+---------------------------------------------------------+
\ METROID FUSION /
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Copyright (C) 2004 Ernest Ho
GameFAQs Name: Schlave
Best viewed in 72 characters max. document width,
font Courier New.
SYSTEM...................................GameBoy Advance
LAST UPDATE..............................6th April 2004
VERSION..................................0.9
FAQ TYPE.................................FAQ/Walkthrough
NOTE:
To all Game Guide websites intending to use this document, please
request permission from the author at
[email protected]. If not,
you will be hunted down and destroyed. Thank you.
This guide uses non-ASCII characters. If you have a browser set to
auto-detect foreign characters, turn it off for now.
If you wish to mail me a question, check the guide carefully before
even beginning to type, or be prepared for a curt answer. However, if
you want to mail me help, I'd gladly appreciate it.
The Table of Contents (below) has a search string for almost every
individual section - it's on the right of the section and sub-section
names (the ones beginning with "mf"). If you use Windows, type Ctrl-F
to bring out the search window, and copy-paste/input the search string.
Press Enter and you should be brought to the respective section/sub-
section.
_____________________________________________________________________
C O N T E N T S
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(1) Updates...............................................mf_updates
(2) Who am I?...............................................mf_intro
(3) Controls.............................................mf_controls
(4) Game Basics.............................................._basics
4.1 Map Screen.................................._map
4.2 Jumping...................................._jump
4.3 Edge Grasping.............................._edge
4.4 Hatch Types..............................._hatch
4.5 Security Gates............................_gates
4.6 Block Types.............................._blocks
4.7 Extreme-Temp Rooms........................_xtemp
4.8 The X Files................................._xpa
4.9 The SA-X...................................._sax
4.10 Core-X..................................._corex
(5) Inventory................................................mf_ivty
5.1 Energy Beam.................................._beam
5.2 Missiles....................................._miss
5.3 Bombs........................................_bomb
5.4 Power Bombs................................._pbomb
5.5 Morph Ball.................................._morph
5.6 Hi-Jump......................................_hijp
5.7 Jumpball...................................._jumpb
5.8 Speed Booster..............................._speed
5.9 Space Jump................................._spacej
5.10 Screw Attack..............................._screw
5.11 Suit Upgrades..............................._suit
(6) Walkthrough.......................................mf_walkthrough
(7) Sector Maps...............................................mf_map
* 7.1 Main Deck...................................._main
* 7.2 Sector 1....................................._sec1
7.3 Sector 2....................................._sec2
7.4 Sector 3....................................._sec3
7.5 Sector 4....................................._sec4
7.6 Sector 5....................................._sec5
7.7 Sector 6....................................._sec6
(8) Boss Creatures...........................................mf_boss
(9) Tackling the SA-X.........................................mf_sax
(10) Bestiary..................................................mf_nme
(11) * Shinespark Easter Egg....................................mf_ssee
(12) Frequently Asked Questions................................mf_faq
(13) Acknowledgements..........................................mf_ack
(14) Legal Stuff.............................................mf_legal
Note: * means under contruction.
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|| U P D A T E S ||
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Here are the update logs of the guide version-by-version, containing
any new major stuff I added or any corrections made to this guide.
Version 0.9 (6th April 2004)
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I'm off guides almost completely, but I happened to spot a rather
interesting theory posted by a rather creative GameFAQs user on the MF
boards. So I stuck it here. As for completion of the Sector
Maps...well, I'll work on it from time to time...
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- Added Kong IV's theory on the transformed SA-X's appearance
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Version 0.8 (12th October 2003)
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The "Item Locations" section is replaced by a slightly more
comprehensive "Sector Maps" section. I've completed 5 of the sector
maps, but the other two are still incomplete. Oh, and I haven't
forgotten about this guide, so I feel sure that I can finalise this
guide is the next update. Stay tuned!
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- Finished 5 sector maps in "Sector Maps" section (replaces "Item
Locations" section
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Version 0.7 (2nd June 2003)
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Some simple format changes. Nothing much...yet. ^_^
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- Added search string
- Corrected header-and-text format
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Version 0.6 (27th May 2003)
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Started on Item Locations section. Up till now, I've been waffling over
whether to submit or not, but in the end I said: "To heck with the
formalities! I'm going ahead at 270 kb!" And I finally submitted this
guide :P
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- Started on Item Locations section
- Added Game Endings to the walkthrough
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Version 0.5 (5th April 2003) - unsubmitted
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Finished basic sections of guide, Legal Stuff etc. as well as the
"Tackling the SA-X" section and Boss section (the easiest one to
complete :P ).
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- Finished basic sections of guide
- Finished Tackling the SA-X section
- Finished Boss Creatures section (incl. 1% Challenge section)
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Version 0.4 (20th March 2003) - unsubmitted
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Added the Item Log for the walkthrough and finished the Inventory
section.
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- Added Item Logs in walkthrough
- Finished Inventory section
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Version 0.3 (10th March 2003) - unsubmitted
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Finished Game Basics section. I re-read the walkthrough and took out
some useless and unnecessary tips. It's neater now.
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- Game Basics section finished
- Minor corrections made to walkthrough
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Version 0.2 (30th February 2003) - unsubmitted
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Finished Bestiary section, and did some of the Game Basics section.
That was quite a bit of work...the Game Basics bit is gonna be a bit
tough...
---------------------------------------
- Bestiary section finished
- First four sections of Game Basics section done
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Version 0.1 (17th February 2003) - unsubmitted
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Finally, after about 3 months of work, I finished the walkthrough and
the enemy section.
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- Walkthrough finished
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|| W H O A M I ? ||
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Call me Schlave. I decided to write for Metroid Fusion much earlier;
however, I had little time to write while I was overseas, and besides,
I was busy was my other interests.
Of course, when I started writing, I saw that there were already 7
guides up for it. Pointless writing one of my own? Of course. NOT! So I
put all my effort into writing this guide, making every detail as
elaborate (though hopefully not too elaborate) as I could possibly make
it.
When my guide hit 200K, I figured that I could have sent it in. But
whatever for? It was only half-complete and would not stand up to any
other guide on GameFAQs. So I put off submitting it until I had
polished and waxed it.
I'd always wanted to write a good guide for a popular game. I am, of
course, several months overdue of the date when the game was
hot...nevertheless, here it is.
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Direction Pad - (1) Aims Samus' Cannon
(2) Left/Right buttons move her around
A Button - (1) Jump
(2) Brings up current objective, if in map
screen
B Button - Shoot
L Button - Hold down and press Up/Down to aim diagonally
up/down
R Button - (1) Hold down to use Secondary Weapon
(2) If in map screen, brings up inventory
Select - Nothing
Start - Brings up map screen
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Metroid Fusion is an exploration platform game, and the tremendous
number of possible paths to take can be intimidating. And if you don't
know how to use later abilities to keep going, Samus is going to be a
pile of molten metal very fast. This section here contains the very
basics of Metroid Fusion, so a quick read through will ensure your
survival...for a while.
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| M A P S C R E E N _| |
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The Map Screen can be brought up with a touch of the Start button; it
lets you view the whole map of the sector that you are in. It is very
informative, and can help you find your way out when you are stuck
(also saves me time from going through a boring path which you can
easily use the map to get through :P )
Pressing L will permit you to put the game in sleep mode. This is
exceptionally handy if you are nowhere near a Save Room and you need to
put the GBA down. Sleep mode saves on battery.
Pressing R will bring up your Inventory. You can see exactly what
abilities and weapons, as well as energy, Missiles and Power Bombs you
have.
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| J U M P I N G _| |
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"Jumping?! You have a goddamn section about jumping?!" Not so fast; if
you don't know how Samus can jump, you're find the going tough.
I: Standard Jumping
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Of course pressing A will have Samus jump vertically into the air.
But if you are running forward and pressing A, Samus will launch into a
rolling jump. This is essential for activating the Space Jump, Charge
Spin (see section 5.1, Energy Beam) and Screw Attack.
You will snap out of a rolling jump if you shoot.
Also, you can roll into a ball in mid-air, but can only jump as a ball
with the Jumpball ability.
II: Wall Jumping
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Wall-jumping is a handy technique that can reproduces a high jump to a
limited extent. To execute the wall jump, simply launch into a rolling
jump towards a wall; while touching the wall, press A and the opposite
direction in which you are rolling. Samus will bounce off the wall and
jump higher. This technique is most useful when jumping up long, narrow
shafts.
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| E D G E G R A S P I N G _| |
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Samus can now grab on to edges of ledges and platforms and hang on. If
you want to clamber up onto the ledge, press up; if you want to jump in
the opposite direction, press A and the opposite direction; if you want
to fall down, just press down.
To clamber into narrow passageways, you need to grasp on to the edge of
the passageway and press Up. If you have the Morph Ball, you will snap
automatically into a ball when you enter the passageway.
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| H A T C H T Y P E S _| |
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I: Standard Security Hatches
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Colored hatches are back in Metroid Fusion, but this time they're a bit
different. The Biologic Space Labs has five levels of security, 0 being
the lowest and 4 being the highest. Each security level has a different
color, which marks each security hatch:
Level 0 : Colourless
Level 1 : Blue
Level 2 : Green
Level 3 : Yellow
Level 4 : Red
Unlocking each level of security will bring forth a flood of new and
more powerful enemies into the Sectors...but it will also open up new
paths and sectors to explore. Security hatches can be shot open if they
are glowing.
II: Criteria Hatches
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Often you will see solid grey hatches which look totally different from
standard security hatches. Either these are permanently shut or you
need to destroy something in order to activate the hatch. If such
hatches are activated, they will flash multi-coloured and to open,
simply walk over to them.
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| S E C U R I T Y G A T E S _| |
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Security Gates are metal gates that can only be opened by shooting the
multi-coloured button on top with an energy beam. They can bar your way
if you are on the wrong side of one, and if you don't have the Wave
Beam.
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| B L O C K T Y P E S _| |
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Certain portions of walls, floors or platforms can be made up of a type
of block different from the normal block that makes up perfectly normal
walls, floors and platforms. These blocks normally show up as normal
blocks, but if you lay a Power Bomb, their true nature will be revealed
(they have a different appearance from other blocks). There are 6 types
of special blocks:
I: Pit Blocks
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These crumble instantly when you step on or grasp them and reform very
quickly. They are imprinted with what resembles lots of small bubbles.
II: Booster Blocks
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Touch them while boosting and these blocks will crumble. If you perform
a shoulder ram or ultrajump, you can also bust through these blocks.
They are imprinted with a yellow chevron.
III: Fragile Blocks
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These are simply plain grey blocks which can be blown away with either
energy beams, bombs or your Power Bomb.
IV: Bomb Blocks
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Bomb blocks can be destroyed by your Screw Attack or the blast of an
ordinary bomb. They are imprinted with a picture of a standard Bomb -_-
I can't describe this very well.
V: Power Bomb Blocks
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Power Bomb Blocks can be destroyed with the blast of a power bomb,
though the block does not necessarily have to be right next to be
epicenter of the explosion. They are imprinted with a picture of a
power bomb. -_-' I can't describe this very well either.
VI: Screw Attack Blocks
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Screw Attack blocks can be broken through with the Screw Attack. They
hide lots of very, very interesting places ^_^ They are imprinted with
a red circle surrounded by four yellow blades.
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| E X T R E M E - T E M P R O O M S _| |
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Samus' ordinary Fusion Suit cannot withstand extreme temperatures;
namely, sub-zero and ultra-hot.
Subzero rooms are usually found in Sector 5; they usually have
twinkling snowflakes falling all around the room.
Ultra-heated rooms are found most often in Sector 3, and they are
filled with bright, angry, red heat waves. Without the Varia Suit,
Samus loses health at a steady rate in the duration she stays inside
the room. If she is in a fluid which saps energy (lava or acid), the
two rates will stack up!
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| T H E X - F I L E S _| |
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Samus was once infected by an alien parasite called by the scientists
the "X-Parasite". After receiving the Metroid vaccine, she can now
absorb free-floating X-Parasites. All organisms on the station have
been infected by X (with the exception of a few), so destroying enemies
will usually yield free-floating X.
X-Parasites are lumps of jelly and are uni-cellular. To absorb them,
simply touch them, and they will restore health and weapons! They are
several types:
1. Yellow ones, that restore 10 Health
2. Green ones, that restore 2 Missiles
3. Blue, large, sparkly ones, that restore 30 Health IF you have the
Varia Suit equipped (if not, you will lose 50 Health)
4. Red ones that restore 500 Health, 50 Missiles and 10 Power Bombs
Some X-Parasites appear free-floating, but they are flashing white; you
cannot absorb these, and they are headed for a destination, usually
another organism. When they touch evolutionable organisms, that
organism will evolve into an advanced form. For more information on
that, see the "Bestiary" section.
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| T H E S A - X _| |
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Just in case you think that enemy with orange armor and a visor and
hand cannon that looks remarkably like yours is potential prey, I'll
quickly tell you: that is the SA-X, and it mimics you at full power.
Which means that until you get the Wave Beam, you cannot and should not
assault this enemy. More detail on how to get past the SA-X will be in
the section "Tackling the SA-X".
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| C O R E - X _| |
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Every boss except the last one is infected by a large X-Parasite whihc
holds some special ability. Such an X is called a Core-X, as it makes
up the core of the organism it infects. After you destroy the
organism's body, the Core-X will exit the remains and begin a last-
ditch defence. All Core-X have a tough, thorny membrane on the outside,
which you can break with Missiles. Shooting the membrane with energy
beams will force out smaller X parasites which you can absorb to
restore energy and weapons. When you absorb Core-X, you restore 500
Health, 50 Missiles and 10 Power Bombs.
But some Core-X have tougher membranes; these are called Supercore-X,
and Missiles and energy beams will glance off them. Supercore-X all
have an eye, which they reveal regularly to fire an energy beam at you.
The eye is vulnerable, so that part should be blasted with Missiles in
order to defeat a Supercore-X.
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Ever since her almost-fatal infection by X, Samus' suit has been
redesigned and as a result, she lost most of her abilities. Of course,
all these abilities and weapons can be restored, simply by reabsorbing
a Core-X.
In order to forge her way through the teeming masses of enemies, Samus
needs to restore all these abilities and upgrade her weapons. Her suit
also can be strengthened.
NB: Don't read this section if you can't bear to find out what weapons
you will get before you even the play the game :P This also contains a
couple of spoilers from Super Metroid, so players of Super Metroid who
read this guide will get the idea straightaway :P
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| E N E R G Y B E A M _| |
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Samus starts off with a hand cannon that fires weak energy pulses.
These can be used to pick off small baddies like the Hornoad and Slime
Zombie, but when it comes to tougher and bigger enemies, you will need
something beefier. The hand cannon can upgrade 4 times; each upgrade
makes the hand cannon more powerful and versatile.
I: Charge Beam
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The Charge Beam is obtained from the very first Supercore-X you
encounter.
Although all subsequent energy beam upgrades can be charged, this
upgrade is THE one that allows you to charge up your hand cannon. This
upgrade also improves the power of your shot. Hold down the B Button to
begin charging your cannon; when Samus (and not the end of the hand
cannon) starts glowing, you can do one of two things:
1. Fire a charged shot. This is three times more powerful then an
ordinary shot and has the power of a Missile.
2. Launch into a Charge Spin. Do this by leaping into a rolling jump
when Samus is glowing, and she will jump as per normal...except
that she still is glowing as she does so. If you touch enemies
which can be affected by the energy beam while in this state, you
will inflict some damage; smaller enemies can get shredded as if
you were performing the Screw Attack, but larger ones merely take
some damage. Whatever the case, you lose your charge, and have to
charge up yet again if you want to repeat the Charge Spin.
II: Wide Beam
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The Wide Beam is obtained from the scientist-turned-Supercore-X in
Sector 3.
This upgrade allows you to shoot three energy beams at once, and so
cover a larger firing area. Your Charge Spin is also more powerful.
III: Plasma Beam
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The Plasma Beam is obtained from the Mother Root in Sector 2.
"The Plasma Beam!" Say it with awe! ^_^ Once more, you fire three
energy beams which are supercharged with plasma, and pass through
enemies as if they were not there. Use these to dispose effectively
multiple enemies in rows. A charged up Plasma Beam has the power of
three Super Missiles! Also, your Charge Spin is more powerful.
IV: Wave Beam
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The Wave Beam is obtained from the X-infected Security Robot in Sector
6.
This upgrade makes your beams wall-penetrating, and with this, you can
FINALLY harm the SA-X. You can also open security gates from either
way. Also, your Charge Spin is more powerful.
V: Ice Beam
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The Ice Beam is...find it yourself. :P
Before you claim your final suit upgrade (which is NOT the Gravity
Suit), your cellular makeup prevents you from using this. However, you
get the Ice Beam packaged with your final suit upgrade. The Ice Beam is
enemy-freezing and Metroids are prone to this (hint hint). Too bad you
only get to use the Ice Beam against ONE enemy -_-'
__/mf_ivty_miss __
_/ _|__________________________________________________________|_ \_
| M I S S I L E S _| |
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¯¯
When you obtain the Missile weapon, Samus' cannon can employ ballistic
weapons. Missiles are explosive, and will work against certain enemies,
but glance off the hide of others. You can upgrade your Missiles to
make 'em more powerful. To fire Missiles, hold down R and fire.
I: Super Missiles
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Super Missile data can be found in Sector 3. They make your Missiles 3
times more powerful and explode with a satisfying rumble! Eat THAT!
II: Ice Missiles
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Ice Missile data is located in Sector 5.
Due to Samus' temporary inability to use the Ice Beam, a substitute
upgrade has been provided: the Ice Missiles. Ice Missiles affect ALL
enemies; when you hit an enemy with one, it will freeze. You can then
jump on the enemy and take no damage. This is good if you want to
create temporary platforms on which to get higher up. You can pump more
Missiles into their frozen bodies to destroy enemies that can be
destroyed with Missiles.
The freezing effect will wear off after a couple of seconds, though,
and although this works on the SA-X, it is only frozen for 1 second!
III: Diffusion-Effect Missiles
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Talk about snappy science! The data is located in Sector 4.
With this upgrade, you can charge up your Missiles! This will not
increase their destructive power (I can't visualise you firing a huge
warhead with the power of 10 Super Missiles -_- ) but upon impact, an
icy wave will blossom from the point of impact, freezing enemies within
an area slightly larger than your GameBoy Advance's screen size. Very
handy for freezing multiple enemies or getting past Balloon Creatures.
__/mf_ivty_bomb __
_/ _|__________________________________________________________|_ \_
| B O M B S _| |
¯\ ¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|__/¯
¯¯
You get the Bomb data from Sector 2.
You should have the Morph Ball when you claim this upgrade, otherwise
you can't use it. Lay a Bomb by pressing B when you are curled in a
ball. The Bomb ignites after 1 second, and you can have four bombs on
the screen at once.
If you are near enough (as a ball) to the bomb when it explodes, you
will be propelled upward just a very short distance. Before you have
the Jumpball, this ability is quite useful. However, you cannot jump
higher and higher into the air, propelled by well-timed explosions, as
you could in Super Metroid.
__/mf_ivty_pbomb __
_/ _|__________________________________________________________|_ \_
| P O W E R B O M B S _| |
¯\ ¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|__/¯
¯¯
Power Bomb data can be found in Sector 5. To lay a power bomb, hold
down R as a ball and press B. They take twice as long as ordinary Bombs
to explode, but...
Power Bombs are impressively powerful; when they ignite, a huge anti-
matter explosion blossoms out, and shrinks back into singularity (i.e.
a tiny hole equivalent to nothingness *blah blah Stephen Hawkings
blah*), dragging free-floating X which happen to be in the innards of
its explosion back to the point where it ignited. This lets you get X
faster.
Power Bombs are also extremely useful in eliminating packs of weak
enemies in a single fell swoop.
__/mf_ivty_morph __
_/ _|__________________________________________________________|_ \_
| M O R P H B A L L _| |
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¯¯
You get the Morph Ball ability from the Arachnus on the Main Deck.
The Morph Ball gives Samus the fundamental ability to roll into a
compact ball. To do this, press down twice while standing. Her reduced
size allows her to enter narrow passageways. While in this state, she
can still be damaged and cannot fire her energy beam; her only defence
are Bombs and Power Bombs, the data of which you will find in other
sectors. Neither can she jump as a ball, unless she has the Jumpball
ability.
In order to grasp on the the edge of a narrow passageway and clamber
into it, you also need the Morph Ball ability.
__/mf_ivty_hijp __
_/ _|__________________________________________________________|_ \_
| H I - J U M P _| |
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¯¯
The Hi-Jump ability is regained from the Great Choot.
Samus' standard jump height is rather pitiful, so the Hi-Jump merely
allows you to jump one and a half times higher.
__/mf_ivty_jumpb __
_/ _|__________________________________________________________|_ \_
| J U M P B A L L _| |
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¯¯
The Jumpball ability is regained from the Great Choot.
With this ability, you can jump a fairly high height as a ball. If you
hold down the A button, you'll just keep bouncing :P You can still lay
Bombs and Power Bombs in mid-air, though.
__/mf_ivty_speed __
_/ _|__________________________________________________________|_ \_
| S P E E D B O O S T E R _| |
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¯¯
The Speed Booster ability is obtained from the aquatic monster Serris
in Sector 4.
With this ability equipped, you can run over long stretches of ground
and accelerate as you do so, until Samus eventually starts running at
hyper-speed, and glows a bright pink colour! In this state, she can
bust through speed booster blocks and shred enemies by running into
them. Also, your speed allows you to cross pit blocks before they even
crumble beneath your feet :D While boosting, you can also jump up, but
once you land, you lose your boost.
While boosting, you can store a boost charge by pressing down. This
sends Samus into a mode called Shinespark (in which she maintains her
pink glow), and you can execute the following moves, both of which can
bust through speed booster blocks as well:
I: Ultrajump
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Tap A while in Shinespark mode to execute this! Don't even talk about
the Hi-Jump; the Ultrajump sends Samus rocketing vertically upwards
until she smashes into an indestructible wall. You can't control Samus
while she is ultrajumping, and this move has a lag period of 1 second;
meaning, Samus takes 1 second to get into position.
II: Shoulder Ram
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Tap A and hold down Left/Right/L Button to launch into a Shoulder Ram
in three different directions! If Samus shoulder-rams into a slope, she
will start boosting again, assuming you held down the same direction
button! Once again, you can't control Samus while she is ultrajumping,
and this move has a lag period of 1 second; meaning, Samus takes 1
second to get into position.
__/mf_ivty_spacej __
_/ _|__________________________________________________________|_ \_
| S P A C E J U M P _| |
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¯¯
The Space Jump is obtained from the Arachnoid on the Main Deck.
Equipped with this, Samus' rolling jump now sends her into a spinning
blur, blurring the laws of gravity! With the Space Jump, you can jump
an indefinite amount of times in mid-air, reaching heights unreachable
by even your Hi-Jump. To execute a Space Jump in mid-air, make sure you
are in a rolling jump. When you peak in jump height and start to fall,
press A to jump again! Repeat as needed.
__/mf_ivty_screw __
_/ _|__________________________________________________________|_ \_
| S C R E W A T T A C K _| |
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¯¯
The Screw Attack is obtained from Ridley-X in Sector 1.
The Screw Attack renders all enemies (except bosses) plump pigeons at
your mercy. When launching into a rolling jump in the air, Samus is
nothing more than a whirling blur engulfed by bolts of unspeakable
power! Touching an enemy with the Screw Attack will slash it into
pieces!
__/mf_ivty_suit __
_/ _|__________________________________________________________|_ \_
| S U I T U P G R A D E S _| |
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¯¯
Samus' Fusion Suit offers only sparse protection and damage absorption.
Other suits will defend you better from enemy damage and give you new
abilities!
I: Varia Suit
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You get the Varia Suit from the Orb-X.
The Varia Suit is yellow-green in colour (actually, I hate the colour
scheme!!) and protects you from extreme temperatures. You can enter
ultra-heated and sub-zero rooms without getting roasted or chilled, but
you cannot enter lava without taking damage.
II: Gravity Suit
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You get the Gravity Suit from the Nightmare.
The Gravity Suit is a comparatively cool purple colour, and allows you
to move freely in water and other fluids (including lava and acid),
therefore you can speed boost in water without getting bogged down.
Also, it protects you from lava but not green acid.
III: X-Fusion Suit
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(Hoi! This is one top secret suit, so you can go and find it yourself
:P )
The X-Fusion Suit (as I name it) renders Samus' weapon data independent
of her cellular makeup, restoring to Samus the Ice Beam! It is an
orange colour and is the very last suit you claim.
______________________________________________________
/ mf_walkthrough -.//||| |||\\-.-.-.-.-.-.-.-.-\
/\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/\
|| W A L K T H R O U G H ||
____\/______________________________________________________\/____
/-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.\
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BEFORE YOU BEGIN
-----------------------------------------------------------------------
You might notice that I avoid certain easy-to-reach items. Don't worry,
as when you return in the future, you'll be getting them, along with
several others.
As long as you don't make a major goof-up (like falling down a big,
vertical tunnel and having to start again!), it's fine. But here are
some tips to altogether shave off time:
- refer to the map so you don't get lost.
- unless you have terrible motor control, minimize saving as far as
possible, unless I say the future part is gonna be tricky.
- if you must refer to the guide word-for-word, read it several times
to get a gut feeling. I've simplified it as much as I can, but read it
and understand all the same, because it may get confusing :)
Most of the objectives the computer gives to you (check by pressing A
in the map screen) are placed inside the walkthrough at the parts of
the game when you get them, so if you think you are lost, you can refer
back to this walkthrough.
After every mission, there is an Item Log to notify how much stuff you
should have at the end of every mission.
-----------------------------------------------------------------------
When the game starts, Samus recalls the events that led up to her
obtaining of her blue Power Suit: accompanying a scientist, Biologic's
men on a mission, she absorbed an X-Parasite from a creature she
destroyed, and as a result, almost died. Only a vaccine made from
Metroid cell culture saved her life...and transformed her cellular
makeup. Thanks to the X-Parasites, the weaker, organic components of
her previous Power Suit fused with her body. Her abilities are gone as
a result of her Power Suit removal, but as the computer tells you, they
are capable of being unlocked again.
After being alerted of an explosion in Biologic's Space Labs, you are
sent there to find out what caused the blast. So, your new ship drops
you off at Biologic's research space station...and your quest begins.
Overview of Space Labs : Unlike other Metroids, you will be
spending your whole time on the space station. Every
single one of your missions take place on it. However,
there are several "sectors" in the station which mimic
a certain habitat on various planets, allowing different
- some violent - creatures to exist for research
purposes.
MAIN DECK : Mission One
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- Ferret out the biological disturbance in the Quarantine Room
- Collect Missile weapon
- Destroy source of massive bio-signs in western region of Labs
_____________________________________________________________________
Well, here we are! As the computer has already told you, you cannot use
most of your latent abilities yet, so you need to unlock them all. You
start off with a hand cannon firing puny energy bullets as your first
and only weapon.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Go to the Quarantine Bay. Access Navigation Room en route.
(O)===============================================================(O)
Start off going left and upwards, out of the Docking Bays, and into the
Main Deck. Rather quiet, eh...we haven't gotten to the good stuff yet!
Where the path splits, take the bottommost hatch, and uplink in the Nav
room. After the briefing, exit and go upwards to the open hatch. In the
next room, drop down to the bottom and enter the hatch, into the
Quarantine Bay.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Investigate Quarantine Bay.
(O)===============================================================(O)
In the Quarantine Bay, it should be simple enough to track down the
single enemy, an Hornoad, and blast it to pieces with a few shots. Out
pops a small, yellow blob which you can absorb; they are X-Parasites,
and since your cellular makeup has changed, you can absorb them without
adverse effects. All enemies, when destroyed, yield some form of X-
Parasite:
- Yellow ones restore 10 Health
- Blue, large, sparkly ones (you'll encounter them MUCH later)
restore 30 Health, if you have the Varia Suit
- Green ones restore 2 Missiles (you'll get them later)
- Red ones restore 500 Health, 50 missiles and 10
Power Bombs
(O)===============================================================(O)
OBJECTIVE CHANGE :
Hostile creature sighted. Report to Navigation Room.
(O)===============================================================(O)
With your new knowledge, go back to the Nav room and uplink. The
computer will unlock Level 0 (colourless) hatches for you, and to open
blinking hatches, all you have to do is to shoot them with something.
(O)===============================================================(O)
OBJECTIVE CHANGE :
X parasite presence confirmed. Find origin of bio-signs.
(O)===============================================================(O)
That being said, make your way right and up, and go through the only
Level 0 hatch to the right. Ignore the Hornoad which spawns, and go
through the room. Save if you want, then enter the next room and
immediately go upwards and enter the hatch at the top. Uplink again,
and you will find out that you stand no chance against the massive
biological creature whose location has been pinpointed; you must get
the Missile weapon for your hand cannon from a Data Room.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Missile Data ready. Download immediately.
(O)===============================================================(O)
Exit right after the briefing, go upwards and through the hatch into
the next room. Use the lift to go up (Samus will reflect on stuff) to
the Operations Deck; from there, it's pretty simple to find your way to
the Data Room on the second floor.
When you reach it, load the data into yourself by stepping on the
raised switch in the data terminal...and you've got the MISSILE WEAPON
<M: 10>! Hold R to highlight the missiles and press B to fire.
When you return to the Nav room, you will be told that electrical
interference has wiped out the elevators. When the briefing finishes,
exit the Nav room and hop across the platforms.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Elevators not operational. Find alternate route to target.
(O)===============================================================(O)
You will see a glowing red lamp on the wall; shoot it with a Missile
and hop into the passage and proceed right. Destroy the barrier with 3
Missiles, and to reach the bottom watch for crumpled portions of the
wall or floor; they are either destroyable or crumble under your feet.
Drop down the shaft and don't forget the MISSILE TANK below it <M: 15>.
At the bottom, enter a small room to the left and shoot the corner of
the uppermost step to reveal another MISSILE TANK <M: 20>, then exit
the room and go right, shooting the enemies down until you enter the
lighted portion of the Main Deck.
The path splits; if you must, save at the Save Room, for we will be
coming to a boss room very soon. Then take the bottom route and shoot
three missiles into the Eye Door when it exposes its yellow eye. When
it is destroyed, go through the door.
Make your way across the room using the grips and midway, you will find
your first ENERGY TANK <ET: 1>. Your maximum health points now rises by
100, to give you an additional edge over the enemy beyond. Drop down
the shaft at the end, and the floor will crumble away to drop you into
the boss room.
__________________________________________
/ B O S S : Arachnus \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Unleashes a blue wave of energy |
| - Burps a fireball which spreads on the ground |
| - Curls into a ball and rolls at you |
| |
| |
| The Arachnus is tricky, but not tough. There are metal grips |
| on each side of the room to avoid all his attacks, and when |
| he rolls at you, you can simply jump over him. |
| |
| His back sports an impenetratable carapace, though, so always |
| aim for the front. Go in with Missiles a-blazin' and when you |
| run dry, use energy bullets. 15 Missiles later, he will |
| dissipate and its Core-X will come out; simply shoot it three |
| times with Missiles and absorb the X-Parasite for the MORPH |
| BALL ability. |
| |
\_________________________________________________________________/
With the Morph Ball ability, you can curl into a ball by pressing down
twice, and squeeze into narrow gaps! Excellent, this ability will open
up new routes to you. When you climb up an edge into a narrow gap, you
will snap into a ball automatically.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Morph Ball ability absorbed. Proceed to Navigation Room.
(O)===============================================================(O)
Now exit left through the narrow gap, over the blocks, through a
passageway and into a darkened area. Familiarize yourself with the
Morph Ball as you go along, cutting down the Slime Zombies as you go.
When you reach a lighted area, continue left and save if you want to.
If not, proceed left and go back to the Nav room. When the briefing
finishes, exit the room left and go upwards. Roll underneath the narrow
gap leading right on the way for a MISSILE TANK in a secret room <M:
25>, exit and go up to the top and through the hatch. Roll underneath
the narrow gap leading left at the top, then from there use the map to
reach the elevator.
(O)===============================================================(O)
OBJECTIVE CHANGE :
X detected in Sector 1 (SRX). Investigate and gather data.
(O)===============================================================(O)
The moment you are out of sight, there is a loud explosion...and in
walks another Samus Aran, in the original Power Suit! It blasts open a
hatch and walks through...what can this mean?
The moment you reach the bottom, the elevator splutters and fails. You
are now on the main Sector floor, where you can choose which Sector to
access. BSL is made up of 6 sectors (excluding the main deck). Here's a
little diagram.
_________________________________________________________
| G B 0 MAIN 0 B G |
|___S5__G___S3___B___S1__0__LIFT__0___S2___B___S4__G__S6__|
|| || || || || ||
Legend:
G = Level 1 (Blue) hatches
B = Level 3 (Green) hatches
0 = Level 0 (Colourless) hatches
Obviously, security limitations permit you to enter only Sector 1.
1_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 3/48 |
| - Missile Weapon | |
| - Morph Ball | Energy Tanks : 1/20 |
| | |
| | |
\______________________|_____________________________/
SECTOR 1 (SRX) : Mission Two
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- Clear out 5 atmospheric stabilizers corrupted by X
- Get the Charge Beam
_____________________________________________________________________
Overview : Sector 1 mimics the climate of SR388, a planet
that Samus visited in Metroid 2: Return of Samus. Naturally,
you'll see some familiar faces during this simple mission...
and be faced with an enemy which holds the tough little
Charge Beam...
Enter the Nav room and receive your briefing, then save your game if
you want. Then zip through the Save room and Recharge room into the
huge one beyond. There are many doors which you cannot use yet, so take
the Level 0 hatch at the bottom right corner.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Atmospheric stabilisers corrupted by X. Investigate.
(O)===============================================================(O)
Blast your way through the energy-sapping enemies and quickly pump 3
Missiles into the barrier, before opening the hatch beyond. The room is
foggy, obviously because X have corrupted the stabiliser! There are 5
of these rooms; you'll have to locate and clear them all!
Make your way to the blocked stabiliser in the foggy room, stand on the
platform next to it and fire three Missiles into the gap to clear it.
Then proceed right into the next room.
In the room, leap over the Hornoads and avoid getting hit by the
single-eye Halzyns when they drop to the ground, then duck and fire at
the corner to destroy a single block. Curl into a ball and roll into
the tunnel to get an ENERGY TANK <ET: 2>, then roll out, shoot open the
hatch and proceed.
Jump over the shaft and go right. Ah, here's the second of the whacked-
out stabilisers! Shoot out a portion of the wall with your cannon, wipe
out the enemies and make your way up to the top. On the top floor, you
can simply save time and jump over the enemies. When you reach the top
right corner, shoot 3 Missiles upward through the gap to destroy the X
clogging up the stabiliser. Then drop through some pit blocks below the
stabiliser to the bottom floor, and exit the room.
In the narrow shaft, drop down and enter the first door to the left.
Avoid a run-in with charging Motos by simply leaping over them, and go
through the door at the other end. You will find yourself in a shaft
full of Zebesians shooting beams at you; if you have about 2 Energy
Tanks left, you can afford to take some damage by simply sticking to
the left wall and falling down. Shoot missiles as you go to destroy any
Zebesians in the way, although you will still take some damage. When
you drop to the bottom, go through the right hatch, and through the
room after that.
Now, make your way to the clogged stabiliser by using the hand grips on
the walls and ceilings, and to destroy the X clogging the stabiliser,
use the hand grips on the right of it to get enough to shoot 3 Missiles
into the gap. Then drop down to the bottom and exit through the bottom
right door, and through the room after that.
Enter the hatch on the other side to find yourself in yet another room
with one clogged stabiliser. Head up the shaft near the door using the
handholds, then cling on to the grips at the top of room and climb
forward until you see the clogged stabiliser. Quickly shoot 3 Missiles
into the gap, then wait until the room clears, before entering the door
at the top left corner. Grab the MISSILE TANK <M: 30> and backtrack
into the previous room. Then drop down to the bottom passageway and
exit through the right door.
In the following shaft, you have to use the hand grips to make your way
up the room. Use Missiles to destroy any Zebesians. At the top, go
through the room, shoot the flashing button of the security door in the
next room to open it, then go through that one as well.
In the water-filled room, cling to the hand grips on the ceiling and
creep along, using Missiles to destroy the Scisors - be wary of the
energy balls they fire. Creep to the end of the hand grips, then, still
clinging on, shoot several bullets at the left wall to blast through
several blocks and reveal a narrow gap. Slide through the gap and
through the door beyond.
In the next room, drop down the pit blocks and roll under the narrow
gap. If you must save, take the lower door, blast through several
Hornoads and use the Save Room after that. If not, take the upper path
and wipe out the Eye Door. Take the red parasite it leaves behind to
restore your weapons and energy, then go through the room.
The large room sports nothing but a chozo statue holding a ball-like
object in its hand...blast the object, and suddenly, the statue comes
to life as a Supercore-X! This is not a real boss though. To destroy
it, wait until its eye opens, then quickly shoot a Missile into the eye
at a distance. When you damage it, it will fire a charged shot, so be
careful. If in need of Missiles or health, shoot its body to make it
eject a few X-Parasites. After 3 missiles, it will go down. Absorb the
X to gain the CHARGE BEAM weapon! Armed with something more
substantial, you should feel braver.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Charge Beam restored. Proceed with atmospheric stabilisation.
(O)===============================================================(O)
Now go through the door at the top right, and shoot out the ceiling to
reveal a hidden passage. Before entering the door, cling to the hand
grips and fire a missile on the left wall; bang! A hidden passageway!
Fire several shots to clear it, then roll through it into a hidden
room. Avoid the enemies and grab the MISSILE TANK <M: 35>. Then go back
to the previous room and enter the hatch.
In the last foggy room, blow away the Hornoads and drop to the bottom
of the room. Roll under the narrow gap and stand at the wall where the
stabiliser is against. Shoot the wall to get a narrow gap, allowing you
to pepper the X clogging up the stabiliser with a few Missiles. Well
done! The atmospheric levels are equalized, and one objective has been
completed.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Atmospheric stabilisers online. Proceed to Navigation Room.
(O)===============================================================(O)
Now exit the room through the door at the bottom. Go through the
security door and out of the room after that, then hop up the platforms
to the top of the shaft. Enter the save room to the right and save if
you want, then fire at the cracked brick on the wall of the save room
to open another new passage. Jump and curl into a ball, so you may gain
enough height to roll into the passage.
You will find yourself in a hidden chamber with a long shaft; it is
narrow enough for you to use the Wall Jump (jump rolling towards the
wall, then when you touch the wall press the opposite direction and
jump to bounce off) effectively. Keep walljumping until you reach the
top, where another MISSILE TANK <M: 40> awaits. Drop back down and
return to the previous shaft, and this time take the top left door.
Right now, there's nothing for it but to return to the Nav room. Use
the map; it's easy enough.
The briefing will tell you to go to Sector 2, so go back up the lift to
the Main Deck and go down the elevator to Sector 2.
(O)===============================================================(O)
OBJECTIVE CHANGE :
X detected in Sector 2 (TRO). Brief in TRO Navigation Room.
(O)===============================================================(O)
2_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 6/48 |
| - Charge Beam | |
| | Energy Tanks : 2/20 |
| | |
| | |
\______________________|_____________________________/
SECTOR 2 (TRO) - Mission Three
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Open Security Locks Level 1 (Blue)
- Get the Bomb weapon
- Destroy the Cage Leech
_____________________________________________________________________
Overview of Sector 2 (TRO) : This sector of the labs is
set in a beautiful tropical environment, which is now
tainted by the presence of the X. This sector has been
ravaged by the rampage of some mysterious enemy, called
the SA-X...and occupied by exotic creatures who have not
yet emerged as their most dangerous form. Also, the Level
1 Security Room is located here, and unlocking Level 1
gives you access to the much needed Bomb weapon.
When you receive your briefing, you discover that the Samus-clone is
actually an X-Parasite mimicking you, called the SA-X. It uses your
original Power Suit and sports all your abilities, so you can't match
up against it. Be wary.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Bomb data ready. Unlock Data Room hatch and download.
(O)===============================================================(O)
After the briefing, make your way out of the Nav room, save if you
must, and go through the Recharge room into the first large room of
Sector 2. Start going down the slopes; when you reach the third slope,
point downwards and shoot as you walk, so that you will blast away a
few blocks for you to drop to the bottom, unhindered. Go right and
upwards, not forgetting to use your Missiles on the Zeroes if
necessary, and head through the hatch at the top.
In the next room, simply hop over the Zeroes and enter the next room.
Head to the top, blasting Zeroes away as you go; then shoot the door
and jump over the Zero into the Security Room. At last!
The moment you enter, run off the platform and start falling through
the middle of the room, and you will land on the terminal switch. Samus
will input some data, then the Level 1 Security Hatches will be opened.
Watch for blinking blue hatches now.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Blue hatches now active. Proceed to Data Room.
(O)===============================================================(O)
Now backtrack to the large room after the NSR chain (refer to map) and
drop through the gap between the two platforms near the door you came
in from, so that you miss bumping into the Zeroes on your way down.
When you hit the bottom, immediately open the hatch at the bottom left
corner of the room and enter. In that room, dodge the Zeroes and enter
the room after that, then go upwards and left, to the Data Room. Step
onto the terminal for the BOMB weapon.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Bomb data download complete. Proceed to Navigation Room.
(O)===============================================================(O)
As you exit, the room quakes, and if you go on, you will discover that
a section of the wall on the top right corner of the room is cracked.
Use your Bombs to blast away the blocks, then roll under the gap for a
MISSILE TANK <M: 45>. Dropping to the bottom, you find that the hatch
is destroyed and untraversable...what to do? Hug the left wall at the
bottom and bomb the floor there. A passage leading downwards will be
uncovered; go down it and into a hidden portion of the sector.
If you must, save in the room to the right, if not proceed left and use
some Missiles to blow away the enemies in the way. Then go through the
door.
The path will split, as you will find out after you enter the large
room. Take the upper path, then walljump to the platform with the Zero
on it. Stand on the higher portion of the platform, duck and fire at
the left wall to reveal a hidden passage! Clamber into it and into a
secret room with a Missile Tank in an alcove at the top. The alcove
seems too high for you to reach...but simply curl into a ball and bomb
the floor a bit to the left of the protruding block. Surprise! A lift
rises up, allowing you access to the MISSILE TANK <M: 50>.
Exit the secret room, and take the lower path this time. Now, you have
to take a twisting, narrow passageway downwards...it's not too hard,
but I'll give a detailed walkthrough anyway :)
1. Roll under the passageway, and use a Bomb to blast yourself over the
obstruction and lower down.
2. Use another bomb to clear out the block in the passageway and go
lower down.
3. As you drop down, morph back into Samus and fire downwards to blast
away another block in midair, then duck and clear away the Zeroes with
a few Missiles. Destroy some blocks blocking a downward passage with
Bombs.
4. When you drop down the passageway, duck and clear out the
Zeroes.
5. There will be two blocks you can clear out. Bomb the right one
and drop down the passageway (the other one leads to a deadend).
6. Once again, use Missiles and Bombs to clear out the obstacles.
7. For the final stretch, use a Bomb to destroy the block and you
will fall to the bottom.
Once you hit the bottom, go through the hatch, and in the next bare
room, simply go downwards and through the hatch at the bottom. Then, in
the large room, roll into a ball and go right, and bomb the lower
portion of the floor to blast away some blocks.
Drop lower and where the path splits, take the left way and drop still
lower...avoid landing on a small, lower partition of the floor which
will crumble under your feet and drop you onto some Zeroes. Instead, go
right, and bomb away the block blocking the passageway. Enter the
chamber with the Zeroes, and bomb the right corner it to clear a whole
pipe!
Enter the passageway a short distance, lay a bomb (or several in a row,
since I can't pinpoint the exact location) to blow away several blocks
and allow you easy access to a MISSILE TANK <M: 55>. Now go back up and
through the hatch.
In the next room, squeeze through the narrow gap between the column and
the ceiling, blow away the Puyos, then lay a bomb slightly to the right
of the right brown column in the background. It will trigger a lift
which appears and allows you to get through the seemingly unreachable
second gap. Go through the hatch at the end.
Go upwards and through the third one to the right. Fire two Missiles to
destroy the Side Hopper (avoid the spines shot out as you do so) and go
through the hatch at the other end. In the next room, blow open the
hatch at the other side and go through the Save room (if you need to
save then do so), and through the room after that.
The next room contains an easy ENERGY TANK <ET: 3> and two Zeroes; lay
bombs on the lower portion of the ground first before going for the
Energy Tank to save time. Drop through the holes your bombs have
blasted through, then destroy the Eye Door, and go through the door it
guarded.
In the room, drop to the bottom and you will begin fighting a
formidable opponent, the Cage Leech.
__________________________________________
/ B O S S : Cage Leech \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Jumps into the air, descends and attempts to trap you in its |
| maw and suck energy from you |
| |
| |
| The Cage Leech is impenetratable in all places, save for one |
| area: its eye. The only way to get at it is to wait until it |
| leaps high into the air, opens its maw and starts drifting |
| down like a leaf. You have but 3 seconds to dash under it and |
| two missiles into its eye, before it reaches the ground. |
| |
| Two missiles will destroy one portion of its segmented body; |
| there are 4 segments. The first three take 2 missiles each; |
| the final portion takes about 4 or 5 to destroy. If ever you |
| should be trapped by its cage-like maw, quickly lay some bombs |
| to get yourself free. Once you destroy three segments of its |
| body, it cannot suck energy from you. |
| |
| The final Core-X takes 6 Missiles to destroy. When the battle |
| is over, absorb the X for the HI-JUMP and JUMPBALL abilities! |
| |
\_________________________________________________________________/
Exit the boss room and jump up the left hole into the room above, and
shoot the door open the moment you reach the apex of your height. Cling
to the wall and clamber through the door. Backtrack to the room with
Zeroes and a Side Hopper; you will find that all Zeroes are frozen in
opaque, solid cocoons!
Also, the room is in a mess, with crumbled and broken blocks lying
everywhere. Stand on the darker-coloured, cracked portion next to the
hatch, set a bomb, and when it blows up a few blocks, you will drop
onto a block which crumbles beneath you and you will fall into a secret
compartment of the room below.
When you drop in, go right a bit and AHHHH!!! The SA-X! If you try
fighting it now, not only will you get frozen by the Ice Beam, you also
will be blown away by a Super Missile. 2 rounds of this will be more
than enough to kill you; instead, go to the very right of the
compartment and fire at the floor; some blocks of the floor will be
blasted away, allowing you to drop to the same level as the SA-X. Now
creep left slowly, only allowing yourself to see a small portion of the
light field around the SA-X. Let it pause to open the hatch and exit
the room; now breathe a sigh of relief, then go through the hatch
yourself.
(O)===============================================================(O)
OBJECTIVE CHANGE :
SA-X encountered. Retreat and proceed to Navigation Room.
(O)===============================================================(O)
Don't let it come into your view or it will spin around and attack. If
it does see you, run like hell back to the right and blast the blocks
to allow you to jump back up to the secret compartment and hopefully
you'll be quick enough to jump over the Ice Beams the SA-X sprays at
you before you become an icicle.
You'll arrive back in a familiar shaft. Go upwards and take the first
door to the left (not starting from the bottom), into a water-filled
room. Make use of the hand grips to climb across the room and to the
pedestal with a MISSILE TANK <M: 60>. Now drop into the water, lay a
bomb at the position of the tallest water plant in the foreground, and
it will trigger a lift for you to clamber into the narrow gap. Enter
the hatch beyond...another room with a Missile Tank! Quickly, lay a
bomb on the floor to the right of the red plant in the foreground, then
curl into a ball. The lift will be triggered, and when it rises to the
maximum height, jump (as a ball) and lay a bomb as close as you can to
the block in the wall.
When the block is blown away, clamber into the chamber and behold!
Another MISSILE TANK <M: 65>! Now exit the room, and lay a bomb on the
small, protruding block outside the door. A lift will be triggered,
allowing you to get up and out of this room.
Back in the shaft, make your way up, and use some Bombs to blow away
some blocks obstructing the passageway leading to the hatch. Go through
the room after that, destroy the Side Hopper with a few Missiles, then
roll into the narrow gap that was above the Side Hopper; lay a bomb
next to the wall and it will clear out a passageway for you to a secret
room containing a MISSILE TANK <M: 70>.
There is another passageway between the ceiling and the left wall which
you can use to make a quick exit to the shaft. Roll through the narrow
gap...and you will arrive back at the large room after the NSR chain.
Now refer to your map, and you'll see that there's a greyed-out room
accessible through a blue hatch. Go into it, roll into a ball, hug the
right wall, jump as high as you can go and lay a bomb. Clamber into the
gap cleared and clear out the passageway to reach a small room
containing a MISSILE TANK <M: 75>. Now exit to the large room and
return to the Nav room for your briefing; ignore the accessible room
below the NSR chain for now.
The computer will inform you to go to Sector 4, so go up the lift to
the Main Deck and make a beeline for Sector 4.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Aberration in Sector 4 (AQA). Proceed to Sector 4.
(O)===============================================================(O)
3_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 13/48 |
| - Hi-Jump | |
| - Jumpball | Energy Tanks : 3/20 |
| - Bomb Weapon | |
| | |
\______________________|_____________________________/
SECTOR 4 (AQA) - Mission Four
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Engage and destroy the ultra-fast terror, Serris
- De-electrify the water by lowering the water level using the Pump
Control Unit
_____________________________________________________________________
Overview of Sector 4 (AQA) - Sector 4 is an aquatic zone,
which means that with your ordinary, plain-jane Fusion Suit,
your movement is pretty much crippled in the water. You
jump lower, and move slower. Not only that, but the water
level in this mission is so high that it comes in contact
with the exposed power nodes, which means the water is
electrocuted. Entering it with take off 6 Health per second.
You know the water is electrocuted if the water is flashing.
Prepare to encounter some nasty water creatures here. The
fastest way to get by all of them is to use the Charge
Spin (charge up with the charge beam, then spin jump).
Receive your briefing from the Nav room terminal in this sector, then
go through the NSR chain to the large room after.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Engage Serris.
(O)===============================================================(O)
Hop across the platforms and find your way to the hatch on the other
side. Head through it, and through the room after that. You will arrive
in a room chock full of Scisors, as well as electrocuted water. Make
your way up the zigzag passage and bomb the large block at the top to
destroy it. Use the hand grips on the ceiling to make your way to the
small platforms in midair. Go upwards, destroying the enemies as you
go, and go up the small tunnel in the ceiling.
In the next room, make your way right across the pools of water, using
Missiles to dispose of the crawling enemies, and go up the shaft before
the hatch at the other end (yes, the Missile Tank is tempting, but
later we will grab it). At the top, lay a bomb next to the horizontal
row of blocks to destroy them, then roll into the passageway. When you
come to what seems to be a dead end, lay another bomb next to the wall
blocking the hand grips to destroy it. Climb halfway up the handgrips
and fire two Missiles at the left wall to blow away a few blocks,
revealing a small passageway (bomb the wall if you need to pinpoint the
exact location of the missile blocks).
Now, before climbing into the passageway, roll into a ball and lay a
bomb in the small alcove below it, to reveal a MISSILE TANK <M: 80>.
Then clamber into the passageway, and drop down a hidden hole into
another secret area. Leap the gap (don't fall down it or you will fall
through pit blocks, and have to start again!), snap back into normal
Samus, jump up and blast away some blocks to reveal a wide passage
leading to the previously inaccessible MISSILE TANK <M: 85>.
Now drop down the gap to the bottom, save at the save room to the right
at the bottom if required, and go back into the previous large room.
Hop across the platforms and enter the hatch at the top left corner.
The path will split, so take the upper path, wipe out the Scisors and
Skulteras, and enter the submerged hatch. In the next room, the path is
rather linear, so I won't give much details; simply go upwards and
enter the enclosed chamber at the top for an ENERGY TANK <ET: 4>. Exit
that room, and go back down and back to the previous room (save at the
Save Room on the way if required, it's on your map). This time, take
the lower path, and go through the hatch.
In the next large, water-filled room, roll into a ball, jump and bomb
the long, horizontal row of blocks, to reveal a large row of hand
grips, allowing you to get headway across the water. When you reach the
other end, go up the tunnel into another room.
In the next room, jump up to the first bunch of hand grips on the left
wall, and keep climbing up...when you reach the end, keep going, and
you will roll into a secret room full of enemies. Roll underneath the
gap at the bottom and snatch the MISSILE TANK <M: 90>, exit the secret
room, the room before that and return to the large area with
electrified water.
When you drop into the room, use several bombs to blow away the left
wall, and enter the hatch. When you enter the next room, aim up and
blast away a block to expose an upward passageway (ignore the blue
door; we'll be returning to it afterwards). Go upwards, use the ceiling
handgrips to get across the wide gap, then on the other side shoot
upwards again to blow away several more blocks. Destroy the blue block
blocking the way to a passage leading further up, then ascend and
destroy the enemies with a few well-placed Missiles. Lay a bomb in the
left corner, and drop down the hole formed. Again, hug the left wall,
shoot upwards to blast away some blocks, then head through the hatch at
the top.
Through the hatch, you will come to a save room. Save here, for we will
be fighting Serris next. Then bomb the cracked portion of the wall in
the room and go through. Bomb the obstruction in the passageway after
that, and go through the hatch.
You will find yourself in a room with a large tank containing the
skeleton of a long-bodied animal...what's this? It's the skeleton of
Serris! Obviously the X have taken over the organic components of
Serris, so you must be getting close!
Head your way across to the other side and go through the hatch; you
will find yourself on the other side of the room where you recovered
your fourth Energy Tank. Go upwards and into the tank of water, blast
away the Eye Door, and enter the door, into the aquatic lair of...
__________________________________________
/ B O S S : Serris \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Explodes out of the floor and whizzes around |
| - Goes into boost mode, and zooms around before going back |
| to normal |
| |
| |
| Just stand on the platform above the water, and Serris will |
| come soaring out of nowhere, to begin fighting you! |
| |
| Serris is extremely hard to hit as well as dodge, but to |
| facilitate your job you'll have to spend much of your fighting |
| time underwater. The easiest way to get at Serris is to wait |
| until it emerges from the ground, allowing you to unleash a |
| Missile at it. Its weak point is its head. |
| |
| When damaged, Serris will go into boost mode for a short while,|
| so be careful. This boss fight, given Serris' elusiveness, is |
| quite time-consuming, so aim properly. 4 Missiles in its head |
| will settle its hash; next will come its Core-X which takes 6 |
| Missiles to destroy. |
| |
| Fight the Core-X outside the water to make the battle easier. |
| After it is destroyed, absorb the X to claim your SPEED |
| BOOSTER ability. |
| |
\_________________________________________________________________/
After you claim your prize, exit the room by the top right hatch. Start
running across the room. After a few seconds, you will break into the
speed boost and scream all the way to the end...when you reach the
other side, bomb away the walls blocking the tunnel containing crawling
enemies, then use several Missiles to quickly clear the tunnel, and
when you reach the left end start off another run. You will break into
a Speed Boost, shatter several blocks in the floor and fall into a pit
(hug the left wall of the pit so your fall will be unobstructed all the
way), down into a previously explored room. Drop down the shaft at the
bottom of this room and BOOM! You're back in one of the first rooms in
Sector 4! Again, head through the hatch at the upper left, and you will
find yourself in a distinctly familiar place...
This time, take the lower path, and continue on left until you come to
the blue door which I told you to put off until later (use your map if
you forgot). Start at the rightmost end of the room, and go running
through the blue hatch. You will go blasting through the room - the
Pump Control Unit - a few seconds later, running at hyper speed; then
you will smash through a speed booster barrier and arrive at the pump
control room.
Step on the terminal to lower the water level, then claim the MISSILE
TANK <M: 95>. When the water level has lowered sufficiently, drop
through the gap on the right, jump up, blast away a gap in the floor
above, shoot open the hatch which you entered the room from, and start
running until you zip out the pump control room and the next one at
speed booster speed. Shoot the hatches as you go so your run remains
unhindered.
After zooming through two rooms, you will arrive at a large room
previously filled with water. Roll through the small gap and drop to
the bottom, then quickly destroy the three enemies on the ground with a
few Missiles. Starting from the power nodes on the left side of the
room, run right until you break into a speed boost, crash through a
wall and into another room. Keep going until you are at the other side,
then jump up to the pool and get across as quickly as you can to the
MISSILE TANK <M: 100> in the water.
Drop down the short tunnel to the left of the pool, back at the left
side of the long room. Backtrack a bit to gain more ground, and start
off running right once more. This time, head right through the room
with the pool of water and into the next one, and you will smash
through some more blocks. Don't stop there; keep going and you will
smash apart several enemies and bust through another bunch of blocks;
shoot the hatch and go through.
Destroy the Scisor, then destroy its golden form that the X parasite
spawns, and you may head through this room. Find your way back to the
NSR chain of this sector, and get your briefing from the Nav terminal.
The computer will tell you to head to Sector 3, so go up the lift to
the main deck and down to Sector 3.
(O)===============================================================(O)
OBJECTIVE CHANGE :
New Missile Data ready in Sector 3 (PYR) Data Room.
(O)===============================================================(O)
4_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 18/48 |
| - Speed Booster | |
| | Energy Tanks : 4/20 |
| | |
| | |
\______________________|_____________________________/
SECTOR 3 (PYR) - Mission Five
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Open Security Locks Level 2 (Green)
- Get the Super Missiles
- Chase away the rogue Security Robot
_____________________________________________________________________
Overview of Sector 3 (PYR) : This sector is full of rivers
of lava and pyroclasts, as well as enemies that can beat
the heat better than you can.. In other words, it's the
only sector to sport ultra-heated rooms, with temperatures
your suit can well nigh resist. Ultraheated rooms are full
of damaging heat waves that subtract 5 Health per second.
This will severely limit your exploration for now.
When you arrive at Sector 3, receive your briefing from the computer.
As you will be told, there will be Super Missile data in wait for you -
one of the most valuable finds, because they are three times stronger
than your wimpy current version :) The computer gives you a handy hint:
there are no ultra-heated rooms, so turn back if you enter one. Don't
worry, the path in the walkthrough has no ultraheated rooms either :)
(O)===============================================================(O)
OBJECTIVE CHANGE :
Locate Security Rooms and activate green hatches.
(O)===============================================================(O)
Open the right hatch and start running right, opening the hatches as
you go. You'll eventually break into a speed boost and when you enter
the large room after the NSR chain, keep going on and you'll blast
through a wall and smash through a ledge, before dropping down some pit
blocks to end up behind a wall. Hmmm, the room seems curiously void of
enemies...
Regardless, start running left, firing your cannon repeatedly and
blasting away the blocks as you run. Blast open the hatch as you go,
and when you enter the room you will start boosting, and smash through
a wall, into a corridor. Start shooting at the floor the moment you
burst through the wall, and you will shoot out a passageway in the
floor. Drop down it and aim for a dark tile on the ceiling closest to
the right wall. Shoot it out to reveal a MISSILE TANK <M: 105>.
Then climb back up, and wait for the shattered blocks to reform over
the gap, begin from the right wall and start running left again. You
will break into a speed boost, and before you hit the other side, press
down to stop your boost AND store a boost charge. Samus will, by now,
be flashing neon; stand below the protruding chamber and slightly to
the right of the visible passageway, and tap A to launch Samus into an
ultrajump which BLASTS through several boost blocks and into the
chamber. Clamber into the narrow gap, lay a bomb to clear the tunnel
and roll into the next room.
Hmm, interesting! You have just dropped into the Security Room you're
looking for! Step onto the terminal and unlock Security Level 2, and
head out the room...and look! The X has infiltrated the sector, so it
is now filled with enemies. Start racing through the room to avoid
hindrance from enemies that the X spawn, and when you hit speed booster
speed, jump to smash your way through the wall, then exit the room.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Green hatches now active. Proceed to Data Room.
(O)===============================================================(O)
Again, run right, blasting away sections of walls as you go, and enter
the hatch on the other side. Leap up to the first wall monster, roll
into a ball and slip underneath it; you will tumble down a secret
passageway of pit blocks, behind the security door. Shoot the security
door and hatch open, go left to gain some ground, and start running
right into the next room.
You should easily to be able to break into a speed boost well before
reaching the end of the room. Keep running and you will smash several
blocks in the floor. Then quickly walk over the left bit of floor that
has been cleared to locate and fall through pit blocks, into a room
below. Exit that room, into the long shaft on the right.
Start ascending, but be sure to time your ascent so you avoid a tangle
with the Funes and Nahimes. Head through the hatch at the top, then lay
bombs along the height of the left wall to uncover two passageways.
Slip through the top one, grab the easy MISSILE TANK <M: 110>, stand up
at the end, and shoot right to blow away a chunk of the wall, revealing
yet another passageway. Jump into and roll through the pipe, and when
you can go no further, lay another bomb to clear out another chunk of
blocks. Keep going and laying bombs to clear out the passageway until
you reach the top.
Go through the hatch, and from there keep going right until you reach
the Data room. Step onto the terminal to receive your hard-won SUPER
MISSILES, which do 3 times more damage than Missiles, and detonate with
a satisfying rumble.
After you get the data, the room rumbles. Start running out of the data
room and go all the way back left without stopping. By the time you
exit the room before the Data room, you should be at speed booster
speed. When you enter the room after that, duck to store a speed
booster charge, press A and hold left to do a shoulder ram across the
room to traverse it immediately.
You find that the exit hatch is smashed to bits...just then, the room
trembles as something above you stomps to the right, shaking bits from
the ceiling...the moment the rumbling starts, go all the way right
until you come upon a huge chunk of the floor that has been ripped out.
Go down there and find your way through the rooms, and you will reach
one which contains a Missile Tank guarded by several Side Hoppers and
an organic barrier. Blast them all with Super Missiles - the barrier
requires three - and claim your MISSILE TANK <M: 115>. Recharge at the
Recharge room if required, then go back up and out, and exit the room
right. Make your way to the Super Missile Data Room, and...
..the room rumbles one more time...bang! A rogue Security Robot bursts
out! Quickly, hit the ceiling!
__________________________________________
/ B O S S : Security Robot \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - flings a ball of volatile stuff onto the floor which explodes|
| and sends pillars of flame creeping along the ground |
| |
| |
| Even on the ceiling, you aren't safe; the attacks of the |
| Security Robot as mentioned below can still reach you. |
| |
| Luckily, you can depend on a cheap trick to stay on top; when |
| hit, just hold up and left/right to stay clinging on. destroy |
| it, have to pump about 10 - 12 Missiles into its middle. When |
| it gets ready to shoot, it crouches and an impenetratable |
| weapon pod will cover the vulnerable machinery until it fires |
| a sphere containing a highly volatile substance, which spreads |
| pillars of flame as high as the ceiling across the ground. |
| |
| Be careful of that. After blasting its middle to near |
| destruction, the Security Robot backs away... |
| |
\_________________________________________________________________/
..and goes ape! It backs off towards the shaft in the ceiling and goes
soaring up, smashing apart platforms and causes chunks of wreckage to
rain from the top. Use them to get up and through the hole at the top.
At the top, start running left, using your Super Missiles to repel the
enemies, and with luck you will break into a speed boost
undisrupted...shoot open the door, duck to store boost power, press A
and hold left to go soaring through the door and into the next room,
where you will ram through dozens of boost blocks and into a secret
chamber! Roll into a ball and lay a bomb in the nook in the corner.
When it blows up, lay more bombs to clear the blocks on the way down,
grabbing a hidden ENERGY TANK <ET: 5> in the process. Fall to the
bottom, blow away the Side Hopper in your way, then go left, bomb the
blocks in the passageway to clear them, and slide through the
passageway back to the very first room of Sector 3. Now, there's
nothing for it but to return to the Nav room. Receive your briefing,
and exit and go up the elevator...
Suddenly, the scene switches to the Nav room, which receives an
incoming dispatch. A spine-tingling conversation is held...what can be
in store for Samus?
Putting that aside, head to Sector 6.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Download Varia Suit data. Avoid blue X parasites.
(O)===============================================================(O)
5_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 21/48 |
| - Super Missile | |
| Weapon | Energy Tanks : 5/20 |
| | |
| | |
\______________________|_____________________________/
SECTOR 6 (NOC) - Mission Six
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Get the Varia Suit
- Destroy the Orb-X
_____________________________________________________________________
Overview of Sector 6 (NOC) : Set in a nocturnal environmental,
several rooms in Sector 6 are shrouded in darkness. Luckily, the
enemies are quite easy to see.
Receive your briefing - you will discover that there is a suit upgrade
waiting for you out there. Also, there is another kind of X - subzero
X, affected by the environment in Sector 5. Since you don't have the
appropriate upgrade yet, absorbing these X will take off 60 Health.
Oh well, go right and enter the first room of Sector 6...immediately
swarms of Memus fly at you. Cut a swathe through them with your energy
beam and proceed right. As you pick your way through the darkened room,
bomb the left wall at the bottom to reveal a passageway leading to a
chamber containing a MISSILE TANK <M: 120>. Exit, clear away the
barrier with 3 Missiles, then mount the higher portion of the floor on
the right and bomb the right wall to clear another passageway! Roll
through it, and in the next room, jump up and bomb the upper portion of
the right wall to clear a passageway at the top (there are two
passageways, one top and bottom, but the top is the correct one). Use
Bombs to pave the way to your prize, an ENERGY TANK <ET: 6>. Exit this
room, and exit the room through the right door.
The next room introduces you to your first subzero-X...try absorbing it
and you'll see what damage it does! Anyway pass through and in the next
room, go downwards, avoiding the subzero-Xs and the hatches along the
way (ignore the first hatch to the right, we'll return to it later),
and go through the one at the bottom.
You'll soon be blocked by three large blocks. Shoot out either the top
or middle one and drop down the left side of the shaft. Shoot out part
of the wall below as you do so, and clamber through to a shortcut. Stun
the subzero-Xs as you go, and drop down the shaft on the very left.
Open the hatch at the bottom, and run into the room.
Stun the subzero-Xs as you go running, and when you hit boost speed
you'll smash through several blocks and tumble down a shaft. Take the
left hatch at the bottom, collect the ENERGY TANK <ET: 7>, and lay a
bomb next to where the Energy Tank lay to blow away a tunnel. Roll
through and enter the hatch at the bottom.
In the very quiet room, you will go right only to find your way
blocked...lay a bomb at the bottom corner of the wall and you will drop
into a secret passageway at the bottom. Just then, the entrance slides
open and the SA-X comes stomping in. When it reaches the wall, it lays
a Power Bomb and blasts the whole screen, as well as several blocks, to
smithereens! You'll also take some damage, though it's negligible in
comparison to what the SA-X will do to you if it catches you...
..and let it see you is what we need to achieve! As a ball, after the
power bomb explosion dies down and before the SA-X uncurls into normal
form, jump up to catch the SA-X's attention and entice it to jump down
to the lower floor. Jump up to the higher floor, and run like mad to
the right...the floor will crumble beneath you, so just fall through
and head through the hatch into the room beyond...but the SA-X will
still pursue you! Quickly blast away a block on the bottom of the left
wall and get through the passageway...the SA-X will run away,
dumbfounded. But you've made it! (If you waited for the SA-X to pass by
previously, the room would have been full of enemies) Advance through
the hatch.
If you need to save, do so in the room opposite, for we will be coming
to a boss very soon; if not, shoot out the floor and blast away the
blocks on the left side of the wall, and shoot out the higher bit of
the floor that the blocks are on to reveal a secret passageway. Roll
through it and tada!! Another secret room. With your missiles, clear
away the enemies on the ceiling, then clamber into the tunnel above and
blast through it with bombs to obtain a MISSILE TANK <M: 125>. Exit
back into the previous room, and shoot away a portion of the protruding
platform below, to reveal a clear pathway to the hatch. If you have
taken damage from the subzero-Xs, don't worry; you'll get restoration
soon.
Roll underneath the enemies that swarm at you, then use a single
Missile to blow away the Eye Door. Absorb the red X to get healed, and
head through the door to the Data room...OH NO!!! A large X sucks away
the data and destroys the terminal, then drifts away. Chase after it
into the next room.
__________________________________________
/ B O S S : Orb-X \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Tries to smash into you |
| |
| The Orb-X is utterly easy. The only thing that damages it is a |
| charged-up energy beam. The core of the Orb-X is surrounded by |
| lesser orbs which shield the core from your attacks. |
| |
| However, you can destroy these orbs, and your shots can reach |
| the core through chinks in the barrier. Your best bet for |
| destroying the orbs that make up the barrier is by using the |
| Charge Spin to slice some of them. Use 6 charged beams to |
| destroy the core, then another 6 Missiles to defeat the X. |
| Absorb the X to claim your first suit upgrade...the VARIA SUIT!|
| |
\_________________________________________________________________/
At last! With the Varia Suit, you can withstand the extreme
temperatures of subzero and ultraheated rooms, and absorb subzero X
with no side effects, which instead restore 30 Health.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Varia Suit abilities initialized. Proceed to Navigation Room.
(O)===============================================================(O)
Exit right and head through the room after, save your game if required
in the room to the right, then make your way up the shaft...subzero Xs
drift towards you, but you may absorb them without harmful effects
(from now on, subzero Xs will attempt to escape from you, not chase
after you, when you draw near).
Enter the hatch on the left at the top, and you will see a Missile Tank
at the other end of the room. There is a thin column visible below the
platform you are on; run left and where the column is, jump to the
MISSILE TANK <M: 130> to avoid tumbling down a batch of concealed pit
blocks. When you snag the tank, you will tumble down a shaft of pit
blocks; hug the left wall as you go and clamber into the tunnel in the
wall. In the secret room, shoot at the flat portion on the ceiling to
reveal another MISSILE TANK <M: 135>.
Exit and drop to the bottom, then head through the right room and make
your way up the shaft full of subzero-Xs again. At the top, take the
right hatch to proceed, then head through the hatch in the next room.
Blast away the enemy, then squeeze into the passageway and drop back
into a familiar room. Now you are supposed to get back up to the hatch
at the top. Start walljumping off the wall above the tunnel you emerged
from, and you should be able to reach the ladder on the wall. Make your
way to the top and head through the hatch, and back up the following
shaft, and take the first room to the right.
With the Varia Suit, it should be easy enough to make your way across
to the hatch at the other end. Snap into a ball and jump over the
clearly visible Missile Tank, which turns into a flying enemy; bomb the
right wall to reveal a passage leading to a secret room with a real
MISSILE TANK <M: 140>. Backtrack into the shaft, then use your map to
find your way back to the Nav room of the sector.
Receive your briefing, and your mission.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Download Ice Missile data. Proceed to Sector 5 (ARC).
(O)===============================================================(O)
6_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 26/48 |
| - Varia Suit | |
| | Energy Tanks : 7/20 |
| | |
| | |
\______________________|_____________________________/
SECTOR 5 (ARC) - Mission Seven
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Open Security Locks Level 3 (Yellow)
- Obtain the Ice Missiles
_____________________________________________________________________
Overview of Sector 5 (ARC) : A large number of the rooms
in Sector 5 are in deep-freeze and would chill you to the
bone had you not the Varia Suit. Of course, you'll find
the fabled Ice Missiles here, not to mention a strange
machine that zooms around in the background of one of
the rooms...
The briefing you receive in the Sector 5 Nav room informs you of
another Missile upgrade in a Data room behind a Level 3 Security Door.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Locate Security Room and activate yellow hatches.
(O)===============================================================(O)
Head through the NSR chain and you'll find yourself in a narrow shaft
with two yellow doors at the bottom. Drop down, hugging the left wall
and cling to the top of the ladder. Fire a shot followed by a Missile
into the top corner of the wall to blow away a secret passageway. Slip
through and into the hatch beyond.
Pick your way through the large room, firing Missiles downward to pick
off Choots lying on the floor, ready to ambush you. Head through the
hatch beyond, and go all the way downward (ignoring the Level 0 hatch
on the way), blasting Wavers that careen at you, until you reach a a
small, lower nook at the end.
Blast the floor to blow away a chunk of it, go through the hatch to the
left, and use several Missiles to dispose of the Zeelas on the floor
and ceiling. Starting from the security door, start running right,
blast the hatch open as you go and you will eventually break into a
speed boost, tearing through several enemies and boost blocks set in
the floor to land one floor lower. Keep going downward, ignore the
Level 3 hatch, and bomb away the small obstruction in the passageway
next to it. Roll through and enter the hatch beyond.
To clear away the wall, you simply have to lay a bomb next to it;
however, this will allow the numerous enemies to swarm over you.
Balljump to attract the enemies' attention such that they smash into
the wall in front of you, and while in mid-air lay a bomb. When the
bomb blows away a large portion of the wall, you should be able to
quickly slip under them and into the hatch.
Drop off the platform and fire downwards to blow a hole in the floor
which lets you fall lower. Since you can't enter the Level 3 hatch,
proceed left through the other one, and keep going until you find the
Level 3 Security Room. Unlock the doors by stepping on the terminal -
easy wasn't it?
(O)===============================================================(O)
OBJECTIVE CHANGE :
Yellow hatches now active. Proceed to Data Room.
(O)===============================================================(O)
Shoot open the yellow hatch and head through. The obvious pathway is,
yet again, a time-consuming, zigzag one leading through pittraps with
pit blocks and enemies shooting all over the place. Instead, jump up
two storeys (avoid the large, square blocks; they crumble beneath your
feet), and lay a bomb next to the left wall. It will blow away a huge,
vertical pipe of blocks. Tada!!! A ladder has been revealed, allowing
you to make headway up! Climb to the top, and you will bypass all the
traps and madness, to a hatch where you can escape safely through.
Save if you must (though it's not really necessary), then shoot open
the security door and blast away enemies with your Missiles while you
head through the hatch at the other end. Surprise! You're back in a
familiar room, this time behind the Security Door. You know what to do;
shoot it open, and plunge through the Zeelas with Super Missiles afire,
and you're back in yet another large room!
Get back up one storey and head right, through the Level 0 hatch
leading to a corridor with a Level 3 Hatch blocking your way to the
Data room...shoot it open, then head through and step on the terminal
to receive another Missile upgrade: the ICE MISSILES!
(O)===============================================================(O)
OBJECTIVE CHANGE :
Ice Missile data downloaded. Proceed to Navigation Room.
(O)===============================================================(O)
Enter the hatch to the right, then shoot out the floor and drop down.
Grab the ladder on the right wall, then use a Missile to freeze the
topmost, turtle-like Ripper when it drifts to the middle of the shaft.
Use it as a platform to get to the hatch in an alcove on the left wall,
into a secret room. Jump over the Energy Tank in plain view (it turns
into an enemy), then bomb the left corner, next to where the fake
Energy Tank lay. Keep bombing until you claim the hidden ENERGY TANK
<ET: 8>.
Exit the room and drop down all the way to the bottom, then curl into a
ball and, hugging the small alcove on the right, balljump...and whoops!
You'll slip into a hidden tunnel. Follow it into another secret shaft.
Blow away the breakable portion of the ceiling on the right, then
destroy the enemy with a few Missiles. Don't collect its X...the X will
spawn a Choot. Entice it to jump, then at the apex of its height,
freeze it from underneath. Use your makeshift enemy platform to get
higher, and there's yet another enemy on the ceiling. Blow it away,
don't collect its X, and it will spawn a Ripper.
Now, you see the bit of the ceiling that's just a little bit higher?
Freeze the Ripper when it comes to life and shoot at the middle of that
ceiling bit, and a block will be blown away to reveal a MISSILE TANK
<M: 145>.
Drop down, hugging the right wall as you go, and exit at the bottom,
then head through the yellow hatch. Allow the X to spawn the creature,
freeze it, jump onto it and blow away a chunk of the ceiling, jump up
and head through the hatch.
Now, here's another room with the "Don't collect the X" puzzle. It's
simple enough. Destroy the only active enemy in the room, then destroy
the enemy the X spawns. Allow the X to spawn the Kago, freeze it to
render it harmless, then starting from the very right of the platform,
start running left, blasting open the hatch as you go, and when you
enter the next room, you should be well on your way to a speed boost
which slices apart several enemies and lets you burst through a wall.
Head through the hatch at the top, and you're back in that familiar
room!
Go up one storey and you'll find that you're seemingly stuck; there's
no way through the horizontal pipe of boost blocks you were so easily
able to break through. But wait! Aim at the alcove below the boost
blocks, and shoot out the wall. Look! Look! It's a secret room! Make
your way up the shaft to the top, aim at the left wall and fire once to
clear out a passageway. Roll through and you will bypass the boost
blocks.
Get to the top and exit through the hatch there. Make your way to the
other side of the huge room...a mysterious something is rumbling around
the background but regardless, press on. Enter the bottommost hatch on
the other side, then blow away the large enemy on the ceiling with two
Missiles. Destroy the Geruta if you have to, then lay a bomb in the
upper right corner of the ceiling, and you will destroy a few blocks
and reveal a MISSILE TANK <M: 150>. After that, exit the room through
the left hatch.
Suddenly, a siren starts blaring! Calm down, now head back to the Nav
room for your briefing. The chilling message arrives: apparently,
someone has been messing around with the Main Boiler cooling unit,
located deep in Sector 3. Now, the sector is rigged to melt down and
the BSL is set to blow apart. The timer starts ticking...you only have
6 minutes, so get blazin' out of Sector 5 and into Sector 3.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Sector 3 (PYR) overheating. Proceed to Control Room.
(O)===============================================================(O)
7_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 28/48 |
| - Ice Missile Weapon | |
| | Energy Tanks : 8/20 |
| | |
| | |
\______________________|_____________________________/
SECTOR 3 (PYR) - Mission Eight
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Restart the Cooling Unit of the Main Boiler in 6 minutes
_____________________________________________________________________
The moment you enter Sector 3, run nonstop through the NSR chain and
keep going even after you hit boost speed. Blast through various
sections of the walls as you go and drop down the secret shaft, then
head through the hatch. Curl into a ball and jump up to the first
Nahime. Roll underneath it and drop down the secret passageway, shoot
the security door open, go back to gain some room for running, then go
right. Blast through the same section of boost blocks and drop down to
the room below, then head through the hatch and down the looooooonnngg
shaft.
When you hit the bottom, take a left - your Varia Suit will allow you
to beat the heat (but not the lava, so be careful) - and make your way
across the lava pools using the monkeybars, and fire Ice Missiles to
blow away the Tetadaks that swoop at you. Hold down up and left to keep
clinging on if you're damaged. Head through the hatch at the other end,
then entice the bottom Fune to extend its head before freezing it with
a missile and going up. Avoid getting torched by the fire the Pyros
drop in the next room, then in the next, use missiles to freeze Funes
as steps.
The next room is tricky. Hop onto the platforms over the lava, and the
moment you see a Fune on the wall, shoot a missile double quick to
freeze it, or else just destroy it with 3 Super Missiles and climb up
the ladder. Don't shoot the small block next to the Fune either; you'll
just destroy it and slow yourself down. Make your way ahead, past the
hellish combination of Pyros and Funes; at the top floor, avoid
stepping onto the small, partitioned platform of pit blocks. Then drop
down the shaft and proceed onward through the hatch. Freeze the Pyro on
the platform (it crumbles if you step on it), use it to cross the lava
pool and carry on.
Look, it's the Main Boiler room! Using the platform just above the
entrance, and make your way past the several Side Hoppers that move to
intercept you, then blast past the Eye Door and you will reach the
Control Room! Look, there's a scientist fiddling with the controls!
Give him two Missiles in the face and...pop! He turns into an ugly
Supercore-X! Once again, pump 4 Missiles into its eye when it opens to
blow it away, then collect the X to regain your WIDE BEAM!
(O)===============================================================(O)
OBJECTIVE CHANGE :
Return temperature to normal to avert total meltdown.
(O)===============================================================(O)
Now, simply step onto the switch and the cooling unit activates, and
you save the station, AND get rid of the annoying red pulse.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Cooling unit operational. Proceed to Navigation Room.
(O)===============================================================(O)
Now find your way back to the very long shaft with Funes and Nahimes on
the walls and two green hatches at the bottom. Go through the right
hatch, blow away the Owtches crawling on the bottom face of the block
with a few Missiles, then blast a Samus-sized hole in the right wall
with some bombs. Go to the Level 0 hatch beyond, then start running
left, firing as you go to destroy any other Owtches. When you return to
the shaft, you should break into a speed run; press down to store the
charge, then stand here:
xxx
x
x xxx Legend:
xxx______ x x = Green hatch
| S x | or _ = floor/wall
|____________________xxx S = stand here
Tap A to ultrajump, and you will soar to the top, blasting Funes to a
bloody pulp as you go. At the top, it should be easy enough to find
your way back to the Nav room from there.
Then the computer tells you of the possibility of some survivors in an
X-ravaged area on the Main Deck. Surely you don't want to be the only
sane being on this insane station, eh? So go up to the Main Deck using
the Main Elevator.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Bio-signs on Habitation Deck. Check for survivors.
(O)===============================================================(O)
8_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 28/48 |
| - Wide Beam | |
| | Energy Tanks : 8/20 |
| | |
| | |
\______________________|_____________________________/
MAIN DECK : Mission Nine
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- The Central Processing Unit has detected biological disturbances
in the Main Deck, indicating that there may be survivors from the
X's scourge. Evacuate any survivors you can find.
_____________________________________________________________________
When you return to the Main Deck, you'll find yourself in the scene
where the SA-X made its very first appearance, blasting open a door as
it went. There's a big hole in the wall to the left, but you can ignore
it for now; duty calls, so make your way right. Keep running and firing
to blow open hatches, then you will blast through a portion of a wall.
Shoot open the hatch and proceed downward and through the Nav room.
Head upwards in the room after that, and at the top you'll find two
green hatches, one of which you can enter for now. Take the lift and
you'll be up into the Habitation Deck. Save if you must in the Save
Room to the right, then head left.
Two X will drift by, spawning two Funes; entice them to stretch their
next and freeze them for platforms to the top. Head through the hatch
and...look, you're in the Control Room! Some weird animals are
strutting about outside, but to free them, you need to reach the switch
in the top left room. Oh well, blast the partitioned block in the floor
just next to the security gate and drop down, then fire a Samus-sized
hole in the barrier to the left. Then go all the way left, and shoot
open the security gate to clear the way for a boost run. Now start
running left, and eventually you'll break into a boost which breaks
through some boost blocks before you run into the wall. Fall down the
hole you've created, then jump toward the left wall; you'll enter a
secret tunnel.
There, make your way up the shaft in the poorly-lit tunnel, freezing
the Funes as you go to help you up and out. Through the exit at the
top, you'll find yourself - surprise! - in the room with the gate
switch! Simply step onto it, and you will free the creatures.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Etecoons and Dachora freed. Proceed to Navigation Room.
(O)===============================================================(O)
For those who haven't played Super Metroid, the creatures were your
friends. The birdlike ones are called the Dachora, the little gnome
creatures the Etecoons. They taught Samus special tricks in Super
Metroid.
Anyway, the creatures dip their heads in greeting and run off, leaving
you to fend for yourself (what are you talking about? You can make it
on your own!). All the same, blast a hole in the floor just next to the
security gate, drop down one storey, then blast apart the partitioned
block in the floor. And look! There's a MISSILE TANK <M: 155> just
sitting there, waiting for you to claim it!
Get out of there and make your way to the nearest Navigation Room. The
computer gives a grim prognosis about the condition of crew members on
the ship: all are dead. On the other hand, it informs you of another
weapon waiting for you: the Power Bomb, its data locked up somewhere in
a Sector 5 data room. Go. Now. ^_^
As you head back to the main elevator, run left along the long corridor
just before it, running through the broken hatches; when you break into
a speed boost, keep going and you will enter a trashed part of the wall
(thanks to the SA-X) and bust through several boost blocks to claim
another MISSILE TANK <M: 160>! :D
After that juicy find, get down the Main Elevator and into Sector 5.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Download Power Bomb data. Proceed to Sector 5 (ARC).
(O)===============================================================(O)
9_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 30/48 |
| N/A | |
| | Energy Tanks : 8/20 |
| | |
| | |
\______________________|_____________________________/
SECTOR 5 (ARC) : Mission Ten
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Power Bomb data is ready for you; it will improve your arsenal and
exploring abilities tremendously. Download in the Data Room.
_____________________________________________________________________
Head through the NSR chain and drop down the chamber full of Zeelas.
Head through the right yellow hatch and through the room after that,
then make your way to the hatch at the other side of the following
large room with Choots.
In the next room, drop down one storey and proceed to the Data Room
beyond. Simply step on the terminal and you will get your POWER BOMBS
<PB: 10>! Exit the data room right and drop down the shaft, past all
the Rippers, after that, and head through the yellow hatch at the
bottom.
The obvious route would be through the Level 0 hatch, but if you try
it, you'll find your way blocked by a crumbled, untraversable hatch on
the other side of the room. What to do? Simply lay a Power Bomb, and
watch the magnificent explosion blossom, vaporizing a single powerbomb
block in the floor. Drop through and proceed through the hatch...
..and you find yourself in a seemingly empty room. Do not be fooled;
the SA-X is hot on your heels and if you don't move quickly, you'll be
zapped to atoms. The moment the hatch leaves your sight, the SA-X will
come in; quickly hop over the pillar on the other side of the room and
lay a Power Bomb. Several rows of blocks will be vaporised; take the
upper path, and just keep running for your life to the hatch on the
left, jumping to dodge the beams the SA-X fires.
In the next room, simply lay a Power Bomb; you will blow away a path to
the POWER BOMB TANK <PB: 12> and a vertical row of blocks, revealing a
ladder. Destroy the purple Zeela for a red X if you need it, otherwise
make headway out of this room using the ladder, and you will find
yourself on the other side of the crumbled hatch!
Lay a Power Bomb, and it will destroy a HUGE chunk of the ceiling!
Clamber up and freeze the Rippers for platforms to the hatch at the
top. Go through and there's an easy POWER BOMB TANK <PB: 14> just
waiting for you!
Return to the bottom and take a left through the Security Room, then
lay a Power Bomb in the following enemy-infested area to blow away the
left wall, revealing a ladder, and climb up to the top and out of the
room. Shoot the Security Door open, head through the corridor full of
Scisors back to a familiar area, go up one storey and lay a Power Bomb
to destroy the organic barrier, then go through and you'll be in that
familiar, large room...
Climb up one storey and...you see that big, pulsating organic barrier?
Lay a Power Bomb! It will vaporise the barrier and a few blocks;
clamber into the gap and through the hatch beyond.
The next room is a tricky one; you are supposed to use the upper path
to make it to a Power Bomb Tank on the other side. Laying a Power Bomb
or two to let you see which blocks are the crumbling ones, so you are
less prone to making mistakes. Here's a quick guide to getting past
this area...
1. Clamber into the first enclosed area, then duck and fire an Ice
Missile to freeze the Ripper when it floats to the middle of the
3 x 4 pit block area. Curl into a ball and bounce across.
2. The next one is tricky to the point of infuriation; the crumbling
block area is 4 x 4, so you have to wait for the Ripper to float
to the middle of that area before freezing it. Carefully bounce
across...
3. ...but that's not all. There's a crafty little pit trap of
pit blocks just before the Power Bomb Tank (and if you fall
down this trap at the very last...I hope you don't break your
cartridge in fury! :P ) So snap back into Samus mode and jump
over that bunch of pit blocks and claim the POWER BOMB TANK
<PB: 16>.
Exit the room by dropping down the pit blocks and return to the Nav
room. There, receive your briefing. The computer gives you a strangely
sinister, but direct order: return to your ship. So exit Sector 5 and
head for the main elevator.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Return to starship.
(O)===============================================================(O)
10____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 30/48 |
| - Power Bomb Weapon | |
| | Energy Tanks : 8/20 |
| | |
| | Power Bomb Tanks : 3/32 |
\______________________|_____________________________/
MAIN DECK : Mission Eleven
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Head back to your starship. It won't be as direct as it seems...
_____________________________________________________________________
When you ride up the Main Elevator - clunk! The lift gets stuck and you
are trapped in darkness. Never mind; where all else fails, blow
everything skyhigh! :D Lay a Power Bomb, and you will clear a pipe of
blocks to the right. Slip through it and into the mysterious, unmapped
bowels of the Main Deck...
When you enter, roll through the short tunnel and down a series of pit
blocks, then cut down the Zoomers before continuing through a partially
concealed tunnel (look out for the crumpled section of the wall), and
you will enter the supercooled storage room of the Main Deck...
Roll on through the tunnel above the room and you will drop through a
pit block...then, still as a ball, approach the lifeless, sinister
statue of Ridley...the red eyes glow, then an X floats away from the
statue, causing it to collapse, and chip away a block in the floor.
Drop down that section, and when you enter the next area, immediately
lay a Power Bomb. By the time you hit the ground, it should have
ignited, blowing away a whole bunch of powerbomb blocks to the left.
Clamber through the winding passage and lay a Power Bomb at the end to
blow away a vertical pipe of blocks, revealing a well-hidden POWER BOMB
TANK <PB: 18>.
Exit that passage and proceed right. Destroy the three Zoomers in the
narrow tunnel, avoiding the vomit from the Vomoids on the ceiling.
Proceed to the next area, and you will bump into what seems like a
dead-end...but remember what I said when it comes to dead-ends? Lay a
Power Bomb! :D You will vaporise a bunch of blocks and reveal a MISSILE
TANK <M: 165>. From there, make your way up to the top and go through
the hatch on the right, and you should be able to make it back to your
starship on your own.
There, you'll discover that the main silo of the Reactor Core has gone
offline, which explains the rude interruption of your lift ride. It
then tells you to try to start up the auxiliary power, the terminal of
which is located in a region that is completely unmapped! 0_o
The Etecoons and Dachora are also on your starship, as your computer
will tell you; now exit the starship and make your way left, out this
room and the corridor after that.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Central Reactor Core down. Engage auxiliary at target.
(O)===============================================================(O)
11____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 31/48 |
| N/A | |
| | Energy Tanks : 8/20 |
| | |
| | Power Bomb Tanks : 4/32 |
\______________________|_____________________________/
MAIN DECK : Mission Twelve
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Restore the auxiliary power.
_____________________________________________________________________
When you come to the room with yellow and black platforms leading up,
you will find that there are some strange, new enemies hanging around.
Lay a Power Bomb and you will blow away part of the left wall at the
bottom; go through and you will be in the Reactor Silo.
Recognize that cocoon? That's right; the Zeroes which you saw earlier
in the game have hatched into KiHunters! Anyway, you can now roll
through the empty cocoons; do so, drop down, go right and shoot out
part of the floor, then enter the open hatch at the bottom.
You now enter the Central Reactor Core; as you can see, it is Totally
clogged up with roots! At the ceiling, there is a particularly thick
bush of dead roots, so use your energy beams and Bombs to cross to the
far right. Then drop down to the platform below and enter the first
hatch to the right.
Inside the metal-lined room, head right and simply blow away any
Zebesians you come across. Grab the easy ENERGY TANK <ET: 9> and
proceed to the next area. Run to the very right and shoot out the
floor; drop down, blast the Zebesian away and shoot out the floor on
the left. Drop further down and curl into a ball; as you approach the
Zebesian on the same storey, lay a Power Bomb and dodge his shots until
the bomb explodes, clearing out a few blocks in strategic places. Drop
down the hole created by the blast in the floor to the right and
destroy the Zebesian there with a single Super Missile; then roll into
the narrow space to the left, where a MISSILE TANK <M: 170>.
Roll back right and drop even further down, waste the Zebesian, bomb
the floor on the right, drop down, lay a Power Bomb to blow away some
more blocks, then from there it should be pretty easy to find your way
through the winding passageway to the Eye Door. WHEW! *drinks water*
Vaporise the Eye Door with a single Super Missile to its eye, collect
the red X to restore any Energy you may have lost, then go through the
hatch to a boss fight!
__________________________________________
/ B O S S : Arachnoid \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Creeps along the wall and tries to grab you and suck your |
| Energy |
| - Drops 3 balls of flame which shrink and dissipate |
| - After taking major damage, its central core remains and |
| bounces and spins around, hurling pieces of shrapnel to the |
| ground |
| |
| |
| The Arachnoid (not be confused with Arachnus) is tricky, but |
| like the previous bosses, has a rather easy pattern. At the |
| start, it will weave here and there, altering its path |
| slightly each time. |
| |
| After three or four cycles between the same path, it will open |
| its maw and fire three balls of flame, which can be a pain to |
| dodge if you're aiming for a good shot. But That part is its |
| most vulnerable; stand below its maw, aim up and pump Super |
| Missiles into it! |
| |
| 13 will blow its legs apart, leaving the central core, which |
| bounces around spinning (looking for all the world like |
| something straight out of Super Mario World 2); again, aim at |
| the mouth at the bottom, dodging the rubbish it drops. It will |
| take another 13 - 15 Super Missiles to destroy that part, and |
| another 7 to blow its Core-X's membrane apart. Absorb the X, |
| and you restore your SPACE JUMP! |
| |
\_________________________________________________________________/
(O)===============================================================(O)
OBJECTIVE CHANGE :
Space Jump ability absorbed. Find Auxiliary Power Station.
(O)===============================================================(O)
With your Space Jump, start somersaulting upwards in the air and keep
going up until you reach the tunnel leading out, at the top. Head
through and you will reach your destination: the Auxiliary Power
Station! Step on the terminal and you will activate the auxiliary
power. Go left and you'll find yourself in a Nav room! The computer
will tell you that restoring the auxiliary power gets only half the job
done; only hatches and elevators remain unfunctional. The roots cause
the problem, therefore the source of the roots must be the source of th
problem! Head out the Nav room by the left hatch, shoot open the
Security Door and you're back in the Central Reactor Core. By now,
KiHunters have penetrated this area, too; don't let them get you down
anyway. Jump towards the upper left corner of the huge room and shoot
away the roots covering a small tunnel below the hatch at the upper
left corner of the room. Roll through it and lay a Power Bomb to clear
out any other roots as you go, and eventually you'll come to...
12____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 32/48 |
| - Space Jump | |
| | Energy Tanks : 9/20 |
| | |
| | Power Bomb Tanks : 3/32 |
\______________________|_____________________________/
SECTOR 2 (TRO) : Mission Thirteen
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Find the source of the roots that are clogging up the Reactor
Silo, and destroy it.
_____________________________________________________________________
Hmm, a secret passage into Sector 2, interesting! Anyway, you now
notice that the roots are twitching healthily - obviously, you have
advanced deeper into the roots' realm.
The next part is tricky, and you are going to need steel nerves. The
SA-X is patrolling below, and you have no plausible way of getting by
without being discovered. Drop down the pit block beside the big mass
of roots and immediately freeze the SA-X, then run past it into the
hatch beyond. Immediately after that, drop a Power Bomb and freeze the
SA-X as it enters the room, to give enough time for the bomb to ignite
and destroy a wall, allowing you to gain more ground and head into the
next room. But you're not safe yet...
When you enter the next room, keep going left and keep shooting your
energy beams diagonally upwards to blow open the Security Doors as you
go. The SA-X will be hot on your heels...now, if you still have 6 or
more Energy Tanks left, you can try this risky trick (otherwise don't,
or you might get annihilated before you can slip through) as shown
below. If you don't want to, then simply take the obvious path; through
the hatch and behind the pillar, and the SA-X will stop at that. You
can then backtrack and continue with the steps below.
1. Stand on the part just to the right of a horizontal bunch of
roots in front of the door, jump up and fire a Super Missile
downward to blow away a small block in the floor.
2. Curl into a ball and quickly roll into the empty space; now,
watch the SA-X get dumbfounded as it can't even distinguish
between you and the ground! Simply lay a Power Bomb and watch it
disintegrate the blocks below you, letting you drop to safety. :D
(If the SA-X gave up, then of course this won't apply)
Whatever way you take, you end up in a secret path below, so follow it
to a hatch. Head through and you'll be in a room full of roots. Hop up
to where a solid mass of roots are, and lay a Power Bomb to blow them
away as well as a path to the hatch. Head through it and the room after
that, and you'll find yourself in a root-free room (thank god!). Hop
over the high pillar and keep hopping up and left, through a passageway
upwards. Blast at the right wall of the passageway to clear out a chunk
of it, and from there just keep blowing out walls until you come upon a
compartment containing several Puyos. Cut them down with several energy
beams and claim the POWER BOMB TANK <PB: 20>. Then backtrack up and
continue on to the hatch at the top.
Save in the following room if you need to (there's a boss fight just
coming), then enter the next one. Ignore the path leading upwards and
instead head through the open hatch on the other end. When you enter
the next room, shoot away the pipe of blocks just above and right of
the hatch. Jump up and lo! A whole pile of roots blocks the entire
cavern, and several KiHunters are vainly struggling in it! Blown them
all to kingdom come with a Power Bomb, muahaha! Then head on right and
blow away the Eye Door, claim the red X, and head through the hatch.
__________________________________________
/ B O S S : Mother Root \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - 1st line of defence are its creatures surrounding it; |
| Predatory Flowers in pools of water will envelope you in |
| their jaws and suck 14 health/second |
| - Spore Spitters on plant pillars spit spores that can knock |
| you into the waiting Predatory Flowers |
| - Plasma Beams |
| |
| |
| Ugh, the Mother Root looks like a plant version of Samus' |
| ultimate nemesis of previous games, Mother Brain... :P |
| |
| The Mother Root battle is insanely annoying! Spore Spitters |
| will have you screaming in rage as you get knocked into the |
| Flowers for the umpteenth time! Extricate yourself from the |
| Flowers by simply jumping, and dodge the spores as best as you |
| can. |
| |
| 27 Missiles will destroy the Mother Root's hardened shell and |
| the resulting tremor will cause Spore Spitters to drop into |
| the Predatory Flowers, but they will continue to spit out |
| spores; ignore them anyway, and concentrate on pounding the |
| Mother Root! Its core will start firing plasma beams, which |
| you can dodge by ducking or jumping. 20 - 21 Missiles will |
| destroy it, and the Flowers, revealing its Supercore-X form. |
| |
| Fighting it on the islands is really annoying and time |
| consuming, so make it easier by jumping onto the cleared |
| patch of land where the Mother Root once stood, and empty |
| 4 or 5 Missiles into its eye. |
| |
\_________________________________________________________________/
When the battle finishes, claim the X to get your all-powerful PLASMA
BEAM! Exit through the hatch on the right, and drop downward through
the passageway between the chambers containing KiHunters (if you must,
flaunt your incredible weapon upon the KiHunters :D ). Exit at the
bottom, run through the next room with Missiles blazing, and you are
back in a shaft you've been to before. :/
(O)===============================================================(O)
OBJECTIVE CHANGE :
Plasma Beam restored. Return to Navigation Room.
(O)===============================================================(O)
(If you need energy and weapons, follow this route to a secret Recharge
Room: jump up the shaft and land on the right ledge at the top. Roll
into a ball and through a secret tunnel at the bottom of the wall - and
look! It's a Recharge Room out of nowhere!)
Head through the hatch directly on the other side and through the Save
Room, and drop down to the hatch at the bottom of the next room. And
you're back into yet another crummy old shaft! Space Jump your way up
and you will find that the passageway at a ledge that was once blocked
by a cocoon is now unblocked! Roll through and look! A tempting prize
stands waiting on a ledge on the other side of the room. But the
Rippers, as well as several stacks of pit blocks, present a formidable
barrier...all the same, to get past them:
1. Jump up to the monkeybars on the ceiling, climb to the leftmost
bit, aim downward and freeze the first Ripper on the top that
comes within your line of fire.
2. Jump onto it and make sure the second Ripper passes by it to the
right before hopping down on the first (fire another Missile into
the first one just to make sure).
3. Aim downwards and left, and when the second Ripper draws near,
freeze it! Now you can curl into a ball and use the Rippers as
platforms to the POWER BOMB TANK <PB: 22>!
When you get the Power Bomb Tank - a block crumbles beneath you and you
plunge into the depths of some hidden pit! When you hit the bottom, lay
a Power Bomb, to blast away a couple of blocks, and reveal another
POWER BOMB TANK <PB: 24> that you drop onto. Now simply extricate
yourself at the bottom and make your way up and out of the room using
the ladder on the right wall.
Then go up to the top, lay a Power Bomb to clear away the blocks in the
passageway, and exit through the hatch at the top. Zap away the
Fleevils in the room as you pass by, then in the next room ignore the
Side Hopper and KiHunters as you hop up to the top and clamber through
the passageway. Ah, here's the first major room of Sector 2!
Jump up to the ledge above the passageway you just crawled through. See
that little green block obstructing a passageway? Blow it away with a
Power Bomb, then hop up and climb through. Use several Plasma Beams to
carve a swath through the KiHunters that assail you, and head through
the hatch at the other end. Then head through the hatch at the other
end of the shaft that you enter.
It's a small room of Owtches - how boring. But no room is empty for
nothing - pick your way to the right wall and jump against it. Whoops,
you grab hold of a hidden ledge! Clamber through and into a secret
room. Jump up the narrow tunnel at the top right corner of the room
while facing left, and fire several lasers into the upper half of the
left wall of the tunnel to clear away a block, revealing an ENERGY TANK
<ET: 10>! Now exit that room and find your way back to the first large
room after the NSR chain of Sector 2, and from there get back to the
Nav room.
When you receive your briefing, the computer seems quite alarmed that
you have restored Plasma Beam functionality! Nevertheless, it is one
more weapon in your arsenal against the SA-X.
Head out of Sector 2 and get crackin' to Sector 5.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Locate source of trouble in Sector 5 (ARC). Engage.
(O)===============================================================(O)
13____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : xx/48 |
| - Plasma Beam | |
| | Energy Tanks : 10/20 |
| | |
| | Power Bomb Tanks : 7/32 |
\______________________|_____________________________/
SECTOR 5 (ARC) : Mission Fourteen
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Terminate the Nightmare before it destroys the whole station
[ - Unlock Level 4 (Red) hatches ]
[ - Recover Diffusion Missiles ]
_____________________________________________________________________
(square brackets [] mean unauthorized missions)
In the Sector 5 Nav room, you receive a chilling mission: to eliminate
the Nightmare, a military weapon housed by the (completely mad and
utterly insane) scientists in the BSL.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Organism "Nightmare" is on a rampage. Find it and engage.
(O)===============================================================(O)
I mean, who in his right mind would keep a whopping, gravity-altering,
military machine in a space station? Come on...
But I digress. Head out the NSR chain and into the room with Zeelas.
There seem to be more than usual...drop down one storey, destroy the
Zeela on the wall and fire a hole in the top corner of the wall, as you
did in a previous mission. Roll through and head out the hatch
beyond...
And you will see that the large room with a huge glass screen in the
background, is completely wrecked from top to bottom, with chunks of
platforms strewn all around - testament to the Nightmare's destructive
power. Drop to the bottom of the room and head right, through the
broken hatch, then in the next room, take the top right hatch (that was
once a Level 4 one). Head through the corridor after that, and you will
find that this room, no thanks to the Nightmare, is now connected with
the blown-out Data Room below. Jump over the gap and continue on.
Buzz through the corridor now inhabited by Gerutas and Zeelas, and head
through the hatch on the other end. You will find yourself in what was
once simply a great shaft that is now flooded with water.
There follows now a little, but difficult shortcut you can use to get
an Energy Tank. If you screw it up, though, don't worry; after the
Nightmare, you can always return to get it.
Shoot the lower part of the floor and drop through the pit block, and
when you drop through immediately hug the left wall. As you fall, look
out for a small notch in the right wall. That is a marker for a Missile
block in the left wall; when you fall in alignment with that notch,
fire a Missile into the left wall and, because you are hugging the left
wall, you will cling on to the small gap that you blew away. Clamber up
and through a secret passage, into a secret room!
The room is tricky; you have to, as a ball, avoid falling through
camouflaged pit blocks on your way to the tantalising Energy Tank.
Here's a little ASCII diagram to help you on your way:
________________________________
| __xx___E___ |
|__..____ _____ _|___________&&| ****LEGEND****
|__..____&&_____&&___| | xx - where the elevator will
| |__ rise if you trigger it
| ______ _____ ________ _______ && - pit block
|&&______&&_____&&________| | .. - hidden passageway
| | E - Energy Tank
|___________________________| _ or | - floor/wall
And you've got your ENERGY TANK <ET: 11>! Exit the room and back into
the flooded shaft, and sink all the way down and head through the hatch
at the bottom.
Now, as you go, you will encounter lots of powerful Zebetites and Mer-
Zebetites; I encourage using a fully-charged Plasma Beam, instead of 3
Missiles. Just make sure all beams hit for a one-hit kill. Go right and
up one storey (ignore the hatch at the bottom; being unable to travel
at full speed, you cannot pass the room after), annihilate the Mer-
Zebetite there and head through the hatch after. Destroy the Mer-
Zebetite hanging around in the next room as well, and use the high
steps on the left side of the room to get up and out.
When you see two Gerutas on the ceiling, spray the ceiling with Plasma
Beams to clear away a huge section of it! Strange that the Gerutas defy
gravity with their jets off - anyway, hop up past them and take a left,
into another broken hatch. Lay a Power Bomb first thing you enter and
in a blink of an eye, all the Zeelas will be vaporized, and a POWER
BOMB TANK <PB: 26> lies uncovered in an alcove in the floor. Exit that
room and go right this time; then jump up the passage just before a
broken hatch. Look, it's an unscathed hatch - what a rarity :P If you
must, go through and save your game, but otherwise we are after better
stuff! Lay a Power Bomb to blow away a secret pipe of blocks in the
upper left corner; roll through and lay another Power Bomb just before
the hatch to expose a well-hidden POWER BOMB TANK <PB: 28> in a
passageway above. The entrance of the passageway is well-camouflaged,
but you can find it by simply bouncing along the pipe.
Save your game in the Save Room just nearby - a really tough boss
battle is on the way. Don't worry if you are in bad shape - you will ge
restoration soon after. After that, simply head through the hatch
below.
Pick off the Zeelas that attempt to intercept you when you enter, then
follow the path to the only useable hatch, blocked by an Eye Door.
Eradicate it with a single Missile to its eye and go through.
The hatch shuts and locks with a clang - you must be getting close to
the boss! Also, an Energy Tank lies waiting in what seems like an
obvious path; but it is not. Lay another Power Bomb and you will clear
a bunch of blocks and reveal a pit of pit blocks which you would have
tumbled down, had you not discovered the alternative route. Now you can
safely claim the ENERGY TANK <ET: 12> to give you an extra edge over
the oncoming boss. Then drop through the other bunch of pit blocks and
into the lair of the...
__________________________________________
/ B O S S : Nightmare \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Gravity Manipulator (on its underside) mucks around with |
| gravity, making your Missiles extra heavy |
| - Beam Cannons on its arms fire multiple bolts |
| - flies around trying to ram you |
| |
| |
| The Nightmare is Tough with a capital T. It is probably one of |
| the hardest boss fights you will ever encounter. Your first |
| target is the gravity manipulator on its underside; fire four |
| Missiles into it and it starts up, changing the laws of |
| gravity completely! Your Missiles, unless fired point-blank |
| into it, will be deflected by the altered gravitational forces,|
| and your Space Jump is disabled. From there, use charged Plasma|
| Beams, although it still is not too hard to ram Missiles |
| point-blank into the machine. 15 Missiles will destroy it and |
| restore gravity back to normal. |
| |
| Then you see the Nightmare's face undergo a horrifying change -|
| the metal cover melts away and reveals a multi-eyed, |
| goo-streaming face that is quite reminiscent of a monster |
| from Swamp Thing. Now you must aim for its face - but only |
| through a small gap on the upper half of its face can your |
| Missiles reach it. Use the ladder on the left wall to |
| facilitate the job of pumping Missiles into its face. Another |
| 33 Missiles will melt its face away (how's that for a facial? |
| :P )...but of course, it's far from finished. |
| |
| The X pops out, but thank god, it's only a Core-X. Another |
| 6 Missiles into its membrane and the X is yours. Absorb it... |
| look, damn it, look, it's the fabled GRAVITY SUIT! |
| |
\_________________________________________________________________/
(O)===============================================================(O)
OBJECTIVE CHANGE :
Gravity Suit effect absorbed. Proceed to Navigation Room.
(O)===============================================================(O)
The Gravity Suit allows you to move freely in water. You will find out
just how useful it is in a short while - first, open the hatch by
approaching it, but don't go through yet. Head back right to gain some
ground and begin sprinting left. You will break into a boost and smash
through a thin wall of boost blocks. Blast open the hatches as you go
screaming left, and after the corridor of two Gerutas, drop down into
the pool of water; ahhh, you're as free as a fish! Blow away the Mer-
Zebesian and return to the previous room through the hatch, then clear
out the Zebesians on the lower floor. Shoot open the right hatch, then
starting from the very left, start running right and through the hatch.
You will break through two walls of boost blocks...WAIT! Hit down to
store some boost charge, position yourself between what is left of the
two walls, and hit A. Samus will launch into an ultrajump that busts
through numerous layers of boost blocks and into a chamber which
contains a POWER BOMB TANK <PB: 30>!
Drop out of the chamber through the pit block left of where the Power
Bomb Tank stood, and start running right again, through a clear glass
tube, and into...
Sector 4
========
My, what a surprise, Sector 4! Anyway, keep running and when you start
boosting, keep going until you see a pit. Then jump (while holding
right) and you will bust through a wall of boost blocks, shredding
numerous Skultera as you go. Shoot open the hatch and go in.
Drop down to the same level as the second hatch to the right, then hop
over to the alcove in the left wall at around the same level. Destroy
the Scisor first, then hugging the left wall jump against it, and you
will grab hold a ledge of a secret passage! Clamber through and claim,
of all things, a POWER BOMB TANK <PB: 32>.
Then exit the chamber and take the first hatch to the right. Make your
way past the numerous Slickles, and destroy the pink Zeela for a red X
if you need it. Forge your way to the rightmost end of the room and
grab the MISSILE TANK <M: 175>. Then exit that corridor and drop all
the way to the bottom.
Head through the left hatch and lay a bomb at the left half of the top
surface of the transparent tube. Shoot a Missile into the black bar on
top to blow away a Missile block, and jump to the top. Then go to the
very left and jump up to another area. Lay a Power Bomb to blow away
the Evir and clear away a section of blocks in the right wall. Clamber
through to a POWER BOMB TANK <PB: 34>. Then exit that chamber and
continue on left.
In the next area, dodge the Evirs and bomb two grey blocks in the
ground on the leftmost end of the room. Drop down and bomb away the
second grey block to the right, and drop vertically down. Where you
drop onto, lay another bomb, and as the block is cleared, hug the right
wall and you will roll through a hidden tunnel. When you roll through,
lay yet another Power Bomb to destroy several bomb blocks and roll
through the first tunnel to the left. Now drop through the gap in the
ground and WoW! You're in the Level 4 Security Room! Well, what can you
do, except to open Level 4 locks...
(O)===============================================================(O)
OBJECTIVE CHANGE :
Level 4 Security Lock released. Proceed to Navigation Room.
(O)===============================================================(O)
Exit the Security Room and hop up to an alcove in the right wall, next
to a chamber of Scisors. Curl into a ball and jump up while hugging the
alcove wall; and you will pop into a hidden tunnel! Roll through and
powerbomb the bunch of Scisors in a sealed chamber; then avoid
absorbing the X. They will form two golden Scisors which can then be
disposed of with a few Missiles. The hatch at the bottom will then
open; head through.
In the next room, lay a single power bomb to clear away the passageway
and Owtches, leaving a clear path to the ENERGY TANK <ET: 12>. Exit
this room after that, and the room before, to return to that previous
shaft. This time jump right to the top and head through the Level 4
hatch; head right through the room after that and you'll be back at the
crossroads. Take the right hatch and destroy the Mer-Zebesian, and lay
a power bomb in the transparent tube. Blam - a portion of blocks will
be blasted away, leading to a chamber below. Drop through and claim the
MISSILE TANK <M: 180> at the bottom. Several enemies will be spawned by
numerous Xs after that; simply annihilate them with your trusty Plasma
Beam :)
Leap out of the chamber and head right, through the hatch. Blow away
the several Evirs and Skultera, and make your way into the red hatch at
the top of this room. Head through the glass-tube room after that, and
you will enter a large, maze-like area with lots of Slickles and
Balloon Creatures. Blast away the grey blocks set in the right wall,
and roll through the gap. Save in the adjacent Save room (there will be
an optional and difficult, but time-saving, trick later on that you
cannot afford to screw up, if you do take it on), if not continue
upward to the top. Stay a distance away from the Balloon Creature there
so it does not stick out its big mace, then clamber over it and to
lower ground.
Now then, starting at the very left of the lower ground, run right
through the hatch, blasting your way through subsequent ones in the
following corridor with the Plasma Beam, and by the time you enter the
next, wide corridor, you should be beginning to break into a boost.
This trick is difficult to pull off, but if you have dexterity, you can
shave a bit of time off the clock. The moment you break into a boost,
jump, still boosting, forward. You will soar through and blow apart the
Kago and launch yourself to the area beyond, hooray!! Grab the MISSILE
TANK <M: 185>. Then roll into a ball and roll to the right wall,
staying on the ground; whoops! You slip through a hidden gap! A
tempting reward sits on a seemingly unreachable pedestal, but leave it
for now; continue rolling through the passageway and drop down the hole
into a new area.
Don't go through the hatch at the bottom right; instead, run back to
the left end of the room, then start off due right. You will enter a
boost after a bit of running; run below the hole through which you
dropped into this corridor, then hit down to store a boost charge.
Ultrajump up the hole and bam! Now the POWER BOMB TANK <PB: 36> is
yours!
Now, drop down and head through the right hatch at the bottom. From
there, space jump up the massive tank of water to the ladder at the top
(you must get up quickly, or the Xs floating around will spawn Balloon
Creatures which make your job a bit tougher), fire a Missile into a
partitioned portion of the ceiling to clear away a block and clamber
through the gap. In there, lay a power bomb to clear out the room of
Owtches and walls! Head through the hatch at the other end, and from
there, there's no other way forward but through the hatch to a Data
Room.
Step onto the terminal and surprise! You will claim your DIFFUSION
missiles! Now you may charge up your Missiles and create an ice age for
any enemy that is on the screen! Hmm, wonder why the computer did not
brief you on this baby?
(O)===============================================================(O)
OBJECTIVE CHANGE :
New Missile data downloaded. Diffusion added to Missiles.
(O)===============================================================(O)
Before returning to the Nav room, let's get some goodies that we missed
out on earlier, shall we? First, use your Diffusion missiles to freeze
all the Balloon Creatures, then clamber through a gap. Take the bottom
hatch and blow away the organic barrier, then lay a bomb in the lower
corner below the power node on the left wall to reveal a MISSILE TANK
<M: 190>. Backtrack to the previous room after that, and take the top
door.
Find your way to the hatch at the left end of the room and head through
the corridor after that, into the next, large room. Lay a bomb in the
bottom corner of the left wall to reveal a passageway, then roll inside
and lay another bomb to clear out yet another block, dropping you into
a secret chamber. Lay a power bomb at the bottom and you will clear a
whole pipe of blocks; snag the POWER BOMB TANK <PB: 38> that is
revealed!
Now, backtrack to the Nav room, and that's the end of this long and
complex, but significant mission! Also, you've collected everything
Sector 4 has to offer...
Receive your briefing and the computer is, unsurprisingly, amazed that
you upgraded your missiles! It also berates you for opening Level 4
locks, but who cares? :D Anyway, you receive a report about the
Security Robot that you damaged really badly in Sector 3; it is now
running amok in Sector 6! So, you have to go and finish it off...
(O)===============================================================(O)
OBJECTIVE CHANGE :
Security Robot B.O.X. detected in Sector 6 (NOC). Engage.
(O)===============================================================(O)
14____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 36/48 |
| - Diffusion Missile | |
| Weapon | Energy Tanks : 12/20 |
| - Gravity Suit | |
| | Power Bomb Tanks : 14/32 |
\______________________|_____________________________/
SECTOR 6 (NOC) : Mission Fifteen
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Destroy the X-infected Security Robot
[ - Seek out the secret Metroid experimental labs ]
[ - Destroy Ridley-X ]
_____________________________________________________________________
Exit the NSR chain and carry on right, through three rooms. You should
easily be able to tear through the enemies which are comparatively
weaklings, now that you have the Plasma Beam. After three rooms, you
come to a shaft.
Start going downwards. Take the first hatch to the left, and lay a
power bomb at the left end to blow away a wall! Head through the red
hatch and cut down the numerous Memus and Puyos, then exit through the
hatch at the bottom.
Fall down the clearly visible pipe (of pit blocks) in the next room,
and you will drop into a water-filled corridor. Take a left and through
the following cave to the hatch at the bottom left, and drop down one
floor. Lay a power bomb to destroy the metal part of the ground,
allowing you to drop lower; head through the hatch at the bottom.
The next room is barren of enemies...head left and when you reach the
security door, a siren starts blaring "Warning: No Entry Without
Authorization" repeatedly. You know you've got clearance to enter
Sector 6, so there must be something afoot...
Children of the night...what a mess they make!
Starting from the thick security gate, exit the room right and
ultrajump up the shaft when you go through the hatch. Head through the
hatch at the top...as you do so, the cave shudders...and backtrack out
the cave after that.
When you exit...hey! Why's the water electrified?! Then the
electronically fried, but organically activated, Security Robot comes
rushing up...lay a power bomb to reveal monkey bars on the ceiling and
let the battle commence!
__________________________________________
/ B O S S : Security Robot B.O.X. \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - launches 4 guided missiles |
| - jumps around in the electrified water, trying to knock you |
| into the drink |
| |
| |
| The Security Robot's exposed and malfunctioning circuits are |
| sending electric currents through the water and electrifying |
| it. To make things worse, the X is controlling it, so it is |
| now much swifter and deadlier...supposedly. |
| |
| Its battle pattern is similar to its previous one; jumps |
| around a bit, then crouches and fires a weapon from the weapon |
| pod it brings up. Again, you can't damage it while it crouches.|
| You can only shoot its middle from the top. And this time, it |
| fires guided missiles. |
| |
| There is a sure-fire way to destroy it with relative ease, |
| though; on the monkey bars, entice it to bring up its weapon |
| pod, then directly above it, climb around left and right while |
| holding the up direction and remaining directly above the |
| Security Robot. The missiles will damage you, but when it |
| brings down the battle pod, it will remain in the same position|
| (provided you don't move around too much) and you will stay |
| clinging onto the bars, where you can aim downward and bring |
| forth a flood of Missiles into its middle! |
| |
| 12 Missiles will destroy the delicate machinery, exploding to |
| pieces its body; and the Supercore-X reveals itself. Another 4 |
| missiles and it's history! |
| |
\_________________________________________________________________/
Absorb the X to claim your WAVE BEAM! Your beam now penetrates walls!
(O)===============================================================(O)
OBJECTIVE CHANGE :
B.O.X Robot destroyed. Leave Sector 6 immediately.
(O)===============================================================(O)
But of course the pit blocks prevent you from going back to the Nav
room. Oh well! Remember that thick security gate we saw in the caves,
before the siren started blaring? Go back to it and open it using your
new Wave Beam, then roll through the narrow tunnel beyond, into...
Restricted Zone
===============
Hello, it's the Main Deck! But what's this? A restricted zone?
Intersting! Head through the red hatch at the bottom and through the
Save Room; then buzz through the now empty corridors, and you will
arrive at the Restricted Laboratory, where you see your old friends,
the Metroids, floating around. What are they doing here?! Never mind
that, probe further into the lab, where you will find gruesome
preserved samples of the Metroid hybrids...and when you arrive into
another lab with Metroids, soon after, the whole place starts rumbling
and a siren goes off! What can it be this time?! Immediately backtrack
to the previous lab!
The SA-X is there, wrecking the whole laboratory, and releasing all the
Metroids, which it then attempts to destroy, but to no avail; the
Metroids then latch on to the SA-X and render it helpless...then the
ceiling of the lab crashes down, and it's time to escape!
(O)===============================================================(O)
OBJECTIVE CHANGE :
Metroids released by SA-X. Evacuate Restricted Lab.
(O)===============================================================(O)
The escape route is obvious: up. Simply space jump up the shaft past
the Metroids (which simply float around and obstruct you) and through
the hatch at the top. Easy!
But then the Restricted Lab is jettisoned and explodes into particles,
destroying the Metroids before you could even say hi...T_T
The next thing to do after your escape is to report to the Nav room
next door, after your escapade. The computer expresses its despair over
the loss of invaluable research, then orders you to uplink to it in a
subsequent Nav room.
After the briefing, exit the room and go up the lift. Samus will
reflect about Adam again...when you get to the top, head through the
hatch.
Hop up the shaft, charge up a Missile and fire it into the part of the
right wall above the Rippers. A few blocks, as well as an ENERGY TANK
<ET: 14> will be cleared. Then make your way through the labyrinth of
Gerutas and Rippers and exit at the top.
In the next, acidic slime-filled room, space jump across the pool,
holding down A while doing so to charge spin, wiping out the Botchroids
while you make your way to the other end of the room. Head through the
hatch and get to the top of the following, empty room...lay a power
bomb to clear out a wall of blocks, then climb up the ladder that is
revealed. Ambush the Zebesian with a single charged Wave Beam blast,
then head through the hatch it guarded.
The next room contains Vomoids in enclosures in the floor. Blast apart
two and allow the Xs to spawn a golden Zebesian! Walk near it to make
it jump into the air, and the moment it lands, fire a charged Wave Beam
into its back to destroy it in one blow! The X will spawn yet another
Zebesian; power bomb the partition in the room, then do the same to the
second. Now go through the activated hatch on the left side of the
room.
Save your game in the room behind the hatch in the upper left corner if
you like, for we are coming to a boss battle. Then drop to the bottom
and head through the left hatch. Space jump past the Rippers, over the
acidic slime, and blow away the Eye Door. Head through the hatch and
drop to the bottom of the following shaft. Gasp, there's Ridley! Wait,
he's encased in some sorta stuff...approach him, and the ghastly
glowing eyes open. He's alive! Moments later the X morphs him into a
terrifying beast that roars violently at the sight of his old foe...
__________________________________________
/ B O S S : Ridley-X \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Fires several fireballs from his mouth |
| - Uses his spiky tail to pogo-jump on the ground |
| - Grabs and slams you into a wall |
| - Flicks his tail |
| |
| |
| Ridley-X, chilling as he may look, has actually gone from |
| being an ultra-plain, ultra-powerful dragon to being an |
| ultra-cool, ultra-pussied freak! And he lets out a |
| bloodcurdling shriek every time you plaster a Missile onto |
| him - makes you imagine what kind of sadistic creature |
| designers there are at Nintendo, hmm? |
| |
| His battle pattern is quite unpredictable, but Ridley-X is |
| easy to the extremest extent. You can strike any part of his |
| body except his tail; and when you grabs you, you can pump |
| as many Missiles into him as you like! His fireballs are easy |
| to dodge, his tail and wall-slam doesn't do much either. It |
| takes a total of 97 Missiles to blow him apart, and another 6 |
| Missiles to blow apart the Core-X's membrane. Finished! |
| |
\_________________________________________________________________/
When Ridley-X is defeated, absorb the X to claim your SCREW ATTACK!
Jump forward into the air, and you will find out that all enemies are
simply fat pigeons at your mercy - one touch with the Screw Attack will
rend them to pieces.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Screw Attack ability restored. Proceed to the Navigation Room.
(O)===============================================================(O)
"Proceed to the Navigation Room"? Bah! There are still tons of places
you haven't yet explored in the Biologic Space Labs sectors! Ignore
that order for now; we'll come back to it much later :) We want 100%
weapon collection, don't we?
Exit the boss room and give the Rippers a demonstration of your new
power while crossing the pool. Head back out and then go back upwards
through the next, empty room, heading through the second hatch to the
right. Again, cut down two golden Zebesians, and backtrack out of this
room. Go downward in the next room (bombing away the blocks in the
floor to reveal a ladder, and so forth) and...see that hatch in a
seemingly unreachable enclosure? Fire a charged Missile into the wall
and it will blow away a few missile blocks to reveal a tunnel! But
first drop to the bottom of this room; screw attack the floor, and
you'll find that there's one portion that can be broken through. Then
drop down the hole in the floor.
Now here's yet another "don't collect the X" puzzle. Destroy the
Slickle in the enclosure and let it spawn a Geruta; destroy that and
let it spawn a golden Zebesian; destroy that, and the locked hatch will
open to a chamber containing a POWER BOMB TANK <PB: 40>.
Exit the chamber and backtrack up the hole in the ceiling, then clamber
through the tunnel of missile blocks that you previously cleared. Shoot
the security door open, and continue on to what looks like a dead end.
Except that it isn't; the Screw Attack opens up routes you never
dreamed possible, as you will find out firsthand later. Screw Attack
through the middle portion of the floor and pick your way downwards to
the hatch below. Head through and make your way across the acid-filled
room with Rippers, screw attacking strategic parts of the partitions to
get through, and shooting the security gate open at the end.
Jump up the narrow shaft, slicing apart Zebesians as you go, and screw
attack through the yellow-and-black platform. Take the right hatch and
run through the next room, blasting open hatches as you go; in the next
room, a shaft full of Zebesians, you should break into a speed boost.
Hit down to store charge and ultrajump while standing next to the right
wall. Then proceed through the hatch at the top. Blow away the Scisors
as you run through the water-filled room and through the hatch behind a
previously-cleared tunnel, and drop through the section of pit blocks.
Roll under the narrow tunnel, laying a bomb as you go, to blow away two
blocks and clear a Samus-sized tunnel for yourself. Shoot open the
bottom hatch and head through the cave after that, blowing away
Hornoads as you go, and into the Save Room; starting from there, run
right, shooting open the hatches as you go, and after the Hornoad
corridor you will break into a boost which blasts you through several
top-secret speed booster blocks in a secret cavern!
When you enter the secret cavern, hit down to store a boost charge,
then drop down the passageway, firing downwards to dust off a Scisor on
the wall; then hug the right wall at the bottom and fire 'er up! When
you ultrajump to the top, you will blast apart some booster blocks;
clmaber into the alcove and shoot the left wall for a POWER BOMB TANK
<PB: 42>.
Make your way back up and out, and again, in the same area, start
running from the Save room and so forth to break into a boost; except
without entering the secret cavern, hit down to store a boost charge
and get up to the top hatch (be quick about it; your charge won't last
long). Shoot it open and shoulder ram horizontally through it...
..and you zap onto a slope, and continue boosting! Hit down before you
drop into a small alcove at the leftmost end of the room, then next to
the left wall, ultrajump...Boom! An ENERGY TANK <ET: 15> lies waiting!
Exit through the upper hatch in this oddly glowing room, and through
the upper hatch in the next one. Drop to the bottom to the large room
you come to, and head through the right hatch; shoot open the security
gate as you go, and screw attack up the following shaft through the
yellow-and-black platforms. Take the left hatch at the top, and again,
screw attack up the shaft and head through the first hatch to the left.
Run left, shooting away the Hornoads so your run is unobstructed, and
as you boost through the loooooooong corridor, shoot open the hatch at
the end and go through. Hit down to store a boost charge the moment you
enter the next room, shoot open the hatch at the other end and shoulder
ram horizontally through. You will soar right through the lava-filled
room, snagging a MISSILE TANK <M: 195> and smashing into a platform at
the end, which you can clamber up for yet another MISSILE TANK <M:
200>. Then drop into the lava - the Gravity Suit will protect you - and
grab yet another MISSILE TANK <M: 205>! Then go left while still in the
lava and head through the green hatch.
Make your way to the top by screw attacking in the next room. A Metroid
husk lies abandoned...what can this mean? Shelve that worry for
now...get to the top, then through the blue hatch. You're back in the
very first large room of Sector 1! Make your way to the green hatch at
the top right corner of the room, and head through. Screw attack the
ceiling and grab the POWER BOMB TANK <PB: 44>. Then jump against the
right wall, and you will grab hold of a hidden passageway. Clamber
through and head through the hatch, then through the transport tube
leading to sector 2. Convenient, eh?
Sector 2
========
When you enter, screw attack through the wall and grab the MISSILE TANK
<M: 210>, then blast through all the organic pillars and enemies and
exit this corridor through the other end.
Refer to your map - see that boss room at the very bottom left of the
sector? Easy enough for you to get there, isn't it?
No? Well, for the brainless, I have a little guide for you to get to
the boss room there.
Drop to the bottom of the room you are in, and go right, rolling under
the passageway at the end. Drop down the room you enter, cut down the
Desgeega and continue on through the hatch and through the following
corridor. Power bomb away the blocks in the passageway in the following
room to clear a path, and drop down to the first hatch to the right. In
the next, metal-lined room, space jump over the large pillar to the
right and through the hatch beyond. Then in the next room, lay a power
bomb to blow out some power bomb blocks (as well as a few hapless
KiHunters), allowing you to get downwards. Where the path splits, take
the right hatch and continue on right. From there, using your map,
getting to the boss room is easy enough. Remember, a boss room is
marked by a monster skull. Save your game before entering it, for a
tough puzzle is up ahead.
In the boss room, space jump to the ledge on the top right hand corner,
and screw attack the wall. What's this? A secret hatch?! Head
through...and the fun begins!
The room you enter is a puzzle room. First drop through the shaft to
the very bottom and lay a power bomb; as you see, there's a Missile
Tank hidden behind two speed booster blocks. What to do...? First, get
to the very right and then run left to build up a boost. Store a boost
charge when you reach the bottom of the shaft you dropped through, then
jump up sideways through the shaft (but don't just hit A or you will
waste your boost charge). Fire an energy beam to snap out of your
rolling, then shoulder ram through the speed booster blocks when you
fall into alignment with them! Clamber through and grab your MISSILE
TANK <M: 215>.
Now, we're going to have to go through a tedious puzzle to get the
Power Bomb Tank at the top of the room - if ever you screw up a single
step, you'll have to start again.
Again, start running right and when you reach the path leading upward,
store another boost charge and jump up onto the ledge just before a
gentle slope, on the second floor. Hold A and left to shoulder ram;
when you touch the slope you go running! Just keep holding left and you
will boost across the pit blocks!! And just before you run into the
wall, store another boost charge, jump up to the third floor, and
repeat! Do this about three more times, and you will eventually reach
the top floor...
The top floor is a bit trickier. Again, jump up onto the ledge just
before a gentle slope, and boost over the pit blocks...except that once
you walk on solid land, store another boost charge, jump up to the
higher ledge and repeat! Except simply just boost left and you will
smash through the wall to gain your hard-earned POWER BOMB TANK <PB:
46>!! Then drop through the pit blocks and exit the boss room.
Exit the room with two KiHunters just outside the boss room, through
the room with Owtches, and if you want, save your game in the Save
Room. Then exit that as well and make your way back up past the
KiHunters. At the top, take the right hatch.
In the room you enter, space jump alllll the way to the top of the
humungously long shaft, chopping apart KiHunters and Reos as you go. At
the top, take the left hatch, then buzz through the four KiHunters, and
exit through the passageway. Whew! And you're back in the room where
you started off for the boss room. Jump to the Level 0 hatch at the top
right hand corner, and enter. Make your way to the Level 1 security
room...I doubt you will have much difficulty.
In the Level 1 security room, jump to the top and screw attack the left
wall there...hey! There's a hatch! Head through it, and you will come
to yet another top-secret room.
If you lay a few power bombs, you will notice nearly the whole of the
platforms in this room are made up of pit blocks. There are two
powerups you can get, but your space jump prowess - and patience - will
be sorely tested in this room. Each powerup sits on a platform of solid
blocks, so you can catch your breath before going for the other one.
There is a passageway at the bottom to let you return to the start if
you fail...start by jumping into the wider gap in front of the hatch,
and from there, you'll have to rely on only your space jump. Where the
path splits, take the lower path, and keep going to find a POWER BOMB
TANK <PB: 48>. Then space jump out the alcove and take the upper path,
which is slightly easier on you, as it has a sort of safety net in the
narrow passageway (which is camouflaged) to allow you to jump back up
before the pit blocks form over your head. Anyway, if you do make it,
gleefully claim your ENERGY TANK <ET: 16> at the end; and you've done
it!
Now then, using the transport tube from Sector 1, make your way back
there...
Sector 1
========
Exit the room out the green hatch, and there you are - back in the
first large room after the NSR chain of Sector 1! Drop to the very
bottom and make your way to the blue hatch on the left end. Head
through and jump against the left wall opposite the hatch...whoops,
it's another hidden passage! Slip through and screw attack the barrier,
and head through the hatch to a transport tube that leads to...
Sector 3
========
Shoot open the hatch to Sector 3 as you go, and when you head through
you should be boosting. Immediately jump forward as you boost, and you
will screw attack through a barrier...space jump across the wide gap
and you will also bust through speed booster blocks into a small
chamber for a MISSILE TANK <M: 220>.
Backtrack out the chamber and screw attack through the floor, then
starting from the left side of the hole in the rightmost end of the
corridor, start running left, firing Missiles to clear out Side
Hoppers. As you break into a speed boost, shoot open the hatch at the
other end, and hit down to store a boost charge. Shoulder ram to the
left out the corridor and wham! You fly through a bunch of booster
blocks into a secret room! Power bomb the room to clear out a pipe of
blocks, which you can roll through for a POWER BOMB TANK <PB: 50> Drop
down the pit blocks and simply roll through the passageway after that.
Roll out the passageway and you're back in the large room after the NSR
chain; proceed to the bottom of this room and blast away sections of
walls as you head right. Continue through the hatch at the end, blast
the security gate open, head back left to gain a bit more ground for
running, then start sprinting right, through the hatch.
Zoooooooooooooooooooooooommm all the way (to cut a long story
short)...and you will, once again, break away the part of the floor
below the Reos in the next corridor.
Drop down the pit blocks in the section of floor you cleared, and lay a
power bomb in the chamber you drop into; boom! A block in the top left
corner is cleared; simply clamber through, dispose of the Fune, and
claim your POWER BOMB TANK <PB: 52> in the alcove! Then exit this
chamber and the previous room through the hatch, and drop alllll the
way down the long shaft.
Head through the left hatch at the bottom, and space jump across the
ultraheated room, slicing apart hapless Reos as you go - in the next
room, lay a power bomb in the pool of lava below the Fune, which will
destroy a well-hidden powerbomb block! Drop down the tunnel into a maze
full of Pyros and fake tunnels, and, of course, lava (though the
Gravity Suit will make this nothing more than an extended spa bath for
you).
Here's my best attempt at explaining the route through the maze 0_o :
1. Go down, and walk into the alcove on the right (there's a hidden
pit leading downward, but don't drop down any further yet).
2. Hug the right wall and jump up; whoops! You will slip through
another hidden passageway.
3. Simply make your way down through the narrow shaft, right to the
bottom; the fake blocks are rather obvious.
4. At the bottom, still as a ball, roll left and through yet another
hidden passageway, past several walls of fake blocks. Jump up to
the ledge at the end.
5. From there, it's a simple matter to jumping up the shaft to the
top; grasp hold of top-right corner of the wall at the top, and
clamber through. The POWER BOMB TANK <PB: 54> is yours!
Exit that complicated maze, and backtrack out this room and the lava-
filled room after that to the cooler, non-ultraheated shaft. This time,
take the right door, and shoot the top portion of the big block that
the Owtches are crawling on to reveal a MISSILE TANK <M: 225>. Then
continue on right and through the hatch below the Pyro; blast open the
security gate and start space jumping over the platforms which Pyros
crawl on (those are made all of pit blocks, so no chance of using
them), then clamber into the narrow passage at the top, where an ENERGY
TANK <ET: 17>. Lovely energy...and that's not all! Jump into the upper
passageway that leads on left and crawl through it to another MISSILE
TANK <M: 230>. Then drop through the pit block at the end.
Then enter the lava, and run all the way to the right end; screw attack
the portion immersed in lava to clear away a Samus-sized tunnel leading
to the hatch beyond; then go back left and start running right again.
Shoot open the hatch as you break into a boost, and when you enter the
next room, hit down to store a boost charge, before you hit the right
wall -_-
Now, stand right next to the right wall, and hit A. Bang! And you
rocket Samus through a few booster blocks, up a stupendously long
tunnel that brings you all the way to the top of Sector 3...whoops! You
snag a POWER BOMB TANK <PB: 56> jammed in the tunnel - and pass by
another one in an enclosure - and after what seems like an eternity,
you slam the top. But don't move - let yourself drop back down part of
the tunnel, and onto a ledge next to the enclosure. Stand next to the
left wall and screw attack the ceiling. A couple of blocks crumble and
you jump into a hidden passageway. Simply the screw attack the ceiling
of the enclosure (or part of the floor, relative to your position) and
you're through; claim your prize, a POWER BOMB TANK <PB: 58>.
Now jump back up the tunnel and through the hatch. Slice apart the
Pyros and Side Hoppers as you make your way through the corridor, and
when you emerge, you're back where you started in Sector 3...slice
through the screw attack block barrier, and once again, trundle through
this room, launching Missiles to blow away Side Hoppers as you go, and
continue on through the hatch. In the next room, go about whacking down
the Side Hoppers as you make your way to the narrow tunnel leading out
on the left side of the room. Clamber through the tunnel and exit into
that familiar large room of Sector 3...
Again, drop down the pit block and out of the tunnel. Drop down one
floor and make your way left to the hatch on the same floor. Head
through and space jump your way through this ultraheated corridor, to a
room with a single MISSILE TANK <M: 235>. Then screw attack through the
left wall, and start running left, firing your energy beams as you go
to clear out a small block in the ground and a large bunch of
destroyeable blocks on the leftmost end of the room; when you start
boosting, hit down to store a boost charge, then ultrajump through the
thin barrier blocking a shaft leading upward. Space jump to the alcove
containing an ENERGY TANK <ET: 18>, then drop back down to the bottom
of this room.
Screw attack the part of the floor about half the screen's distance
from the vertical shaft, and you will break into a secret area! Shoot
open the hatch and enter; look, it's another of those secret inter-
sector transport tubes, this time leading to Sector 5! Still in the
same area, fire a beam at a small grey block above the entry hatch; you
will reveal a Power Bomb Tank! Simply bomb the ceiling above the hatch
and the POWER BOMB TANK <PB: 60> should be easy enough to get.
Head through the tube to...
Sector 5
========
Exit the transport tube area, and screw attack the part of the ceiling
nearest to the hatch in the chamber you enter. You will bust through a
few bomb blocks; quickly, shoot open the security gate and make sashimi
out of those Zebesians before they fry you with their lasers! Jump up
another floor and screw attack the leftmost portion of the ceiling;
shoot open the two security gates and lay a Power bomb to clear out a
passageway leading to a POWER BOMB TANK <PB: 62>!
Return to the chamber which you entered after taking the transport
tube, and shoot a hole in the lower portion of the floor. Take a left
and out of the corridor.
In the next room, stay on the top floor, and take the hatch at the
leftmost end on the same level, through the broken hatch, and you'll
arrive at the bottom floor of the room which once housed the Nightmare.
Go all the way left to the yellow hatch on the left - then from there
space jump to the top of the room (other routes are blocked by
collapsed walls and such). At the top, make your way to the rightmost
end of the room, cutting down Choots as you go; from there, you should
have enough room to start running left and break into a speed boost.
Store a boost charge before you go plunging down the hole in the ground
0_o then shoot open the hatch on the left side. Facing the open hatch,
shoulder ram through it and you will fly straight into a MISSILE TANK
<M: 240> as well as a whole load of booster blocks in the wall! Claim
the POWER BOMB TANK <PB: 64> in plain view.
Exit the room and drop back down to the bottom of the previous one (the
one that held the Nightmare), then head through the yellow hatch, pass
the Geruta, and keep going until you reach a room with a single Missile
Tank enclosed in a box, with several Zeelas crawling all over it..
Lay a power bomb to get rid of all the enemies at one shot, then jump
up a hidden passage in the bottom of the box to get the MISSILE TANK
<M: 245>. Then drop out and screw attack the left wall and proceed
through the hatch beyond. Keep going and you'll reach...
Sector 6
========
Screw attack through the wall when you emerge into the nocturnal world
of Sector 6, and head down the shaft and take the second hatch to the
left. Go through and screw attack to pieces the small block set in the
floor. There! Now you have a long enough launch ramp, all set for a
boost run...starting from the left, run right and shoot open the hatch
as you run back out...when you exit, store a boost charge and shoulder
ram through the wall opposite. Boom! And it's another secret hatch!
head through...and it's yet another puzzle -_-'
This time, you're supposed to bomb the long platforms (not counting the
little short one at the start) in the correct places such that
horizontal metal platforms slide between the gaps, forming a a
continuous surface for you to get into a boost run. Here's a short
guide:
1. Bomb the middle of the first platform.
2. Bomb the middle of the second platform.
3. Bomb the leftmost and rightmost ends of the third platform.
4. Finally, bomb the middle of the last platform. Finished!
There you are, your launch ramp! :D Go all the way back left and run
right over the floor, and boost-jump through the barrier, behind which
is your reward: an ENERGY TANK <ET: 19>! But if you want to exit this
room, you've got to be careful; you still need to shoulder ram through
the blocks which you busted through to get to this room! So start
running left this time and store a boost charge, shoot open the hatch
and shoulder ram through. Ta-da!! You've done it.
Again, head through the hatch, still staying on the same level, and as
usual get rid of the block in the ground with your screw attack. This
time, though, you're setting yourself up for a boost run to the left;
do so, and blast away the enemies as you go. Store a boost charge,
shoot the hatch on the left side open, and shoulder ram through into
the next room. Whoaaaaaaaaaa...you soar past a fake wall, smash through
a barrier and enter the next room, where you blast past numerous
booster block walls, past a Power Bomb Tank...bah!
When your wild ride ends, jump up to the top of the enclosure with the
many booster block walls, and run right. Store a boost charge, and
facing the walls, drop down into the gap near the entry hatch, then
when your feet coincide with the bottom surface of the small platform
before the hatch, shoulder ram left! Assuming you don't screw this
tricky move up, you won't miss the POWER BOMB TANK <PB: 66> this time
round! :D
Where you stop, screw attack through the platform and drop to the very
bottom. There, you will notice a Power Bomb Tank nestled in an
enclosure. How are you to get at it? Simple:
1. Starting from the bottom left, start running right across the
horizontal floor, and store a boost charge when you reach the
very right.
2. Jump up to the higher ledge and shoulder ram into the slope on
it; immediately you will start running in boost mode again, but
the moment you reach the flat top of the slope, jump, goddamn it,
or you'll go tripping down the speed booster blocks in the floor
and your efforts will go to waste! Space jump to the enclosure,
still holding left to maintain your boost power, and screw attack
the lid of it; plop! One POWER BOMB TANK <PB: 68> coming up!
From there, simply bomb the floor to get out of the enclosure. Then
exit the room, back into nocturnalism...bypass the barrier by using the
passageway above it. Drop through the pit block at the end. Then head
back out and drop to the bottom of the room, cut down the Puyos and
head through the hatch.
This time, don't drop down the pipe of pit blocks in the room you
enter; instead, screw attack through the barriers on the upper part of
the room, and head to the hatch beyond. In the next cavern, lay a power
bomb to blow away a couple of blocks and reveal some pit blocks, as
well as a Power Bomb Tank safely nestled inside an alcove; you'll now
have to roll into the gap, uncurl as soon as you touch the pit blocks,
and screw attack like mad to prevent yourself from falling through and
getting swallowed up by the reforming pit blocks. If you succeed to
scrambling back up, the POWER BOMB TANK <PB: 70> is yours.
Get back down to the bottom of the cavern, and screw attack through the
left part of the floor. You'll fall into another room...simply make
your way right and shoot open the security gate for your very last
MISSILE TANK <M: 250>!
Exit the room through the hatch at the bottom, and you're back in the
water-filled area where you fought the Security Robot. Head through the
hatch on the left, and go down and through the cavern that follows to
the hatch at the bottom. Screw attack through the attacking Memus and
the metal platform in the floor, then shoot open the red hatch at the
bottom and continue.
In the next room, where you received warning of the Security Robot's
intrusion, shoot open the security gate and roll through the passageway
into the...
Restricted Zone
===============
Woohoo, we're back! Now how dare you have the audacity to come here
after blowing up the place? :P Drop through the pit block into the
room.
We're almost done with our item collection...just one last thing to
grab in Sector 6, and we're outta here...take a continual run through
the save room and the empty room following it, and you will arrive at
the area which once connected the labs to the station.
Stand below the very middle of the ceiling and ultrajump. Pow! Through
the air you fly...into a POWER BOMB TANK <PB: 72>! When you smash to
the top, all that remains is the inevitable briefing by the computer.
Receive it...and after a spine-tingling message is delivered to
you...the briefing finishes.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Prevent Federation landing. Activate self-destruct.
(O)===============================================================(O)
And you find that the Nav room is still locked! Step on the terminal
again, and you will receive your final assignment...to annihilate the
station.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Set orbit to impact SR388. Return to ship and evacuate.
(O)===============================================================(O)
That's blown it - your final mission, so don't screw up now! Head out
of the Nav room, and up the lift into Sector 1...from there, simply get
back up to the Main Deck by using the elevator before the NSR chain.
15____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 48/48 |
| - Wave Beam | |
| - Screw Attack | Energy Tanks : 19/20 |
| | |
| | Power Bomb Tanks : 31/32 |
\______________________|_____________________________/
MAIN DECK : The Last Push
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Alter the station's course to impact SR388.
_____________________________________________________________________
In the Main Deck, head up the main elevator to the top, and head
through the broken hatch right. Start running right and shoot open the
hatch at the end as you go, such that you boost uninterrupted - and
blow through a couple of blocks in the next area. Head through the
first hatch to the right, and jump against the right wall; strange,
there's something you grab on to...press up to scramble into a secret
passageway! Screw attack through the barrier and roll through a
passageway in the wall opposite, into the next area.
Get to the top of the room and slice apart the organic barrier; enter
the hatch beyond. The room you enter contains a Power Bomb Tank visibly
embedded in the floor; simply mount the ledge on the right wall, curl
into a ball and jump against the wall; hey, it's a secret passageway!
Roll into it and using trial-and-error, it should be easy enough to
maneuvre through the tunnel (there is another passageway just below the
one mentioned, but it leads to a dead-end) and to the very last POWER
BOMB TANK <PB: 74> in this game. When you at last run into a dead-end,
lay a bomb to clear a block of the floor, and jump out. Then exit the
room.
Head downwards and take the next hatch to the right, then pass by the
following corridor and Save Room (if you want, save, because the last
push will be tough). In the next room, stay on the bottom floor and go
right, and jump into the passageway in the wall at the end. Pick your
way past the winding path in the darkened room to the other side, until
you reach light; when you come to a huge structure made up of several
crumbling blocks, just before the room where you fought the Arachnus,
jump on top of the structure and screw attack the ceiling. Hey, it's
been a long time since you passed this place! Pick your way across the
room, until you come to the shaft at the very end, where you once
dropped through to face the Arachnus...
..except now, fire a missile at the left corner of the raised bit of
ceiling above that shaft, followed by an energy beam. Jump through the
little passageway you have created...there's a little passageway
above...continue on and wow! There's your very last ENERGY TANK <ET:
20>!!
Backtrack and go back down through the blocks you screw-attacked
through, backtrack through the darkened area, and in the room you end
up in, use the shaft on the left end of the room to make your way to
the hatch at the very top; ignore the first one to the right, which
leads to a Recharge Room.
From there, go up and take the hatch at the top. Go up the elevator,
right up to the Operations Deck. Approach your objective...but what the
blazes?! The hatch is locked! Get right up to it...and the room
trembles violently...turn back, and there's your enemy, the SA-X!
Except that there's no escape...now that you have the Wave Beam,
though, you have "grim death" written all over your hand cannon. Sally
forth...
__________________________________________
/ B O S S : SA-X \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Screw attack (but it won't chop you to pieces) |
| - Ice Beam |
| |
| |
| "What is Samus' greatest enemy? Herself." With the penetrating |
| Wave Beam, you are now more or less on par with the feared SA- |
| X...only charged Wave Beams and your screw attack will damage |
| it. Who's the better man (or woman)? This battle decides. |
| |
| The SA-X is a fearsome foe and will, besides take pot shots |
| with its Ice Beam, launch into a devastating screw attack that |
| you can cancel out only with your own screw attack, albeit at |
| the cost of some health. Just keep firing charged Wave Beams |
| and if you find that the screw attacks coming at you are |
| inavoidable, just cause some damage to the SA-X by screw |
| attacking it as well! The closer it is to expiry, the more it |
| blurs out of focus. |
| |
| About 20 or so charged Wave Beams will destroy the SA-X's |
| apparent form...as it pants on the ground, it then gets up |
| and morphs into a grotesquely mutated version of...yourself, |
| the Metroid Hunter! |
| |
\_________________________________________________________________/
__________________________________________
/ B O S S : Samus-Hornoad Hybrid \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Tries to stomp you... |
| |
| |
| The S-H Hybrid merely jumps repeatedly into the air and tries |
| to pulp you under its feet. Simply shoot its face with charged |
| Wave Beams thrice, and it will collapse in a heap, defeated by |
| its prey...then its Supercore-X comes forth! Plaster its eye |
| with 6 Missiles...and the membrane breaks...but the X escapes! |
\_________________________________________________________________/
What?! No prize, not even a "kiss your ass goodbye" farewell?! Bah!
Anyway, the door to your objective is now open; head through it and
step on the terminal to alter the course.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Return to ship immediately. Evacuate station.
(O)===============================================================(O)
You now have 3 minutes to get back to your starship! Find your way back
to the starship yourself, using the map (it's not hard, trust me - your
starship is represented by a little yellow icon). When you arrive in
the Docking Bays, screw attack through the yellow-and-black platforms
to save time. As you approach your starship, you notice the corridor
seems kinda battered...when you forge your way to the docking lot, you
notice your starship is gone!!!!
A gigantic Metroid shell lies broken in one corner...approach the right
wall, and bang! A humungous, X-clean Omega Metroid comes roaring in!
Approach it, and it will raise a claw and swat you away like a fly,
reducing your energy to 1 unit...
Then the escaped X drifts in, reverts back to the SA-X and begins
zapping the monster in the chest, repelling it! The Omega Metroid then
smashes the SA-X away, destroying it. Retrieve the helpless X, and
boom! You regain your final energy beam, the ICE BEAM, and your final
suit upgrade, the X-FUSION SUIT!
(O)===============================================================(O)
OBJECTIVE CHANGE :
Regained Ice Beam ability. Omega Metroid attack possible.
(O)===============================================================(O)
____________ _
| F I N A L |____________________________ _| )
/ B O S S : Omega Metroid \_______________/ \
|-----------------------------------------------------------------|
| Attacks : |
| - Savages you with its claw, chiselling off 100 energy per |
| slash |
| |
| |
| The Omega Metroid is the most powerful evolution of the |
| Metroid, and this fella is fresh from the labs you blew to |
| particles. So you'll have a rather tough fight on your hands. |
| The only thing you have to remember is that you don't have much|
| time left... |
| |
| With the X-Fusion suit, you can now use the incredible ICE |
| BEAM. Fire at the vulnerable part with charged Ice Beams, and |
| run away just before the Omega Metroid can claw you. Make sure |
| to keep up your assault, otherwise the Omega Metroid will |
| corner you and slash you three times - ouch! |
| |
| 18 charged beams will ensure the Omega Metroid's demise. Your |
| starship then floats up to the deck, and to your rescue! Beam |
| 'er up... |
| |
\_________________________________________________________________/
..enjoy the ending...and Congratulations! You've completed Metroid
Fusion with 100% powerup collection and, assuming you didn't repeatedly
screw up at tricky bits, a time under 2 hours!
16____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 48/48 |
| - X-Fusion Suit | |
| - Ice Beam | Energy Tanks : 20/20 |
| | |
| | Power Bomb Tanks : 32/32 |
\______________________|_____________________________/
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>FINITO<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
For the curious, the endings are as follows:
TIME ITEM % ENDING DESCRIPTION
-----------------------------------------------------------------------
>4 hours <100% Samus in her full suit, punching the air
in victory
<4 hours <100% Samus with her helmet off, revealing her
>2 hours long, blond hair
<2 hours <100% }
}
<2 hours 100% } Samus with her suit off, in different
} poses. No, those are NOT advertising
>2 hours 100% } gimmicks of Nintendo
-----------------------------------------------------------------------
______________________________________________________
/ mf_map.-.-.-.-.-.//||| |||\\-.-.-.-.-.-.-.-.-\
/\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/\
|| S E C T O R M A P S ||
____\/______________________________________________________\/____
/-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.\
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If you want to make sure you have squeezed every single room out of
every sector in Biologic Space Laboratories, this section will give you
the complete maps for every single sector, the Main Deck included.
The Changed Scale
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The only problem that, in order to show the approximate locations of
items, the true scale of the maps had to be sacrificed on the altar of
compromise. So, a single 1 x 1 room, which is actually square, has been
changed to fit the scale.
On the map you see when you hit the Start button, a 1 x 1 room looks
like this:
to suit the needs of this
_ of the section, it now looks like: +-+
|_| --------------------------------------------> | |
+-+
So a 2 x 3 room would look like:
+-+-+
| | |
+-+-+
| | |
+-+-+
| | |
+-+-+
Easy to see, no? :P
Item Location
¯¯¯¯¯¯¯¯¯¯¯¯¯
It is impossible for me to shrink the map's scale to the extent that I
can show the exact location of every item. What I can do is to pinpoint
the approximate location of the items, be it Power Bomb Tank, Missile
Tank or Energy Tank. The exact location is up to you to find.
Items are represented by lower-case alphabets (such as "a", "b", "c",
and so on); they are not arranged in any order you would get them in if
you follow the walkthrough in this guide.
Map Legend
¯¯¯¯¯¯¯¯¯¯
A general legend has been used for every single map. For the want of
extra clarity, Security hatches beyond level 0 (colourless) are not
shown.
.----------.----------------------.
| Symbol | Represents? |
.----------.----------------------.
| N | Navigation Room |
| | |
| S | Save Room |
| | |
| R | Recharge Room |
| | |
| D | Data Room |
| | |
| B | Boss is here |
| | |
| # | Void * |
| | |
| : | Entrance |
| | |
| +, | or -| Ceilings and floors |
| | |
| a, b, c, | Items (i.e. Missile |
| etc. | Tanks, Energy Tanks, |
| | Power Bomb Tanks) |
|__________|______________________|
* - this means that THERE IS NO ROOM THERE, just an empty space in the
map surrounded by rooms.
Without further ado: the sector maps!
__/mf_map_main __
_/ _|__________________________________________________________|_ \_
| M A I N D E C K _| |
¯\ ¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|__/¯
¯¯
Not done yet!
__/mf_map_sec1 __
_/ _|__________________________________________________________|_ \_
| S E C T O R 1 _| |
¯\ ¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|__/¯
¯¯
If you missed Metroid 2: Return of Samus, here's a chance to experience
nostalgia in this sector, which mimics the climate of SR388, except
that the air is cleaned by stabilisers and ventilators. This sector may
seem mild, but it conceals one of Samus' arch enemies...and one of her
ultimate weapons, the Screw Attack.
+-+-+-+
| |a: : ===> Sector 2
+`+-+-+-+-+-+.+-+-+-+-+ +-+-+
| :N:S:R: : |###| | | |
+-+-+-+-+ +-+-+-+ +-+-+-+ +-+
Sector 3 <==== : : : : | | b: : |c|
+-+-+ +-+-+-+-+-+-+-+-+-+ +-+-+ +
| |d e : : : |###| |
+ + + +-+-+-+-+-+ +-+-+ +
| : f| |g|h: : | | :S: |
+-+-+-+-+ +.+-+.+ +-+ +-+-+
| | | | : : |
+-+-+ + + +-+-+-+-+ +-+
|S: | | |B : : : : |
+-+ +-+-+-+ +-+-+ +-+-+-+-+ +
| : : | |S: : :i|#####| |
+-+-+-+ +-+-+ + +-+-+-+ +-+-+-+ +
| : : : | | : : | | | | |
+ +-+-+-+-+-+ +-+-+ +-+-+ + +
|B| | : : | : : : | |
+-+ +-+-+-+-+ +-+ +-+-+-+.+-+-+-+
|j : : :S| |#####| |
+-+ +-+-+.+-+ +#####+ +
| : | | :k| |#####| |
+`+-+-+ +-+-+-+ +-+-+-+ +
| | : : |
To +-+-+-+-+-+
Restricted
Zone
Item locations not done yet!
__/mf_map_sec2 __
_/ _|__________________________________________________________|_ \_
| S E C T O R 2 _| |
¯\ ¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|__/¯
¯¯
Precious little is known about this tropical zone, home to many a
deadly enemy. Unbeknownst to many, this sector is home to the Mother
Root, a deadly threat to the station's power system.
+-+-+-+-+-+-+
|a : : : |
+ +-+ + +
| |b |#| : |
+`+-+-+-+-+-+-+-+ +-+-+
| :N:S:R: : : : : ====> Sector 4
+-+-+-+-+ +-+-+-+-+-+
Sector 1 <==== : :c : : :d|
+-+-+-+-+-+ +-+-+-+-+-+
|D: :e|#| : : : :f|
+-+-+ +-+-+ +-+-+ +-+-+-+-+
|g: | : : : :h| |#| : |
+ + +.+-+-+-+-+-+ +-+ +-+ + +-+
| | : :S|#| : : |#| | |B : |
+-+ +-+-+-+#+ +-+-+-+ +.+.+-+-+ +
| |#######| | :S: : : |
+ +#####+-+ + +-+ +-+-+-+-+-+-+
| |#####|i: | j|#| |#########| ==> Central Reactor
+ +#####+ + + +#+ +-+-+-+-+-+ + Core (Main Deck)
| |#####| | | |#| | : : : : |
+-+ +#####+ + + +-+ +-+ +-+-+-+-+
| : |#####|k| : : : : |
+ +-+-+#+-+-+ +-+-+ +-+-+-+
| : |#|l : : : :S: :m|
+-+ +-+ + +-+-+.+-+-+-+-+-+-+-+-+-+
| |n: | : | : : : :o |
+ +-+-+-+ +-+-+-+-+-+-+ +-+ +
| : | : :S| | B| | |
+-+.+-+-+-+-+-+-+-+ +-+-+ + +
|p| |q |
+-+ +-+-+-+
.------------.--------------------------------.
| Location | Special Equipment Needed |
.------------.--------------------------------.
MISSILE TANKS | c | Hi-Jump |
| d | Bomb, Morph Ball |
| e | Bomb, Morph Ball |
| f | Bomb, Morph Ball |
| l | N/A |
| n | Bomb, Morph Ball |
| p | Bomb, Morph Ball |
| q | Speed Booster |
| | |
ENERGY TANKS | a | Space Jump |
| h | Morph Ball, Hi-Jump |
| m | N/A |
| | |
POWER BOMB | b | Space Jump |
TANKS | i | Ice Missiles |
| j | Space Jump |
| k | Morph Ball |
| o | Speed Booster |
.------------.--------------------------------.
__/mf_map_sec3 __
_/ _|__________________________________________________________|_ \_
| S E C T O R 3 _| |
¯\ ¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|__/¯
¯¯
Bubble, bubble, boil and trouble! Sector 3 is a roaring, pyrotechnic
inferno, but this doesn't deter the numerous heat-resistant enemies.
Bubbling lava will cook you inside your suit if you don't have the
Varia Suit equipped, but you will have to frequent the depths of lava
pools if you really want to explore the whole of Sector 3.
+-+-+-+-+
|a : : ===> Sector 1
+-+-+-+-+-+-+-+-+-+-+-+
| |b: : : : : |
+-+-+ +`+-+-+-+---+-+-+ +-+-+-+-+.+-+-+ +
|c | | :N:S:R: : d |#######| |###| |
+ + +-+-+-+-+ +-+-+-+-+-+-+-+ +-+#+ +
| | | | : : : :D|#|e|
+ +-+-+-+-+-+ + +-+-+-+.+-+-+-+-+#+ +
| :f: | | |g: : | :S:R:h|###| |
+-+.+-+-+-+-+-+-+ + +-+-+ +-+-+-+-+-+#+ +
Sector 5 <=== i: | | : : : : : | |###########| |
+-+-+ +-+-+-+.+-+-+-+-+-+-+ +###########+ +
|j|#| |#|k: : |###########| |
+-+-+-+-+#+ +#+-+-+ +###########+ +
| : |#| |#####| |###########| |
+ + +-+ +-+###+ +###########+ +
|B | : : : |###| |###########| |
+-+-+-+-+-+-+-+ +###+ +#+-+-+-+-+#+ +
| : : |###| |#| : l|#|m|
+ +-+-+-+-+ +-+ + +#+ +
| : : : :n: o |#| |
+-+.+ +-+-+-+-+ +-+ +
|p | | | : : |
+ +-+-+-+ +-+-+-+-+-+
| |
+-+-+
.------------.--------------------------------.
| Location | Special Equipment Needed |
.------------.--------------------------------.
MISSILE TANKS | a | Speed Booster, Screw Attack |
| f | N/A |
| g | Morph Ball |
| h | Super Missiles |
| j | N/A |
| n | N/A |
| o | Morph Ball |
| | |
ENERGY TANKS | c | Space Jump, Screw Attack |
| d | Morph Ball, Bomb |
| l | Space Jump |
| | |
POWER BOMB | b | Power Bomb, Speed Booster |
TANKS | e | Screw Attack, Space Jump |
| k | Power Bomb, Speed Booster |
| m | Speed Booster |
| p | Morph Ball, Jump Ball |
.------------.--------------------------------.
__/mf_map_sec4 __
_/ _|__________________________________________________________|_ \_
| S E C T O R 4 _| |
¯\ ¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|__/¯
¯¯
Irate monsters have ripped up Sector 4's power nodes, exposing them to
water and electrifying most of the waters that flood Sector 4, the
aquatic zone; step into such waters and you will be treated to currents
of electricity frying you slowly to death. Serris, the serpent-like sea
creature, makes his lair here. Without the Gravity Suit, your movement
will be impaired; a slow Samus is a weak Samus, and a weak Samus is
soon a dead Samus. Compared to these horrors of the water, Jaws looks
like a guppy.
+-+-+-+-+-+-+
| | : |
+ + +-+-+.+
| : B|#|a: |
+-+-+-+---+ +-+-+#+ + |
| :S: : :b: |###| :c|
+ +-+ +-+-+-+ +#+-+.+ +-+
| |d: |S: |#| :S| |
+ +-+ +-+ +-+-+-+.+-+-+-+-+-+-+-+`+
| |#| |#| : : |#| :R:S:N: |
+-+-+-+-+ +-+-+-+-+ + +-+ +-+-+-+-+-+-+
| : : : | : : : : : : : ===> Sector 6
+ +-+ + +-+-+ +-+-+-+ +-+ +-+-+
|e | | | :f | g |#|h : :D| |
+-----+ + +-+-+-+-+-+-+-+-+-+-+-+ +---+-+ +
| : : :S|#######| : : i j| |
+-+ + +-+---+###+ +-+-+-+-+ +
| k: : l|###| : : |
+-+-+-+ +-+-+-+-+-+ +-+-+-+-+.+
| |#####| : : :S| | |
+-+-+-+-+-+ +#####+ +-+-+-+-+ + +
| : :m| |#####| | | |
+.+-+-+.+-+ +-----+ + +-+ +
| | : : : | | Sector <= : |
+.+ +-+-+-+-+-+.+-+-+ 2 +-+-+
| | | |n|
+ + +-+ +-+
| | : |
+-+ + +-+
| : | :o|
+-+-+-+-+
.------------.--------------------------------.
| Location | Special Equipment Needed |
.------------.--------------------------------.
MISSILE TANKS | a | Morph Ball, Missiles |
| c | Morph Ball, Missiles |
| d | Morph Ball |
| e | Morph Ball, Speed Booster |
| f | Morph Ball, Speed Booster |
| h | Morph Ball, Bomb |
| i | Speed Booster |
| l | N/A |
| n | Bomb, Space Jump |
| | |
ENERGY TANKS | b | N/A |
| o | Morph Ball |
| | |
| | |
POWER BOMB | g | Morph Ball, Power Bomb |
TANKS | j | Speed Booster, Morph Ball |
| k | Morph Ball |
| m | Bomb, Hi-Jump |
| | |
.------------.--------------------------------.
__/mf_map_sec5 __
_/ _|__________________________________________________________|_ \_
| S E C T O R 5 _| |
¯\ ¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|__/¯
¯¯
Ever wanted to experience the arctic North pole, containing all the
perils only a bounty hunter like Samus can face up to? Sector 5 is for
you. With many deep-freeze rooms that can chill you to the bone and
kill you slowly, few of the rooms of Sector 5 have been thoroughly
explored and mapped...and the incredible adaptability of X parasites
has resulted in the formation of a deadlier enemy awaiting you in
Sector 5.
+-+-+-+-+-+ +-+
| |a:b: | |c|
+`+-+-+-+-+-+ + + +
| :N:S:R: |#| | | |
+-+-+-+-+ +-+ + +.+-+
| : : | | : |
+-+-+-+ +-+ +-+-+.+-+-+-+ +-+-+-+-+-+-+
Sector 6 <== : :d: :e: : : : : : | |R:f: :S| :g|
+-+-+-+-+-+-+-+-+ +-+-+-+ +-+-+-+-+ +-+ +-+-+
|h : | :D: | : :i: : : |
+-+-+---+ +-+-+.+-+-+ +-+ +---+ +
| :S: : : |#| |###| | : : : B|
+.+-+-+-+ +-+-+ +#+-+ + +---+---+---+
| |#| :j| : |k: |#|l: | : |m |
+ + + +-+ +-+-+ +-+-+ +-+ +.+.+
| |#| | : : : | |n| | : : : ===> Sector 4
+ + + | +-+-+-+ + | | +-+-----+-+-+
| |#| | : : | | |
+ +-+.+---+-+-+.+ + |
| : : : :S: | : |
+-+-+.+-----+-+.+-+-+
|o: : |
+-+-------+-+
.------------.--------------------------------.
| Location | Special Equipment Needed |
.------------.--------------------------------.
MISSILE TANKS | b | Space Jump OR Ice Missiles, |
| | Hi-Jump |
| d | Screw Attack |
| e | Bomb Weapon |
| n | Ice Missiles, Hi-Jump |
| | |
ENERGY TANKS | g | Jump Ball, Morph Ball |
| k | Ice Missiles, Morph Ball |
| l | Jump Ball, Morph Ball, Missiles|
| | |
POWER BOMB | a | Speed Booster |
TANKS | c | Power Bomb, Hi-Jump |
| f | Power Bomb, Morph Ball |
| h | Ice Missiles, Morph Ball, Jump |
| | Ball |
| i | Power Bomb |
| j | Power Bomb, Ice Missiles |
| m | Speed Booster |
| o | Power Bomb |
.------------.--------------------------------.
__/mf_map_sec6 __
_/ _|__________________________________________________________|_ \_
| S E C T O R 6 _| |
¯\ ¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|__/¯
¯¯
Sector 6 is the nocturnal sector, and it is crawling with terrors that
flap...and bite...and kill in the night. Here, the oh-so-essential
Varia Suit, as well as the Wide Beam enhancement, are concealed within
the very bowels of this sector.
|
+`--+-+-+-+-+-+-+-+-+-+-+-+
| :N:S:R: : : : : : :===> Sector 5
+-+-+-+-+ +-+ +-+-+ +-+-+-+-+
Sector 4 <== : : |a: :b|#| | : :c|
+-+-+-+-+-+-+-+-+-+ +-+-+-+-+
| d : : : : : : : f|
+ +-+ +-+-+-+ +-+-+-+-+
| |#| : : :g| : |
+ +#+-+ +-|.+-+ +
|e |#| :B : h| |
+-+-+-+-+-+ +-+-+-+-+ +-+-+
| : |#| : : |
+ +-+-+-+ +-+-+-+-+-+ +
| :S|i: : :S|j: : |
Restricted Area +-+-+-+ +-+.+-+-+---+-+ + +-+
(Main Deck) <== |#| : : :#|k: | |
+-+-+-+-|-+-+-+-+ +---+ + +
|S: : : | | | |
+-+-+-+-+-+ + + +-+
|l: : :D: : : :S|
+-+-+-+-+-+ +-+-+-+
| B|
+---+
.------------.--------------------------------.
| Location | Special Equipment Needed |
.------------.--------------------------------.
MISSILE TANKS | a | Bomb, Morph Ball |
| c | N/A |
| h | Wave Beam |
| j | N/A |
| k | Morph Ball |
| l | Bomb, Hi-Jump |
| | |
ENERGY TANKS | b | Bomb, Morph Ball |
| f | Bomb, Speed Booster |
| i | Speed Booster |
| | |
POWER BOMB | d | Speed Booster |
TANKS | e | Speed Booster, Screw Attack |
| g | Space Jump, Morph Ball |
.------------.--------------------------------.
______________________________________________________
/ mf_boss-.-.-.-.-.//||| |||\\-.-.-.-.-.-.-.-.-\
/\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/\
|| B O S S C R E A T U R E S ||
____\/______________________________________________________\/____
/-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.\
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
For those who only need help with bosses, this section is for you, so
you don't have to sift through the whole walkthrough! :) I cut and
pasted the boss strategies, so here they are.
This section contains a little extra help for those who are attempting
to complete the 1% Challenge in Metroid Fusion (i.e. collect, in the
whole game, One Weapon Tank!!). The 1% Challenge involves beating down
the bosses with 99 Energy, 15 Missile Tanks and 10 Power Bombs, along
with all your abilities, suit upgrades etc.
Main Deck, Mission One
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__________________________________________
/ B O S S : Arachnus \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Unleashes a blue wave of energy |
| - Burps a fireball which spreads on the ground |
| - Curls into a ball and rolls at you |
| |
| |
| The Arachnus is tricky, but not tough. There are metal grips |
| on each side of the room to avoid all his attacks, and when |
| he rolls at you, you can simply jump over him. |
| |
| His back sports an impenetratable carapace, though, so always |
| aim for the front. Go in with Missiles a-blazin' and when you |
| run dry, use energy bullets. 15 Missiles later, he will |
| dissipate and its Core-X will come out; simply shoot it three |
| times with Missiles and absorb the X-Parasite for the MORPH |
| BALL ability. |
| |
\_________________________________________________________________/
* 1% Challenge Tips *
The Arachnus is not that hard to defeat. Your ordinary energy beam will
also hurt him, though it will take a longer time, but if you want to
save time just pump all 10 Missiles into him and follow up with the
energy beam.
His attacks can easily be predicted; if the Arachnus waves its claw,
it's either going to come out with its blue fire waves, spread fire
across the floor, or roll into a ball and come charging...all of which
are easily avoidable by simply jumping.
Sector 2, Mission Three
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__________________________________________
/ B O S S : Great Choot \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Jumps into the air, descends and attempts to trap you in its |
| maw and suck energy from you |
| |
| |
| The Great Choot is impenetratable in all places, save for one |
| area: its eye. The only way to get at it is to wait until it |
| leaps high into the air, opens its maw and starts drifting |
| down like a leaf. You have but 3 seconds to dash under it and |
| two missiles into its eye, before it reaches the ground. |
| |
| Two missiles will destroy one portion of its segmented body; |
| there are 4 segments. The first three take 2 missiles each; |
| the final portion takes about 4 or 5 to destroy. If ever you |
| should be trapped by its cage-like maw, quickly lay some bombs |
| to get yourself free. Once you destroy three segments of its |
| body, it cannot suck energy from you. |
| |
| The final Core-X takes 6 Missiles to destroy. When the battle |
| is over, absorb the X for the HI-JUMP and JUMPBALL abilities! |
| |
\_________________________________________________________________/
* 1% Challenge Tips *
This boss is not that hard either. Avoiding getting jumped on is very
much possible, and you shouldn't be too slow in dodging its very much
predictable attack in which it leaps into the air and comes floating
down like a leaf. When the Core-X emerges, refill your Missiles by
shotting its membrane for free-floating Xs.
Sector 4, Mission Four
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__________________________________________
/ B O S S : Serris \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Explodes out of the floor and whizzes around |
| - Goes into boost mode, and zooms around before going back |
| to normal |
| |
| |
| Just stand on the platform above the water, and Serris will |
| come soaring out of nowhere, to begin fighting you! |
| |
| Serris is extremely hard to hit as well as dodge, but to |
| facilitate your job you'll have to spend much of your fighting |
| time underwater. The easiest way to get at Serris is to wait |
| until it emerges from the ground, allowing you to unleash a |
| Missile at it. Its weak point is its head. |
| |
| When damaged, Serris will go into boost mode for a short while,|
| so be careful. This boss fight, given Serris' elusiveness, is |
| quite time-consuming, so aim properly. 4 Missiles in its head |
| will settle its hash; next will come its Core-X which takes 6 |
| Missiles to destroy. |
| |
| Fight the Core-X outside the water to make the battle easier. |
| After it is destroyed, absorb the X to claim your SPEED |
| BOOSTER ability. |
| |
\_________________________________________________________________/
* 1% Challenge Tips *
Serris is really difficult to beat down with only 99 Energy! You need
really quick reflexes to avoid its attacks; roll into a ball and get
out of the way! It is better to stay out of the water until it stops
gets out of boost mode, then enter the water and engage it.
Sector 3, Mission Five
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__________________________________________
/ B O S S : Security Robot \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - flings a ball of volatile stuff onto the floor which explodes|
| and sends pillars of flame creeping along the ground |
| |
| |
| Even on the ceiling, you aren't safe; the attacks of the |
| Security Robot as mentioned below can still reach you. |
| |
| Luckily, you can depend on a cheap trick to stay on top; when |
| hit, just hold up and left/right to stay clinging on. destroy |
| it, have to pump about 10 - 12 Missiles into its middle. When |
| it gets ready to shoot, it crouches and an impenetratable |
| weapon pod will cover the vulnerable machinery until it fires |
| a sphere containing a highly volatile substance, which spreads |
| pillars of flame as high as the ceiling across the ground. |
| |
| Be careful of that. After blasting its middle to near |
| destruction, the Security Robot backs away... |
| |
\_________________________________________________________________/
* 1% Challenge Tips *
If you're gunning to kill the Security Robot with only 99 Energy, the
above strategy will still work, but you must be extra careful to avoid
the flames (it's not that hard).
Sector 6, Mission Six
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__________________________________________
/ B O S S : Orb-X \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Tries to smash into you |
| |
| The Orb-X is utterly easy. The only thing that damages it is a |
| charged-up energy beam. The core of the Orb-X is surrounded by |
| lesser orbs which shield the core from your attacks. |
| |
| However, you can destroy these orbs, and your shots can reach |
| the core through chinks in the barrier. Your best bet for |
| destroying the orbs that make up the barrier is by using the |
| Charge Spin to slice some of them. Use 6 charged beams to |
| destroy the core, then another 6 Missiles to defeat the X. |
| Absorb the X to claim your first suit upgrade...the VARIA SUIT!|
| |
\_________________________________________________________________/
* 1% Challenge Tips *
The only hard thing about Orb-X is the fact that it's big, fat and
flying around erratically. You must dodge it and shoot Charge Beams
from a distance.
Main Deck, Mission Twelve
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__________________________________________
/ B O S S : Arachnoid \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Creeps along the wall and tries to grab you and suck your |
| Energy |
| - Drops 3 balls of flame which shrink and dissipate |
| - After taking major damage, its central core remains and |
| bounces and spins around, hurling pieces of shrapnel to the |
| ground |
| |
| |
| The Arachnoid (not be confused with Arachnus) is tricky, but |
| like the previous bosses, has a rather easy pattern. At the |
| start, it will weave here and there, altering its path |
| slightly each time. |
| |
| After three or four cycles between the same path, it will open |
| its maw and fire three balls of flame, which can be a pain to |
| dodge if you're aiming for a good shot. But That part is its |
| most vulnerable; stand below its maw, aim up and pump Super |
| Missiles into it! |
| |
| 13 will blow its legs apart, leaving the central core, which |
| bounces around spinning (looking for all the world like |
| something straight out of Super Mario World 2); again, aim at |
| the mouth at the bottom, dodging the rubbish it drops. It will |
| take another 13 - 15 Super Missiles to destroy that part, and |
| another 7 to blow its Core-X's membrane apart. Absorb the X, |
| and you restore your SPACE JUMP! |
| |
\_________________________________________________________________/
* 1% Challenge Tips *
This boss is pretty difficult. You must not get hit more than once! Try
to predict the Arachnoid's path when it starts crawling down, and when
you manage to blow away its legs, Energy Beams will be enough for the
second form.
Sector 2, Mission Thirteen
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__________________________________________
/ B O S S : Mother Root \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - 1st line of defence are its creatures surrounding it; |
| Predatory Flowers in pools of water will envelope you in |
| their jaws and suck 14 health/second |
| - Spore Spitters on plant pillars spit spores that can knock |
| you into the waiting Predatory Flowers |
| - Plasma Beams |
| |
| |
| Ugh, the Mother Root looks like a plant version of Samus' |
| ultimate nemesis of previous games, Mother Brain... :P |
| |
| The Mother Root battle is insanely annoying! Spore Spitters |
| will have you screaming in rage as you get knocked into the |
| Flowers for the umpteenth time! Extricate yourself from the |
| Flowers by simply jumping, and dodge the spores as best as you |
| can. |
| |
| 27 Missiles will destroy the Mother Root's hardened shell and |
| the resulting tremor will cause Spore Spitters to drop into |
| the Predatory Flowers, but they will continue to spit out |
| spores; ignore them anyway, and concentrate on pounding the |
| Mother Root! Its core will start firing plasma beams, which |
| you can dodge by ducking or jumping. 20 - 21 Missiles will |
| destroy it, and the Flowers, revealing its Supercore-X form. |
| |
| Fighting it on the islands is really annoying and time |
| consuming, so make it easier by jumping onto the cleared |
| patch of land where the Mother Root once stood, and empty |
| 4 or 5 Missiles into its eye. |
| |
\_________________________________________________________________/
* 1% Challenge Tips *
Dodging the spores the Spore Spitters shoot is incredibly tough; you
must also guard your back with Energy Beams while pounding the Mother
Root. When the core starts firing plasma beams, your job is thankfully
much easier; you can clearly see the beams the Mother Root fires, so
jump and duck as required, all the while firing charged Wide Beams.
Sector 5, Mission Fourteen
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__________________________________________
/ B O S S : Nightmare \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Gravity Manipulator (on its underside) mucks around with |
| gravity, making your Missiles extra heavy |
| - Beam Cannons on its arms fire multiple bolts |
| - flies around trying to ram you |
| |
| |
| The Nightmare is Tough with a capital T. It is probably one of |
| the hardest boss fights you will ever encounter. Your first |
| target is the gravity manipulator on its underside; fire four |
| Missiles into it and it starts up, changing the laws of |
| gravity completely! Your Missiles, unless fired point-blank |
| into it, will be deflected by the altered gravitational forces,|
| and your Space Jump is disabled. From there, use charged Plasma|
| Beams, although it still is not too hard to ram Missiles |
| point-blank into the machine. 15 Missiles will destroy it and |
| restore gravity back to normal. |
| |
| Then you see the Nightmare's face undergo a horrifying change -|
| the metal cover melts away and reveals a multi-eyed, |
| goo-streaming face that is quite reminiscent of a monster |
| from Swamp Thing. Now you must aim for its face - but only |
| through a small gap on the upper half of its face can your |
| Missiles reach it. Use the ladder on the left wall to |
| facilitate the job of pumping Missiles into its face. Another |
| 33 Missiles will melt its face away (how's that for a facial? |
| :P )...but of course, it's far from finished. |
| |
| The X pops out, but thank god, it's only a Core-X. Another |
| 6 Missiles into its membrane and the X is yours. Absorb it... |
| look, damn it, look, it's the fabled GRAVITY SUIT! |
| |
\_________________________________________________________________/
* 1% Challenge Tips *
Oh. My. God!! Nightmare is one of the most difficult bosses to defeat
with just 99 Energy! Aside from its erratic flying, it takes lots of
damage as well, but luckily charged Plasma Beams make your job easier.
Never go underneath the Nightmare when trying to get at the gravity
manipulator; use energy beams instead. You should also never be
clinging on to the wall to fire at its face; instead, just jump and
fire. Use your Space Jump to keep out of harm's way when the Nightmare
goes swooping around madly.
Sector 3, Mission Fifteen
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__________________________________________
/ B O S S : Security Robot B.O.X. \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - launches 4 guided missiles |
| - jumps around in the electrified water, trying to knock you |
| into the drink |
| |
| |
| The Security Robot's exposed and malfunctioning circuits are |
| sending electric currents through the water and electrifying |
| it. To make things worse, the X is controlling it, so it is |
| now much swifter and deadlier...supposedly. |
| |
| Its battle pattern is similar to its previous one; jumps |
| around a bit, then crouches and fires a weapon from the weapon |
| pod it brings up. Again, you can't damage it while it crouches.|
| You can only shoot its middle from the top. And this time, it |
| fires guided missiles. |
| |
| There is a sure-fire way to destroy it with relative ease, |
| though; on the monkey bars, entice it to bring up its weapon |
| pod, then directly above it, climb around left and right while |
| holding the up direction and remaining directly above the |
| Security Robot. The missiles will damage you, but when it |
| brings down the battle pod, it will remain in the same position|
| (provided you don't move around too much) and you will stay |
| clinging onto the bars, where you can aim downward and bring |
| forth a flood of Missiles into its middle! |
| |
| 12 Missiles will destroy the delicate machinery, exploding to |
| pieces its body; and the Supercore-X reveals itself. Another 4 |
| missiles and it's history! |
| |
\_________________________________________________________________/
* 1% Challenge Tips *
The above strategy still applies (except now use Plasma Beams instead
of Missiles), except that every time it brings up its weapon pod to
shoot missiles, you must climb away and spray Plasma Beams to terminate
the missiles. The Robot might also jump around as a result of your
change in position, but never let yourself get knocked down.
Sector 1, Mission Fifteen
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__________________________________________
/ B O S S : Ridley-X \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Fires several fireballs from his mouth |
| - Uses his spiky tail to pogo-jump on the ground |
| - Grabs and slams you into a wall |
| - Flicks his tail |
| |
| |
| Ridley-X, chilling as he may look, has actually gone from |
| being an ultra-plain, ultra-powerful dragon to being an |
| ultra-cool, ultra-pussied freak! And he lets out a |
| bloodcurdling shriek every time you plaster a Missile onto |
| him - makes you imagine what kind of sadistic creature |
| designers there are at Nintendo, hmm? |
| |
| His battle pattern is quite unpredictable, but Ridley-X is |
| easy to the extremest extent. You can strike any part of his |
| body except his tail; and when you grabs you, you can pump |
| as many Missiles into him as you like! His fireballs are easy |
| to dodge, his tail and wall-slam doesn't do much either. It |
| takes a total of 97 Missiles to blow him apart (though I |
| encourage the use of charged Energy Beams, it's easier and |
| faster) and another 6 Missiles to blow apart the Core-X's |
| membrane. Finished! |
| |
\_________________________________________________________________/
* 1% Challenge Tips *
Ridley-X is difficult because the chamber you're fighting in is so
cramped, and he is so huge! Once again, use charged Plasma Beams
instead of Missiles. When he begins pogostick-jumping on his spiked
tail, use the Space Jump to get up and away. Avoid getting grabbed by
Ridley-X at all costs (except your life)!
Main Deck, The Last Push
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__________________________________________
/ B O S S : SA-X \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Screw attack (but it won't chop you to pieces) |
| - Ice Beam |
| |
| |
| "What is Samus' greatest enemy? Herself." With the penetrating |
| Wave Beam, you are now more or less on par with the feared SA- |
| X...only charged Wave Beams and your screw attack will damage |
| it. Who's the better man (or woman)? This battle decides. |
| |
| The SA-X is a fearsome foe and will, besides take pot shots |
| with its Ice Beam, launch into a devastating screw attack that |
| you can cancel out only with your own screw attack, albeit at |
| the cost of some health. Just keep firing charged Wave Beams |
| and if you find that the screw attacks coming at you are |
| inavoidable, just cause some damage to the SA-X by screw |
| attacking it as well! The closer it is to expiry, the more it |
| blurs out of focus. |
| |
| About 20 or so charged Wave Beams will destroy the SA-X's |
| apparent form...as it pants on the ground, it then gets up |
| and morphs into a grotesquely mutated version of...yourself, |
| the Metroid Hunter! |
| |
\_________________________________________________________________/
* 1% Challenge Tips *
Tough as the SA-X may appear, it actually isn't much of a big deal. The
main worry is its screw attack. Fight the SA-X on ground level, and
make sure to get your charged Wave Beam shot off first, then jump over
it before you get hit by the screw attack, which the SA-X follows up
with. Keep doing this and if you did it right, the SA-X won't damage
you.
Main Deck, The Last Push
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__________________________________________
/ B O S S : Samus-Hornoad Hybrid \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Tries to stomp you... |
| |
| |
| The S-H Hybrid merely jumps repeatedly into the air and tries |
| to pulp you under its feet. Simply shoot its face with charged |
| Wave Beams thrice, and it will collapse in a heap, defeated by |
| its prey...then its Supercore-X comes forth! Plaster its eye |
| with 6 Missiles...and the membrane breaks...but the X escapes! |
\_________________________________________________________________/
* 1% Challenge Tips *
Bah! It's easy with 100%, and it certainly isn't too tough with 1%! The
above strategy applies, but just remember two things: move quickly when
you see it leap into the air, and don't get cornered!!
* Theory on the S-H Hybrid's physical appearance *
(thanks to Kong IV of the GameFAQs boards. The words below are his,
with a correction of two to nudge it into a slightly more biologically
correct version ;) )
What is that salivating monstrousity that the SA-X transforms into?
Let's start with the SA-X's origins: Samus is infected on SR388 by an
X. What is imperative to note is that it is a Hornoad-X.
Then, when Samus's starship is destroyed, the Hornoad-X multiplies,
consumes Samus's body and gains the DNA of Samus and her Power Suit.
Thus, the X now contain Hornoad DNA and Power Suit DNA.
When most of Samus's Power Suit upgrades are surgically cut away and
sent to the BSL station, the X infecting the upgrades fuse into a Core-
X that uses its mimesis to recreate the form of Samus with all powers.
This becomes the SA-X that releases the other X into the breeding
environments.
Remember that the SA-X also has Hornoad DNA in it, and fast-forward to
the penultimate battle. When the real Samus pushes the SA-X halfway out
death's door, it then does something miraculous: it tries to strengthen
itself by reverting to an old DNA strand. its transformation is a
gigantic hybrid between a Hornoad and Samus.
That's why its only attack involves jumping around, and that's why it
looks so freakin' ugly.
Main Deck, The Last Push
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____________ _
| F I N A L |____________________________ _| )
/ B O S S : Omega Metroid \_______________/ \
|-----------------------------------------------------------------|
| Attacks : |
| - Savages you with its claw, chiselling off 100 energy per |
| slash |
| |
| |
| The Omega Metroid is the most powerful evolution of the |
| Metroid, and this fella is fresh from the labs you blew to |
| particles. So you'll have a rather tough fight on your hands. |
| The only thing you have to remember is that you don't have much|
| time left... |
| |
| With the X-Fusion suit, you can now use the incredible ICE |
| BEAM. Fire at the vulnerable part with charged Ice Beams, and |
| run away just before the Omega Metroid can claw you. Make sure |
| to keep up your assault, otherwise the Omega Metroid will |
| corner you and slash you three times - ouch! |
| |
| 18 charged beams will ensure the Omega Metroid's demise. Your |
| starship then floats up to the deck, and to your rescue! Beam |
| 'er up... |
| |
\_________________________________________________________________/
* 1% Challenge Tips *
The Omega Metroid slices off 100 Energy per attack. That's ONE unit of
energy more than 99...and therefore, more than enough to kill you!! The
above strategy still applies, but that's all I can give you - the rest
is up to your reflexes. Good luck!
______________________________________________________
/ mf_sax.-.-.-.-.-.//||| |||\\-.-.-.-.-.-.-.-.-\
/\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/\
|| T A C K L I N G T H E S A - X ||
____\/______________________________________________________\/____
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The SA-X looks just like Samus, except that it wears the bulkier orange
Power Suit, equipped at full power. This means that it has all the
weapons Samus does not have! It is really just an X in Samus' skin, but
as you know, X and Metroid are enemies. Since Samus has a Metroid
vaccine in her veins, the SA-X will naturally hunt her. Throughout the
game it will exhibit the following abilities/weapons:
- Super Missile
- Ice Beam (which is, of course, enmeshed with Wave Beam data,
enabling it to go through walls)
- Screw Attack
Throughout the game, there are certain times when you will bump into
the SA-X, before you reach full power. Of course, until you obtain the
Wave Beam, damaging it is beyond you. If even you approach the SA-X or
attack it, it will turn around and begin plastering you with attacks
that can blow away your suit and melt your flesh in seconds -_-
therefore confrontation is, at best, avoided.
All you can do is to escape from the predator, but how? This section is
exactly for that purpose.
For every encounter, there is a default, foolproof method for escape.
When encountering the SA-X at different times, I have proposed "speed
escapes" for certain scenarios, which save a bit of time. They are
tried and tested by yours truly, and if you want some more heart-
pumping action, then try out those methods, which are obviously a bit
more complicated and risky.
Also, I will list down what weaponry you will have in each scenario :P
I: Sector 2 (TRO), Mission Three
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Your Weaponry:
- Bomb Weapon
- Missile Weapon
- Charge Beam
Your first encounter with the SA-X should be, expectedly, a rather
scary one. Your weaponry in this scenario is wholly inadequate; you
have no way of even touching the SA-X, but luckily this scenario is one
of the shortest and easiest to get by.
The room which contains the SA-X is in Sector 2, and it consists of a
hidden compartment above an otherwise empty corridor, aside from the
SA-X, which lurks there. It will march to the hatch at the very left
and head through it. From there, you are pretty much safe; just shoot
out the floor at the very right of the compartment and exit the room.
Speed Tip
¯¯¯¯¯¯¯¯¯
If you want to save a bit of time, drop down to the corridor before the
SA-X has left, and trail very carefully behind it, only letting
yourself see a small part of the lighted field around the SA-X, but NOT
letting any part of the SA-X come into view.
II: Sector 6 (NOC), Mission Six
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Your Weaponry:
- Bomb Weapon
- Super Missile Weapon
- Charge Beam
In a room which seems to be a dead end, lay a bomb at the bottom corner
of the wall and you will drop into a narrow passageway at the bottom.
The SA-X will then make its appearance, going right up to the wall
which blocked your way and laying a Power Bomb, which vaporises the
wall and some of the floor. You will also take a small amount of
damage, but that is inevitable.
After that, let it walk on...wait until it disappears from view, then
jump back up and follow the path it took, cautiously...as you go, you
will suddenly drop down a pipe of pit blocks! EeeeeEEep! The SA-X is
still patrolling below! Still, you can save your skin by holding right
as you drop through, and you will grab on to a ledge. The SA-X will
head through the hatch, and that's it - it's gone. What remains for you
to do is to drop down as well, and head through the hatch that it went
through. Then cut your way through the numerous enemies and continue on
your way.
Speed Tip
¯¯¯¯¯¯¯¯¯
This trick is risky! After the SA-X blows the wall apart with the Power
Bomb, jump up (as a ball) to attract its attention and have it leap
down into the cleared-out passageway! Before it can get a bead on you,
quickly jump back up and run right! Drop down the pit blocks and
through the hatch, then shoot away a block on the bottom of the left
wall and get through the passageway...the SA-X will run away,
dumbfounded. But you've made it! Also, the room is devoid of enemies,
as compared to the scenario if the SA-X got past without noticing you.
III: Sector 5 (ARC), Mission Ten
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Your Weaponry:
- Power Bomb Weapon
- Ice Missile Weapon
- Wide Beam
This scenario is an ambush scenario; the SA-X will come out of nowhere!
In a seemingly empty room, go left, and ho! The SA-X comes running in!
quickly hop over the pillar on the other side of the room and lay a
Power Bomb. Several rows of blocks will be vaporised; take the upper
path, and just keep running for your life to the hatch on the left,
jumping to dodge the beams the SA-X fires as a last-ditch attempt.
IV: Sector 2 (TRO), Mission Thirteen
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Your Weaponry:
- Power Bomb Weapon
- Ice Missile Weapon
- Wide Beam
When you enter the first room in Sector 2 with twitching, healthy
roots, you will hear the SA-X patrolling at the area below. Drop down
the pit block beside the big mass of roots and immediately freeze the
SA-X with a Missile, then run past it into the hatch beyond.
Immediately after that, drop a Power Bomb and freeze the SA-X again as
it enters the room, to give enough time for the bomb to ignite and
destroy a wall, allowing you to gain ground and head into the next
room. But you're not safe yet...
When you enter the next room, keep going left and keep shooting your
energy beams diagonally upwards to open the security gates as you go.
Head through the hatch at the left end, and quickly jump into the
enclosure behind the pillar on the left!! The SA-X will wander in, lose
your trail, and exit. Phew...
Speed Tip
¯¯¯¯¯¯¯¯¯
Again, another risky trick! After shooting open the security gates, you
will be at the very left hatch. Stand on the part just to the right of
a horizontal bunch of roots in front of the door, jump up and fire a
Missile downward to blow away a small block in the floor. Curl into a
ball and quickly roll into the empty space; now, watch the SA-X get
dumbfounded as it can't even distinguish between you and the ground!
Simply lay a Power Bomb and watch it disintegrate the blocks below you,
letting you drop to safety. :P
V: Restricted Lab, Mission Fifteen
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Your Weaponry:
- Power Bomb Weapon
- Ice Missile Weapon
- Plasma Beam
This is not really an encounter, just a scenario involving the (or an)
SA-X, but it indirectly causes an encounter of sorts. When the alarm is
triggered in the Restricted Lab (i.e. red pulse in the background, blah
blah blah) and you return to the first laboratory, you will find the
(or an) SA-X blasting away at Metroids; it has wrecked the whole lab!
When the disconnection countdown begins, you only need to space jump to
the hatch at the top of the room.
VI: Main Deck, The Last Push
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Your Weaponry:
- Power Bomb Weapon
- Diffusion Missile weapon
- Wave Beam (your main weapon in this encounter)
Of course, this is the final showdown with the SA-X. Only the Wave Beam
and Screw Attack can harm it. For more details, refer to the "Boss
Creatures" section of this guide.
VII: Main Deck, The Last Push
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The SA-X will not really confront you after you have defeated it and
its Core-X escapes; but when the Omega Metroid comes knocking on your
door, the SA-X will make one last appearance, and ironically gives you
the final weapon to victory: the Ice Beam.
______________________________________________________
/ mf_ssee .-.-.-.-.//||| |||\\-.-.-.-.-.-.-.-.-\
/\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/\
|| S H I N E S P A R K E A S T E R E G G ||
____\/______________________________________________________\/____
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The Shinespark trick is simply an Easter Egg - an amusing hidden trick
which serves no real use in getting a faster game time.
______________________________________________________
/ mf_nme.-.-.-.-.-.//||| |||\\-.-.-.-.-.-.-.-.-\
/\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/\
|| B E S T I A R Y ||
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Nintendo, ever infamous for plonking in identical enemies in each
Metroid game, has done the same with Metroid Fusion. Many of these
enemies may be found in Metroid 1, 2 and 3; only a few are really new.
Here is a little guide I put together about the foes you encounter in
Metroid Fusion, and their weak points, as well as a brief description
about these guys. Screw Attack does not count as a way to destroy the
enemies (it can destroy all foes, except bosses, with one hit -_- ),
unless the enemy is so tough that you can only destroy it with the
Screw Attack or Shinespark attacks. For more information on these two
weapons, refer to the "Suit Abilities" section.
schlave: yes, yes i know all the organisms are infected by X, but i'm
not going to screw around putting "-X" at the end of every name!!
NOTE :
-----------------------------------------------------------------------
Found in : Means the sector the enemy can be found in
Dispatch with : How many energy beams or Missiles it takes
Evolution : Can it develop into a more advanced form if an X-
Parasite comes into contact with it?
Energy Beam (charged) : Does the energy beam have any effect? If
not, will charging it up do?
Missile (type) : Do Missiles have any effect? What sort of
Missiles affect it?
Power Bomb : Does a Power Bomb have any effect?
-----------------------------------------------------------------------
Advanced Skultera
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in : Sector 2, 4
Dispatch with : 2 Super Missiles
Evolution : N/A
Energy Beam (charged) : No (Yes)
Missile (type) : Yes (any)
Power Bomb : No
Advanced Skultera are much tougher than normal Skultera, but just look
like larger Skultera - bony bodies made of carapace.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Balloon Creature
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in : Sector 4
Dispatch with : You can get past them by freezing them
Evolution : N/A
Energy Beam (charged) : No (No)
Missile (type) : No (N/A)
Power Bomb : No
Balloon Creature...what a damn lousy name! Oh well, that's the official
name for it *shrugs* Anyway, these guys are invincible to everything
except your Screw Attack, and look like little creatures just staying
on the same spot and bobbing up and down. When you get close, a big
mace swells up from their head, and if you touch that you'll get hurt.
These bar the way to many paths until you get the Diffusion-effect
upgrade.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Botchroid
¯¯¯¯¯¯¯¯¯
Found in : Sector 1
Dispatch with : A few energy beams.
Evolution : Several Botchroids can coalesce to form a Botchroid
Major.
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
A Botchroid works a bit like a Metroid, except that it consists of only
the globby upper part of the Metroid. It sucks energy from you if it
touches you, and when they coalesce to form a larger Botchroid, energy
is sucked away even faster. These guys are weak but in numbers, really
annoying.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Choot
¯¯¯¯¯
Found in : Sector 5
Dispatch with : Blue version takes 1 Super Missile
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
This old-school enemy is a flattish creature with two eyes, two wings,
and usually lies flat on the ground until you approach it. It will then
spring vertically into the air and descend slowly, raining disgusting
globs of vomit onto the ground below it. These chute leeches are good
as platforms, if frozen.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Desgeega
¯¯¯¯¯¯¯¯
Found in : Sector 2
Dispatch with : A few Super Missiles.
Evolution : N/A
Energy Beam (charged) : No (Yes)
Missile (type) : Yes (any)
Power Bomb : No
Desgeegas are tougher Side Hoppers with purple, spike-covered legs. So
far, I have only found one in Sector 2.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Evir
¯¯¯¯
Found in : Sector 4
Dispatch with : A few Missiles to its yellow belly
Evolution : N/A
Energy Beam (charged) : No (Yes)
Missile (type) : Yes (Yes)
Power Bomb : No
The aquatic, primitive Evirs float around in the flooded areas of
Sector 4, using yellow blobs called Boyon to attack you with. Their
yellow bellies (no pun intended) are their weak spots; plaster
generously with Missiles.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Eye Door
¯¯¯¯¯¯¯¯
Found in : All sectors
Dispatch with : 3 Missiles/1 Super Missile in its yellow eye
Evolution : N/A
Energy Beam (charged) : No (Yes)
Missile (type) : Yes (any)
Power Bomb : No
The Eye Door is usually the barrier to a boss. Its eye is usually
closed, but upon approach of intruders, it will open either to reveal
its vulnerable yellow eye or to fire a wide beam. Eye Doors can be
wiped out by delivering the equivalent of 3 Missiles into its yellow
eye.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Fune
¯¯¯¯
Found in : Sector 3, 4
Dispatch with : 3 Super Missiles.
Evolution : N/A
Energy Beam (charged) : No (Yes)
Missile (type) : Yes (any)
Power Bomb : No
Funes and Nahimes complement each other; the Fune is a huge worm with
an eye, attached to a wall. It fires plasma balls, which lunges out of
the wall if you come within its line of sight. You know that it will
follow up with that attack if you see its jaw lower and not fire a
plasma ball.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Geemer
¯¯¯¯¯¯
Found in : Main Deck
Dispatch with : 1 energy beam to its interior will destroy it.
2 Super Missiles to its exterior will do the same.
Evolution : N/A
Energy Beam (charged) : Yes (Yes) - applies to interior
Missile (type) : Yes (any) - applies to exterior
Power Bomb : Yes - applies to interior
This cowardly creature crawls slowly along walls and floors. When you
approach it, it retracts into its solid, spike-covered, energy-beam-
impervious shell, which you can cheerfully blast apart with Missiles.
Alternatively, you can catch it unawares and zap its insides out with a
well-aimed energy beam.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Geruta
¯¯¯¯¯¯
Found in : Sector 5
Dispatch with : 2 Super Missiles.
Evolution : N/A
Energy Beam (charged) : No (No)
Missile (type) : Yes
Power Bomb : No
The Geruta, once found in the depths of Norfair, makes an appearance
here, and is as bulky and armored as ever; its main weapons are two
iron-bound, thick claws. It usually begins its attack from the ceiling,
and swoops down on you at first opportunity.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Halzyn
¯¯¯¯¯¯
Found in : Sector 1
Dispatch with : 2 missiles into the middle from the bottom
(literally: up yours!)
Evolution : N/A
Energy Beam (charged) : Yes (Yes) - applies to interior
Missile (type) : Yes (any) - applies to interior
Power Bomb : Yes
Halzyns are flying saucer-like creatures with two spiked shells on
their sides and a single yellow eye in the middle. They attempt to drop
onto your head if you go under them. Chew them out with a few Missiles
from the bottom into their middles.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Hornoad
¯¯¯¯¯¯¯
Found in : Main Deck, Sector 1
Dispatch with : A few cannon shots.
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
The Hornoad is a savage, but terribly weak, snarling critter that hops
about and spits fireballs. Talk about "weak dogs bark loudest".
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Kago
¯¯¯¯
Found in : Sector 2, 4, 5
Dispatch with : Screw attack/Shinespark attacks
Evolution : Spawns into a large, organic pillar when an X
comes into contact with the dormant Kago nest
Energy Beam (charged) : No (No)
Missile (type) : No (N/A)
Power Bomb : No
The Kago starts off as a dormant nest, which is a greenish spherical
object with lots of holes in it. When an X comes into contact with it,
a large, tall organic pillar is spawned. Kagos are oblivious to most of
your attacks and serve as formidable barriers to your progress.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
KiHunter
¯¯¯¯¯¯¯¯
Found in : Main Deck, Sector 2
Dispatch with : Two Super Missiles.
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
The Zero caterpillar cocoons in Sector 2 hatch into the powerful
KiHunter space pirates after you receive the mission to restore
auxiliary power (Mission Eleven). The mantis-like KiHunters are pretty
esay to deal with. They come either with or without wings.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Memu
¯¯¯¯
Found in : Sector 6
Dispatch with : Waste with 2 cannon shots.
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
A Memu is a flea with a single eye. They simple fly at you - easy meat
for your energy beam.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Mer-Zebesian
¯¯¯¯¯¯¯¯¯¯¯¯
Found in : Sector 4
Dispatch with : Three Super Missiles, or 1 charged Plasma Beam
Evolution : N/A
Energy Beam (charged) : No (Yes)
Missile (type) : Yes (any)
Power Bomb : No
Zebesians who get bogged down in the water can convert to their water-
borne counterparts by merging with a single X parasite. Mer-Zebesians
are simply the humanoid Zebesians with a fish tail, and they swim
around back and forth. They still do fire laser beams when they spot
intruders, though.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Moto
¯¯¯¯
Found in : Sector 1
Dispatch with : 2 Missiles on their backs.
Evolution : N/A
Energy Beam (charged) : Yes (Yes) - applies to the back
Missile (type) : Yes (Yes) - applies to the back
Power Bomb : Yes
Ooooh, cute little Triceratopses! Well, cute until they ram you with
their razor-sharp horns...these former inhabitants of SR388 are back
and raging, and when they see you, they will lower their missile-and-
energy-beam-proof carapaces and charge towards you, horns first.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Nahime
¯¯¯¯¯¯
Found in : Sector 4, 3
Dispatch with : 4 Missiles.
Evolution : N/A
Energy Beam (charged) : No (Yes)
Missile (type) : Yes (any)
Power Bomb : No
A Nahime is a huge worm with a maw attached to the wall that fires
plasma balls, which extends suddenly if you come within its line of
sight. You know that it has spotted you if you see its jaw lower.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Owtch
¯¯¯¯¯
Found in : Sector 2
Dispatch with : A Missile.
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
These guys resemble little, moving balls with spikes on top. They are
so small and slow-moving, they're more of a hindrance than a threat,
but touch their spines, and...owtch!
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Organic Barrier Type-I
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in : Main Deck, Sector 1
Dispatch with : 3 Missiles
Evolution : N/A
Energy Beam (charged) : No (N/A)
Missile (type) : Yes (ordinary)
Power Bomb : N/A
Organic barriers bar the way through narrow passages; they are made up
of a spherical, wobbling mass attached by two webs of gunk. Type-I
organic barriers are yellow-green in color.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Organic Barrier Type-II
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in : Sector 3, 6
Dispatch with : 3 Super Missiles
Evolution : N/A
Energy Beam (charged) : No (No)
Missile (type) : Yes (Super)
Power Bomb : No
Organic barriers bar the way through narrow passages; they are made up
of a spherical, wobbling mass attached by two webs of gunk. Type-II
organic barriers are red in color.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Organic Barrier Type-III
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in : Main Deck, Sector 5
Dispatch with : 1 Power Bomb
Evolution : N/A
Energy Beam (charged) : No (No)
Missile (type) : No (N/A)
Power Bomb : Yes
Organic barriers bar the way through narrow passages; they are made up
of a spherical, wobbling mass attached by two webs of gunk. Type-III
organic barriers are bulbuous and orange-green in color.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Poisonbull
¯¯¯¯¯¯¯¯¯¯
Found in : Sector 6
Dispatch with : 1 Super Missile.
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
A Poisonbull, an evolved version of the Bull in Metroid, is a purple-
blue bag with pipes protruding from it. If you bump into or damage it
it will puff out purple, toxic globules.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Predatory Flower
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in : Sector 2
Dispatch with : N/A
Evolution : N/A
Energy Beam (charged) : N/A
Missile (type) : N/A
Power Bomb : N/A
Predatory Flowers are only found in the Mother Root boss room and can
only be destroyed when you destroy the outer shell of the Mother Root.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Puyo
¯¯¯¯
Found in : Sector 2, 6
Dispatch with : A few energy beams.
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
Little, tubular, jumpy, squishy blobs that are easy to blow away with
your energy beams. In the earlier parts of the game, they can be
serious hindrances.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Pyro
¯¯¯¯
Found in : Sector 4
Dispatch with : 1 Missile.
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
Ball of fire with eyes (how cute!). A Pyro drops little fireballs if
you go below it while it is on the ceiling.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reo
¯¯¯
Found in : Sector 2
Dispatch with : A Missile.
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
A Reo is a deadly flying moth with claws, evil eyes and flickering
green flames on its back. It flitts about and swoops down upon you when
you come by.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Ripper
¯¯¯¯¯¯
Found in : Sector 5
Dispatch with : Screw Attack. It is impervious to all other attacks,
except of course your Shinespark Ultra Jump,
Shoulder Ram etc.
Evolution : N/A
Energy Beam (charged) : No (No)
Missile (type) : No (N/A)
Power Bomb : No
An almost invincible brownish, turtle-like creature that simply flies
left and right. It can be frozen, but only can be destroyed by the
Screw Attack.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Scisor
¯¯¯¯¯¯
Found in : Sector 1
Dispatch with : Normal version requires energy beams or 1 Missile
Gold version requires 1 Super Missile
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
Scisors are small squatic crabs with two pincers that fire small
fireballs. Extremely easy meat.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Side Hopper
¯¯¯¯¯¯¯¯¯¯¯
Found in : Sector 2, 4
Dispatch with : Dark blue version requires 2 Missiles
Light green version requires 3 Missiles/1 Super
Missile
Evolution : N/A
Energy Beam (charged) : No (Yes)
Missile (type) : Yes (any)
Power Bomb : No
..it hops to the side, of course! The Side Hopper has two prominent,
long, muscular legs and bulbous eyes. This classic enemy is tough, and
gets progressively tougher as you advance in weaponry.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Skultera
¯¯¯¯¯¯¯¯
Found in : Sector 2, 4
Dispatch with : 3 Missiles
Evolution : Advanced Skultera (1 X-Parasite + Skultera)
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
Skultera are fish that have a bony body made of carapace. Combination
with an X Parasite can form a larger Skultera, the Advanced Skultera.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Slickle
¯¯¯¯¯¯¯
Found in : Sector 4
Dispatch with : Two Super Missiles
Evolution : N/A
Energy Beam (charged) : No (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
Slickles are commonly found in Sector 4. They are blueish, snail-like
creatures which fire miniscule, swirling, orange energy sickles.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Slime Zombie
¯¯¯¯¯¯¯¯¯¯¯¯
Found in : Main Deck
Dispatch with : One cannon shot. Easy!
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
These are actually X-infected scientists; they are now but a purple
mass of slime which tries to bump into you. And of course, they are the
easiest of easy meat :P
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Tetadak
¯¯¯¯¯¯¯
Found in : Sector 4
Dispatch with : 2 missiles is all it takes.
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : No
Tetadaks are airborne predators with red wings, blue body, slanted eyes
and eagle-like claws. They dive at you the moment they catch sight of
you.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Vomoid
¯¯¯¯¯¯
Found in : Main Deck, Restricted Zone
Dispatch with : 1 charged Wave Beam.
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : N/A
Power Bomb : Yes
Vomoids are kept usually in enclosures, which you cannot blast through
with Missiles (although they are freezable, using the Diffusion
missiles). They look like big ants and vomit a bunch of slime when you
approach them.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Waver
¯¯¯¯¯
Found in : Sector 5
Dispatch with : 1 Super Missile.
Evolution : N/A
Energy Beam (charged) : No (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
This airborne crustacean has two spike-covered shells, and bottom, and
a vulnerable interior. When you approach it, it starts spinning towards
you like a living missile, and if it misses it will crash straight into
a wall and attempt to extricate itself.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Yard
¯¯¯¯
Found in : Sector 6
Dispatch with : 1 Super Missile.
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
Crawling, purple-greenish carapaced, snail-like creature with a single
wriggling, yellow tendril. You used to be able to kick it around in
Super Metroid; now you can't.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Zebesian
¯¯¯¯¯¯¯¯
Found in : Main Deck
Dispatch with : First version requires 1 Missile
Second version requires 3 Super Missiles
Evolution : Mer-Zebesian (1 X-Parasite + Zebesian)
Energy Beam (charged) : No (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
Once the cronies of Mother Brain and inhabitants of Zebes, these guys
are now renegades. They have two scythe-like claws, one on each hand,
and move really fast. They can cling to walls.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Zeela
¯¯¯¯¯
Found in : Sector 5
Dispatch with : Green version, 1 Super Missile
Purple version, 3 Super Missiles.
Pink version, 3 Super Missiles.
Evolution : N/A
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : Yes
A Zeela looks a bit like a Scisor, except it fires fireballs from its
two eyelets on each side.
__________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Zero
¯¯¯¯
Found in : Sector 2
Dispatch with : Several Missiles.
Evolution : - After destroying the Lantern Maw, they become
cocoons.
- After receiving the auxiliary power mission, they
hatch into KiHunters.
Energy Beam (charged) : Yes (Yes)
Missile (type) : Yes (any)
Power Bomb : N/A
A crawling, segmented worm; that's all it is. It may be super-primitive
and slow, but can withstand many hits. Especially if all you're using
are ordinary Missiles and the Charge Beam.
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|| F R E Q U E N T L Y A S K E D Q U E S T I O N S ||
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Here are some questions which players have asked repeatedly. If you
mail me a question regarding the game and it is contained in this
section, it will be ignored.
(So far, no questions)
______________________________________________________
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|| A C K N O W L E D G E M E N T S ||
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I owe thanks to the following people :
- scythemantis of the Creature Database, from which the great Super
Metroid enemies website (
http://www.geocities.com/scythemantis/snes-
metroid.html) is. I used a couple of the enemy names from there.
- Snow Dragon, author of the Metroid II: Return of Samus
FAQ/Walkthrough. I used a couple of the enemy names from there.
- Cristofer Eriksson, owner of the Metroid Page
(
http://www.algonet.se/~longbow/metroid/creatures.htm) for a couple of
the enemy names.
- CWall of the GameFAQs FAQ Contributors, for the suggestion of a
search string.
- Zauron for his guide which helped me pull off the Shinespark trick
successfully.
- Asaic for his sector maps from the Metroid Database. They provided
easy reference and a picture for me to edit conveniently while making
the "Sector Maps" section so that I wouldn't have to keep walking Samus
from sector to sector in my own game ;-)
- Kong IV of the GameFAQs boards, for providing an insightful theory on
the second last boss's physical appearance.
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/\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/\
|| L E G A L S T U F F ||
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This FAQ is protected by Singapore Copyright Law and is for private and
personal use only. No part or whole of this document may be reproduced
in any form, written or otherwise. This document is free and may not be
used for commercial use, like reproducing in CDs and selling them. This
document may not be altered, doctored or referenced in any way without
permission from the author (
[email protected]).
This FAQ was created by me, Ernest Ho (
[email protected]) and All
copyrights and trademarks are acknowledged and respected that are not
specifically mentioned herein. No other publishers/societies may use
this FAQ apart from GameFAQs (www.gamefaqs.com). Remember, plagiarism
is a crime punishable by law.