel, and roll to the left, holding A down along the way. You'll eventually discover a hidden area(it's already hollow) that hold this hidden tank. Plant a bomb at the end to reveal it. Power 8(S5): When you're running into the Sector 5-4 tunnel, hold a shine charge after you've broken through the two walls of Speed Booster blocks. Shinespark up in between the two thin walls, then grab the tank and fall through the pit blocks. Now just run from the left door to continue the speed boost. [Sector 6] Power 1(S6): Through the lower left door in the first shaft from the Data Room, Screw Attack onto the block in the middle of the floor, then run from the right to the left and shine charge at the ledge. Shoot the door open then jump up and Shinespark into the next room. Here, run to the left of the room on top of the series of boxes, then run back to the right and hold a shine charge at the end. Fall(don't jump) down and try to Shinespark left at JUST the right time. If you don't do this perfectly, you'll either barely miss the tank on the way across, or you'll hit the pit blocks and lose the spark. Power 2(S6): In the same room as the above tank, start on the left wall at the very bottom and run to the right. Hold a shine charge, then jump up onto the ledge and Shinespark into the ramp. The thin floor after the ramp is painted as Speed Booster blocks(which they partly are), but when you run across them, they turn into pit blocks. What you have to do is guess and check your Screw Shine jumps(using the Space Jump) until you break through the top of the box on the left side of the room that holds the tank inside. This can be tricky, but you'll get it with practice. Power 3(S6): In the room that holds the pit blocks leading to the area that you used to fight the Infected B.O.X., jump over the pit blocks and Screw Attack into the right wall. Do the same to the next wall and go through the door. Lay a Power Bomb to not only reveal the tank, but pit blocks as well. When you roll through the hole as a morph ball and fall onto the pit blocks, pull up out of the ball and hold right in an attempt to grab the ledge. If you need to, it is actually possible to jump off of pit blocks, but you only have a single frame to do it.(Which means do it FAST, immediately when you land on it, before it even looks like you landed) <<<BOSSES>>> ::bos >Boss 1: Arachnus (Main Deck) Arachnus only has three moves. He'll either move his claw and then send out a blue wave, spit fire out that will cover the floor, or tuck into a ball and roll at you. All of these are easy to avoid thanks to the two metal bars in the left and right walls. It only takes 15 missiles to kill Arachnus, but if oyu run out, your regular beam still works fine. Finish off the Core X with three missiles and claim the Morph Ball. >Boss 2: Charge Core X (Sector 1) This is a simple boss. When it opens it's 'eye' fire a missile into the eye. However, you'll need to jump as soon as you do, because it'll fire a beam shot at you when it's damaged. Feed it 4 missiles to send it off. >Boss 3: Eye Tower (Sector 2) All this boss does is jump around the room a few times, then when it doesn't cover much distance in a jump, it'll open a hole at its base and float slowly down. That's your chance to fire a charged shot into it. If you get caught, enter the morph ball and lay bombs until you're released. I don't know if this actually damages it, but it's worth a try. When you destroy it with five successful charged shots, break the Core X with four missiles and claim your Hi-Jump/Jumpball ability. >Boss 4: Serris (Sector 4) You'll need to go to the top center on this room to trigger the boss, but as soon as it does, jump down into the water as soon as it's safe. Get near the right wall, then on the 'block'(it's actually two spaces long) that's closest to the right wall but only has one set of dots(that's four dots, not twelve on the block), stand to the left of the dots, in between the dots and the dark colored bar that divides the 'blocks'. Stay in a crouched position, and you should never get hit by Serris if you stay here. Keep your beam charged and fire at its head whenever you get the chance. When you destroy Serris(with four charged shots), feed the Core X five missiles and claim your Speed Booster. >Boss 5: B.O.X. (Sector 3) As soon as B.O.X. jumps at you, jump up on the ladder. Try to force it into a routine where it will scuttle over to the side of the ladder you're on, give you a short chance to missile it, then spit out a bomb. As you climb to the other side of the ladder, the fire from the explosion will most likely miss you. This process will repeat until you do something to mess it up on accident. If you do, quickly try to reinforce the routine, as it's difficult to not take damage and fire at the B.O.X. at the same time without the routine. You have to fire the missiles at the top of the beige part, or else they will bounce off. You also can't damage it when the cannon for the bombs is up, so know when you can shoot and when you missed your chance. It takes 10 missiles to make the B.O.X. retreat, but it hasn't been infected yet, so no Core X or ability. Sorry. >Boss 6: Barrier Core X/Giant Core X (Sector 6) This is one of the most simple bosses in thr game. Stand on the far right platform, and just keep feeding it charged shots(the only thing that can damage it). It should take about 8 charged shots to the Core X itself, not the barrier X around it, so send it back to normal size. Then kill it with 6 missiles and take your Varia Suit back. >Boss 7: Wide Core X (Sector 3) This is just a simple Beam Core X, so you already know how to take care of it. Shoot the fake scientist to release the Core X. Keep in mind over all else that this is a timed battle. Claim your Wide Beam at the end and deactivate the timer. It takes 4 missiles to send this one packing. >Boss 8: Yakuza (Main Deck) This boss, in my opinion, is the HARDEST boss in the entire game. As soon as you fall down, enter the morph ball and sit just to the left of the right wall. As soon as the flames die down, roll over to the left corner and stay in the ball. This will mainly be your hideout for the entire battle. Yakuza will most likely never grab you here. When it opens its mouth, that's your chance to run over, fire missiles into it, then run back. You can also hide in the right corner if flames take over the left corner. After 13 missiles, it will lose its legs and start jumping around the room(demonstrating the Space Jump) and firing debris. The best thig to do here, and this isn't even a great idea, is to stand in the middle of the room and don't stop firing missiles. The missiles may land in Yakuza, and they also destroy and debris threatening to hit you. After 12 more misiles, Yakuza will release the Core X, which needs 6 missiles to destroy. >Boss 9: Nettori (Sector 2) When you fall down into this room, jump onto the raised platform and crouch on the very left edge, almost falling off. If you placed right, the spores should never hit you. If you fall into the plants below, take a long, straight jump upwards, then move away when you're out. Spin jumping won't work. From your safe position, load 26 missiles into Nettori, then you can move to the middle of the platform. Jump when the lasers are sent from below, and crouch when sent from above. Stay standing to fire missiles that will hit in between the two firing zones so that they'll never get deflected. After 24 more missiles, jump over to the area behind Nettori to feed the Beam Core X 5 missiles and claim your Plasma Beam. >Boss 10: Nightmare (Sector 5) For this fight, you'll be using the Charge Beam for the first half. Why? Because when you add up the Charge ability, the Plasma ability, and the fact that the Wide Beam shoots three beams at once, it does major damage over Missiles, and this is definately a battle you want to finish quickly. For the first part, you'll need to fire two charged shots into the sphere under Nightmare. The next part will be another two charged shots, but you're slower from gravity. I can't say much about the beams that it's firing because you really don't need to worry about the beams at all in this battle. They don't hurt too much to dodge in the first half, and they don't even reach you in the second half. After the mask pops off, jump up on the ladder and start firing missiles (rapidly) into its face. When it gets close, keep firing, or you can wimp out and jump now. To make the fight go faster, don't run until you are forced off the ladder. Start Space Jumping around the room to avoid getting hit, but also try to stay in an area that when Nightmare stops, you'll easily be able to attack again. This means, don't let it stop too high or low, and don't let it stop too close. After 30 missiles, the Core X, needing 6 missiles, will be released. >Boss 11: Infected B.O.X. (Sector 6) As soon as you enter this room, lay a Power Bomb to open the ladder on the ceiling. Hang on the very left end of the ladder and stay there the entire time. When it fires the four missiles, simply shoot forward with the beam to destroy them, then when it bounces off the ledge after running to you, hold L to shoot(missiles) diagonally down into the top of it before it hops away and fires missiles. This will easily prevent you from taking any damage the entire fight. After 12 missiles, pump 4 more into the eye of the Beam Core X to break it and claim your Wave Beam. >Boss 12: Ridley (Sector 1) Unfortunately, I haven't developed an awesome strategy for taking out Ridley. I promise if i find one and get permission to use it, or if I develop one of my own, I'll update the guide. For now, all I can say is don't stop pumping missiles into it. Don't worry about aiming, because the only place Ridley can't be damaged from is his tail. If Ridely grabs you, then face him and continue firig missiles. I fired about 115 missiles, misses and hits are both included in that number, befoe he released the Core X. The Core X takes 6 missiles to bust. >Boss 13: SA-X (Main Deck) As soon as you hear the explosion, enter a Screw Attack and fall straight down. With luck, you'll not clash into the SA-X. Side note, on this topic, when you Screw Attack into the SA-X, or you jupm into eachother, you will take damage but you will also slightly damage the SA-X as well. Stay on the bottom floor the entire time and use this strategy. Fire a charged shot at the SA-X, quickly spin jump over it, then run to the opposite side of the room. Turn around, fire another charged shot, and repeat this process. Unless you barely screw up and get the SA-X on your tail too fast, you may get a shot or two in from it, but for the most part it will spend all its time chasing you instead of firing back. After 15 charged shots, it will mutate into its true form. All it does now is jump really high off screen and land where you were when you started the jump. Just move out of the way, turn around, and feed it a charged shot when it lands. Depending on what hits where, it'll take about 3 to 5 shots to release the Core X. The Core X is a Beam Core X holding the Ice Beam, but after feeding it 6 missiles, you won't be able to recover it. Wait til later. >FINAL BOSS(BOSS 14): Omega Metroid (Main Deck) If you were fast enough escaping, you should have a nice two minutes available for tihs fight. With the way this thing attacks, one of you WILL be dead by the time two minutes is up. When you first arrive, go ahead and let it attack you once because you can't damage it. As soon as it attacks you, you're at the back of the room with 1 health left when the Ice Beam X transforms into the SA-X and shows us how to finish this thing. Absorb the X after the SA-X falls and your health will be fully restored. Aim diagonal with L, and fire a charged shot into its stomach, the run away before it slices you again. You really don't want to be hit here, as when this happens, you lose an entire Energy Tank and you're paralyzed for a few seconds. Not only does this waste counter time, but it also gives the metroid more time to attack again. After ABOUT 15 charged shots, I say about due to the fact I can't measure perfect with the three beams at once and never knowing how many hit, the Metroid will fall, the ship will pull in, and B.S.L. will show the end to itself and SR388. Enjoy the finale! <<<OBSTACLES>>> Level 0 Doors: Grey hatches are opened by the computer near the beginning of the game. Level 1 Doors: The Security Room to blue hatches is in Sector 2. Level 2 Doors: The Security Room to green hatches is in Sector 3. Level 3 Doors: The Security Room to yellow hatches is in Sector 5. Level 4 Doors: The Security Room to red hatches is in the lower section of Sector 4. Sealed Doors: These can only be opened when the event in the sealed room is cleared. There are a few doors at the end of a game that will not reopen, but you won't need to go through them again anyway. Boss Doors: When you see one, get ready. Blast it with three missiles, two charged shots, or one missile(one you get the Super Missile upgrade) to kill it and release a red X. You can only damage it then the eye is open, and it isn't trying to fire a shot at you. Broken Blocks: These blocks are damages so you can simply fire a beam shot at them to break them. Pit Blocks: These evil things will created one-way paths by crumbling when you step on them from above then resealing to keep you from going back. Speed Booster Blocks: These blocks with yellow arrows on them will be broken when you run through them with the speed booster or shinespark into them. Missile Blocks: Blocks with missiles printed on them only need to be shot at by a single missile to break them. Bomb Blocks: Blocks with bombs printed on them can be broken by setting a bomb or power bomb near them. These can also be destroyed by the Screw Attack. Power Bomb Blocks: If you see a block with a power bomb printed on it, set a power bomb near them to break them. Screw Attack Blocks: If a block has a screw attack icon on it, then it can only be broken by the Screw Attack hitting it. One-Way Shutters: Not a problem once you obtain the Wave Beam, these things will only open from the side with the blue light on them. Shoot the light to open the shutter. Green X Barrier: These will die with three missiles or one missile after you have the Super Missile upgade. Purple X Barrier: Only defeatable after you have the Super Missile upgrade, nail it with three missiles to send it away. Orange/Blue-Green X Barrier: These giant X barriers can only be destroyed by a Power Bomb. <<<SPECIAL TECHNIQUES GUIDE>>> ::stg --The Shinespark-- After you've recovered the Speed Booster, you can use this ability. Run until you charge up the booster, then tap down. You should stop and crouch, but you'll still be glowing if you did it right. Now you have a few seconds to get to the spot you need to be in. Tap A, and when Samus jumps, hold Left, Right, Left+Up, Right+Up, or Up(not giving a direction has the same effect as up) and Samus will fly off in the direction you held at the booster speed, breaking through any speed booster blocks along the way. You'll stop once you hit a wall or ceiling, but if you spark left or right into a ramp and hold your direction, you'll continue to speed boost across the ground. You'll need to know ho to use this move well when you're going for 100% items, as many hidden tanks are guarded by a tricky speed boosting or shinesparking puzzle. --The Screw Shine-- After you have the Speed Booster, all you need to do is run until it kicks in, then jump without letting go of the direction. You'll somersault with the booster charge still on you, breaking through enemies and Speed Booster blocks. You can hold this longer after you have the Space Jump(but you still can't change directions). When you land or hit a wall, you'll lose the charge. --The Wall Jump-- If you somersault into a wall, then hold the opposite direction you jumped and tap A again, you'll jump off the wall. This has to be done with precise timing, though. While you can wall jump at any time you're against the wall (meaning you don't have to jump as soon as you hit the wall), you have to tap A again almost immediately after you hit the opposite direction, or else you'll just fall away form the wall. Unlike in Super Metroid, you can't move the D-Pad back and forth to wall jump up a sinlge wall anymore. Because of this, sequence breaking for tanks is much more difficult now, but the wall jupm is still not useless. There are a few times that we can use it to get items early or take a shortcut through the space station. You won't be able to wall jump anymore after you get the Space Jump, but we won't need it anymore then, will we? --The Charge Screw Attack-- This is a mini version of the Screw Attack. After you have obtained the Charge Beam, you can charge it up and do a somerault. You'll carry the charge with you, and if you hit an enemy that can be destroyed with a single charge shot, it'll be destroyed on contact without giving damage to you. --The Charge Slash-- Once you obtain the Charge Beam, simply charge your beam and if you fire the shot right on an enemy, you'll see a slash at the en of the gun, and the attack will do more damage. This is especilly useful for shooting through thin walls, such as the case in Sector 5. <<<WALKTHROUGH>>> ::wkt Need some help getting thoruh the game? That's what tihs section is for. ===PART 1: Enter the Space Station=== ::w01 After you've watched the four minute long starting video, listen to your first objective, then head left until you reach a shaft filled with yellow and black platforms. Jump up these platforms to the top, ignoring the red door. You'll need to go left a couple more rooms and listen to the computer again. After doing that, you'll need to head up, then down th next two shafts, and left into the quarantine bay. On the left side of the room, fire two shots at the enemy and grab the yellow X. These restore 10 health every time you pick one up. Now return to the Navigation Room. The computer will open Level 0 hatches at the end of this conversation. Go right and climb up the shaft to the first door on the right and head through. You can run past this enemy before it finishes spawning and head into the next room. Save if you want, then continue up the next shaft, and into the door at the top. You'll be notified by the computer to detour and pick up the Missiles upgrade from the data room at the top of the Main Deck. Climb up into the next room and ascend with the elevator. At the bottom of the next large room are recharge and save rooms. You can use these before or after you pick up missiles(or not at all, if you choose). The top section is locked, so go through the door in the middle. Ignore the Navigation Room and proceed to the Data Room. Step into the download station and receive your first ten missiles. The computer will tell you that the elevators are down. With that, jump across the two platforms in the large room and shoot a missile at the panel on the wall. Jump over and head through the tunnel. Shoot three missiles at the X barrier, and obtain the green X that comes from it. These restore two missiles each. Fall through the pit blocks, and jump over the wall. Shoot down the broken blocks and jump down again. Kill or run past the spawning enemy and fall through more pit blocks. After the next set of pit blocks, climb up the ladder and fall once more. Jump through the giant wires and pick up Missile 1(MD), then go into the left room and get Missile 2(MD). Head back right, shoot at the enemy, and proceed to the next room. There's a save room at the top if you want to save. If not, go right and take care of the boss door. Use the metal bars in the next room to climb and jump your way over to Energy 1(MD). Then, carefully step onto the next metal bar on the right corner of the floor that Energy 1(MD) was on. Aim up, and shoot a missile, then just a regular shot. Jump up into the tunnel there and grab Energy 2(MD). Now go back down and jump through the pit blocks to face Arachnus. See the Bosses section for help. After you've finished Arachnus and obtained the Morph Ball, use the next couple of rooms to get familiar with the basics of it, then jump up the shaft halfway an destroy the green X barrier. That next room is a Recharge Room. When you're done, go through the Save Room at the bottom and drop down the shaft into the Navigation Room. Objective complete. Items obtained: Missiles Morph Ball Missile 1(MD) Missile 2(MD) Energy 1(MD) Energy 2(MD) ===PART 2: Air Cleaning Duty!=== ::w02 We need to get to Sector 1, so head left into the shaft. Jump halfway up the shaft and use the morph ball to get through the low tunnel and pick up Missile 3(MD). Go back out and head to the top of the shaft. In the next room to the left, you'll be able to roll under that damaged wall now, so do that, then head over to the main elevator and go down. Sector 1 is to the left, so enter the Sector 1 elevator room and go down. We need to get all the atmospheric stabilizers online, so go through the Save and Recharge Rooms and let's get started. Go down to the lower right corner of this room, then in the next room, run straight through and down't stop shooting. Fire three quick missiles at the green X barrier, then run through the door before one of the giant enemies that formed reach you. You'll easily notice that there's a stabilizer in the next room as soon as you walk in. Climb around to the other side of the room, and recover your health and missiles before destroying the X on the stabilizer. You'll need to shoot 3 missiles into the green X in the center to destroy it. Head right into the next room and shoot at all the enemies on the floor. Take care of the first floating enemy first, then shoot at the lower 'square' of the ledge in front of you to clear a path to Energy 1(S1). Come back out and head into the next room. Drop all the way down this shaft, then jump to the other side of the next shaft and into the Save Room. Shoot at the crack in the right wall, then jump. Before you fall to the ground, enter the morph ball in midair, then hold right to go into the passage. At the top of this shaft is Missile 1(S1). You can choose to wall jump up to this missile now, or come back later when you have the Space Jump. Go back to the Save Room and save. Go back to the first shaft, then jump halfway up it and go all the way through that next long hall. Jump across to the other side of this next shaft, and into the next room. Use the ladder on the ceiling to go across and get Missile 2(S1), and then you have another choice. Missile 3(S1) is at the bottom right corner of this room. With three Energy Tanks, it's possible to jump in the lava and secure it. You CAN make it out just in time. If you can't do this, then come back later with the Gravity Suit. Go back to the shaft and head down. Kill the Space Pirates as you go if you obtained Missile 3(S1) to help recover health. There's another stabilizer through two rooms, so jump to the platform and use the ceiling ladder to get across the pit. Move to the right side of the room and climb up the ladder to fire your missiles at the stabilizer, then drop down and go thorugh the door. Go through the next two rooms and in the third is yet another stabilizer. Use the metal bars to climb to the top of the room, and the ceiling ladder to locate the stabilizer. After you've fixed this one, head back left and go through the door at the top. You'll find Missile 4(S1) here. Now go to the bottom right of the room with the stabilizer and continue on. Go to the top of this Space Pirate filled shaft, and run through the one-way shutter in the next room. Kill all the enemies in this room then go back and grab onto the ceiling ladder. At the end of the ladder, shoot three shots to break the three broken blocks, then grip onto the side of the tunnel and pull up into a morph ball to get through. You'll fall through pit blocks in the next room. The door at the bottom leads to a Save Room if you care. Climb the ladder and get rid of the boss door, then go through. At the left of the next room, you'll see a... Chozo Statue? On the Space Station? And it's holding the Morph Ball! But we already have that... It'll transform into a Beam Core X. See the Bosses section for help. After you've got the Charge Beam, head out of this room via the top right door. Shoot at the part of the ceiling that stands out in the next room to destroy it, then jump up to the ceiling ladder and fire a missile then two beam shots at the left wall to reveal the tunnel leading to Missile 5(S1). Go back to the other room, and go through the door. Make the round trip in this room and shoot at the wall in front of the stabilizer to clear the path. It only takes two charge shots to clean it now, so use them, then head out of this room via the bottom right door. Go through the shutter, then up the two shafts and right into the room we skipped earlier. Shoot through the wall, then jump up to the next ledge. At the far left of this room, shoot the floor below the enemy to get up to the top ledge. The thin section of the floor ahead is made of pit blocks so jump over it. Clear the last stabilizer and go back to the Navigation Room, we're done here. Objective complete. Items obtained: Missile 3(MD) Energy 1(S1) Missile 1(S1) Missile 2(S1) Missile 3(S1) Missile 4(S1) Missile 5(S1) Charge Beam ===PART 3: Trees. Everywhere. More Trees.=== ::w03 Sector 2 time. With the main elevator down and all other doors locked, we only have one choice of elevators to reach Sector 2. So we have to unlock Level 1 Doors and download Bombs. Easy enough. In the first room, blast the Keyhunters as you make your way to the top right door of this room. It's a small hall through there, and then there's a shaft after that. The door to the security room is at the top. After you've unlocked the Level 1 hatches, go back to the first room and through the bottom left door. After another small room, head up and left to the Data Room. Once you have the bombs, lay one on the broken wall at the right of the room and pick up Missile 1(S2). Then go to the bottom left of this room and use another bomb to clear a path to the next room. There's a Save Room on the right or continue on to the left. Use bombs to get you over the block in the morph ball tunnel. Fall into the pit, destroy the two Keyhunters, then lay a bomb on the block at the left to open up the passage. Come up into a crouch and shoot the two Keyhunters so you can roll through the tunnel safely. Lay a bomb on the far block, destroy the keyhunter, fall into the pit, then grab the ledge and roll back up into the morph ball. Use two more bombs to get to the door. Down the simple shaft and into the next room. The beam in the middle of the floor here can be broken by bombs. Fall to the bottom of this room and kill the blue Keyhunter for a red X. Be sure to pick up Missile 2(S2) before leaving this room. In the next room, climb over the ledge and watch out for the leeches. Lay a bomb two 'squares' away form the wall to reveal a metal bar that you can use to get ovrer the next ledge. The next room is another shaft with multiple doors. The bottom right leads to a Save Room. When you're ready, jump up to the third door on the right and go through. When you make it though that hall, go straight ahead to the Save Room, ignore the fact that the room's a shaft. Go straight through the Save Room(you can save if you want), and through the next room, too. Pick up Energy 1(S2), then bomb the floor near the door and charge beam your way through the Boss Door. See the Bosses section for help with the Eye Tower. After you've obtained the Hi-Jump/Jumpball ability, leave the room and return to the very first room you were in from the tall shaft, and discover that the door is broken. You can see obvious cracks in the floor marking where you need to lay bombs, so do so. You'll fall through pit blocks into another room. As soon as you are in this room, DON'T MOVE. Wait and watch as the SA-X leaves room, unaware that you are here. When it's gone, bomb the floor at the far wall to fall down and you can safely leave. Enter the door directly across from the one we entered before(that is now broken) and pick up Missile 3(S2) and Missile 4(S2), then you can return to the shaft. Use the Keyhunters(that are in the process of hatching and safe to touch) to climb up to the top of this shaft and lay a couple of bombs to reach the door. Run through that small room, then pick up Missile 5(S2) before exiting and returning to the first room we were in. Back here, jump up to the room just below the door that led us to the security room. In there, pick up Missile 6(S2), then return to the main room. You now have a choice to go to the room just below the Recharge Room and pick up the sequence broken version of Missile 7(S2), or just return to the Navigation Room. Objective complete. Items obtained: Bombs Hi-Jump/Jumpball Energy 1(S2) Missile 1(S2) Missile 2(S2) Missile 3(S2) Missile 4(S2) Missile 5(S2) Missile 6(S2) Missile 7(S2) ===PART 4: Who Knew Water Was So Fast?=== ::w04 Trouble in Sector 4. Go through the door on the right once you're up the Sector 2 elevator. So we need to take care of this Serris thing, huh? Head through the Save and Recharche Rooms, first of all. Jump across the platforms to get to the lower left door in this room. In the next large room, jump up to the top and lay a bomb on the 'separated' part of the wall, then jump up to the ladder and climb across. If you can wall jump, pick up Missile 1(S4) and Missile 2(S4) now, or just wait until after Serris is done with. Continue on to the left in the large room, through the top left door. Stay on the upper level of this room and get through the top left door. Once you've obtained Energy 1(S4), return to the room next to the large one, and go through the lower left door. Walk to the edge of the floor, then enter the morph ball and jump to lay a bomb on the ceiling, revealing the ladder. On the other side, jump up into the next room and grab Missile 3(S4), then go back down to the previous room and lay a bomb against the wall, so you can get to the door. As soon as you're in this room, aim up and shoot the block to destroy it. Use the two ladders to get up and across to the other side of this room. Aim up and shoot again, then shoot the blue block and climb up even higher. Destroy the enemy on the ladder and climb across, shoot the floor and then the two large blocks and make your way through the door into the Save Room. Shoot the crack in the wall, then jump into the new tunnel and roll through. Lay a bomb to clear the path, then go thorugh the door and get to the shaft. Take care of the Boss Door(be sure to jump early because of the water) that's at the top of the shaft, then proceed to the large water tank and get ready to take down Serris. Refer to the Bosses section if you need help. Head out the right door with the Speed Booster in hand, and lay a bomb on the left 'wall' once you reach the right side of the hall. Kill all the enemies in your way as you get to the end of this low tunnel, then run back to the right side of the room, letting the Speed Booster get you to the next room. If you didn't get Missile 1(S4) and Missile 2(S4) earlier, get them now, then return down to the large room. Go through the next two rooms as if you were going to Serris again, but when you get to the shaft, go through the blue door this time. Run all the way to the other side and use the Speed Booster to get to the Pump Control Unit and let the water level down. Go down the ladder some and pick up Missile 4(S4) as you leave the room. When you get to the other side of the tank, climb up the platforms and shoot the ceiling/floor to break it and just leave the room the way to came in. Go straight through the shaft(not up or down), then enter the morph ball and roll under the ledge. Drop to the floor and kill the three enemies, then give the Speed Booster room to start and run to the right. Stop in the next room and pick up Missile 5(S4), then go to the previous room and run to the right again. You'll boost straight through the next room and be right at the door when the boost is stopped. In the next room, you'll have to kill the enemy and then the gold enemy after that to be done with Sector 4 and return to the Navigation Room. Objective complete. Items obtained: Speed Booster Energy 1(S4) Missile 1(S4) Missile 2(S4) Missile 3(S4) Missile 4(S4) Missile 5(S4) ===PART 5: With Heat Comes Power=== ::w05 We need to get a download from Sector 3, but first, go back to Sector 1. We need to pick up Energy 2(S1) while we're here, then pick up Missile 6(S1) and Missile 6(S4). Now we can go to Sector 3.Once again, we need to unlock a new level of hatches before we can download our Super Missiles. Go to the left door, just above the bottom door, but don't go in yet. You have the option now to get the sequence broken version of Energy 1(S3) and Missile 1(S3) or wait until later. After you've done what you need to do, go through the bottom right door. Get against the shutter, then run straight through the next room, constantly shooting to get the blocks out of the way. In the next hall, you'll break through some Speed Booster blocks. After doing that, get back against the wall, then run to the left. Someersault with the Speed Booster at the right spot to break through the Speed Booster blocks in the top left of the room and reveal a morph ball tunnel that leads to the Security Room. Pick up Missile 2(S3) before leaving this room. You can do that by running from the door to the left and jumping through the blocks. Once you do, go back to the room with the shutter in it, then enter the morph ball and roll under the enemy in the wall to fall through pit blocks on the other side of the shutter. Open it, then run from the door into the next room. When you break the blocks on the floor, enter the morph ball to avoid being hit, and go through the pit block. In the next shaft, fall to the bottom and pick up Missile 3(S3), then climb back up to the top of the shaft and go through the door. Lay a bomb in the center of the left wall, then go through the opening. Pick up Missile 4(S3), then lay a bomb to clear the large block out of your way. Lay another bomb at the end of the top tube then jump up and lay your last bomb to get out of this passage and go through the door. Get through the next three rooms and download your Super Missiles. As you do, there will be an explosion. Return to the left door two rooms from the Data Room, and there will be another long explosion. Before you go back to see what it was, hop down in the new hole do discover a Save Room, Recharge Room, and Missile 5(S3). After you're done, go back to the room connecting to the Data Room. When you get close enough, the B.O.X. will jump at you and let the battle begin. See the Bosses section for help. After the B.O.X. retreats, use the debris to climb up into the next room. Pick up Missile 6(S3) here, then pick up Energy 2(S3) in the next room and return to the Navigation Room. Objective complete. Items obtained: Super Missiles Energy 2(S1) Missile 6(S1) Missile 6(S4) Energy 1(S3) Energy 2(S3) Missile 1(S3) Missile 2(S3) Missile 3(S3) Missile 4(S3) Missile 5(S3) Missile 6(S3) ===PART 6: Got Night Vision?=== ::w06 We need to pick up the Varia Suit from Sector 6. Watch out for the blue X along the way. The computer also said it's supposed to be dark in Sector 6, but it's still very easy to see. When you get to the dark room(second room from the Recharge Room), pick up Missile 1(S6), then remove the purple X barrier. Be sure to pick up Energy 1(S6) before leaving as well. Run past the blue X in the next room, then in the shaft, jump and freeze the blue X then quickly get to the bottom of the shaft and go through the door. In this next large room, shoot the top or middle block to pass, as the bottom block contains a blue X. On the ladder, shoot the thin wall halfway down to jump through and avoid crossing paths with two blue X. You'll have to freeze a blue X when you jump over the gap, so freeze it and jump over it. You're safely to the door now. Hold the L button and run to the left shooting to freeze the blue X, then crash through the Speed Booster blocks at the end. Hop down the ladder, and go to the save room on the right if you want. Continue on to the left, and pick up Energy 2(S6) in the next room. Bomb the floor to continue, and when you get to the next hall, put up your guard. Bomb the floor near the right wall to open a passage leading back to the door from underground. When you come close to the door, the SA-X will enter the room. You can follow it if you want, as long as you don't get too close. It'll set off a Power Bomb to get to the floor of the next room. If you're in range of the bomb, it will hurt you a little, but it won't alert the SA-X of your presence. Wait until you hear it leave before you do anything else. It should take about ten to fifteen seconds if you have your sound off. When you reach the next dark room, there's a Save Room on the left. Shoot the block that stands out in the floor to move down. From here, consider each 2x2 space to be a 'block'. Stand beside the long branch of blocks coming out of the right wall. From there, shoot down two blocks, then shoot right until the path is cleared. This path will get you out of this room without revealing any blue X. Strange, the Data Room is guarded by a Boss Door? Feed it one of your missiles and head inside to discover a Core X stealing your Varia Suit. Proceed to the next room and begin the battle with the Barrier Core X. As always, help is located in the Bosses section. Now that we have the varia suit, backtrack to the room that had the 'gang' of hidden blue X and pick up Missile 2(S6). Once you do, go back to the shaft connecting to the Save Room and climb to the top. Go through the door on the left and obtain Missile 3(S6) and Missile 4(S6) before returning to the previous room and going through the right door when you reach the top again. There's nothing of specialty in the next room, so enter the next room and take your path back to the first shaft. Pick out Missile 5(S6), then return to the Navigation Room. Objective complete. Items obtained: Varia Suit Missile 6(S4) Energy 1(S6) Energy 2(S6) Missile 1(S6) Missile 2(S6) Missile 3(S6) Missile 4(S6) Missile 5(S6) ===PART 7: Freezer Exploration=== ::w07 Time to pick up Ice Missiles. This time, there aren't any extra tanks to pick up, so head straight to Sector 5. As always, we have to open another level of hatches before we can reach another successful download. Past the Recharge Room, jump on the top of the left ladder and shoot just below the ledge. You'll open a small hole that you need to fire a Missile into before you can get through. In the next room, jump to the bottom, then the rest of the path is self-explanatory. Drop halfway down the icy room, and when you see the orange X barrier, shoot the floor to get through. Go through the door on the left, clear out the enemies, then run from the shutter through the next room, and you should break through the blocks to the right. Go to the bottom of the room and clear the only bomb block in your way to the door on the right. You can use the Charge Slash through the wall here to kill all the enemies before you lay a bomb against the wall to clear the path to the next room. Drop down, ignore the door, and shoot the floor to go through the door at the bottom. Through the save room, head through te next couple of simple rooms to the Security Room and open Level 3 hatches. In the next shaft, climb up to the top, clearing enemies out of the way if needed. Careful as the 'separated' blocks are all pit blocks. Shoot the two sets of broken blocks at the top of the ladder to pass, then shoot the ceiling near the left wall to reach the door. Past the Save Room, open the shutter and clear the enemies out of the room if you need to. From the large, icy room, find the door leading to the Data Room (it's one map space above where you entered on the right wall), then download the Ice Missiles. In the next room, shoot the floor, and grab the ladder on the way down. Obtain Energy 1(S5) before you fall down to the bottom of the room. Be sure to catch Missile 1(S5) before entering the next room. In here, wait for the box-like tihng here to absorb the X, then freeze the new form and jupm on top. Shoot the ceiling and jump up. In the next room, shoot the enemy, then the forced new one, but don't absorb this X even though its possible to. Let it merge with the box at the bottom, then freeze it and run across from the right to speed boost into the next room. Back in the icy room, find the thin floor made of Speed Booster blocks and shoot the right wall below it. You'll open a way to a room to get you around the blocks. Collect Missile 2(S5), then proceed to the Navi-- I mean the shaft right past the Recharge Room. Here we are greeted by locked doors, flashing red lights, and a security voice blaring 'EMERGENCY IN SECTOR 3.' Guess we better head to the Navigation Room to see what the emergency is. Save and Recharge now if you need to, as you won't be able to in Sector 3. Objective complete. Items obtained: Ice Missiles Energy 1(S5) Missile 1(S5) Missile 2(S5) ===PART 8: Beat the Oven Timer!=== ::w08 We couldn't pick up any extra items now if we wanted to. We have 6 minutes to locate the problem in Sector 3. Quickly head nextdoor to Sector 3 and go through the three starter rooms(that are inactive). Remember the really tall shaft that had all the enemies stuck in the wall inside of it? Make your way back to that shaft as fast as possible and fall to the bottom. Go through the left door here and climb across the ladder on the ceiling. Try not to get hit by the steam, as falling in the lava not only damages you, but slows you down. In the next room, jump over the first wall enemy, then fire 3 quick missiles at the second one above it to clear your jupm path. Watch out for the fire raining from the enemies in the next small room. You'll need to freeze the enemies in the next room to climb up, but there's no need to wait for them to draw out. Kill the wall enemy after that to pass the ladder, then circle up to the top of the room. Jump over the thin floor, as it's made of pit blocks. Fall down and go through the door. You need to freeze the enemy here to get across the pit blocks. In the next room, get up to the Boss Door, try to ignore the Sidehoppers. It only takes one missile to destroy the Boss Door now, so get rid of it and proceed. If you were fast enough getting here, you should have about 3 or 4 minutes to take care of the Wide Core X. See the Bosses section for help, of course. Once the Core X is dead and the Wide Beam is in your possession, deactivate the timer and take a moment to slow back down. Navigate back to the tall shaft, then go through the door on the right and pick up Energy 3(S3) and Missile 7(S3) before you return to the Navigation Room. Objective complete. Items obtained: Wide Beam Energy 3(S3) Missile 7(S3) ===PART 9: Saving the Survivors=== :w09 Before you go up to the Main Deck, Missile 3(S5), and Missile 4(S5). Now you can go to the Main Deck. When you're up the elevator, secure Missile 4(MD) before moving on. Move to the shaft to the right of the first Navigation Room you pass, and go through the left door at the top. Go up the elevator and freeze the wall enemies to get up to the top door. Shoot the 'separated' block closest to the shutter(that for some reason doesn't have a switch), and fall down. Go left first and shoot the blocks out of the way, then go right and open the shutter. Run from the right(don't go through the door) and you should break through some Speed Booster blocks and fall again. First, go right and pick up Missile 5(MD), then jump through the hidden(more or less) passage in the left wall. Use the series of ladders and wall enemies (freeze them) to get to the top and unlock the door and shutter. You'll notice Etecoons and Dachoras leave. Proceed to a Navigation Room. Objective complete. Items obtained: Missile 3(S5) Missile 4(S5) Missile 4(MD) Missile 5(MD) ===PART 10: The Freezer Got Stronger=== ::w10 We don't have any other items to pick up pre-objective, so head straight to Sector 5. You've been to the Data Room before, and there are no new tricks, so just go to it. Once you've gotten the bombs, drop down the shaft and go through the door. Lay a Power Bomb then go through the door at the bottom. Jump over the wall on the left of this room, and the SA-X will follow you in. Wait as long as you want, but it won't leave on its own. Jump up and lay a bomb against the left wall, then roll through the new passage. The SA-X won't detect your moving this far away, so don't feel like you have to move slowly or stay in the morph ball, etc. Lay a Power Bomb in the next room to clear enemies, open the path, and reveal Power 1(S5). You can also finish killing the purple enemy for a red X. Remember to obtain Power 2(S5) before continuing. Proceed toward the Navigation Room (you've been everywhere on this path before), but stop in the large, icy room to get Power 3(S5) before leaving. You'll see an orange X barrier on the way, but you know that a Power Bomb takes care of those. Objective complete. ===PART 11: Arachnophobia Isn't Good Here=== ::w11 Unfortunately, all other sectors are sealed off, even though there was potential to pick up three Power Bomb tanks. In that case, go up the main elevator, and shoot the right wall when it crashes. Roll through and freeze or destroy(Power Bomb) the enemies in the way. The damaged looking part of the wall is already hollow, so just jump up and roll through. When you walk toward Ridley's frozen statue... what? Huh. Ridely's frozen statue. Well, whatever. It'll crumble and an X will fly away from it. Step forward and fall through the pit blocks. Secure Power 1(MD) before going right. Use Power Bombs to clear every enemy out of the way so that you can speed boost into the next room. Obtain Missile 6(MD), then shoot the ceiling where the rest of the ceiling is gone, leaving a thin section of broken blocks. From here, return to your ship as you were told to. Go back to the first shaft and lay a Power Bomb. In the next shaft, fall down to the bottom(you'll have to shoot the floor near the wall) and enter the Central Reactor Core. Go through the highest door on the right. The Space Pirates in this area require three missiles to kill. Pick up Energy 3(MD) on your way to the right, then enter the next large room. Here is a series of broken blocks that alternate sides of the room. Shoot the floor near the right wall, then left, then right, then it will be left again, but pick up Missile 7(MD) before you continue. Again, shoot the floor near the right wall. Down here, bomb the floor just to the right of where the support beam under the floor is. Roll to the right to fall through a pit block, then place a bomb. Shoot the wall at the top of the ladder, then jump over and place a bomb where the middle dark block in the floor is. Blast the boss door with a missile, then see the Bosses section for help with Yakuza. Space Jump up to the top of the room and enter the Auxiliary Power Station. Activate that, and it's time to move on. Objective complete. Items obtained: Space Jump Energy 3(MD) Missile 6(MD) Missile 7(MD) Power 1(MD) ===PART 12: Killing the Plantlife=== ::w12 First, you'll probably want to head back to the ship to recharge and save. Then, shoot the vines just below the door leading to the ship in the Reactor Core. Jump up into the tunnel here, and bomb your way into Sector 2. Prepare for the worst SA-X area of the game. Fall through the pit blocks, and hope you don't land on the SA-X. Freeze it before it starts shooting you. Freeze it again before going through the door, then jump over the large vine in the next room. Face right, lay a power bomb, enter the crouching position, and fire ice missiles diagonally. If oyu were fast enough, you'll freeze the SA-X before it attacks you. In the next room, hold L and don't stop firing the beam to open the shutters. Enter the next room, and quickly climb over the wall. Now, if you want the SA-X to notice you, then do something. Otherwise, when it enters, hide behind the wall until it leaves. You're safe now. Fire a missile just to the left of the large vine snaking down off the screen. Then fire your beam to clear the last three blocks. Head left out of this room. Jump up on top of the ledge and clear the vines enough to shoot down through the wall to the door. Go through this room, then pick up Power 1(S2) in the next large room. If you lost much health on the SA-X chase, go in and out of this room shooting the enemies to recover health. Run straight through the next room. Get the Keyhunter out of your way after that, then shoot the 'separated' part of the ceiling to open the path to the boss door. Blast it open, then go through to fight Nettori. See the Bosses section. With the Plasma Beam secured, hop down the next shaft and go through the next hall back to the shaft before the Save Room. First climb up the shaft and get Energy 2(S2), then go back to the shaft to the left of the room containing Power 1(S2). Go all the way down this shaft and continue on the route as if you were returning to the Data Room. When you get to the tall shaft past the empty, metal fence-like shaft, go to the top and get Missile 8(S2). Now go back to the tall shaft(the one we used the first time around, not the newly discovered one) ans go through the top left door. Obtain Power 2(S2) and Power 3(S3), then you're clear to return to the Navigation Room. Objective complete. Items obtained: Plasma Beam Energy 2(S2) Missile 8(S2) Power 1(S2) Power 2(S2) Power 3(S2) ===PART 13: Nightmares, Not Dreams=== ::w13 The sectors aren't locked on us this time, so pick up Power 1(S3) and Power 1(S4) before going to Sector 5. In Sector 5, go to the first large room. Nightmare has really torn up this place, but it's good for us at this moment. Travel to the top and obtain Power 4(S5), then continue through the only door on the right side of this room. Go straight across and through the top right door(that isn't really a door anymore). Pick up Power 2(S3) (Yes, Sector 3) and Power 5(S5) before you continue to the right. Jump across the next room above the Data Room, then travel down the next room, watching out for the enemies here. Shoot the lower floor to fall down into a water tank-like area, and hold to the left wall. When you see a small hole in the right wall, fire a missile into the left wall on the same horizontal line that the hole in the right wall is. If you do it right, you'll open a hole and grab a ledge, but you can come back later with the Gravity Suit if you miss it. Pick up Energy 2(S5) in this room, then go back and fall to the bottom of the tank. In this next room, only shoot the Space Pirates and not the fish unless you want the Space Pirates to become stronger. When you make it to the top left door of this room and go through, quickly shoot the Space Pirate, then exit out the top of this room. Shoot the ceiling where the enemies are, then from the top of this room, pick up Power 6(S5), Power 7(S5), Save and Recharge if you want, and go through the middle right door. Lay a Power Bomb to clean the area of enemies. then jump up the hole in the ceiling on the other side of the room. Blast the boss door, then pick up Energy 3(S5) before falling into the fight with Nightmare. You can already guess that you need to see the Bosses section for help. Push the door open then run from the back of this room. You'll break through the thin wall in the next room. Backtrack to the room with the three Space Pirates and the fish in it. If you missed Energy 2(S5) before, get it now. Once that's done, clear the enemies out of the room with the three Space Pirates in it, then run from the left door into the room on the right. While you're going through here, pick up Power 8(S5), then run from the left of this room and continue right. You'll need to Screw Shine through the Speed Booster blocks at the end of the ramp in Sector 4. Go through the door and here you are in the new area. Objective complete.(Not exactly, but the section ends here) Items obtained: Gravity Suit Power 1(S3) Power 2(S3) Power 1(S4) Energy 2(S5) Energy 3(S5) Power 4(S5) Power 5(S5) Power 6(S5) Power 7(S5) Power 8(S5) ===PART 14: The Depths of Sector 4=== ::w14 Grab Power 2(S4) and Missile 7(S4) before you drop all the way to the bottom of this shaft. In the room to the left, go inside the tube-like structure, and lay a bomb on the ceiling under the top left black bar. Then shoot the bar with a missile to open the tube. Jump up through the thin green bars by jumping up into the hole hidden by the top of the screen(it's on the right wall) and take Power 3(S4) under your care, then continue to the left into the next room. (You'll need to shoot the gray block on the left wall) Travel to the left side of this room, then lay a bomb on the gray blocks. Down in this area, where you see the four gray blocks in the floor, imagine them being numbered 1, 2, 3, 4 from left to right. You need to place a bomb on #3. Place another bomb on the block you land on, then pull through the hollow part of the right wall. It shouldn't be hard to find, as the fish will be going slightly in and out of it. Place another bomb on this gray block, then place a bomb on the block to the right of the fish, not the one on the floor. Roll through the hollow wall on the left of this small tunnel, then place a final bomb on the block in the ground and fall into the Level 4 Security Room. After you've unlocked the door, head out and collect Energy 2(S4) on the way out of this shaft via the top right door. Return to the first shaft(connecting to the Save Room) and go through the right door this time. Collect Missile 8(S4) as you proceed to the next shaft. There's nothing confusing here or in the next room. When you reach the large room, shoot the gray blocks in the wall and roll through. From here, simply snake around the room until you reach the second spiky, blow-up, pufferfish enemy thing. Freeze it from a distance to keep it unpuffed, then hop over it in the morph ball. Go through the next two doors and get the two enemies out of your way. Run from the tall enemy tower thing to the left back into the large room to break through the Speed Booster blocks. Drop down and go through the door. Give Power 4(S4) and Missile 9(S4) a new home in Samus's suit before you exit the right side of this hall. Freeze the pufferfish enemies in this shaft to get to the top and fire a missile at the ceiling on the right wall to set a path to the next room. Lay a Power Bomb here to clear the obstacles and enter the next room. Drop to the floor and enter the Data Room, download the diffusion Missiles, then use them in the next room to freeze the enemies before they block the path. Now just return to the Navigation Room. Objective complete. Items obtained: Diffusion Missiles Energy 2(S4) Missile 7(S4) Missile 8(S4) Missile 9(S4) Power 2(S4) Power 3(S4) Power 4(S4) ===PART 15: Infected Darkness=== ::w15 When you get to Sector 6, go to the first shaft and go through the lower left door. Lay a Power Bomb on the left wall and go through the door. Drop down and go through the door, then fall through the pit blocks and go through the left door. Go down and left here, then in the next room, get the enemies out of the way and shoot the floor near the left wall(at the bottom of the room). Go through the door and walk near the shutter until the security voice says "Warning! No entry without authorization!", then return to the room you fell into via pit block. When you get in here, you'll face the Infected B.O.X. What's the saying? "See the Bosses section for help." Yeah, that's it. After you've wrapped up the Wave Beam, grab Missile 6(S6) and return to the shutter that set off the alarm. Shoot it open and go through to enter the Restricted Zone. Objective complete. Items obtained: Wave Beam Missile 6(S6) ===PART 16: The Returns of Old Enemies=== ::w17 As you travel through the simple, harmless rooms of the Restricted Zone, you'll discover your first returning enemy: the Metroids. Whatever happened to the 'last Metroid in captivity' deal? In the next short shaft, you'll notice separate breeding tanks containing regular, Alpha, Gamma, and even Zeta Metroids. It's like Metroid 2 all over again. But where is an Omega Metroid? Go through the door at the top, and when you reach the right wall, you'll hear and explosion. Go back to the room with all the tiny Metroids in it to find the SA-X attacking them. Is is me, or does the SA-X look a little too animated compared to everything else? The Metroids will overtake the SA-X, and you'll have 60 seconds to Space Jump to the top of this room and escape. Be careful, though, as touching a Metroid will end your somersault. If this happens, tap A again and keep going. After you're out, go to the Navigation Room. We'll learn alot here. Once the transmission has ended, walk through the door and take the elevator up to Sector 1. Take Energy 3(S1) in this room as you weave through the enemies and the twisty path to the next room. Space Jump across this room without worrying about the sphere enemies, just stay out of the acid. Jump to the top of the next room and lay a bomb on the right wall to reveal a ladder. Be careful of the Space Pirate as you go through the door at the top. Shoot a charged shot through the floor at an enemy to release one X, then quickly kill another to let two X merge into a Guard Pirate. You need to let this thing jump over you(dodge the lasers and get close enough, it WILL do it) then shoot it in the back with a charged shot to kill it. The X will form into a second Guard on the other side of the room. Lay a bomb on the left wall to open it up and take care of the second one to unlock the door. There's a Save Room at the top of this shaft, or fall to the bottom and enter the door. Jump across this acid pit, freezing Rippers as necessary, and take care of the boss door at the end. Refer to the Bosses section for help with Ridley. I'll go ahead and call an "Objective complete" on the obtaining of the Screw Attack. ===PART 17: Item Wrapup=== ::w17 Why did I dedicate an entire chapter to finding the last items when all you have to do is look inthe locations guide? Becuase I felt in a giving mood, so I took the time to tell you where to go to find them. I'm being nice, so be nice back. We left off just killing Ridley. Backtrack four rooms to the room connecting to the _FIRST_ Save Room, not the one you saw right before Ridley. Here, you can collect Power 1(S1). Then, get on the ladder in this room and fire three missiles at the wall in the middle where you see the black lines. Through that door and past the shutter, use the Screw Attack to make it to the bottom. In the next room, Screw Attack all the way across the room, not touching the acid. At the end, break open the wall first, then shoot the shutter so you can grab the ledge without touching the acid. Jump to the top of this shaft, using the Screw Attack to break through the yellow/black bar at the top. --------- IMPORTANT NOTE: While I will give you only simple direction of where to go from here, remember one thing: NEVER ENTER THE TRIPLET ROOMS AT THE BEGINNING OF EACH SECTOR. By triplet rooms, I mean the set of Recharge, Save, and Navigation Rooms. The Recharge door will lock behind you if you do, and you'll have to finish the game before you can go back for 100%. --------- Go to the Save Room just before where you fought the Charge Core X. From here, you can collect Power 2(S1). Then, go to the first room right before you enter the Recharge Room and go through the green door. Screw Attack through the ceiling here, then collect Power 3(S1) and go through the tunnel to Sector 2. You have to jump and grab a hidden ledge to make it to the tunnel. Screw Attack through the wall, then go to the room that you fought the Eye Tower in. Jump to the top right corner and Screw Attack through the wall. The room past this secret area holds Power 4(S2) and Missile 9(S2). Note that Missile 9(S2) is the last Missile Tank in the game! After you're done there, go to the shaft that connects to the Level 1 Security Room. First, go into the Security Room and Screw Attack into the top left corner, where you will find Energy 3(S2) and Power 5(S2). Then go back to the shaft connecting to the Security Room and Screw Attack through the right wall at the very bottom of the room. This tunnel leads to Sector 4. Fortunately, we've already cleared Sector 4, so jump all the way to the top of this shaft, and fire a Diffusion Missile when you try to clear the missile blocks at the top. Enter the new box, and jump against the wall in the morph ball to enter a hollow area and find the tunnel to Sector 6. After you've Screw Attacked your way through the wall here, go to the first shaft and see the locations guide for how to get Power 1(S6), Power 2(S6), and Energy 3(S6) from this room. By the way, Energy 3(S6) is your last Energy Tank! After securing these items, go to the room that has the pit blocks leading to the area for fighting thr Infected B.O.X., but jump over them and wrap up Sector 6 with Power 3(S6). After that, return to the Restricted Zone. Here, collect Power 2(MD), then enter the unavoidable Navigation Room. Don't worry, you're not locked to the mission yet. When the first transmission ends, step off and back on the terminal to unlock the doors. In Sector 1, go to the room immediately before the Recharge Room(or after if you were to come from the main elevator) but go through the blue door this time. Screw Attack through the walls(the first wall is a hollow wall, not Screw Attack) , then enter Sector 3, our final area of item wrapup. Get through the wall, first of all, then go to the floor of this room. Take Power 3(S3) under your possesion, then go all the way to the bottom of this sector, in the bottom of the shaft just to the left of the room containing Missile 3(S3). Go left two rooms and steal Power 4(S3) from the station, and finally go right five rooms from here and claim Power 5(S3) and Power 6(S3). You have one final upgrade left in this entire station, and it's waiting for you on the Main Deck. You'll pick this up on your way to the Operations Deck. Head to the main elevator and go to your final objective. ===PART 18: The Final Duels of B.S.L.=== ::w18 Unless you forgot something or don't want 100%, you've collected a nice number on 99 upgrade tanks. You've gone on seventeen journeys. You've defeated twelve bosses. You've recovered 17 lost abilities. And you've endured it all across seven areas in one space station. Now it's time to add five more numbers to four of these figures. You've come this far now, so no turning back. Begin final journey number eighteen. On your way to the Operation Deck, stop on the way and collect your final, 100th tank, completing your arsenal at 2099 health, 250 missiles, and 74 Power Bombs. This tank is Power 3(MD). When you finally reach the Operation Deck, which by the way is at the top of the Main Deck, where the four operation rooms are, and where you downloaded missiles, you should aim for the top door. Supposedly marked red, it is now locked, as with every other door in this room. Trapped. But for what? Step on the platform in front of the door to the Operation Room, and you'll hear an explosion. Boss music starts. But who? Screw Attack noise. One possibility. The SA-X. You've been with this guide the entire time, so I don't even have to say it. But I will, anyway. See the Bosses section for help. After you've sent but one of the SA-X to death, return to the objective. Enter the Operations Room and step on the terminal. You now have three minutes to get out. From here to the end of the game, every door you go through will lock behind you. No turning back. Be quick to jump down the metal platforms on the way to the Docking Bay, as landing actually slows you down a little. When you get to the final shaft, use the Screw Attack to easily bust through the platforms. When you enter the next room just before the Docking Bay, use short, quick Space Jumps to get over the holes and not waste too much time. As you enter the Docking Bay, you'll notice how everything is so red. At the other end, the door is blasted open, and the ship is gone. The camera will lock on this area. All you can see is the giant Metroid shell. Go to the right, then return back left. See the Bosses section for help with your final boss, who I'm not mentioning in the Walkthrough, but you can probably guess what it is even if you haven't played the game. If you've noticed all my hints in this walkthrough, you should know. Good luck and enjoy the finale! Items obtained: Final Upgrade(I'm not spoiling this name, see the Bosses section to find it) The Rest Of The Upgrade Tanks(no way I'm gonna list all of them) The Metroid Icon by your file(unless you've already beaten the game and you get nothing else besides the above tow items for finishing the chapter and game) ===User-Submitted FAQ=== ::faq No one has submitted any questions yet ===The Ultimately Stupid FAQ=== :: sfq This section is where I post the horribly obvious or flat out stupid questions that don't deserve a spot in the above section, but are just too hilarious to not show everyone. Don't worry, everyone is anonymous in this section. ===Credits, Contact, Closing=== ::ccc <The Contact Information> Only contact me with the following: - Typos(I make alot of them =P) - [Nice] Comments - Constructive Criticism(don't be mean) - User-submitted questions for me to answer and add(I reply with the answer via return email before I update) - Request for permission to borrow a guide element I have the right to, and most likely will, ignore any other contact reasons. To contact me, use any of the following methods: - EMail: [email protected] - GameWinners.com Forums PM(Private Message) (Blue Phoenix is my username) - Locate me on the Metroid Fusion or Metroid: Zero Mission boards on GameFAQs (this is not adviseable, only use this method if you really have to) I do not check any other public source enough to notice the message. I have the right to remove all contact methods if start receiving SPAM mail after this is posted. <Credits> Thanks to Nintendo for creating Metroid and this game, as well as the systems I used to play this game on Thanks to the creators of GameFAQs and IGN for (hopefully) hosting my guide Thanks to my old friend for giving me this game and introducing me to the world of Metroid Thanks to you for reading <Closing> Well, apparently, I have nothing left to add. Thanks for reading, as I've already said above. I am happy and thankful that you chose to read my guide. This is actually my first real FAQ, so I hope I did good because I certainly did my best. Later! S E E Y O U N E X T M I S S I O N ! ... [END TRANSMISSION]