dmmmmy./mmmmm+smmmmmmd:dmmmmmmmmd/hmmmmmmmy/  :ymmmmmh+`-dmmms/mmmmmmmd+  TM
dMMMMMmNMMMMM+yMMMMMMm:mMMMMMMMMN/hMMMMMMMMN/:mMMMMMMMMy-mMMMy/MMMMMMMMMy
dMMMMMMMMMMMM+yMMmdddh-hddMMMMddh:hMMddddmMMs/MMmddddMMm:mMMMy/MMmddddMMm`
dMMMMMMMMMMMM+yMMy----`--oNMMMo--`hMMs---hMMs/MMm---oMMm:mMMMy/MMm---oMMm`
dMMMNNMMNMMMM+yMMy----`..+NMMMo..`hMMs---hMMs/MMm...+MMm:mMMMy/MMm-..+MMm`
dMMMmsmhsMMMM+yMMmhhhh   /NMMM+   hMMdhhhmMm:+MMm   /MMm:mMMMy/MMm   /MMm`
dMMMm-/:oMMMM+yMMMMMMm`  /NMMM+   hMMMMMMMMy`+MMm   /MMm:mMMMy/MMm   /MMm`
dMMMm`../MMMM+yMMmdddh   /NMMM+   hMMmdddNMN++MMm   /MMm:mMMMy/MMm   /MMm`
dMMMm   /MMMM+yMMh::::   /NMMM+   hMMs:::dMMs+MMm   /MMm:mMMMy/MMm   /MMm`
dMMMm   /MMMM+yMMh::::   /NMMM+   hMMs...hMMs+MMm...+MMm:mMMMy/MMm...+MMm`
dMMMm   /MMMM+yMMNmmmd   /NMMM+   hMMo   hMMs/MMNmmmmMMm:mMMMy/MMNmmmmMMm`
dMMMm   /MMMM+yMMMMMMm`  /NMMM+   hMMo   hMMs:dMMMMMMMNs-mMMMy/MMMMMMMMNs`
yhhhy   :hhhh/ohhhhhhh   :hhhh/   shh+   shho./shhhhhy+--yhhho/hhhhhhhy+-
-----   .----.--------   `----.   ---.   ---.`---------.`-----.---------.
-----   `----..-------   `----.   ---.   .--. `.------. `----..--------.

:ymmmmmdo.:dmmmmmmmmd/dmmmh    smmmdommmmmmdsdmmmmmmdo.     ommmmh-.hmmmmy
:mMMMMMMMMy/NMMMMMMMMm/mMMMh    yMMMmoMMMMMMNsmMMMMMMMMd.    oMMMMMmmMMMMMy
/MMNddddMMm/hdmMMMMddh/mMMMh    yMMMmoMMNmmddsmMNmddmNMN:    oMMMMMMMMMMMMy
:MMm`  +NMm.  +MMMN+  `mMMMh    yMMMmoMMm.   :mMm:  .NMN:    oMMMMMMMMMMMMy
/MMm`  /NMm.  +MMMN+  `mMMMh    yMMMmoMMm.   :mMm-  .NMN:    oMMMMNMMMMMMMy
/MMm`  /NMm.  +MMMN/  `mMMMmhhhhmMMMmoMMNhyyyomMNhyyhNMd.    oMMMmyNNsNMMMy
/MMm`  /NMm.  +MMMN/  `mMMMMMMMMMMMMmoMMMMMMNsmMMMMMMMN:     oMMMm:-:.NMMMy
/MMm`  /NMm.  +MMMN/  `mMMMNNNNNNMMMmoMMNNNNdsmMMNNNNMMh`    oMMMm:  .NMMMy
/MMm`  /NMm.  +MMMN/  `mMMMh````yMMMmoMMm:---/mMm/--/NMN:    oMMMm:  .NMMMy
/MMm`  /NMm.  +MMMN/  `mMMMh    yMMMmoMMm`   -mMm-  -NMN:    oMMMm:  .NMMMy
/MMNddddMMm.  +MMMN/  `mMMMh    yMMMmoMMNhhhyomMm-  -NMN:    oMMMm:  .NMMMy
:mMMMMMMMMh`  +MMMN/  `mMMMh    yMMMmoMMMMMMNsmMm-  -NMN:    oMMMm:  .NMMMy
+dmmmmmms:   /mmmd/  `dmmmh    smmmdommmmmmdsdmd-  -dmd:    ommmd:  .dmmmy


Metroid Other M: Walkthroughs


*SPOILER ALERT* *SPOILER ALERT* *SPOILER ALERT* *SPOILER ALERT*

DO NOT LOOK AT THE BOSS SECTION UNLESS NECESSARY;
IT SPOILS THE IDENTITIES OF THE BOSSES AND
INDIRECTLY THE EVENTS THAT TAKE PLACE IN THE GAME.


*PLEASE READ* *PLEASE READ* *PLEASE READ* *PLEASE READ*

AFTER SAMUS IS AUTHORIZED TO USE THE ICE BEAM,
DO NOT RE-ENTER THE ROOM YOU ACQUIRED IT IN.
IT WILL CAUSE A GLITCH LATER THAT LOCKS A DOOR
AND PREVENTS YOU FROM COMPLETING THE GAME.

Introduction-----------------[IN00]
Controls---------------------[CN00]
-Controls for Normal View--------[CN01]
--Concentration-----------[CN02]
-Controls for Search View--------[CN03]
-Head-up Display-----------------[CN04]
-Map Screen----------------------[CN05]
Powerups---------------------[PW00]
-Items-----------[PW01]
-Suits-----------[PW02]
-Bombs-----------[PW03]
-Beams-----------[PW04]
-Missiles--------[PW05]
-Miscellaneous---[PW06]
-Special Actions-[PW07]
-Tricks----------[PW08]
100% Walkthrough-------------[WA00]
-Part 1: Main Sector------------------[WA01]
-Part 2: Biosphere--------------------[WA02]
-Part 3: Pyrosphere-------------------[WA03]
-Part 4: Cryosphere-------------------[WA04]
-Part 5: The Mystery Creature---------[WA05]
-Part 6: Sector 0---------------------[WA06]
-Part 7: Bioweapon Research Center----[WA07]
-Part 8: Revisiting Sector 2----------[WA08]
-Part 9: Revisiting Sector 3----------[WA09]
-Part 10: Revisiting Sector 1---------[WA10]
-Part 11: The Finale------------------[WA11]
Brief Item Checklist---------[IB00]
In-Depth Item Checklist------[ID00]
Low% Walkthrough-------------[LP00]
-Part 1: Main Sector HARD---------------[LP01]
-Part 2: Biosphere HARD-----------------[LP02]
-Part 3: Pyrosphere HARD----------------[LP03]
-Part 4: Cryosphere HARD----------------[LP04]
-Part 5: The Mystery Creature HARD------[LP05]
-Part 6: Sector 0 HARD------------------[LP06]
-Part 7: Bioweapon Research Center HARD-[LP07]
-Part 8: Return and Finale NORMAL-------[LP08]
Enemies----------------------[EN00]
Bosses-----------------------[BS00]
Sequence Breaking------------[SB00]
-The Broken Bridge-----[SB01]
-Seeker Door-----------[SB02]
Special Thanks---------------[ST00]
History----------------------[HS00]

------------------------------------------------------------------------------
Introduction                                                        [IN00]
------------------------------------------------------------------------------
 This walkthrough is a guide on how to beat Metroid Other M on Normal Mode
with 100% Item Completion.  This is the best route that I have thus far though
there is likely a better order to collecting these items.  I encourage players
to play how they want to play Metroid and even find some substantial sequence
breaks and tricks, though this game seems to be designed in direct conflict
with these notions.  Note that skipping cutscenes will not affect your in game
time.  All the skippable cutscenes total to something around one hour, and even
if skipped time will be added to your in game completion time.  Completing the
game with 100% unlocks concept art.  You also unlock Hard Mode.

 This document also has a walkthrough for Low% runs, particularly on Hard
Mode.  In Hard Mode there are no expansions.  No energy tanks, no missile
tanks, nothing that will count towards your item collection rating.  Often
times you can get killed in one hit since you only have 99 energy.
Unfortunately, the second section of the game after Samus returns to the Bottle
Ship again is not playable in Hard Mode.  If done right, Hard Mode can be
completed in roughly two hours of in game time, not counting cutscenes.
 To make up for the lack of the second section in Hard Mode, try a Low% run
in Normal Mode by collecting the bare minimum items.  Two Energy Tanks and one
Missile Tank are unavoidable, totalling to 3%.  The Low% Walkthrough includes
a guide for the last section that is not present in Hard Mode.

This guide is almost spoiler-free, however the names of the last four bosses
are spoilers in themselves.  There are no other spoilers regarding the story.

Not everything in this guide was discovered by me; I think only noticed some
minutae and organized info within communities.  See the Special Thanks section.

------------------------------------------------------------------------------
Controls                                                            [CN00]
------------------------------------------------------------------------------
In Metroid Other M, your perspective changes depending on how you hold the
wiimote.  There are two ways to hold it.  The first is the Horizontal Style.
Hold the wiimote like you are playing the first NES Metroid on the Virtual
Console, or as demonstrated on the screen when you start the game.  In this
style, you are in Normal View.  This is the standard perspective of the game.
You will be able to see Samus in this view.  The other way to hold it is the
Vertical Style.  Point the wiimote at the screen.  This gives you a First
Person perspective of your environment.

When to use Normal View:
-When moving around the room.
-When in standard combat.
-When in Morph Ball mode or to drop bombs.

When to use Search View:
-When firing missiles.
-When activating switches with the beam.
-When Samus needs to examine something.

------------------------------------------------------------------------------
The Minus button is only used for skipping cutscenes.  Certain in game scenes
are unskippable.  Cutscenes cannot be skipped until you finish the game once.
------------------------------------------------------------------------------
---------------------------------
Controls for Normal View   [CN01]
---------------------------------
1. D-pad/Control Pad:
     I. Move.
     II. Sense Move (see Special Actions in the Powerups section).
2. A button:
     I. Enter/exit Morph Ball mode.
3. 1 button:
     I. Fire beam.
     II. Fire Charge Beam .
         (Press and hold until the Charge Gauge is full, then release)
         If you hold 1 and go into Search View, you will keep your charge.
         See the View trick in the Powerup Tricks section below to see how
         this is utilized.
     III. [In Morph Ball mode] Drop bombs.
     IV. [In Morph Ball mode] Drop Power Bombs.
         (Press and hold until the Charge Gauge is full, then release)
     V. Five-Bomb Drop.
        (Press and hold until Charge Guade is full, then morph)
     VI. [In Morph Ball mode] Morphing Charge Beam.
        (Press and hold until Charge Guage is full, then unmorph)
4. 2 button:
     I. Jump.
     II. Spin-jump (While pressing the D-pad).
 *Note: Jumping is button sensitive.  Hold down 2 to jump higher.*
     III. [In Morph Ball mode] Spring jump.
           Can bounce if 2 is pressed as you land.
     IV.
5. Plus button:
     I. Display the map screen.
6. Home button:
     I. Display HOME Menu.
       (Total playtime stops recording while displaying the HOME Menu)
--------------------
Concentration [CN02]
--------------------
In Metrod Other M, Samus will run out of missiles and health.
If you hold the Wiimote upright then press and hold A for a while, you will
restore all of your missiles.  You can use Concentration to restore missiles
at any time in Normal View, even when holding on to a ledge.  If you take
damage when using Concentration, the process will be interrupted.
You can also restore your energy, but it can only be restored in critical
conditions.  If your energy bar is red and you hear an alert sound, try to get
in a safe place and use Concentration.  E-Recovery Tanks increase the energy
threshold required to make energy recovery possible.  Before you get an
E-Recovery Tank, the threshold is below 25 energy, and it only restores 99
energy.

---------------------------------
Controls for Search View   [CN03]
---------------------------------
1. The Pointer (where you point the wiimote):
     I. Look around.
     II. Examine/Focus in.
     III. Lock on (While pressing B)
     IV. Sense Move (See Special Actions in the Powerups section)
2. A button:
     I. Fire beam.
     II. Fire Charge Beam.
         (Press and hold until the Charge Gauge is full, then release)
         If you hold A and go into Normal View, you will keep your charge.
     III. [When locked on] Fire missile.
     IV. [When locked on] Fire Super Missile/Seeker Missile.
          (Press and hold until the Charge Gauge is full, then release)
     V. [When locked on] Fire Charge Beam.
          *Charge Beam while locked on only works
           on switchs and certain objects*
3. B button:
     I. Get information. (about where the pointer is locked on)
     II. Look around. (Change your viewing area by moving the pointer around
                       the screen while pressing B.)
     III. Target. (If you aim the pointer near an enemy or certain objects
                   while pressing B, you will target them and bring them to
                   the center of the field of vision.  Items you can target
                   will appear marked in red.)
     IV. Lock-on Display. (If you point at a target while pressing B, you'll
                           lock on to it.  You can fire missiles by pressing
                           A while locked on.)
     *if holding B while going into Search View, there is slight slo-mo*
4. Plus button:
     I. Display the map screen.
5. Home button:
     I. Display HOME Menu.

*If you automatically go into Search View and the screen darkens to a greenish
tint, you are locked in Search View until you point at what you are looking
for and hold B to get information.*

---------------------------------
Head-up Display            [CN04]
---------------------------------
1. Energy level- Represented by 00-99 and a bar.  When you run out of energy,
                an Energy Tank will open.  When all the Energy Tanks have
                emptied, your game will be over.
2. Energy Tank count- One tank contains 99 units of energy.  Represented by
                     boxes under the Energy level bar.
3. Charge Gauge- When pressing 1 until this is full, you can fire Charge
                Beams, Super Missiles, and Power Bombs.  Keep your eye on
                this meter to properly perform Overblast and Lethal Strike.
4. Missile count- Shows current missile count/maximum missile count.
5. Minimap- A radar a the top-right of the screen.  Unlocked doors are
           represented as green bars, locked as red bars.  The yellow diamond
           points toward a target location.  Blue blips on the map represent
           unacquired items.  A green "N" represents a Navigation Booth.  The
           blue diamond represents Samus's location, and the cone represents
           her field of vision.  However, when hanging on to ledges, this
           cone seems inaccurate.
---------------------------------
Map Screen                 [CN05]
---------------------------------
Press the Plus Button to enter the Map Screen.  The symbols on the Map Screen
are identical to the ones used on the Minimap.

Horizontal Style Menu Controls:
D-pad: Select
1: Cancel (Back)
2: Confirm

Vertical Style Menu Controls:
Pointer: Select
B button: Cancel (Back)
A button: Confirm

1. Sector Select- The Sectors you've been to will display.  Pick a Sector to
                 change the displayed map.  Once you start Part 9 of the
                 Walkthrough, all items will be displayed on the maps.  Each
                 Sector will also display the item completion percentage.
2. Status- Lists Samus's abilities, how they work, and how to use them.
3. Characters- Check profiles of the characters you've met.  They update after
              certain events.
4. Story- Read and outline of the story so far.
------------------------------------------------------------------------------
Powerups                                                            [PW00]
------------------------------------------------------------------------------
------------
Items [PW01]
------------
Most of this walkthrough is dedicated to finding all 100 of these items.
Locate the items you need by referring to the 100% Walkthrough, the Brief Item
Checklist, or the In Depth Item Checklist.


  Energy Tank- Increases your energy maximum energy by 100 points.
               When you pick one up, it fully recovers your energy.
               There are a total of 5 Energy Tanks in the game.
               Search with [ETxx] to find them in the FAQ.

  Energy Part- Collect four of these to create one Energy Tank.
               There are a total of 16 Energy Parts in the game.
               Search with [EPxx] to find them in the FAQ.

  Missile Tank- Increases your maximum missiles you can hold by 1.  There are
                a total of 70 Missile Tanks in the game.
                Search with [MTxx] to find them in the FAQ.

  E-Recovery Tank- Increases the amount of energy you can restore through
                   Concentration.  The energy threshold required to make
                   recovery possible will also increase.  There are a total
                   of 3 E-Recovery Tanks in the game.
                   Search with [ERxx] to find them in the FAQ.

  Accel Charge- Increases how fast the Charge Gauge fills.  There are a total
                of 6 in the game.
                Search with [ACxx] to find them in the FAQ.
------------
Suits [PW02]
------------
  Power Suit- The Power Suit that Samus is wearing will acquire new features
              as you progress through the game.
  Varia Feature- Cuts damage from high temperatures and reduces damage from
                 enemy attacks.
  Gravity Feature- Negates the effects of liquids and extreme gravity and
                   further reduces damage from enemy attacks.
------------
Bombs [PW03]
------------
  Morph Ball- Press A to go into Morph Ball mode and move around small
              spaces.  Press A again to change back.  Press 2 to Sping jump.
              Sping jump can bounce if you hit 2 as you hit the ground.
  Normal Bombs- Press and release 1 in Morph Ball mode to set bombs that will
                damage enemies break some floors and walls.
  Power Bombs- Press and hold 1 until the Charge Gauge is full and release to
               set a powerful Power Bomb.
------------
Beams [PW04]
------------
  Normal Beam/Charge Beam- Press 1 to fire a beam.  Press and hold 1 and
                           release to fire a powerful Charge Beam.
  Ice Beam- Adds the ability to freeze enemies.  Effective against hot
            creatures, it also increases the beam's attack power.
  Wave Beam- Adds the ability to penetrate transparent and semi-transparent
             objects.
  Plasma Beam- Adds the ability to pass through enemies to Samus's beam.
  Diffusion Beam- If you fire a Charge Beam, the beam will scatter around the
                  point of impact.
  Grapple Beam- While in Search View, press A when locked on to certain
                Grapple Points to hook on to them with a ropelike beam.  You
                can then swing around while hanging with the beam.  Press A
                or 2 to jump and automatically grapple a nearby Grapple
                Point. Try it as soon as the next Grapple Point lights up.
---------------
Missiles [PW05]
---------------
  Normal Missile- While in Search View, press and release A while locked on
                  to release a missile.  Can be fired in the air.
  Super Missile- While in Search View, press release A when the Charge Gauge
                 is fully charged, five missiles will be used and you'll
                 shoot a powerful Super Missile.
  Seeker Missile- While in Search View, if you press and hold A until the
                  Charge Gauge is fully charged, you'll lock onto multiple
                  targets.  Release A to fire a Super Missile along with four
                  normal missiles toward up to four additional targets.
--------------------
Miscellaneous [PW06]
--------------------
  Speed Booster- Press and hold the D-pad and move in a single direction for
                 a certain period of time to start to run fast.  You can also
                 cause damage to enemies that you run into.
  Shinespark- While speed boosting, press and release 2 to perform a powerful
              jump.  If you aren't pressing the D-pad in any direction when
              you release 2, you'll jump straight up.  Press the D-pad when
              you release 2 to jump in any direction.
  Space Jump- Press 2 during a spin jump to perform another spin jump.  If
              you continue to press 2, you will continue to space-jump.
              Unlike some Metroid games, you cannot Space Jump all the way
              up a room.  This trend started with Metroid Prime 2: Echoes.
  Screw Attack- Causes Samus's body to emit energy waves while doing a spin
                attack, causing damage to enemies they touch.
----------------------
Special Actions [PW07]
----------------------
  Kick Climb- If you press and hold the D-pad in the direction of the wall
              and press 2 with good timing, you'll kick your way up to the
              wall.  You don't have to change the direction you're pressing
              on the D-pad.

  Sense Move- In Normal View, press the D-pad right before getting hit by an
              enemy attack to dodge and evade the attack.  Use Sense Move
              while pressing 1 to reach a full charge quickly.

              In Search View, when the edges of the screen turn green, point
              outside of the screen to Sense Move.

  Lethal Strike- Press the D-pad in the direction of a downed enemy while
                 pressing 1 to build up a charge.  When fully charged, you'll
                 launch a powerful attack.
  Overblast- Jump toward an enemy to ride on top of it and the Charge Gauge
             will fill.  Once it's full, press 1 to attack.  This might not
             be possible depending on the type of enemy and the battle
             conditions.

  Counterattack- If Samus is grabbed by an enemy, press 1 to counterattack.
                 For example, the Zebesian in the test chamber can grab Samus,
                 ans she will kick them if the counterattack is used.  Some
                 Counterattacks involved the charge beam, and some attacks
                 cannot be countered.
-------------
Tricks [PW08]
-------------
  Rolling- It may seem that this doesn't need to be explained, but rolling
           while in the Morph Ball state is faster than running in a
           number of situations, particularly flat surfaces where you won't
           run into too many enemies or cannot use the Speed Booster.
           Downward slopes are also good, unless they are stairs.  Use
           Rolling when possible to save time, but be aware you cannot easily
           defend yourself in Morph Ball mode. Try and unmorph just before the
           game forces you to or if you are about to hit the ground running.
           Also keep in mind that it takes about three seconds to reach max
           speed, spring jumping does not carry momentum and turning slows you
           down.

  Bomb Turn- If you lay a bomb, unmorph and morph again before the bomb hits
             you, you will starting rolling at max speed.  This makes turning
             while rolling more viable as a speed trick.

  Five-Bomb Drop- Charge your beam in Normal View then morph.  It will drop
                  five bombs instead of one.

  Overblast chain- Samus jumps backwards after an Overblast.  If you position
                   yourself correctly, you will jump right on to another
                   enemy behind you and Overblast it.  Samus will continue
                   hopping from enemy to enemy until she lands on the floor.
                   You can gain some control of this by press 2 to spin while
                   jumping off.

  Aerial Missile- Of course, missiles can be fired while in the air.  Search
                  View will enter slo-mo while in the air.  This technique
                  is particularly useful just after an Overblast.  You can
                  utilize the Aerial Rapid Missile with this.

  Rapid Missile- After firing a missile, let go of B and quickly go into
                 Normal View, back into Search View, and lock on to fire
                 another missile.  You can do this rapidly if done correctly.
                 It is useful against some enemies vulnerable to missiles.
                 Instead of pointing the controller away to switch back and
                 forth, you can cover the wiimote's pointer with a free hand.
                 Rapid Missile also makes it possible to open the triple lock
                 Seeker Missile door in Bioweapon Research Center without
                 using the Seeker Missile, even though you already have it.

  Aerial Rapid Missile- Similar to the trick in Metroid Prime, Samus can fire
                        missiles rapidly, very rapidly.  To use the rapid
                        missile, jump up in the air and enter search view,
                        lock on to an enemy and press A many times as fast as
                        you can.  Missiles will be fired very quickly.
                        Occassionally rapid missiles will fire even after you
                        land on the ground or after its target was already
                        destroyed.  This technique can be used right after an
                        Overblast on enemies weak to missiles that require
                        multiple missiles to destroy.  This is useful against
                        Groganch.

  View Trick- If you charge your beam in Normal View, continue to hold down 1
              and go into Search View.  This may seem awkward but it allows
              you to do several things now that you can bring your charge
              from Normal View into Search View.  The most notable uses are
              the Fast Super Missile and the Instant Super Missile.  You can
              also hold A and bring a Search View charge to Normal View, but
              this might not be particularly useful unless you accidentally
              went into Search View.  Keep in mind, if you are not finished
              charging while switching to Search View, the charge will stutter
              for a moment and then continue.  If you switch from Search to
              Normal View during a charge, the charge ends and Samus is in
              her Concentration stance.

  Fast Super Missile- Use the View Trick and hold down B to lock on to a
                      target.  Fire the Super Missile by releasing 1.  This
                      is much safer to do than standing still charging up a
                      Super Missile while in Search View.  This can also
                      be used with the Seeker Missile.

  Instant Super Missile- After holding down 1 while using Sense Move in Normal
                         View, quickly use the View Trick to bring that quick
                         charge into Search View, lock on to a target with B
                         and release 1 to fire a Super Missile.  This can also
                         be used with the Seeker Missile.

  Jump Extend- Similar to the trick in the GBA games, while jumping forward
               press 1 to fire then 2 after to start spinning again.
               Continue to press 1 and 2 to switch in and out of shooting
               and spinning states to extend your jump.  If you slide your
               thumb over 2 and 1 from right to left quickly, you can do this
               almost effortlessly.  This can be used in several places to
               save time.
               This makes a Sequence Break possible, see how at the end of
               this document.

  Charge Shot Boost- During a jump, if you release a charge shot behind you,
                     it will help propel you to a platform you need to land
                     on.  This can get you to some of the same places the Jump
                     Extend can get you.  It works best when the shot is
                     released right when you are about to miss the platform.

  Infinite Bomb Jump- Letting a bomb detonate under you in Morph Ball mode
                propels you up, but due to the Spring jump this is not
                particularly useful.  However, with a certain rhythm, you can
                use Morph Ball Bombs to propel yourself into the air, but not
                above the height of a normal jump.  The timing is a little
                faster than two bombs per second.  This makes a Sequence Break
                possible, see how at the end of this document.
                This works like Infinite Bomb Jump in other games but is
                technically not Infinite because of the cap.  It is commonly
                called the IBJ regardless.

  Loading Doors- Some doors will not open until the next room has loaded.
                 To get it to open without taking up in game time, pause the
                 game for a few seconds and unpause.

------------------------------------------------------------------------------
100% Walkthrough                                                        [WA00]
------------------------------------------------------------------------------
This walkthrough is written to support finishing Normal Mode with 100% item
collection in as little time as possible, but does mention alternative
solutions if the player is not speed running.  Your total game time on the
file select screen adds the time of cutscenes even if you skip them.

You start off in the tutorial room.
Simply follow the instructions given to you.

1. Fire Charge beam at three targets.  You have to wait about a second after
  the first target materializes before you can start charging.  Walk closer to
  the next to targets and let Samus aim at them after she charges before
  firing.
2. Use the morph ball and drop bombs.
3. Stand in the middle of the room and kick climb up as soon as you can.
  You can tell where the middle is by the mini map.
4. Fire at the targets with regular shots.  Two shots kill.
5. Use Sense Move to dodge the lasers.
6. Use Concentration to replenish missiles
7. Go into Search View to find the pirate in the ceiling corner.  Lock on and
  fire a missile when possible.
8. An Overblast into an aerial missile will take out the target fast.
9. Lay a Power Bomb.  You can morph and start charging this even when Samus
  is offscreen.  Drop it as soon as the bar fills completely.
--------------------------------
Part 1: Main Sector       [WA01]
--------------------------------

Not long after entering the Bottle Ship, you will notice another spaceship in
the docking area.  When the screen takes on a green tint, this means you must
enter Search View to proceed.  Simply point the wiimote at the screen, point
at the emblem near the cockpit and hold B to Examine it.

Return to Normal View and continue until you meet up with the Galactic
Federation Army.  Go into Search View again and fire a missile at it.
At this point, you can no longer use missiles or morphball bombs.

Proceed forward until you are knocked over the catwalk by a Reo.  This is
unavoidable and does no damage, don't worry.  Fire away until all the Reos
are dead.  The auto-targetting system will do most of the work, just face the
enemies and keep pressing the 1 button.  Go to the right side of the room and
enter Search View.  Fire a charge shot at the switch on the gate to open it.
Use the Morph Ball to go under, then jump to the top of the room.  You will
encounter some Zoomers and Reos, but if you move fast you can ignore them.

Continue forward and watch out for the Shriekbats.  Shoot while running or use
Sensemove to dodge them.  Kill the three Reos in the room ahead, run up
the stairs and stand near the terminal to interact with it.  Once the door is
unlocked, go into the next room and kick climb up the shaft.  The door will
lock in the next room, but just run forward.  The bridge ahead will have
Zoomers crawling all over it.  Go up the stairs and enter the door on the
left.  Notice the lights that illuminate the platforms in the room.  Jump on
the platforms on the right, and jump back and forth between them to get to the
top.  Don't worry, invisible walls generally prevent you from falling down,
with a few exceptions.  Once you are at the top, go left and enter the door.

You should be in a Navigation Booth.  Stand on the platform to save the game
and restore your energy.  It is required that you save in certain Navigation
Booths to unlock doors or get directions to your next location.  Run down the
hallway and into the next room to fight the first boss.

During the cutscene, be sure to have your wiimote pointed at the screen,
because you will need to be in Search View as soon as the battle starts.
-----------------------------------------------
Boss 1: Brug Mass                        [BS01]
-----------------------------------------------
Immediately aim at the Brugs' eye and lock onto it.  It will attack you in
slow motion.  Continue to aim at it and Samus will dodge it automatically.

                          -----MISSILES AUTHORIZED-----

As soon as the cutscene ends run up and Overblast the Brug Mass.  Sense Move
its attack right and fire a missile at its frozen arm once you can lock on.
Overblast it again and Sense Move left this time, and fire a missile at its
other arm.  Overblast it a third time and run back to avoid its attack. You
should try to back up to get a clear shot because as soon as you use a missile
on its body, the Emepror Brug will fall out of the mass. Shoot it with your
beam or use a single missile to put it out of its misery.  Missiles can also
be used instead of the Overblast but they do not seem to be as reliable as they
might miss if you don't shoot right on time, and Overblasts are about as fast
as using missiles.

                      -----MORPH BALL BOMBS AUTHORIZED-----

[MT01] Now you have to backtrack to return the power to the Main Sector.
Go back to the hallway you came from. Notice the Zoomer the jumps out of the
floor on the right.  Use the Morph Ball to enter.  Go down the tube, drop a
bomb at the end and pick up your first Missile Tank!

[ET01] Pass the Navigation Booth, jump off the ledge where the handrail is
missing, go back to the bridge and pass it.  This next room will have Skrees
and Zoomers in it, and there is red lighting.  Look for a cage laying on the
floor and enter it with the Morph Ball.  Roll up to the top, lay a bomb and
collect the first Energy Tank!
Roll forward into the next room after laying another bomb.
Interact with the Terminal, and promptly destroy the two hives with three
missiles each.  You can clear out the Reos first, but they are usually too
slow to hit you.  Interact with the Terminal again to restore the power.

[MT02] Head back to bridge you crossed eariler.  You will fall down and see
some Sidehoppers.  Ignore them go south and kick climb to find a Missile Tank.
Go to the other side of the room and look up at the ceiling. Shoot it with a
missile and kick climb up to the top.  Interact with the Terminal to return the
bridge back to its normal state.

[MT03] Use the elevator in the room ahead, then interact with the Terminal at
the top.  Go to the new platform on the left and enter the opening with yellow
lights on it for a Missile Tank.  Go up to the Navigation Booth and save.  Up
ahead Adam will tell you to go to Sector 1.  Take the door to the right. Go up
the elevator and into the unlocked door.


[MT04] There is a Reo hive in the third vent above.  Destroy it.  Kick climb
your way up and collect the Missile Tank at the top.  Jump down and continue
forward.

[MT05] Notice the vent surrounding the elevator at the bottom.  Climb into
the left vent to pick the Missile Tank.  Take the elevator down.

[EP01] Use the platforms in this room to jump to the very top.  Avoid the
Bulls, they will explode if you get too close.  On the left side of the
highest platform you will find the first Energy Part! Jump down and exit via
the door on the left.  This next room has a few Bulls and five Sidehoppers
that drop from the ceiling.  Use the beam on the Bulls and Overblasts on the
Sidehoppers.  Be careful when they drop from the ceiling.  Proceed forward to
enter the Main Elevator and go to the green elevator for Sector 1, with 9% of
the items.  Concentrate to replenish any missiles you may have lost.

------------------------------
Part 2: Biosphere       [WA02]
------------------------------
Go right and use the Navigation Booth.  Ignore all the enemies in the next
room, just run to the end and fire a missile at the vines the cover the door.

Once you enter this next room, be prepared to Sense Move right to avoid the
Ghalmanian.  As soon as you dodge it, use the Search View, and try to lock on
to one.  Fire a missile when you get the lockon, the Lethal Strike it as fast
as you can.  If the other fires a projectile, Sense Move towards it.
Missile the other and lethal strike it and leave the room.

Ignore the Reo hive in the next room.  Go left and start going up the
spiralling platform to reach the top of the room.  If you roll, you won't have
to jump when Grippers snap at you.  Near the top, take the new path and don't
stop to shoot all of the enemies.  Fire a missile at the door and enter it
quickly.  Use the Navigation Booth.  The next hallway has many Wavers in it,
but you can run past them.  Jump over the Grippers up ahead so they won't catch
you.  Roll down the and jump over the third obstacle.  Shoot at the enemies
while running forward but don't stop for them.

Fire a missile at the Griptian as it rolls toward you and Lethal Strike it.
Kill the other two the same way up ahead.  If it gets too close, Sense Move
and then shoot.  You can also use a charge shot followed by an Overblast and
Lethal Strike.  Jump up the hill to the right and enter the hallway.

[MT06] Near the end of the hallway, you can see a square opening on the wall
lit up in Normal View.  Jump toward it, grab the ledge and roll up into it.
Pick up the unavoidable Missile Tank and roll down the tunnel.  Go to the
bottom of this new room and take the path to the right until you find the door
to the Breeding Room.  Walk further in for a cutscene, then go back upstairs,
or wall jump from the right wall to get on there fast.  Fire a missile at the
Zoomer in the test-tube, and use the Morph Ball to take the new tunnel you just
found.

Go back outside where you fought the Griptians and walk towards the screen.
Once the cutscene puts you in Search View, point at the nearby bush that is
rustling around.  Afterward, head toward the unlocked door for a cutscene.

[MT07] Clear out the Reos and the two hives.  In the middle of the path
there is a tunnel on the left side of the wall.  You may see colorful insects
crawling out of it. Enter it and use the Terminal at the top.  Go back to
where the first Reo hive was to find a Missile Tank, then turn around and head
toward the newly exposed door.  Eliminate any Zoomers in your way and Charge
Shot the lock above the door with Search View.  The View Trick can get this
switch fast.

Ignore the Reos ahead and shoot missiles at the hive behind the waterfall.
Morph Ball into the tunnel behind that waterfall, and go down the tunnel.
Slow down near the end of it so you won't bump into the wall.  Run to the
other side of the room to activate the camofluaged Terminal which wakes up the
Dragotix.  Ignore the Reos, Sidehoppers and Dragotix.  Kick climb up the shaft
starting with the right side to land on the left in front of the door.

[MT08] Kill all the Zoomers, and use the Morph Ball to enter the space on the
left for a Missile Tank.  Continue forward to a room with Wavers.  You don't
have to kill any of them or use Sense Move.  Jump over some thorns to reach
the next Navigation Booth.  Save and break the door to your left, and enter it
with the Morph Ball.  Run down the hall.  There are large enemies outside that
you will fight later.

[AC01] In the next room, go left into the lady's room.  Notice one of the
stalls is open.  Stand near it, press 1, and you will open it up to reveal the
first Accel Charge!  There's no toilet, Samus will have to hold it for later.
Ahead you will fight some Bulls and then Zoomers but once you get to this next
elevator shaft, you must be careful.  You must shoot the Zoomer on the door to
make it open.

                         *WARNING: IMMINENT DEATH AHEAD*

Climb up and hang on the walls, and shoot the Zoomers twice in Normal View.  If
you want to jump up the same side of the shaft, hold the direction you want to
face, press 2 and hold it down to jump as high as you can.  To drop down, tap
2.  Hold the D-pad toward the wall to grab the ledge.  Hold the D-pad in the
opposite direction and press 2 to jump across.  Once you get to the top, go
into Search View and get ready to fire a missile at the machinery blocking the
elevator.  Before you do, look at the other wall and notice the small alcove
where you can stand.  Do not attempt this until you understand what you are
doing.  You must fire a missile at the target, jump down to the alcove on the
other side, then fire a missile up at the other target above before the
Ghalmanian grabs you.  Practice jumping over to the safe spot so you won't
mess up when you do it.  Now that you understand what to do, do it.

[MT09] After that narrow escape, jump to the top of the shaft and enter the
tunnel on the right side to find a Missile Tank.  Shoot the Zoomers before you
jump across and the other others on the door and enter the next room.

[MT10] Use the Morph Ball to find an opening on the right wall to find a
Missile Tank.  Proceed forward.  Drop a bomb on the yellow grating in the
back right of this next room, the Morph Ball into it.  Bomb the blocks to
proceed, and watch out for the Zoomer.  As you roll ahead you might notice a
block on the side of the tunnel.  You cannot reach the item there without the
Grapple Beam, but bomb it as you pass for when you come back.

[MT11] Zoom down the tunnel and Spring jump across the small pit to reach the
Missile Tank.  If you fall, lay three bombs as fast as you can to jump back up.

[MT12] Shoot at the Wavers in this room, but try to destroy the garbage in the
left corner of the room with Bombs to find a red tunnel Morph Ball into the
tunnel and bomb the grate to find a Missile Tank.  Go up the stairs into the
next room.

                         *WARNING: IMMINENT DEATH AHEAD*

In the next room be prepared to Sense Move forward.  Fune will attack you and
disappear.  First use a missile to destroy the vines, and enter the tunnel.
Walk around the Grippers, then get ready to Sense Move.  Kill the other
Grippers.  If one goes underground, keep your eyes on the ground.  If dirt
starts to come out of the ground, move away.  If they bite you, use a Morph
Ball bomb to stop it.  Fire a missile at the two walls that obstruct your
path and a bomb at the scraps in front of the pipe.

Right before you walk up to the locked door, you will notice Ghalmanians in
the room.  Kill both of them the way you did before then go forward to the
Navigation Booth.

The next room is annoying if you cannot dodge the FG-1000 attacks.  They
are invulnerable until they start to charge up their beam attack.  When you
see this fire a charge shot and a missile in quick succession.  After you
destroy all three, pick up the dropped item.  You can walk toward it even while
the camera is pointed at it.

                        -----DIFFUSION BEAM ACQUIRED-----

Clear out the Reos with charge shots then destroy the hives with missiles.
Use the Terminal to unlock a door from an earlier Navigation Booth.  You might
need to save before this next boss.

--------------------------------------
Boss 2: Fune and Namihe         [BS02]
--------------------------------------
As soon as the cutscene starts, point the wiimote at the screen so you will be
in Search View when the battle starts.  Fire a missile at it immediately,
charge shot it, then run up to its face to Lethal Strike it.  Look around for
the other one to do the same thing.  If you don't notice it, try to Sense Move
while in Search View.  If you don't know how to do this, refer to Special
Actions of the Powerups section.  At any rate, killing the other one should be
almost as easy, it just requires two missiles instead of one.

After the boss, go to the new Morph Ball slot and drop a bomb in it for the
ride of your life.  After the ride, go under the waterfall and all the way up
this room.  Keep going forward until you reach the Navigation Booth with the
unlocked door.  Go inside and run forward shooting at the enemies.  Spring
jump up to the wall in the back to bomb the wall to open the passage.  If you
don't know where this is, use the Morph Ball to enter a cage on the left at
the entrance of the room.  Bomb the obstruction and spring jump across.
Activate the Terminal, and notice the area in the back of the room that is not
camoflauged.  Bomb it and enter it.  Use charge shots to destroy the webs and
Grippers ahead, but destroy the fourth web with a missile and immediately
missile the Griptian behind it and finish it with a Lethal Strike.

[MT13] Enter the Biological Experiment Floor and climb up the spiralling
platforms and use missiles on the Whipvines coming out of the wall.  Be aware
of the mini Grippers that can walk.  Between the third and fourth plants is a
Missile Tank on a platform below.  Jump down to collect it, then go all the way
to the top. Jump into the hole at the summit.

Once in Search View, look to right and notice the caterpillars called Zeros
in the corner of the room.  Suddenly there is another boss to deal with.

--------------------------------------
Boss 3: King Kihunter           [BS03]
--------------------------------------
As soon as the fight starts, dodge the Kihunter that attempts to grab you,
but don't let it bug you if it you take a little damage.  Sense Move and
charge shot as much as you can to eliminate the Kihunters.  Jump up to
Overblast them, which lets you rip their wings off.  You can Lethal Strike
wingless Kihunters to throw them, killing all of the Kihunters they hit.  Once
you kill enough, five Whipvines appear.  Shoot as many as you can with your
missiles. Sense Move when necessary.  Once they go away, repeat until they
reappear.  You can do this in as little as two rounds.  After the Whipvines are
gone, the hive falls over exposing the King Kihunter.  Kill about a dozen
Kihunters and then you will get a clear shot.  If new Kihunters appear after
you've already shot the King with four or five missiles, ignore the other
Kihunters and keep shooting the King.  It dies and you leave the room.

[EP02] Near the top of the ramp in this room is a vent.  Bomb it and enter it.
Down the tunnel you will find an Energy Part.  Take the northern door into the
Navigation Booth, and save to unlock the door ahead.  Go down the hall and
take the path to the right.  Jump over the first box and Morph Ball under the
second.

[MT14] Go into the water an watch out for the Skulteras.  Fire a missile at
the Whipvine underwater, then enter the space behind it to collect a Missile
Tank.  Go to the far right and shoot the switch to activate some machinery.
Get out of the water and grab onto the machine and stay in Search View to
destroy the Whipvines when you get closer to them.

In the next room, jump on the platforms floating on the water and kill the
Bulls.  Shoot the switch and continue right.  Shoot the switch under the
floating platform.  Get out of the water and get on top of that same platform
to shoot another switch on the wall.  While the water moves the platform down,
jump to the right and kick climb up to the top.  Enter the door.

In the next room, go to the far left corner of the room and hop on the
platforms on a nearby tree.  Use the Morph Ball to enter the tunnel.  Keep
going down this path, bombing Zoomers and platforming until you reach a
Terminal.  After you activate it you have to fight one of those giant enemies
from earlier.  You can utilize IBJ to skip sections of this room.
Just jump up to the first platform ahead and on to the right side of the tree,
and bomb jump over right to grab on to the ledge and get to the terminal in
less than thirty seconds.  This takes lots of practice to land consistently,
and the Jump Extend can help make this easier.

--------------------------------------
Boss 4: Groganch                [BS04]
--------------------------------------
Get some reasonable distance from the Groganch, run around it until you can
get a clear shot.  Shoot a single missile at its yellow orb then repeat.
If it flips its body around, jump up some platforms and shoot it from there.
Sense Move its noxious bombs or shoot them with your beam in Search View.
After a minute or two the enemy should die.  If you want to fight it close,
Sense Move when it tries to rush at you or when it fires multiple bombs at you.
If it spreads its legs out, back up before it slams its body down.  You can
overblast it if the weakspot is on top of it, but it's a weird hitbox and not
reliable.  Simply firing missiles from afar is much easier.  This is
technically a miniboss since there are two others that you will encounter.

[MT15] Kick climb up the left side of the shaft, enter the Navigation Booth
and save to unlock the door.  Ignore the Kihunters in the hallway and go into
the next room.  Use Search View to look up at the ceiling and shoot a missile
at the container to get a Missile Tank.  Climb to the top of the shaft and
shoot the switch.  Enter and activate the Morph Ball switch, then exit the
room.  Ignore the Kihunters.  The next room has three Griptians.  Kill them
to unlock the door to the right.

[ET02] Go down the hallway, and avoid the Whipvines in the hallway after it.
In the next room, ignore the Groganch.  Go up to the left side of the cliff
to find a machine you can hang on to.  Ride it and kill any Reos that try to
knock you off with a charge shot.  When the ride stops, jump across and enter
the tube.  Bomb the Zoomers to continue, and collect the Energy Tank near the
end of the tube by dropping into the bottom section.  Roll to the end and
Spring jump out.  After you exit, interact with the Terminal to unlock the
door below.  Save at the Navigation Booth.

Climb up the stairs and enter the door at the top into the Biosphere Test Area.
Enter the Exam Center and use the elevator.  Continue forward and then save at
the Navigation Booth, again.  In the next room, bomb the wall on the far right
near the locked door.  Enter the tunnel and interact with the Terminal to
unlock the door.  Use that door and go that direction for a cutscene.

Follow Anthony up the stairs and save again.  Proceed ahead slowly until you
are locked in a room full of doors.  Open the one in the middle.  In Search
View, point at the Zebesian's chest.

Go back up the stairs and go straight.  You will pass Anthony and K.G.
Continue ahead into a room similar to the earlier one.  Walk into any door,
then use Search View to look up at the ceiling; point at one of the Zebesians.

Overblast chaining is pretty easy to do at the beginning of this fight, but
doesn't always work out.  The fastest trick is to use Overblast into the
Aerial Missile, or a missile and an Overblast.  Once there are a few left,
they usually hide in the corner.  This fight should not take longer than a</pre><pre id="faqspan-2">
minute, at least fifty seconds.  Finish them off and head back to the control
room where Maurice was working, but Concentrate if your missiles are low.
When the cutscene triggers, get ready to point your wiimote at the screen.

--------------------------------------
Boss 5: Mystery Creature        [BS05]
--------------------------------------
Once the Mystery Creature pins you down, you have to shoot a missile at its
tail before it hits you.  You can Sense Move even though you are pinned down.
If you miss a shot, the Mystery Creature may rear its head back and try to bite
your throat.  Sense Move to avoid this.  Try and Sense Move after every missile
you shoot just in case you miss.  If you don't have missiles, Charge shots
will have to do since you cannot concentrate.
At first, the tail will either be on the left or right.  It will move to the
opposite side after shooting it once.  After you land two missiles, the next
time it brings up its tail, it will switch sides once as soon as it brings it
up.  The few times it will move back and forth quickly and you have to watch
closely for it to stop moving so you can shoot it.  After you have landed eight
missiles or it gets low on life, Anthony saves you with his plasma gun.

In Search View, turn around and look in the grass for a patch of green blood.
The cutscene afterward is not for the faint of heart.

Head left, enter the door and jump down the shaft.  Follow the monster
into Sector 3, with 23% of the items at your disposal.

------------------------------
Part 3: Pyrosphere      [WA03]
------------------------------
                        *WARNING: IMMINENT DEATH AHEAD*
Roll straight down this hallway.  Further along in this hallway, a large
monster named Vorash will attack you.  Sense Move to avoid instant death.
Nonetheless, Vorash will destroy the path behind you.  Samus will fly out her
Morph Ball automatically when you dodge this.

[EP03] Run right and ignore all the enemies.  Save at the Navigation Booth.
Back in the previous room, jump into the green, illuminated space near the
door.  Use the Morph Ball to enter a tunnel.  At the top is an Energy Part.
Leave the tunnel and enter the door on the right.  Leave the room and take
the lower path into the heated room.  Your energy will slowly deplete so
keeping running.

Vorash will jump over you and start to attack you.  Sense Move forward.  To
avoid falling in the lava, run to the very edge of each platform.  When the
invisible wall at the end stops you, jump as high as you can by holding the
Jump button to the next platform.  Keep running and eventually you will be
safe.

[AC02]        *THIS IS THE ROOM THAT ACTIVATES THE RED DOOR GLITCH*
       *DO NOT RE-ENTER THIS ROOM OR YOU WILL BE FORCED TO RESTART LATER*

Zebesians will appear in the next room.  Kill as many as you can until
the Mellas appear.  Watch out for the fireballs.

                          -----ICE BEAM AUTHORIZED-----

Use the Ice Beam to destroy the fiery Fly Pod.  Bomb the red circle on the
floor at the left.  Use the Morph Ball slot to find an Accel Charge. The next
room is filled with Sovas, freeze them and go forward.  You cannot roll over
one section with the Morph Ball so run for a while and stay towards the screen
to avoid the fire and Sovas.

[MT16] Four Dessgeegas hide in the sand in this area.  Overblast and Aerial
Missile or fire three missiles from afar.  To the left of the second
Dessgeega, use Search View to charge shot a vent.  Enter it to find a
Missile Tank.  Kill the other two enemies to unlock the door.  Keep close to
the screen to avoid the Sovas and Kick climb up the first shaft.  At the
second shaft, fall down to the second ledge, hang on to the left side and
shoot the switch.  Kill the Sovas before you jump across to decrease your risk
of getting knocked off.  Enter the space to find a Navigation Booth ahead.
Save there.

[EP04] Enter another heated room where Magdollites will attack you.  Jump as
high as possible at the end of each platform, ignoring the first two.  It may
appear you cannot jump over them but you can!  Roll down the hill and charge
shot the third Magdollite.  If you try to dodge it, you will almost certainly
be hit by the fourth's fireball. Pay attention to the direction the fireball is
going, it may go upward if you were jumping when it fired.  If so, stay still.
After you jump over the fourth Magdollite, drop off the right side of the rock
and Morph Ball into the tunnel to the left to find an Energy Part that will
complete an Energy Tank.  Leave fast since the room is heated. Get through the
passage fast and beware of the Sovas and Mellas, then go into the Floor
Observation Room.  Get ready to Sense Move.

[MT17] Dodge the Asborean, then ready a charge shot.  Be careful when it stands
upright, as it may quickly begin to skate instead of its slower attack.  When
you see this get ready to Sense Move, but shoot if it pauses.  Fire at it when
it drops miniature Asboreans while standing or when it sticks its head out
after sliding around, but be close to make sure it connects.  To avoid getting
hit as it slides around, try to follow behind it and jump whenever it changes
course.  Make sure a charge shot is ready when it stops skating as well,
because you do not have much time before it rushes in quickly to grab you.

If you ever see the red weak spot on its chest, such as when it tries to grab
you or cut you with its claws, charge shot it.  If you stun the Asborean, it
will collaspe on the ground and its head will start to roll out, an
opportunity to Lethal Strike it.  This animation looks different from when it
stops sliding around.  Once you rip out the body, shoot it two beams shots or
a charge shot.


Afterward, Morph Ball under the stairs for a Missile Tank.  Exit left.  Roll
through the heated room and avoid the Sovas the volcano fires out onto lit
areas.  Save at the Navigation Booth.

[EP05] Overblast makes short work out of the Zebesians here.  This is a good
place to attempt and Overblast chain.  Use the Terminal.
Morph Ball to the right of the room for an Energy Part.  Morph Ball to the
left to fall down the pit.

                       *WARNING: IMMINENT DEATH AHEAD*

In the Crater Interior, go to the right. Lava will start to fill up the
crater.  DO NOT LET GET STUCK IN THE RISING LAVA OR YOU WILL DIE.  Run right
and avoid the Sovas, platforming when necessary.  Do not use charge shots, they
slow you down.  You can run through the the lava that is in your way if you
have Energy to spare as it doesn't seem to slow you down.  Your Energy will be
refilled at the end.
Sense Move to dodge Goyagma's attacks.  If you are caught in the air when one
of these QTEs appear, it may waste some time as you cannot do anything.  You
will have to use the Morph Ball near the end.  Hang on to the right wall then
jump over to the tunnel on the left wall.  Kick climb up to the top.

                     -----VARIA FEATURE AUTHORIZED-----

--------------------------------------
Boss 6: Goyagma                 [BS06]
--------------------------------------
Goyagma will slide its arms at you.  Jump over them.  The first swing is slow,
but the second one can come slow or fast.  To tell the difference, listen to if
Goyagma crashes its hand down.  If you hear the sound, it will be a slow
attack; if you hear nothing it will be fast.  Sense Move to dodge the lava it
throws.  A couple charge shots will freeze its neck.  Immediately fire a
missile, then repeat the process.  The second missile will destroy its weak
point.  Sense Move to dodge its hands, and keep a charge shot ready.  A fiery
geyser will burst underneath you even if the hand is not near you.  Freeze its
right hand when it gets stuck, then jump on its frozen wrist to Overblast it.
Press 1 as soon as the Charge gauge automatically fills or Goyagma will throw
you off.
To finish this fight very fast, once you freeze its hand a second time, fire a
missile at the hand then Charge shot its forehead three times.

If you do another Overblast, it will appear to start the smashing attack, but
it will slide its other arm toward you and do a followup.  Avoid this fakeout
or its regular attacks a few times then freeze Goyagma's hand, fire a missile
at the frozen hand then its head.  You can also Overblast it, but this takes
longer.

Go all the way down the crater by travelling left.  The Morph Ball can make
this trip much faster.  Avoid the Dessgeegas and enter the door at the bottom.
Get the Sovas out of your way, and continue right, passing the elevator.
Be aware of the Heat Bulls here, then go into the next room with the Zebesians.
Ignore them and kick climb up.  Take the unlocked door.  Kill the Mellas and
do what you can to get past the Dessgeegas.  Save at the Navigation Booth.

Take as step into the next room for a moment (the door won't even need to
close, but I believe the camera angle must pivot) and runback into the
Navigation Booth, where Adam will tell you to go to Sector 2.  Go back to the
elevator room to get to the Main Sector to take the elevator to Sector 2.
There will be an Asborean where the Zebesians were, but clear out the Sovas
first.  Take it out just like before then leave the Pyrosphere with 29% of
the items.

------------------------------
Part 4: Cryosphere      [WA04]
------------------------------
[MT18] Go right and continue to the Navigation Booth to save there.  Avoid the
Snomers ahead; you can roll straight only standing up to walk over the
obstacles.  Once you shoot the Himellas, Morph Ball under the fallen
stalagmite to find a Missile Tank.  Avoid the Fly Pod and cross the
platforms ahead.  You will encounter four Volfons.  You do not have to fight
these, but freeze them and fire a missile to destroy them.

[MT19] In the room ahead, fall into the water go to right corner to find a
Missile Tank.  Kill any Skulteras that get in your way, but don't waste your
time on them.  Notice that there are platforms underwater like the ones above.
If you stand on the corner of the far right one, you can shoot the switch and
not have to climb up the ladder in the center of the room.  Avoid the Joulions
that try to zap you.  The large enemy in the center, the Fumbleye, does not
attack you this time.  Run down the hall avoiding the Snomers and Joulions.

In the next room you will fall down and encounter the Gigafraug.  Fire a
missile then do two overblasts and a charge shot so you can use Lethal Strike.
A number of attacks will not work until you fracture its plating with a
missile.  If you try the Overblast when it is facing a wall, sometimes you will
fall.  If you jump on the platforms to the right the Gigafraug cannot reach you
but it is difficult to do damage.  Sense Move its fast stomping attack.  Use a
missile to shatter the ice blocking the Navigation Booth if the Gigafraug did
not already smash it, then save.

[MT20] As you enter the room ahead, jump into the tunnel on the left wall.
Roll past the vent when it isn't blowing.  Roll to the back to enter a new
room.  Up ahead you will fight a Kyratian, a potentially frustrating enemy.
Sense Move to avoid its first attack, then immediately fire a missile at it.
Overblast it after it gets up, then fire a missile at it once it charges up
its armor.  The missiles might deflect if its still charging.  After that,
shoot it some more then go for the Lethal Strike.  The faster way to kill a
Kyratian is to charge shot it at point-blank and immediately Lethal Strike it,
but know that they get up very fast and can be unreliable since you have to
shoot before it does a move.  There is a small stream that runs close to the
exit.  Morph Ball into the tunnel to find a Missile Tank.

Ignore the Volfons in the next room and run ahead.  You will encounter a
Gigafraug.  Fire a missile at the wall of ice, then climb up the crack and
bomb it.  A faster way to do this is to crack the wall with the missile and let
the enemy smash it for you.

[MT21] Ignore the Snomers then Morph Ball jump to the right.  Kick climb to the
top, then drop down, but stay to left side of the wall so the Dessgeegas can't
reach you.  Use missiles to kill both of them.  To the right of the door is a
glowing red tunnel you can jump into.  Roll up to the top to find a Missile
Tank.  Go back and take the door.

[MT22] Fire missiles at the stalactites that the Kyratian doesn't shoot.
Don't bother shooting the Kyratian because it will deflect your attacks.
When it tries to run away, if you get close and shoot it as it jumps, it will
fall into the water and explode.  If you can't do this, just charge shot and
Lethal Strike when you get to the other side.  Repeat the process for the
other one, but keep in mind you can Jump Extend or Charge Shot Boost to reach
the platform without knocking down the last stalactite.  Overblasting this
Kyratian is too difficult. After you kill it, look near the surface of the
water in Normal View to see an underwater tunnel.  Jump down, grab onto it and
enter to get a Missile Tank.  Save in the Navigation Booth.

[MT23] Avoid the Snomers and Himellas in the next room, and discover a
mysterious Gigafraug corpse.  Freeze the closest fan in Search View, then
enter it to find a Missile Tank.  Go right and enter the door in the back.
Kill the Snomers and killthe Gigafraug.  Sense Move to avoid the Himellas'
icicles.  Get close to the fan on the left to destroy the Fly Pod behind it,
and freeze the other fan.  Destroy all the ice on the left wall
with missiles, including the frozen machinery at the beginning of the room.
Take a ride on it to reach the Terminal at the end, where you can unlock the
next room.

Jump down and head up the cliff.  When you run into the ice pillar, use a
missile and normal bomb to clear a path.  Avoid the Snomers and Joulions.
Once in the Water Tank, fire a missile at the cracked wall on the left side of
the tank, then bomb it.  Keep in mind there are Skulteras in the room.  You
will be sucked into the previous room.  Go left and climb out of the water,
then jump back over to the Water Tank.

[MT24]  Use the Morph Ball on the floor to avoid the Kyratians' grabs.  Jump
to the other side and climb into the tunnel on the wall to find the Missile
Tank. Exit through the door on the right.

[ER01] Notice the patches of ice on the floor.  Walk down the hall and step
on the third patch andgo back to the first.  Adam will contact you.

                        -----SPEED BOOSTER AUTHORIZED-----
                        -----SHINESPARK AUTHORIZED-----

Keep running forward until you find the E-Recovery Tank behind the walls of
ice.  If you Shinespark as soon as the door opens, you get to it faster.

Go to the room on the right where you saw the sleeping Fumbleye.  To save time
in this watery room, you can use Charge Shot Boost, Jump Extend, or IBJ to get
across the gap towards the next door.  You can also run around the catwalk to
the door. The awakened Fumbleye generally can't hit you if you keep moving.

[ET03] Speed Boost down the hall and Shinespark across the chasm in the next
room.  Use the Morph Ball behind the pillar on the right.  Jump out of the
slot and go left to find an Energy Tank.  Use the Morph Ball slot and save at
the Navigation Booth to the left.

[MT25] If you run to the right wall on the Generator Room ahead, hold down to
get into the coner.  Jump to maximum height, wall jump and quickly press 1,
Right, 2.  This will turn you to grab the ledge to skip some time consuming
platforms.  An alternative to this is to Speed Boost from the back of the
previous room.  The stairs would normally break your booster, but if you fire
a beam over it, you keep charging and can shinespark up to skip this.

The other way is to knock the Snomers off the wall.  Climb onto the lowest
rotating ledge, and use Search View to shoot the switch. There are two ways to
get to the top.  The easy way is to kick climb once, hang on to the ledge while
it spins back around, then jump across when Samus looks at the wall.  The hard
way is to kick climb to the top all at once, but there is a risk of falling.
Get to the platform, avoid the Fumbleye, and jump onto the closest ledge.
Get to the top one.  When Samus faces toward the screen, jump across and pick
up the Missile Tank.  If done right, you can get to the cache without
grabbing onto the rotating ledge, but it is risky.  Get back on the rotating
ledge then jump to the left. Take the door on the right.

Use missiles to destroy the ice in the hall, then go back so you can Speed
Boost into the next room.  Shinespark across the pit launching from the edge
of the runway, and the Kyratian that appears should not be able to grab you.
As soon as you defeat it, use the Morph Ball to avoid the next one's grab.
Avoid the Himellas in the next room, then save at the Navigation Booth.

[AC03] The Experiment Floor has the third and final Groganch.  Kill it and
climb up the new path.  After the cutscene point between the two windows.  Go
left and fire a missile at the pile of rocks to find an Accel Charge.  Use the
nearby door.  Walk to the end of the Materials Storehouse to encounter a boss.

--------------------------------------
Boss 7: RB176 Ferrocrusher      [BS07]
--------------------------------------
The laser it shoots does not hurt you, but the ground that it shoots will
explode. Dodge vertical attacks by with Sense Moving left or right; dodge
horizontal attacks by with Sense Moving up or down.  Charge shot the arms
until they freeze, the use missiles to destroy them.  Sense Move to avoid its
melee attacks.  Once its arms are gone, the Ferrocrusher will charge at you
more often.  Charge shot its back.  If you are close to it when it has no arms,
Sense Move becomes spammable.  Abuse this to get in more charge shots, but
don't get run over.  Once it freezes to the ground, jump up on its back to
Overblast, which ends to battle.

[MT26] Kick climb up the shaft and take the elevator in the next room.  Save
at the Navigation Booth.  Ahead, pass the crates, go right, and go into alley
between the wall and the crates to find a Missile Tank.  Take the door to the
left.

[MT27] Kill the Volfons, then run down the path.  Turn around and Speed Boost
back.  Once you are just south of the item blip on your minimap, Shinespark
straight up and hold up to land on a platform to pick up a Missile Tank.
Shinespark up the other end of the area and use the Morph Ball slot.

[ET04] Avoid the Snomers or bomb them.  Avoid the electrified floors and watch
out for holes.  Find the tubes that lead you to the next section.  The next
section is not electrified.  At the end you will find the final Energy Tank!
The rest of you Energy will come from 9 other Energy Parts.  The switch in
front of you cannot be shot unless you have the Wave Beam.  At the edge of the
hill, use Search View to see where you should go to avoid the ice, or just
roll down slightly on the left as a Morph Ball.  Once you hit the ground,
Speed Boost and Shinespark right.

When you enter the next room you will be trapped.  Dodge the Zebesians' lasers.

                        -----WAVE BEAM AUTHORIZED-----

Charge shot the Zebesians and head back to the switch you saw earlier.  The
first Morph Ball section is not electrified, but the second one is.  Be patient
and you will figure out the simple patterns.  Don't wait too long, as the
electricity isn't too much to be worried about, just keep in mind it will knock
you back making it harder to roll around.  Shoot the switch at the end.

                       *WARNING: IMMINENT DEATH AHEAD*

When you go down the hill this time, an avalanche will be right behind you.
Utilized the Morph Ball to go as fast as possible.  First, roll down the middle
of the hill.  Once you pass the first small pillar, roll down on the left.
When you hit the ground, leave Morph Ball mode and run until you Shinespark out
of the room.

Go up the stairs and enter the door.  A single Wave Beam shot will make a
Joulion explode.  The fastest way to get up these platforms here is to not
freeze or thaw any platforms, but to make good jumps and Charge shot boosts.
Remember that your maximum jump height can reach to platforms above you, so you
can jump over some.  There are three tricky jumps here.  First is the platform
over the first frozen one.  It collapses when you land on it, so after using a
Charge shot boost to land on it, immediately jump up to the next one.  The
second platform is above the next frozen one you see.  Simply Charge shot boost
to it.  The third is the final one.  Jump up to it and jump off as soon as you
land, Charge shot boosting the bring you safely to the top of the room.  The
timing is not that difficult to get a hang of.

If you opt not to do this, fire a missile at the frozen platforms and freeze
the ones that buckle under your weight.  At the top some Kyratians will attack
you.  Roll past them and save at the Navigation Booth.

Use the Terminal to start the Material Transfers Lift.  The Zebesians are more
aggressive than before.  You cannot Overblast them unless they just shot a
laser.  Keep your distance because they will kick you if you get close.
Sense Move to build your charge and fire charge shots at them, otherwise use
normal Wave Beam shots.  After you kill seven Zebesians, a boss appears.


--------------------------------------
Boss 8: Rhedogian              [BS08A]
--------------------------------------
Sense Move to dodge the missiles.  Use regular beam shots when it isn't
attacking, because it will dodge charge shots if it isn't attacking.  Always
Sense Move further away from the Rhedogian, and be sure to start charging
before you dodge and release the charge shot immediately afterward.  When its
eye turns red, fire a missile at its eye as fast as you can, then go in for a
Lethal Strike, which destroys its horns if they were frozen.  This Redeyed
attack can be forced by constantly shooting missiles at it.  A few more charge
shots and it will run away.

From the elevator, Speed Boost up to the door and shinespark down the hallway
on the righ, destroying Snomers in your path.  Use the Morph Ball when you get
into the next room and enter the hole in the pipe on the wall.  Bomb the first
slot.  Exit the pipe and between the empty and full tanks.  In Search View,
shoot the switch through the empty tubes with the Wave Beam.  Enter the tunnel
and roll back to the elevator.  Go to the Main Sector, then back to Sector 3
with 44% of the items.

---------------------------------------
Part 5: The Mystery Creature     [WA05]
---------------------------------------
The door on the right is locked, so go left and head to the Floor Observation
Room.  After kick climbing up the first part of the Crater Interior, use the
Morph Ball to roll up the hill.  When you get to the large bridge, run along
the left side to build up a Speed Boost, then Shinespark when you get to the
edge to jump over the second lava pit.  Look out for the Asborean, it tries to
grab you as soon as it appears.  After you kill it, use the Terminal, go all
the way back and use the unlocked door.

                       *WARNING: IMMINENT DEATH AHEAD*

[BS08B] The Rhedogian is back, and its about to kill Anthony Higgs!  Go into
Search View immediately and lock on to the Grapple Point above.

                      -----GRAPPLE BEAM AUTHORIZED-----

Press A to use the grapple point, and swing over to save Anthony.  Try to
eliminate the Sovas because they will disrupt the fight.  Otherwise, deal with
the Rhedogian the same way as earlier.  Continue ahead past the save station.

[EP06] Use the Grapple Point ahead and ignore the Magdollite.  Swing across
the second pit as well.  Before you go in the door, walk toward the screen and
drop down to the small area to the right.  Be careful not to fall into the
lava.  Pick up the Energy Part, jump back up and use the door.

In the Blast Furnace Observation, drop down the shaft and use the Grapple
Point to swing over to the tunnel.  Use the Morph Ball slot, and then bomb all
the Grapple Points to drop them into the Blast Furnace.  Use the Terminal at
the end of the tunnel, drop down the shaft, and use the Grapple Point to swing
into the Blast Furnace.

--------------------------------------
Boss 9: Vorash                  [BS09]
--------------------------------------
Use a charge shot when Vorash leaps, and Sense Move to dodge the fireballs.
Always be ready to charge shot it when it reveals the Grapple Point in its
mouth.  After a charge shot, it opens its mouth again.  Use the Grapple Beam.
After you land it, Sense Move Left while charging, release the charge shot,
fire four to five normal shots and then another charge shot or missile.  If you
don't do it in that order Vorash will flip back into the lava.  Missiles do
less damage than the second charge shot but come out faster.  In addition, the
Sense Move is a bit finnicky when utilizing this strategy.  If Vorash peeks
its head out of the lava to shoot fireballs at you, but its mouth isn't open,
shoot its face with a missile then shoot its chest.  Eventually the Grapple
Point it ate earlier will be gone.  Dodge its attacks, and when it rushes
toward you, Sense Move out of the way and charge shot it in the back.  It
should go down quickly.

Use the closest Grapple Point and exit the Furnace.  Kick climb up and use the
door.  Save at the Navigation Booth.  Use the Grapple Point ahead or a Sandfang
will grab you.

The fast way to get through the Environmental Test Floor saves several minutes,
but it may take practice.  First, hug the wall and go left until you get to
the corner and run straight back while lining your path up with the edge of
the darkest patch of the closest Sandfang's pit.  Shinespark as soon as
possible and jump straight up.  Press 2 to spin left toward the platform and
use the terminal.  Now get to the back left corner and charge shot away from it
to push yourself right next to the wall.  Run straight right and shinespark
straight up as soon as you are able.  You don't need to react to the loud noise
that usually lets you know when to use it.  Start charging your beam and fire
it right when you can then instantly start charging again.  Press 2 to spin
left toward the platform your recently revealed.  Charge shot boost yourself
onto the platform just as you reach it.

This is the less technical method: Kill the Dessgeegas in the Environmental
Test Floor, then destroy Sandfangs that interfere.  The Grapple Point in the
Test Floor can be moved by shooting the other side of the crane with missiles.
It moves around like a clock.  Spin it clockwise three times, then use the
Grapple Point to reach the Terminal.  Spin it clockwise two more times then
swing over to the door.

From outside, line face the right half of the door and run forward to charge up
the Speed Booster.  Shoot the Meelas in your way and Shinespark directly up at
from the landing of the stairwell, then spin towards the stairwell to land on
it.  Immediately runn left up the stairs and ignore the Heat Bulls and
Zebesians.  Use the Grapple point at the end.

Drop down into the main Desert Refinery and kick climb between the right wall
and the rotating ledge.  Get to the right side of the room and jump onto the
other rotating ledge.  Shoot the Sovas before you climb higher.  Kick across
to the left catwalk and activate the terminal.  Go back down to the first
rotating ledge and climb up to reach the top floor where there unlocked door
is.

[MT28] Speed Boost straight through this area shooting anything if you want.
Shinespark straight up at the end, and hold up to land.  Take the Morph Ball
tunnel on the left.  When the tunnel forks, take a right to get a Missile
Tank.  Go left and save at the Navigation Booth.

[BS08C] In the next room, the Rhedogian will ambush you.  Sense Move to the
left or right to dodge.  Deal with it the same way was always.  When it starts
to fly, use Search View to fire a missile at it.  If it shoots missiles first,
Sense Move away and try again.  After you shoot it, it will fly much higher.
Shoot two more missiles at it and the Rhedogian falls down.

Take the elevator down, ignorethe Dragotix and use the Grapple Points to cross.
Drop down the ledge in the next room, ignore the Dessgeegas and use the
closest door.  Go through the shafts and the Navigation Booth.  Avoid the
Magdollites like the last time you were here, and then use the platforms in
the background to reach the Grapple Points.  They will take you to a door on
top of the room.  Ignore all the Magdollites in this room, and save at the
Navigation Booth.

[ET05] Ahead, point at the empty shell in Search View.  Freeze the robots
making the lasers, or jump over the lasers themselves.  Now that you've
reached the Geothermal Power Plant, take the Energy Tank at the top of the
stairs.

[AC04] Use Search View to find the Grapple Point and swing across to find an
Accel Charge.  If you hold down-left while you swing yourself there
(in Horizontal Style), you will land on it, so switch once you use the Grapple.

Enter the unlocked door.  Once in Search View, point at the door you just came
from.  When you go to fight the monster, stay in Search View and find the
eruption port, which is on the wall slightly right to where you are facing.
Wait for Adam to speak to you once you aim at it.

                     -----SUPER MISSILES AUTHORIZED-----

Use one on the eruption port to trigger a cutscene and a boss.  The port is
somewhat difficult to see.

                      -----PLASMA BEAM AUTHORIZED-----

--------------------------------------
Boss 10: Ridley                 [BS10]
--------------------------------------
Ridley has several attacks to worry about.  He has a dash attack that grabs
you.  You can Sense Move away but it comes out fast, only prompted by a
particular stance.  When he is low on life he will use this attack a lot.
Counterattack it with a Charge Beam at the end.  He tends to use attack with
claws about four times, but will continue to use it as long as necessary.
Dodge his firebreath and tailwhip by Sense Moving right.  When Ridley flies,
he will use one of two attacks.  First he will shoot a fireball at the floor,
sending a shockwave that you must jump over.  The other attack has Ridley
trying to skewer you with his tail.  Dodge three to five times, and punish with
charge shots.  When Ridley takes enough damage, his hide will darken and is
invulnerable to all weapons but the Super Missile. While dodging Ridley's
attacks, continuously fire your regular Plasma Beam.

When he takes enough damage, the camera will zoom in on Ridley.  If this
happens when Ridley is on the floor, run over and Lethal Strike him; for this
reason, you should avoid damaging Ridley too much in the air unless it will
finish him.  Otherwise, get ready to fire a Super Missile at him as soon as his
hide changes color, or right after his fiery shockwave.  Use the Fast Super
Missile trick if you miss this opportunity to avoid getting hit while charging.
If you land a Super Missile, he loses his armor and you can use the Plasma Beam
some more.  Stay focused and avoid his attacks, and understand you have a small
window of opportunity to use Concentration except maybe while he is flying, so
play smart.  Ridley should be down in no time.

[MT29] Use the Grapple Point to use Ridley's makeshift exit, then open the
Super Missile door.  Near the bottom of the shaft's left side, there is a
tunnel with a Missile Tank.  Kick climb up and shoot the switch, climbing
through the space.  Enter the Morph Ball slot, shoot the Sovas, take the door
to the right, then take the elevator up to the Main Sector.  You have 48% of
the items.

--------------------------------------
Part 6: Sector 0                [WA06]
--------------------------------------
Take the elevator to Sector 1.  Go right and keep going until you run into two
Mighty Griptians.  If it isn't rolling around, quickly shoot a missile and
Lethal Strike it, or use a Fast Super Missile.  You can't seem to Overblast
these enemies.  Use the Plasma Beam against them if you aren't fast with
missiles.  Follow the Deleter and watch out for the Mighty Griptian that zooms
toward you.

[MT30] Shoot the Gripper then use the Grapple Point to get to higher ground.
Use the Morph Ball and bombs to enter a tunnel with a Missile Tank inside.
Go left and into the door.  Run straight until the Deleter closes the bridge.
Search View to look at the broken terminal.

                      -----SPACE JUMP AVAILABLE-----
                     -----SCREW ATTACK AVAILABLE-----

[MT31] Before you Space Jump across, jump into the pit and find a nearby
tunnel on the right side of the room.  Roll down it and collect a Missile
Tank.  Space Jump across and use the Terminal to bring the bridge up, then
take the elevator.  Save at the Navigation Booth.  Continue forward for a
cutscene.

Shinespark through the hall with Blue Kihunters to get over the growth on
the ground.  You can also Shinespark when the door opens in the room after the
next Navigation Booth.

[BS08D] Head back to the room you first encountered the Mighty Griptians and
Ghalmanians, and Sense Move left or right to dodge the Rhedogian.  Avoid its
new dash attacks.  If you have plenty of missiles, try to fire a lot land
several Super Missiles.  Fast and Instant Super Missiles make this simple,
but keep in mind that the Rhedogian is ready to dodge the missiles in the same
way that it can dodge beam attacks, so use them to interrupt or punish it.
Beams also work fast; just use regular beams and charge shot after Sense Move.
Use a Super Missile instead of a Missile if it tries its Redeyed attack.
Finally, the Rhedogian dies and you can grab the item it drops!  You can move
towards this while the camera is pointing at it.  If you finish it off with
a Screw Attack, you might pick this up automatically.

                    -----SEEKER MISSILE ACQUIRED-----

Take the elevator to the Main Sector then go to Sector 2.

[MT32] Go right and kill the Baristute. This is easily done by using the Plasma
Beam as you run up, hit Screw Attack as you jump at it, and Overblast as you
land. Find the Super Missile hatch on the right side of this room, and pick up
a Missile Tank.

[MT33] Past the Navigation Booth, get to where you shattered the icewall for
the first E-recovery Tank outside from where the Speed Booster and Shinespark
were authorized.  From inside the alcove you got the E-recovery Tank, start
Speed Boosting down into that hallway and Shinespark towards the screen at the
the top of the slope to reach a bomb-able container with a Missile Tank inside.
If you did not get the tank, you can Space Jump to it, and you can also get
your Speed Boost from the bottom of the hallway, but this may take more time
unless you get this item next time you return here.

Run down the hallway, you should be able to Shinespark left over the Water
Tank.  Pass the flooded room. Kill the Gigafraug with the Screw Attack in the
next room and use search view and fire a missile at the frozen pipe on the
ceiling.  Ignore the Baristutes ahead and jump up the path to the left.  Use
the Seeker Missiles to unlock the door.

[MT34] Suddenly the gravity is manipulated and you are on the ceiling!
Jump back to the right, the Space Jump to the left and enter the door.
Kick climb down the shaft, then go left side of the room.  Jump to the
platform on the right, then hold up to walk toward the wall.  Space Jump over
to the blue vent on the left and enter it to grab a Missile Tank.

Jump over to the right then Space Jump to the left to another door.  Space Jump
over the Baristutes.  Soon the gravity will pull you down to the floor, but
make you heavier than before.  Rolling is not hampered too much fortunately.
Go down the hall shooting or avoiding the FG-1000s.  Screw Attack the Kyratians
ahead and go right.  You can ignore the Snomers and Baristutes if you are
quick.  Another one might jump down from above, so be careful.  Use the Grapple
Point to help you kick climb up and ignore the other Baristute if it hasn't
jumped down yet.  To Space Jump to the other side you must press 2 as fast as
you can.  Use the Grapple Point to jump to the right, and exit this area.
Save at the Navigation Booth.  Kick climb on the right side of a wall or use
the Grapple Points to get to the top of the next room. Before you enter the
door, a boss appears.

--------------------------------------
Boss 11: Nightmare              [BS11]
--------------------------------------
Sense Move to dodge the gravity-spheres and to build up your charge, and fire
your regular beam otherwise.  It may fire lasers that spin around the room.
Use the Space Jump to dodge them. The timing on this while Nightmare is low on
life is more strict, so try to be between the beams when the first fire, then
Spacejump up briefly, land, and get ready to jump over the next one, then run
clockwise if it is sweeping clockwise, and vice versa.

Your beam will freeze the gravity device on Nightmare's tail.  Once the device
has frozen,  fire three Super Missiles at its face. When the camera zooms in,
take an opportunity to Concentrate or go into Search View and fire your Plasma
Beam until you can acquire autoaim in Normal View, when the its tail lights up.
Nightmare will start to crawl on your platform.  Hug the wall and Spacejump
to avoid this, or Spacejump off the platform until you can get back on.  Avoid
falling down to lower levels as this wastes time and gives Nightmare an
advantage for a while.  Utilize the View Trick, Fast and Instant Super Missiles
during this fight to make it much more comfortable.
Freeze the device again and fire more Super Missiles until its mask shatters
and crashes around the room dramatically.

Take the door at the top of the room.  Go down the path and take the elevator
to Sector 0.  Save at the Navigation Booth.  Go straight down the path.  When
forced into Search View, look left.  A cutscene starts.

Run all the way back and disregard the Zebesians.  Once the vacuum of space
appears, run towards it.  Before she is sucked into outerspace, Samus activates
the Gravity Feature.

                    -----GRAVITY FEATURE AVAILABLE-----

Continue to run straight and you will be safe.  Save if you want insurance for
the boss ahead.  When you get back to Sector 2, run straight then Shinespark
left.  Go into the room you fought Nightmare, drop down and try to walk into
the door.  Once again, Nightmare stops you.

--------------------------------------
Boss 12: Nightmare part 2       [BS12]
--------------------------------------
Sense Move only to either left or right exclusively.  If the Gravity Spheres
slowly chase you, you can use it build your charge.  Charge shot like mad.
When Nightmare falls down, get out of the way of its previous projectiles and
get a clear shot in Search View.  Fire Super Missiles to knock it down on the
ground.  If done correctly, Nightmare won't even have a chance to reactivate
its device, and is killed in less than one minute.
If Nightmare can manipulate gravity again, repeat the process.  If this fight
drags on too long, Nightmare will eventually create a Gravity Well. The
Gravity Well will attract your attacks, so either shoot when you are close or
when Nightmare is between you and the Well.  If it explodes by itself, ignore
that point.  If Nightmare puts the Well under it, Space Jump toward Nightmare
and let loose a charge shot at point-blank range.  Eventually Nightmare will
go down.

[MT35] Go back to the Grapple Point in the Gravity Area, swing left and kick
climb up to get a Missile Tank.

[ER02] In the room with the two Kyratians you can now reach the bright purple
E-Recovery Tank in plain sight.

Speed Boost through the next hallway.  When you start to go right, Speed Boost
and Shinespark straight up at the end of the hall.

[MT36] In the room with the frozen fans, destroy the frozen ice on the ceiling
in the back if you haven't already.  Speed Boost down the center of the
room, between the the red lights on the floor and Shinespark straight up and
hold up once you pass the indention in the floor.  Enter the vent and collect
the Missile Tank.

[MT37] Jump across the hole in the vent and roll all the way back to pick up
another Missile Tank.  Drop out of the vent and continue.  Heading towards the
elevator, Speed Boost up the large ramp and Shinespark left to save some time.
You can also Speed Boost through the end of this room into the Navigation Booth
and Shinespark past the Baristute. Get to the Main Sector with 56% of the
items.

-----------------------------------------
Part 7: Bioweapon Research Center [WA08]
-----------------------------------------
Head back to the Research Center the same way you did when you followed the
Deleter.

[EP07] In the room with the Grippers and Grapple Points, Space Jump left from
the top of the room to reach an Energy Part in the back.  Shinespark across the
bridge and take the elevator down.

[MT38] Run forward and shoot all of the robots.  Point at the corpse to
discover the true identity of the Deleter.  Go up the stairs on the left, and
grab the Missile Tank.  Use the Screw Attack to annihilate about a dozen
Zebesians.  Go back down stairs and take the door in the back.  Ride the
elevator down.

Run forward for another cutscene.  Use the unlocked door, then shoot the
switch. Rinkas start to fire at you in the hallways.  The Plasma Beam can
destroy them, but you still need to use the Seeker Missile twice up ahead and
avoid taking damage from the Rinkas, which take almost 90 damage!  The Fast
Super Missile trick is a must for opening these Seeker Doors as fast as
possible.  Save at the Navigation Booth.

Climb up the stairs and walk forward.  Use Search View and point at the person
inside.  Go inside the area that just opened up for one of the toughest
battles in the entire game.

-----------------------------------------------
Boss 13: Queen Metroid                   [BS13]
-----------------------------------------------
Sense Move to the left or right at the beginning.  First, the Queen will send
a single Metroid at you.  Freeze it with you beam, then fire a super Missile.
After each Metroid you defeat, the Queen will send out even more.  Utilize
Sense Move and the spread effects of the Diffusion Beam to freeze each
Metroid.  Do not try to destroy them if one isn't frozen.  If a Metroid grabs
you, go into Morph Ball mode and drop a bomb.  Use the Seeker Missile to do as
much damage to the Metroids as you can.  Be aware that the Queen can stomp the
ground to break the Metroid out of the ice.
If done correctly, you can kill all the Metroids before any have a chance to
thaw out.  After they Metroid larvae are gone, the Queen Metroid grows
crystals on her neck and starts to attack you.

The Queen Metroid has two attacks: ramming, and fire breath.  You can dodge
the ramming attack by Sense Moving left or right.  Make sure you aren't in a
corner or you might get hit anyways.  The fire breath attack you can jump
over.  Space Jump can work as a double jump.  Whatever you do, don't get hit
by her fire, it does 200 damage!  A good strategy is to run around her to use
the Seeker Missiles.  However, be wary of the fire breath.  Until you are out
of range, you should Space Jump to one side of her.  At any rate, use the
Plasma Beam and Seeker Missiles to destroy the crystals.  Be careful about
using charge shots while jumping; there is a likelihood that you will fall
right into an attack.  Keep shooting her until the crystals break, which
doesn't take long due to your high firepower.

                      *WARNING: IMMINENT DEATH AHEAD*

After the cutscene, shoot at the Queen Metroid's chest with any weapon.  Point
the wiimote at her mouth and use the Grapple Beam to fly inside her stomach.

                       -----POWER BOMB AVAILABLE-----
No time to get the Power Bomb officially confirmed in your inventory, but you
have it now!  As soon as you see yourself in her stomach, hold down 1 until
your Power Bomb is fully charged, then let it go to destroy the Queen Metroid!

                      *WARNING: IMMINENT DEATH AHEAD*

Follow the woman until you activate a lengthy cutscene.  Have your wiimote
pointed at the screen, and fire at any Desbrachians blocking your view to the
character in front of you with a missile.  Point at the girl in the center
of the room, lock on to her and press A to finish the first section of the
game.  You have 58% of the items.  You can obtain the other 42 items when Samus
returns.

---------------------------------------
Part 8: Revisiting Sector 2      [WA08]
---------------------------------------
The game officially announces Samus has Power Bombs available.
Shinespark right at the balcony of the catwalk.

[MT39] After passing the Reos, run up the staircase in the next room then
Space Jump toward the screen.  Land on the platform, lay a bomb near the vent
and enter it to obtain a Missile Tank.

[MT40] Go back to the room where you first found the Reos and drop to the
bottom. Bomb the area you find on the floor and Morph into it to find a
Missile Tank.  Look out for Snomers.

[MT41] Ahead you will see a lounge room near where the first Terminal you
found was.  There is a vent on the floor. Bomb it and enter.  Ahead you will
find a Missile Tank and a terminal to unlock the door.

[MT42] Run to the back of the lounge room (near a Terminal) to ready a Speed
Boost, then run straight into the room ahead and Shinespark up the shaft to
get a Missile Tank!  You will have to get rid of the enemies in your way first.

[AC05] After Shinesparking across the bridge surrounded by Reos, jump to the
top of the next room and stand near the Terminal.  Look right using Search
View, and shoot the switch through the glass.  Go over to opened room and grab
the Accel Charge.

Go to the room you fought the Brug Mass, go right, then Power Bomb the wall in
the next room the fight a Desbrachian.

Like the Rhedogian, the Desbrachian will dodge all charge shots unless it is
in the middle of an attack frame.  When you let loose a charge shot, be ready
to Sense Move away from a potential counterattack.  Whatever you do, don't
jump when you fight it.  The Desbrachian will immediately knock you out of the
air, dealing tons of damage.  Sense Move to dodge its slashes and grab
attacks, and keep firing charge shots until it gets dizzy.  Immediately run
over to the Desbrachian to Lethal Strike it.  If you aren't fast enough, it
will shield itself and fully recover.  A Power Bomb can interupt the
regeneration.  Super Missiles will also finish them when they are dizzy.

[EP08] In the Bottle Ship Residential Area, circle around the room to build up
a Speed Boost, shooting Kihunters if necessary.  Shinespark straight up.  Once
at the top, Space Jump to the center of the room and grab the Energy Part.
Another Energy Tank is complete!  Go down and take the door to the new area.
Pass the Cyclaws and save at the Navigation Booth.

Take the elevator ahead, and lay a Power Bomb to fight another Desbrachian.
Head toward Nightmare's room and jump down.  Run through the Navigation Booth.
Go through the Gravity Area just like before, but Shinespark past the
Kyratians this time.

[EP09] Once you're out, take the door on the right in the room with Baristutes.
In the long hallway with the frozen fans, Power Bomb the Desbrachian in the
middle of the room on the left.  Kill it and enter its room to get an Energy
Part.  Check your map with the Plus button.  Go to the Navigation Booth north
of this room.  Utilize Speed Boost and Shinespark to get there fast.  Space
Jump in the Fumbleye room to save time.  You will be jumping over the room you
first fought a Gigafraug.

[MT43] Continue on this path until you get in the room that has test tubes
filled with animals.  Use your beam in Normal View to kill the Fumbleye and
everything else.  Space Jump to get the Missile Tank that appears.

[EP10] Drop down to the floor and bomb the cages.  The cage at the front of
the room has an Energy Part inside.  Kick climb up and Space Jump to the next
room.

[MT44] Pass through the Experiment Floor, ignoring the Vorfons.  In the
hallway ahead, shoot the Super Missile lock on the floor and pick up a
Missile Tank.

[MT45] Go into the Materials Storehouse.  Instead of going down the stairs,
Space Jump to the left and enter the tunnel to get a Missile Tank.

[EP11] Space Jump over to the cargo.The rightmost red container with a box on
it has the Energy Part inside.  Your Screw Attack should open it.  Head towards
the Material Transfer lift.  The Spacejump can help you jump over the
collapsing platforms again if you didn't want to freeze them before.

[EP12] Take the Material Transfers Lift where you first encountered the
Rhedogian.  Up ahead you notice a Desbrachian in the room you emptied the test
tubes.  Power Bomb it, kill it, and take to Energy Part inside its room.
Another Energy Tank is complete!  Take the tunnel on the wall to the elevator.
Go to the Main Sector.  All the items in Sector 2 have been collected.  You
have 68% of the items.

---------------------------------------
Part 9: Revisiting Sector 3      [WA09]
---------------------------------------
[EP13] Take the elevator to Sector 3.  Go right.  Use the Grapple Beam to get
top the top of the room and destroy the Super Missile lock.  Interact with the
Terminal inside and Grapple Beam over to the area it unlocks.  Collect the
Energy Part.

[MT46] Grapple Beam back to that platform and Power Bomb the Desbrachian.
Kill it and enter its room for a Missile Tank.

Go all the way to elevator where you fought the Rhedogian for the third time.
On your map, it should be circular and at the northeast corner of the map.
In the Environmental Test Floor, you can Speed Boost straight ahead,
Shinespark, then Space Jump your way comfortably into the Refinery.
Take the elevator down.

[MT47] Instead of using the Grapple Points, Space Jump to the Missile Tank
across the lava pit.  Use the Morph Ball tunnel at the front-right corner of
the room, and kick climb up.  Use the Grapple Points to go across.
</pre><pre id="faqspan-3">
[MT48] Drop down in the next room and take the door on the right.  After kick
climbing up the top of the first shaft, break the Super Missile lock on the
ceiling and kick climb up to get a Missile Tank.

[MT49] Drop to the bottom of the second shaft, and Space Jump to the left over
the lava pit to get a Missile Tank.

[MT50] Keep going right in the room with the Magdollites, Space Jumping to
avoid the fourth Magdollite's fireball.  In the Floor Observation Room, go near
the door on the left and Space Jump toward the wall to climb into the vent.
Grab the Missile and turn around, going back to the room with the Magdollites.

[MT51] Check your map and Space Jump to the other side of the room where the
item blip is.  There is a stalagmite sticking out of the lava.  A Power Bomb
will break it, exposing a Missile Tank.

[MT52] On this same path, go right and into the door.  Kill the Heat Bulls and
destroy the Super Missile lock on the floor.  Pick up the Missile Tank and go
all the way upstairs.

[MT53] Walk until you notice a red gate on the floor.  Use Search View to find
a switch.  Shoot through the glass with your beam to open the gate.  Enter the
tunnel to collect a Missile Tank.

[AC06] Use the Grapple Point and keep running left until you find a
Desbrachian.  Power Bomb it, kill it, and take the last Accel Charge.  Now you
can charge amazingly fast.  Run back right, and Shinespark as soon as you can
to go faster.  Get back to the Magdollite pit.  Space Jump to the other side
and use the Grapple Points to get to the door on the top of the room.

[MT54] Once you pass the room with Ridley's shedding.  Destroy the robots so
you will have enough room to Speed Boost back into the room with the shedding.
When you get inside, Shinespark to the top and Space Jump to the right.
Collect the Missile Tank.  Head through the Geothermal Power Plant and back to
the elevator to reach the Main Sector.  All the items in Sector 3 have been
collected.  You have 80% of the items.

---------------------------------------
Part 10: Revisiting Sector 1     [WA10]
---------------------------------------
[MT55] Head to the room where you acquired the Seeker Missile.  Use the
Grapple Point and collect the Missile Tank.

[MT56] Climb into nearby vent and roll down into the room ahead.  Run to the
left and get ready to Speed Boost to the right.  Shinespark up the shaft,
crash through ceiling, and hold right to grab the Missile Tank.

[EP14] Jump to the bottom of the shaft and enter the tunnel on the right.
Go into the room you fought Fune and Namihe.  Power Bomb the Desbrachian, Kill
it, and pick up the Energy Part in its room.  Use the Morph Ball slot in the
tunnel you came from.

[MT57] Go under the waterfall and head toward the Navigation Booth.  Go into
the door ahead.  If the room is camoflauged, roll into the opening on the
left to reach the Terminal.  Destroy the Super Missile lock at the other side
of the room.  Space Jump across to collect the Missile Tank.

[MT59] Go back to the Navigation Booth and enter the hole on the left.  Speed
Boost down, shooting the Bulls in the hallway ahead.  In the room with
Zoomers, Shinespark straight up standing over the metal scraps.  Slide down
the left side of the shaft to enter a tunnel with a Missile Tank.  Kick climb
to the top and enter the door.

[MT59] Destroy the Super Missile lock on the left and collect the Missile Tank
in that room.

[EP15] Go into the tunnel in the room ahead, using a Power Bomb to break the
blocks. Take the other path halfway through the tunnel.  Use the Grapple Points
to swing across, then grab the Energy Part.

[MT60] Continue down the tunnel and through that path past the Grippers.  Use
the Morph Ball slot again and the run toward the screen, out of the room.
Head back to the room where you first fought Griptians, then go right.
Destroy the Super Missile lock, then Speed Boost into the room.  Shinespark
straight up as you enter the room, then hold right to land and grab the
Missile Tank.

[MT61] Go downstairs and enter the door on the right.  You will notice a door
has been forced open.  Go inside, kick climb to the top, and collect a Missile
Tank.

[MT62] Once you get outside, kill all the enemies and Speed Boost up the hill,
destroying the thorns.  Stop, turn around, slide down, and destroy the Super
Missile lock as fast as you can before you are out of range.  The Accel
Charges make this easier.  Speed Boost back up, then use the Grapple Point to
get carried up to a Missile Tank.  Speed Boost up again and enter the door.

[MT63] Run left down the spiralling ramp until you start to Speed Boost.  Turn
around and Speed Boost to the right.  Shinespark straight up at the dead end,
hold right and pick up the Missile Tank.  Drop all the way down and take the
northern exit.

Take the elevator to the Bioweapon Research Center.  Use the next elevator,
then take the ascending staircase on the left.

[MT64] There is a large tube in the center of the room with diagrams covering
it.  If you walk behind it, there is an opening where you can walk into it.
Once you get inside, kick climb to the top of the shaft above it.  Enter the
vent, roll through the holes and pick up the Missile Tank.  Roll into the hole
at the end and drop into another room.

[MT65] In this same room, bomb the middle octagon pattern on the floor between
the desks to find a Missile Tank.  Now you have everything in the Bioweapon
Research Center.  Go all the way back, cross the bridge, and take a right in
the room with the Kihunters.

[MT66] Speed Boost through the water, shooting any Skulteras, and crash
through the end of the room to find a Missile Tank.  Grab the ledges
underwater to reach the door on the right.

[MT67] Go into the second body of water and go the right corner of the room to
find a tunnel with a Missile Tank in it.  Get back up on the platforms and
kickclimb up to the next area where you first encountered Groganch.

[EP16] If the camoflauge is not active, Speed Boost all the way to back of the
room ignoring the enemies.  Shinespark up then Spacejump to the platform on
the right to pick up an Energy Park.  Another way to do this is to
Space Jump over to the Terminal that deactivated the camoflauge, then
Space Jump to the northwest corner of the room.  Shoot the switch then jump on
the platforms to reach an Energy Part.  The final Energy Tank is complete!
You have 999 energy!

[MT68] Kick climb up the shaft on the left side.  Then run straight through
the Navigation Booth and down the hall, shooting each enemy.  At the end of
the hall, Shinespark right, then pick up the Missile Tank.  Drop down and
enter the door.

[MT69] Continue until the hall with Reos.  Look in the rightmost window and
shoot the switch through the glass.  Enter the opened path and pick up the
Missile Tank at the end.

[MT70] In the room where you fought the second Groganch, run on the track at
the left side of the room until you Speed Boost through the walls.  Keep
running and get the Missile Tank at the end.

[ER03] Run back and go through the Navigation Booth toward the Biosphere Test
Area.  Upstairs you will find a Desbrachian.  Power Bomb it, kill it, then pick
up the E-Recovery Tank.  All the items in Sector 1 have been collected.  You
have 100% of the items.

---------------------------------------
Part 11: The Finale              [WA11]
---------------------------------------
[BS08E] Take the elevator back to the Main Sector, the leave the Main Elevator
room.  Power Bomb the Desbrachian, kill it, then walk left before you enter the
new room.  You will want to shinespark down the corner ahead.  Take the
elevator in the back. You are transported to a mysterious hallway in Sector 3.
Run down the hall to throw down the gauntlet.

Round 1: Two Mighty Griptians and a Ghalmanian. Use Power Bomb.
Round 2: Two Mighty Griptians and a Ghalmanian. Use Power Bomb.
Round 3: Two Asboreans. Use Screw Attack.
Round 4: Four Zebesians. Use Screw Attack.
Round 5: Four Kyratians. Use Power Bomb
Round 6: Four Kyratians. Use Screw Attack.
Round 7: Pack of Kihunters.  Use Power Bomb.
Round 8: Four Super Zebesians. Use Screw Attack.
Round 9: Rhedogian.  Use Power Bomb.
Round 10: Rhedogian. Use Super Missiles and Plasma Beam if the Power Bomb
                    does not have enough time to cool down.

After the gauntlet is over, save in the Navigation Booth ahead.  Enter the
Control Bridge, and get reintroduced to one of the hardest bosses from Super
Metroid.

-----------------------------------------------
Boss 14: Phantoon                        [BS14]
-----------------------------------------------
Lock on to Phantoon's eye to bring up its health bar, then start shooting its
eye with you Plasma Beam.  If you're really quick you can fire charge shots
in Search View and shoot ahead before it moves thanks to the slowdown effect.
Phantoon begins by smashing the shield protecting the control room, and then
starts to send Hand-like creatures to attack you.

Use the Screw Attack to kill them.  Dodge his blue fireballs with Sense Move
and use charge shots while you are dodging if you have the opportunity.  If you
aren't careful where you Sense Move and what you do right after, you will get
hit by one.  This is something to worry about if you intend to beat Hard Mode.
Eventually Phantoon will reach its tentacles inside to hit you, and create
large explosive traps on the floor.

Once Phantoon has brought his eye inside the room, fire as many Super Missiles
as you can.  Your goal is to get a Lethal Strike opportunity as soon as
possible, which can be under 2 minutes.

When it has about 20% of its life left, use only standard Plasma Beam shots
until its eye drops on the deck.  Run up to it and Lethal Strike it.  For an
alternative death, opt out of the Lethal Strike to continue to shoot it from
afar.

Use the Grapple Point and go into the elevator ahead.  When it stops,
drop a Power Bomb, and fall down the shaft.

Run through the hall, and slowly walk into the door to the right for a
cutscene.  Then suddenly...

SELF-DESTRUCT PROTOCOL ACTIVATED.
PLEASE EVACUATE THE FACILITY IMMEDIATELY.

You have 5 minutes to escape!  GET OUT FAST!  Charge up your stungun to fire
when you really need it, and Press A to slide.  You have only 99 energy so
avoid the Zebesians and fires.  Keep in mind Samus' movement physics are
altered drastically in the Zero Suit, especially how fast her jumps descend.
Try to avoid jumping too much, it ultimately slows her down.

Jump down and go into the room on the left.  Use the other door and run down
the hall.  Avoid the fire in the Navigation Booth.  Jump off the catwalk where
the handrail is broken, and run out to the right.  Run across the bridge and
avoid the Zebesian.  Keep running forward and drop down the shaft.  Run down
the stairs to the right.  Use the stungun to open any gates that close, and
slide under any debris.  Drop down the first two catwalks by jumping a little
toward the screen.  Land on the other catwalk and carefully jump across.  If
you fall, slide under the gate to the right and jump back up.  Use the stungun
to open any gates, and slide under any debris.  Ignore the Zebesian and keep
going.  The last gate needs two charge shots to open.  Avoid the fire and
debris in the next two rooms.  In the last Docking Area, run straight to your
ship and escape.

Your Item Completion Rate is 100%

Perfect! Congratulations!


------------------------------------------------------------------------------
Brief Item Checklist                                             [IB00]
------------------------------------------------------------------------------
Use your word processor's search function to find items in the FAQ.
Insert the two digits of the item you are looking for into the variables.

Missile Tank   = [MTxx]
Energy Tank    = [ETxx]
Energy Part    = [EPxx]
E-Recovery Tank = [ERxx]
Accel Charge   = [ACxx]
---------------------------------------
Main Sector                      [IB01]
---------------------------------------
There are 13 items in the Main Sector.

Missile Tanks 01-05; 39-42.
Energy Tank 01.
Energy Part 01; 08.
Accel Charge 05.

---------------------------------------
Sector 1                         [IB02]
---------------------------------------
There are 34 items in Sector 1.

Missile Tanks 06-15; 30-31; 55-63; 66-70.
Energy Tank 02.
Energy Part 02; 07; 14-16.
E-Recovery Tank 03.
Accel Charge 01.

---------------------------------------
Sector 2                         [IB03]
---------------------------------------
There are 29 items in Sector 2.

Missile Tanks 18-27; 32-37; 43-45.
Energy Tanks 03-04.
Energy Parts 09-12.
E-Recovery Tanks 01-02.
Accel Charge 03.

---------------------------------------
Sector 3                         [IB04]
---------------------------------------
There are 21 items in Sector 3.

Missile Tanks 16-17; 28-29; 46-54
Energy Tank 05.
Energy Parts 03-06; 13.
Accel Charges 02; 04; 06.

---------------------------------------
Bioweapon Research Center        [IB05]
---------------------------------------
There are 3 items in the Bioweapon Research Center.

Missile Tanks 38; 64-65

------------------------------------------------------------------------------
In-Depth Item Checklist                                         [ID00]
------------------------------------------------------------------------------
This section will show you how to retrieve any items you may have missed, if
you do not feel like reading the entire FAQ.  Each item will describe the room
you need to be in.  I will assume you already have all of Samus's abilities,
including the Power Bomb.
The sections are divided into the 5 kinds of Items, and further separated into
the areas that you will find them.  They are numbered in the same order that
they occur in the walkthrough.  The format is as follows:

#X: Location
(Requirements to get Item)
How to get Item.
---------------------------------------
Missile Tanks                    [ID01]
---------------------------------------
There are 70 Missile Tanks in the game, 80 Missiles total.

-----------
Main Sector
-----------
#1: The long hallway just before the Brug Mass.
(Morph Ball, Bombs)
On the right side of the hallway, there is a hole on the floor.  You may notice
a Zoomer jump out of it when it first opens.  Roll into it, bomb the grate at
the end and get the Missile Tank at the end.

#2: The bridge that can be extended, where Sidehoppers are first encountered.
Go to the front of the room and kick climb between the space to find a tank at
the time.

#3: Elevator room after the bridge and before a Navigation Booth.
(Morph Ball)
After interacting with the Terminal at the top of the room, notice the opening
on the left wall of the room, outlined in yellow.  Jump into it.

#4: Hallway that leads to the elevator that takes you to the Main Elevator.
The third vent on the ceiling has a Reo hive blocking it.  Use Search View to
see it and destroy it.  Kick climb up and collect the Missile Tank.  If you do
not pick the item up now, you can collect it right after defeating the Final
Boss.

#5: The elevator room that takes you to the Main Elevator.
(Morph Ball)
Notice the vent surrounding the elevator at the bottom.  Climb into the left
vent to pick up the Missile Tank.

#39: Room with staircase on left, very close to landing site.
(Morph Ball, Bombs, Space Jump)
Space Jump toward the screen.  Land on the platform, lay a bomb near the vent
and enter it to obtain a Missile Tank.

#40: Room where Reos are first encountered, knocking you into a pit.
(Morph Ball, Bombs)
Drop to the bottom. Bomb the area you find on the floor and Morph into it to
find a Missile Tank.  Look out for Zoomers.

#41: Lounge room covered by glass near restrooms.
(Morph Ball, Bombs)
There is a vent on the floor in the lounge area. Bomb it and enter.  Ahead you
will find a Missile Tank and a terminal to unlock the door.

#42: Bright room with broken elevator shaft next to lounge room.
(Speed Booster, Shinespark)
Run to the back of the lounge room (near a Terminal) to ready a Speed
Boost, then run straight into the room ahead and Shinespark up the shaft to
get a Missile Tank!  You will have to get rid of the enemies in your way first.

#43: Room with large test tubes, where a Kyratian ambushes you, and a Fumbleye
spawns later in the game.
(Wave Beam, Space Jump)
Use your beam in Normal View to kill the Fumbleye and everything else in Search
View Space Jump to get the Missile Tank that appears.

#44: In the hallway past the Experiment Floor, before the Materials Storehouse.
(Super Missile)
Shoot the Super Missile lock on the floor and pick up a Missile Tank.

#45: Materials Storehouse, where the Ferrocrusher is encountered.
(Morph Ball, Space Jump)
Instead of going down the stairs, Space Jump to the left and enter the tunnel
to get a Missile Tank.

--------
Sector 1
--------
#6: Near the hallway right of your first encounter with Griptians.
(Morph Ball)
Near the end of the hallway, you can see a square opening on the wall
lit up in Normal View.  Jump toward it, grab the ledge and roll up into it.
Pick up the unavoidable Missile Tank.

#7: A path with several Reo hives and a Terminal, after the room where the
   Griptians were first encountered.
(Morph Ball)
In the middle of the path there is a tunnel on the left side of the wall.
You may see colorful insects crawling out of it. Enter it and use the Terminal
at the top.  Go back to where the first Reo hive was to find a Missile Tank.

#8: The small room filled with Zoomers after encountering Dragotix.
(Morph Ball)
Kill all the Zoomers, and use the Morph Ball to enter the space on the
left for a Missile Tank.

#9: The broken elevator shaft near the bathroom, where the Ghalmanian attacked.
(Morph Ball)
Jump to the top of the shaft and enter the tunnel on the right side to find a
Missile Tank.

#10: A small room with a Super Missile gate, after the broken elevator shaft.
(Morph Ball)
Use the Morph Ball to enter an opening on the right wall to find a Missile
Tank.

#11: A Morph Ball tunnel obstructed by compacted garbage, near a a room full
    of Wavers and trash.
(Morph Ball)
Zoom down the tunnel and Spring jump across the small pit to reach the
Missile Tank.  If you fall, lay three bombs as fast as you can to jump back up.

#12: Scrap Block room full of Wavers.
(Bombs)
Destroy the garbage in the left corner of the room with Bombs to find a red
tunnel.  Morph Ball into thetunnel and bomb the grate to find a Missile Tank.

#13: Biological Experiment Floor: before the King Kihunter battle, with a
    spiralling path.
Between the third and fourth plants is a Missile Tank on a platform below.
Jump down to collect it.

#14: Watery hallway with Skulteras, Whipvines, and a transport machine.
(Missiles, Morph Ball)
Fire a missile at the Whipvine underwater, then enter the space behind it to
collect a Missile Tank.

#15: A room with a Morph Ball slot not far from the first encounter with
    Groganch.
(Missiles/Bombs)
Use Search View to look up at the ceiling in the room next to the Morph Ball
slot and shoot a missile at the container to get a Missile Tank.

#30: Room with Grippers and two Grapple Points separated by a high wall.
(Grapple Beam, Morph Ball, Bombs)
Use the Grapple Beam to get to higher ground.  Use the Morph Ball and bombs to
enter a tunnel with a Missile Tank inside.

#31: Room with two terminals where the Spacejump and Screw Attack are unlocked.
(Morph Ball)
While the bridge is down, jump into the pit and find a nearby tunnel on the
right side of the room.  Roll down it and collect a Missile Tank.  You may have
to roll to see it.

#55: Room where Seeker Missile is acquired, where you first fought Ghalmanians.
(Grapple Beam)
Use the Grapple Point and collect the Missile Tank.

#56: Earthen hallway, near room full of Grippers.
(Speed Booster, Shinespark)
Run to the left and get ready to Speed Boost to the right.  Shinespark up the
shaft, crash through ceiling, and hold right to grab the Missile Tank.

#57: Camoflauged room next to Navigation Booth with a destroyed wall.
(Super Missile, Space Jump; Morph Ball)
If the room is camoflauged, roll into the opening on the left to reach the
Terminal.  Destroy the Super Missile lock at the other side of the room.
Space Jump across to collect the Missile Tank.

#58: Room with Zoomers next to broken elevator shaft, near hallway with Bulls.
(Speed Booster, Shinespark)
From the room outside the bathroom, Speed Boost down, shooting the Bulls in the
hallway ahead.  In the room with Zoomers, Shinespark straight up standing over
the metal scraps.  Slide down the left side of the shaft to enter a tunnel with
a Missile Tank.

#59: Small room with Super Missile lock before control room overlooking a
    simulated environment.
(Super Missile)
Destroy the Super Missile lock on the left and collect the Missile Tank
in that room.

#60: Room with stairwell right of the path where Griptians were first fought.
(Super Missile, Speed Booster, Shinespark)
Head back to the room where you first fought Griptians, then go right.
Destroy the Super Missile lock, then Speed Boost into the room.  Shinespark
straight up as you enter the room, then hold right to land and grab the
Missile Tank.

#61: Forced open door in hallway where Samus found the remains of a researcher
    in the Breeding Room.
Kick climb to the top, and collect a Missile Tank.

#62: Path where Griptians were first encountered, with slope covered in thorns.
(Speed Booster, Super Missile, Grapple Beam)
Once you get outside, kill all the enemies and Speed Boost up the hill,
destroying the thorns.  Stop, turn around, slide down, and destroy the Super
Missile lock as fast as you can before you are out of range.  The Accel
Charges make this easier.  Speed Boost back up, then use the Grapple Point to
get carried up to a Missile Tank.  Do not let go of the Grapple until you are
carried up to your destination.

#63: Large room with spiralling ramp, has three exits and lots of flora.
(Speed Booster, Shinespark)
Run left down the spiralling ramp until you start to Speed Boost.  Turn
around and Speed Boost to the right.  Shinespark straight up at the dead end,
hold right and pick up the Missile Tank.

#66: Watery hall with Skulteras, Whipvines, and a transporting machine.
(Gravity Feature, Speed Booster)
Speed Boost through the water, shooting any Skulteras, and crash through the
end of the room to find a Missile Tank.

#67: Watery room with Bulls and Skulteras, just before area where Groganch is
    first encountered.  Water level is controlled via switches on wall.
(Morph Ball)
Go into the second body of water and go the right corner of the room to
find a tunnel with a Missile Tank in it.

#68: Room with Kihunters and Zeros, on path to room where second Groganch was.
(Speed Booster, Shinespark; Space Jump)
Run straight through the Navigation Booth and down the hall, shooting each
enemy.  At the end of the hall, Shinespark right, then pick up the Missile
Tank.  Alternatively, you can Space Jump to this.

#69: Hallway with Reos and a terrarium behind glass.  Near room with second
    Groganch.
(Wave Beam)
Look in the rightmost window and shoot the switch through the glass.  Enter the
opened path and pick up the Missile Tank at the end.

#70: Room where second Groganch was encountered.  Running track on left.
(Speed Booster)
Run on the track at the left side of the room until you Speed Boost through
the walls.  Keep running and get the Missile Tank at the end.

--------
Sector 2
--------
#18: Large room with Snomers, Himellas, and Volfons near the Main Elevator.
(Morph Ball)
Once you shoot the Himellas, Morph Ball under the fallen stalagmite to find a
Missile Tank.

#19: Watery Room with Fumbeleye, Joulions, and Skulteras.
Fall into the water go to right corner to find a Missile Tank.  You may have to
walk around the platforms if they are still underwater.

#20: Icy stream where the first Kyratian ambushes you.
(Morph Ball)
There is a small stream that runs close to the exit.  Morph Ball into the
tunnel to find a Missile Tank.

#21: Room with Dessgeegas and Snomers.
(Morph Ball)
To the right of the door is a glowing red tunnel you can jump into.  Roll up to
the top to find a Missile Tank.

#22: Room with Kyratians that are knocking down stalactites into water.
(Morph Ball)
Before you reach the opposite shore, look near the surface of the water in
Normal View to see an underwater tunnel.  Jump down, grab onto it and enter
to get a Missile Tank.

#23: Where Gigafraug corpse is found.  Has a Seeker door and large fans.
(Ice Beam, Morph Ball)
Freeze the closest fan in Search View, then enter it to find a Missile Tank.

#24: Water Tank room that can be drained.
(Morph Ball)
Jump to the other side and climb into the tunnel on the wall to find the
Missile Tank.

#25: Generator Room.  You can find a Fumbleye and two rotating ledges.
Get to the top of the rotating ledge on the right.  When Samus faces toward the
screen, jump across and pick up the Missile Tank.

#26: Room with storage crates and stairs right after Navigation Booth.
Pass the crates, go right, and go into alley between the wall and the crates to
find a Missile Tank.

#27: Snowy field with Volfons under electrifid Morph Ball grids.
(Speed Booster, Shinespark)
From the back of the room, Speed Boost to the front.  Once you are just south
of the item blip on your minimap, Shinespark straight up and hold up to land on
a platform to pick up a Missile Tank.

#32: Small icy room after the first Navigation Booth.  Has Super Missile lock.
(Super Missile)
Find the Super Missile hatch on the right side of this room, and pick up
a Missile Tank.

#33: In the room where the Speed Booster and Shinespark are unlocked.
(Speed Booster, Shinespark, Bombs; Spacejump, Screw Attack)
Get to where you shattered the icewall for the first E-recovery Tank outside
this room.  From inside the alcove you got the E-recovery Tank, start Speed
Boosting down into that hallway and Shinespark towards the screen at the
the top of the slope to reach a bomb-able container with a Missile Tank inside.
You can alternatively Spacejump over to it and Screw Attack the box.

#34: In second room manipulated by upside-down gravity.
(Spacejump, Morph Ball)
Kick climb down the shaft, then go left side of the room.  Jump to the
platform on the right, then hold up to walk toward the wall.  Space Jump over
to the blue vent on the left and enter it to grab a Missile Tank.

#35: Largest room with hyper gravity, has two Grapple Points and Baristutes.
(Grapple Beam, Gravity Feature)
Go back to the highest Grapple Point in this area, swing left and kick climb
up to get a Missile Tank.

#36: Large hallway with two fans, possibly housing Himellas and Gigafraug.
(Missiles, Speed Booster, Shinespark, Morph Ball)
Destroy the frozen ice on the ceiling in the back if you haven't already.
Speed Boost down the center of the room, between the the red lights on the
floor and Shinespark straight up and hold up once you pass the indention in the
floor.  Enter the vent and collect the Missile Tank.  Don't forget #37 on the
other side of the vent.

#37: Large hallway with two fans, possibly housing Himellas and Gigafraug.
(Missiles, Speed Booster, Shinespark, Morph Ball)
Destroy the frozen ice on the ceiling in the back if you haven't already.
Speed Boost down the center of the room, between the the red lights on the
floor and Shinespark straight up and hold up once you pass the indention in the
floor.  Enter the vent, then Spring jump to the other side of the vent, roll
down to the end to collect the Missile Tank.  #36 is on the other side of the
vent.

--------
Sector 3
--------
#16: Sandy room with fiery vents and four Dessgeegas.
(Ice Beam, Morph Ball)
To the left of the second Dessgeega, use Search View to charge shot a vent.
Enter it to find a Missile Tank.

#17: Floor Observation Room, where Asborean is first encountered.
(Morph Ball)
Morph Ball under the stairs for a Missile Tank.

#28: Morph Ball tunnel near Geothermal Power Plant and Desert Refinery.
(Morph Ball)
When the tunnel forks, take a right to get a Missile Tank.

#29: The room with vertical shafts unlocked with a Super Missile door in the
    Geothermal Power Plant.
(Morph Ball)
Near the bottom of the shaft's left side, there is a tunnel with a Missile
Tank.

#46: Room with second Rhedogian encounter, where you unlock Grapple Beam.
(Power Bomb)
Power Bomb the Desbrachian on the higher section of the room.  Kill it and
enter its room for a Missile Tank.

#47: The room with three Grapple Points just after the Desert Refinery.
(Space Jump)
Instead of using the Grapple Points, Space Jump to the Missile Tank across the
lava pit.

#48: Room with two vertical shafts, near Navigation Booth and the bed of lava.
(Super Missile)
After kick climbing up the top of the first shaft, break the Super Missile lock
on the ceiling and kick climb up to get a Missile Tank.

#49: Room with two vertical shafts, near Navigation Booth and the bed of lava.
(Space Jump)
Drop to the bottom of the second shaft, and Space Jump to the left over the
lava pit to get a Missile Tank.

#50: Floor Observation room, where the Asborean is first encountered.
(Space Jump, Morph Ball)
Go near the door on the left and Space Jump toward the wall to climb into the
vent for the Missile Tank.

#51: Large bed of lava where you ran from Vorash.  Near the Ice Beam room.
(Power Bomb)
Check your map and Space Jump to the other side of the room where the item blip
is if you can, otherwise use the Grapple Points or walk around.  There is a
stalagmite sticking out of the lava.  A Power Bomb will break it, exposing a
Missile Tank.

#52: Room with Heat Bulls next to the superheated lava bed.  Near
    Navigation Booth.
(Super Missile)
Destroy the Super Missile lock on the floor.  Pick up the Missile Tank.

#53: The glass hallway where you first entered Sector 3, where Vorash attacks.
(Wave Beam, Morph Ball)
Walk until you notice a red gate on the floor on the right side of this hall.
Use Search View to find a switch outside the hall.  Shoot through the glass
with your beam to open the gate.  Enter the tunnel to collect a Missile Tank.

#54: Room with shedding of Mystery Creature near Geothermal Power Plant.
(Speed Booster, Shinespark, Space Jump)
Once you pass the room with Ridley's shedding.  Destroy the robots so you will
have enough room to Speed Boost back into the room with the shedding.  When you
get inside, Shinespark to the top and Space Jump to the right.  Collect the
Missile Tank.

-------------------------
Bioweapon Research Center
-------------------------
#38: In the first room with the large computer and a staircase on the left.
Go up the stairs on the left, and grab the Missile Tank.  Use the Screw Attack
to annihilate about a dozen Zebesians if you have it.

#64: Large, bright room with a large tube near the center, and a lounge room
    below via stairs.  Just outside room where MB was destroyed.
(Morph Ball)
There is a large tube in the center of the room with diagrams covering
it.  If you walk behind it, there is an opening where you can walk into it.
Once you get inside, kick climb to the top of the shaft above it.  Enter the
vent, roll through the holes and pick up the Missile Tank.

#65: Large, bright room with a large tube near the center, and a lounge room
    below via stairs.  Just outside room where MB was destroyed.
(Moprh Ball, Bombs)
Downstairs, bomb the middle octagon pattern on the floor between the desks to
find a Missile Tank.

---------------------------------------
Energy Tanks                     [ID02]
---------------------------------------
There are 5 Energy Tanks in the game, adding 500 points to total energy.
-----------
Main Sector
-----------
#1: Vent leading to the System Management Room where you return the power to
   the Main Sector.
(Morph Ball, Bombs)
Use the Morph Ball to enter the vent that has fallen down, and bomb the grates
to reach the ET.  Acquiring this ET is unavoidable.
--------
Sector 1
--------
#2: Large room where you fight the second Groganch, tube pathway above.
(Morph Ball; Bombs)
Climb onto the machine in the back to access the tube pathway above.  Bomb the
Zoomers to continue, and collect the ET near the end of the tube.  Almost
impossible to miss the first time you go through here.
--------
Sector 2
--------
#3: Back of hallway south of the room you encountered the first Gigafraug.
(Speed Booster, Shinespark, Morph Ball)
Speed Boost down the hall and Shinespark across the chasm in the next
room.  Use the Morph Ball behind the pillar on the right.  Jump out of the
slot and go left to find the ET.

#4: Room below the two Morph Ball mazes with electrified floors.
It's just sitting there in plain sight, you'd have to be blind not to get it,
since you must go here at least twice.
--------
Sector 3
--------
#5: Geothermal Power Plant, just outside the battle with Ridley.
It's sitting at the top of the stairs.  You go in this room at least twice,
it's hard to miss.
---------------------------------------
Energy Parts                     [ID03]
---------------------------------------
There are 16 Energy Parts in the game, adding 400 points to your total energy.
-----------
Main Sector
-----------
#1: Elevator room full of Bulls, near the Main Elevator Room.
Use the platforms in this room to jump to the very top.  Avoid the
Bulls, they will explode if you get too close.  On the left side of the
highest platform you will find the EP.

#8: Bottle Ship Residential Area.  Circular room with Kihunters.
(Speed Booster, Shinespark, Space Jump)
Circle around the room to build up a Speed Boost, shooting Kihunters if
necessary.  Shinespark straight up.  Once at the top, Space Jump to the center
of the room and grab the EP.
--------
Sector 1
--------
#2: Room just after King Kihunter, between Navigation Booth and room with
   Grapple Points.
(Morph Ball, Bombs)
Near the top of the ramp in this room is a vent.  Bomb it and enter it.
Down the tunnel you will find the EP.

#7: Room with Grippers and Grapple Points.  You follow the Deleter here.
(Grapple Beam, Space Jump)
Space Jump left from the top of the room to reach the boxed EP in the back.
--------
Sector 2
--------
#9: North/South hallway with two industrial fans, just west of the Water Tank.
(Power Bombs)
Power Bomb the Desbrachian in the middle of the room on the left.  Inside its
room is the EP.

#10: Room with giant test tubes near Experiment Floor.
(Morph Ball, Bombs)
Drop down to the floor and bomb the cages.  The cage at the front of
the room has an Energy Part inside.

#11: Materials Storehouse, where you fought Ferrocrusher.
(Screw Attack/Bombs)
The rightmost red container with a box on it has the Energy Part inside.  Jump
up onto it and open the box with Screw Attack, though you could use a Bomb as
well.

#12: Testube room after the Material Transfers Lift.
(Power Bomb)
Power Bomb the Desbrachian, kill it, and get the EP in its room.
--------
Sector 3
--------
#3: Ramps with Heatbulls, next to the superheated area and a Navigation Booth.
(Morph Ball)
Jump into the green, illuminated space near the door on the right.  Use the
Morph Ball to enter a tunnel.  At the top is the EP.

#4: Northern side of the large, superheated area.
(Morph Ball)
In the middle of the path there is a large rock that separates that Magdollites
in the room.  There is a tunnel on the right side of it.  Morph Ball into the
tunnel to the left to find the EP.

#5: Terminal room leading to the Crater Interior below.
(Morph Ball)
Morph Ball to the right of the room for an Energy Part.

#6: Just south of the Blast Furnace Observation room, has Magdollites inside.
Near the door on the east side, walk toward the screen and drop down to the
small area to the right.  Be careful not to fall into the lava.  Pick up the
EP.

#13: Room where you fought the Rhedogian with Anthony.
(Super Missile, Grapple Beam)
Destroy the Super Missile lock.  Interact with the Terminal inside and Grapple
Beam over to the area it unlocks.  Collect the EP.

---------------------------------------
E-Recovery Tanks                 [ID04]
---------------------------------------
There are 3 E-Recover Tanks in the game, increasing Concentration abilities.
--------
Sector 1
--------
#3: Room right before the Biosphere Test Area and after the second Groganch.
(Power Bomb)
Power Bomb the wall at the top balcony of the stairs and fight the Desbrachian.
Grab the E-Recovery Tank once the door unlocks.
--------
Sector 2
--------
#1: Room where you get the Speed Booster and Shinespark running north.
(Speed Booster)
Get to the back of the room and speed boost north.  Keep running forward
until you find the E-Recovery Tank in the room ahead.

#2: Extra gravity room with two Kyratians.
(Gravity Feature, Space Jump)
At the corner of the room you can Space Jump to grab a ledge leading to the ER
in plain sight.
---------------------------------------
Accel Charges                    [ID05]
---------------------------------------
There are 6 Accel Charges in the game, they help you charge much faster.
-----------
Main Sector
-----------
#5: Elevator room before the first Navigation Booth.
(Wave Beam)
Jump to the top of the room and stand near the Terminal.  Look right using
Search View, and shoot the switch through the glass.  Go over to opened room
and grab the AC.
--------
Sector 1
--------
#1: Bathroom next to broke down lobby, near the first place you saw Groganchs
   through glass.
Walk into the bathroom and near the stall on the left.  Samus will open the
stall, so you can pick up the AC.
--------
Sector 2
--------
#3: Experiment Floor, where you fight the third Groganch.
(Missiles)
Go to the north end of the area.  Near the door, you will see a pile of rocks.
Fire a missile at the pile of rocks to get the AC.
--------
Sector 3
--------
#2: Room where the Ice Beam was authorized.  Just next to the superheated area.
(Morph Ball, Bombs)
Bomb the red circle on the floor at the left.  Use the Morph Ball slot to find
the AC.

#4: Geothermal Power Plant, just outside the battle with Ridley.
(Grapple Beam)
Stand at the balcony after climbing the stairs,  then use Search View to find
the Grapple Point and swing across to get the AC.

#6: Hallway left of Vorash's first IMMINENT DEATH attack.  Connects to
   Sector 1.
(Power Bomb)
Power Bomb the Desbrachian, kill it, and get the AC.
------------------------------------------------------------------------------
Low% Walkthrough                                                       [LP00]
------------------------------------------------------------------------------
Low% in Other M is not particuraly noteworthy but I will use this term to
account for both Hard Mode and the 3% Normal Mode run.  As aforementioned in
the Introduction, Hard Mode has 0% of the items.  You must complete the game
with 99 energy and 10 missiles.  Samus will not return to the Bottle Ship
after she first leaves.  The 3% Normal Mode run is not that different besides
two things: you don't die in one hit nearly as often as in Hard Mode, and you
can return to the Bottle Ship to finish the end of the game.

This walkthrough is similar to the 100% Walkthrough but will take you through
a direct path to the end of the game.

You start off in the tutorial room.
Simply follow the instructions given to you.

1. Fire Charge beam at three targets.  You have to wait about a second after
  the first target materializes before you can start charging.  Walk closer to
  the next to targets and let Samus aim at them after she charges before
  firing.
2. Use the morph ball and drop bombs.
3. Stand in the middle of the room and kick climb up as soon as you can.
  You can tell where the middle is by the mini map.
4. Fire at the targets with regular shots.  Two shots kill.
5. Use Sense Move to dodge the lasers.
6. Use Concentration to replenish missiles
7. Go into Search View to find the pirate in the ceiling corner.  Lock on and
  fire a missile when possible.
8. An Overblast into an aerial missile will take out the target fast.
9. Lay a Power Bomb.  You can morph and start charging this even when Samus
  is offscreen.  Drop it as soon as the bar fills completely.

---------------------------------------
Part 1: Main Sector HARD         [LP01]
---------------------------------------
Not long after entering the Bottle Ship, you will notice another spaceship in
the docking area.  When the screen takes on a green tint, this means you must
enter Search View to proceed.  Simply point the wiimote at the screen, point
at the emblem near the cockpit and hold B to Examine it.

Return to Normal View and continue until you meet up with the Galactic
Federation Army.  Go into Search View again and fire a missile at it.
At this point, you can no longer use missiles or morphball bombs.

Proceed forward until you are knocked over the catwalk by a Reo.  This is
unavoidable and does no damage, don't worry.  Fire away until all the Reos
are dead.  The auto-targetting system will do most of the work, just face the
enemies and keep pressing the 1 button.  Go to the right side of the room and
enter Search View.  Fire a charge shot at the switch on the gate to open it.
Use the Morph Ball to go under, then jump to the top of the room.  You will
encounter some Zoomers and Reos, but if you move fast you can ignore them.

Continue forward and watch out for the Shriekbats.  Shoot while running or use
Sensemove to dodge them.  Kill the three Reos in the room ahead, run up
the stairs and stand near the terminal to interact with it.  Once the door is
unlocked, go into the next room and kick climb up the shaft.  The door will
lock in the next room, but just run forward.  The bridge ahead will have
Zoomers crawling all over it.  Go up the stairs and enter the door on the
left.  Notice the lights that illuminate the platforms in the room.  Jump on
the platforms on the right, and jump back and forth between them to get to the
top.  Don't worry, invisible walls generally prevent you from falling down,
with a few exceptions.  Once you are at the top, go left and enter the door.

You should be in a Navigation Booth.  Stand on the platform to save the game
and restore your energy.  It is required that you save in certain Navigation
Booths to unlock doors or get directions to your next location.  Run down the
hallway and into the next room to fight the first boss.

During the cutscene, be sure to have your wiimote pointed at the screen,
because you will need to be in Search View as soon as the battle starts.

-----------------------------------------------
Boss 1: Brug Mass
-----------------------------------------------
Immediately aim at the Brugs' eye and lock onto it.  It will attack you in
slow motion.  Continue to aim at it and Samus will dodge it automatically.

                          -----MISSILES AUTHORIZED-----

As soon as the cutscene ends run up and Overblast the Brug Mass.  Sense Move
its attack right and fire a missile at its frozen arm once you can lock on.
Overblast it again and Sense Move left this time, and fire a missile at its
other arm.  Overblast it a third time and run back to avoid its attack. You
should try to back up to get a clear shot because as soon as you use a missile
on its body, the Emepror Brug will fall out of the mass. Shoot it with your
beam or use a single missile to put it out of its misery.  Missiles can also
be used instead of the Overblast but they do not seem to be as reliable as they
might miss if you don't shoot right on time, and Overblasts are about as fast
as using missiles.

                      -----MORPH BALL BOMBS AUTHORIZED-----

Now you have to backtrack to return the power to the Main Sector.  Go through
the hall and pass the Navigation Booth.  Jump off the ledge where the handrail
is missing, go back to the bridge and pass it.  This next room will have Skrees
and Zoomers in it, and there is red lighting.  Look for a cage laying on the
floor and enter it with the Morph Ball.  Roll up to the top, lay a bomb and
run into an unavoidable Energy Tank.  You are at 1%.
Roll forward into the next room after laying another bomb.
Interact with the Terminal, and promptly destroy the two hives with three
missiles each.  You can clear out the Reos first, but they are usually too
slow to hit you.  Interact with the Terminal again to restore the power.

Head back to bridge you crossed eariler.  You will fall down and see
some Sidehoppers.  Ignore them and go to the other side of the room and look up
at the ceiling. Shoot it with a missile and kick climb up to the top.

Use the elevator in the room ahead and then get back to Adam, saving to unlock
the Navigation Booth.  Go through the hatch that Adam mentions and follow the
path, taking two elevators along the way.  Once you get out at the bottom of
the second elevator, exit with the left door.

This next room has a few Bulls and five Sidehoppers that drop from the ceiling.
Use the beam on the Bulls and Overblasts on the Sidehoppers.  Be careful when
they drop from the ceiling.  Proceed forward to enter the Main Elevator and go
to the green elevator for Sector 1.  Concentrate to replenish any missiles you
may have used.

---------------------------------------
Part 2: Biosphere HARD           [LP02]
---------------------------------------
Go right and use the Navigation Booth.  Ignore all the enemies in the next
room, just run to the end and fire a missile at the vines the cover the door.

Once you enter this next room, be prepared to Sense Move right to avoid the
Ghalmanian.  As soon as you dodge it, use the Search View, and try to lock on
to one.  Fire a missile when you get the lockon, the Lethal Strike it as fast
as you can.  If the other fires a projectile, Sense Move towards it.
Missile the other and lethal strike it and leave the room.

Ignore the Reo hive in the next room.  Go left and start going up the
spiralling platform to reach the top of the room.  If you roll, you won't have
to jump when Grippers snap at you.  Near the top, take the new path and don't
stop to shoot all of the enemies.  Fire a missile at the door and enter it
quickly.  Use the Navigation Booth.  The next hallway has many Wavers in it,
but you can run past them.  Jump over the Grippers up ahead so they won't catch
you.  Roll down the and jump over the third obstacle.  Shoot at the enemies
while running forward but don't stop for them.

Fire a missile at the Griptian as it rolls toward you and Lethal Strike it.
Kill the other two the same way up ahead.  If it gets too close, Sense Move
and then shoot.  You can also use a charge shot followed by an Overblast and
Lethal Strike.  Jump up the hill to the right and enter the hallway.

Near the end of the hallway, you can see a square opening on the wall
lit up in Normal View.  Jump toward it, grab the ledge and roll up into it.
Pick up the unavoidable Missile Tank and roll down the tunnel.  You are now at
2% Item Collection.  Go to the bottom of this new room and take the path to the
right until you find the door to the Breeding Room.  Walk further in for a
cutscene, then go back upstairs, or wall jump on the right wall to get on them
fast.  Fire a missile at the Zoomer in the test-tube, and use the Morph Ball to
take the new tunnel you just found.

Go back outside where you fought the Griptians and walk towards the screen.
Once the cutscene puts you in Search View, point at the nearby bush that is
rustling around.  Afterward, head toward the unlocked door for a cutscene.

Shoot at the Reos that get in your way, but ignore the hives.  In the middle of
the path there is a tunnel on the left side of the wall.  You may see colorful
insects crawling out of it. Enter it and use the Terminal at the top.  Drop
down and enter the door that appears.  Eliminate any Zoomers in your way and
Charge Shot the lock above the door with Search View.  The View Trick can get
this switch fast.

Ignore the Reos ahead and shoot missiles at the hive behind the waterfall.
Morph Ball into the tunnel behind that waterfall, and go down the tunnel.
Slow down near the end of it so you won't bump into the wall.  Run to the
other side of the room to activate the camofluaged Terminal which wakes up the
Dragotix.  Ignore the Reos, Sidehoppers and Dragotix.  Kick climb up the shaft
starting with the right side to land on the left in front of the door.

Ignore the Zoomers in the room ahead, and ignore the Wavers in the next room.
Just jump over the thorns and get into the Navigation Booth.

Save and Save and break the door to your left, and enter it with the Morph
Ball.  Run down the hall.  There are large enemies outside that you will fight
later.

Ahead you will fight some Bulls and then Zoomers but once you get to this next
elevator shaft, you must be careful.  You must shoot the Zoomer on the door to
make it open.

                         *WARNING: IMMINENT DEATH AHEAD*

Climb up and hang on the walls, and shoot the Zoomers twice in Normal View.  If
you want to jump up the same side of the shaft, hold the direction you want to
face, press 2 and hold it down to jump as high as you can.  To drop down, tap
2.  Hold the D-pad toward the wall to grab the ledge.  Hold the D-pad in the
opposite direction and press 2 to jump across.  Once you get to the top, go
into Search View and get ready to fire a missile at the machinery blocking the
elevator.  Before you do, look at the other wall and notice the small alcove
where you can stand.  Do not attempt this until you understand what you are
doing.  You must fire a missile at the target, jump down to the alcove on the
other side, then fire a missile up at the other target above before the
Ghalmanian grabs you.  Practice jumping over to the safe spot so you won't
mess up when you do it.  Now that you understand what to do, do it.

After that narrow escape, jump to the top of the shaft, and jump across to the</pre><pre id="faqspan-4">
left.  Use the door, but be sure to shoot the Zoomers crawling on it.

Proceed forward.  Drop a bomb on the yellow grating in the back right of this
next room, the Morph Ball into it.  Bomb the blocks to proceed, and watch out
for the Zoomer.  Roll forward, drop down into the next tunnel and into a new
room.  Ignore the Wavers in the Scrap Block and take the door upstairs

                         *WARNING: IMMINENT DEATH AHEAD*

In the next room be prepared to Sense Move forward.  Fune will attack you and
disappear.  First use a missile to destroy the vines, and enter the tunnel.
Walk around the Grippers, then get ready to Sense Move.  Kill the other
Grippers.  If one goes underground, keep your eyes on the ground.  If dirt
starts to come out of the ground, move away.  If they bite you, use a Morph
Ball bomb to stop it.  Fire a missile at the two walls that obstruct your
path and a bomb at the scraps in front of the pipe.

Right before you walk up to the locked door, you will notice Ghalmanians in
the room.  Kill both of them the way you did before then go forward to the
Navigation Booth.

The next room is annoying if you cannot dodge the FG-1000 attacks.  They
are invulnerable until they start to charge up their beam attack.  When you
see this fire a charge shot and a missile in quick succession.  After you
destroy all three, pick up the dropped item.  You can walk toward it even while
the camera is pointed at it.

                        -----DIFFUSION BEAM ACQUIRED-----

Clear out the Reos with charge shots then destroy the hives with missiles.
Use the Terminal to unlock a door from an earlier Navigation Booth.  You might
need to save before this next boss.

--------------------------------------
Boss 2: Fune and Namihe
--------------------------------------
As soon as the cutscene starts, point the wiimote at the screen so you will be
in Search View when the battle starts.  Fire a missile at it immediately,
charge shot it, then run up to its face to Lethal Strike it.  Look around for
the other one to do the same thing.  If you don't notice it, try to Sense Move
while in Search View.  If you don't know how to do this, refer to Special
Actions of the Powerups section.  At any rate, killing the other one should be
almost as easy, it just requires two missiles instead of one.

After the boss, go to the new Morph Ball slot and drop a bomb in it for the
ride of your life.  After the ride, go under the waterfall and all the way up
this room.  Keep going forward until you reach the Navigation Booth with the
unlocked door.  Go inside and run forward shooting at the enemies.  Spring
jump up to the wall in the back to bomb the wall to open the passage.  If you
don't know where this is, use the Morph Ball to enter a cage on the left at
the entrance of the room.  Bomb the obstruction and spring jump across.
Activate the Terminal, and notice the area in the back of the room that is not
camoflauged.  Bomb it and enter it.  Use charge shots to destroy the webs and
Grippers ahead, but destroy the fourth web with a missile and immediately
missile the Griptian behind it and finish it with a Lethal Strike.

Enter the Biological Experiment Floor and climb up the spiralling platforms and
use missiles on the Whipvines coming out of the wall.  Be aware of the mini
Grippers that can walk.  Jump into the hole at the summit.

Once in Search View, look to right and notice the caterpillars called Zeros
in the corner of the room.  Suddenly there is another boss to deal with.

--------------------------------------
Boss 3: King Kihunter
--------------------------------------
As soon as the fight starts, dodge the Kihunter that attempts to grab you,
but don't let it bug you if it you take a little damage.  Sense Move and
charge shot as much as you can to eliminate the Kihunters.  Jump up to
Overblast them, which lets you rip their wings off.  You can Lethal Strike
wingless Kihunters to throw them, killing all of the Kihunters they hit.  Once
you kill enough, five Whipvines appear.  Shoot as many as you can with your
missiles. Sense Move when necessary.  Once they go away, repeat until they
reappear.  You can do this in as little as two rounds.  After the Whipvines are
gone, the hive falls over exposing the King Kihunter.  Kill about a dozen
Kihunters and then you will get a clear shot.  If new Kihunters appear after
you've already shot the King with four or five missiles, ignore the other
Kihunters and keep shooting the King.  It dies and you leave the room.

Take the door at the top of the ramp into the Navigation Booth and save.
Go down the hall and take the path to the right.  Jump over the first box and
Morph Ball under the second.

Go into the water an watch out for the Skulteras.  Go to the far right and
shoot the switch to activate some machinery.  Get out of the water and grab
onto the machine and stay in Search View to destroy the Whipvines when you get
closer to them.

In the next room, jump on the platforms floating on the water and kill the
Bulls.  Shoot the switch and continue right.  Shoot the switch under the
floating platform.  Get out of the water and get on top of that same platform
to shoot another switch on the wall.  While the water moves the platform down,
jump to the right and kick climb up to the top.  Enter the door.

In the next room, go to the far left corner of the room and hop on the
platforms on a nearby tree.  Use the Morph Ball to enter the tunnel.  Keep
going down this path, bombing Zoomers and platforming until you reach a
Terminal.  After you activate it you have to fight one of those giant enemies
from earlier.  You can utilize IBJ to skip sections of this room.
Just jump up to the first platform ahead and on to the right side of the tree,
and bomb jump over right to grab on to the ledge and get to the terminal in
less than thirty seconds.  This takes lots of practice to land consistently,
and the Jump Extend can help make this easier.

--------------------------------------
Boss 4: Groganch
--------------------------------------
Get some reasonable distance from the Groganch, run around it until you can
get a clear shot.  Shoot a single missile at its yellow orb then repeat.
If it flips its body around, jump up some platforms and shoot it from there.
Sense Move its noxious bombs or shoot them with your beam in Search View.
After a minute or two the enemy should die.  If you want to fight it close,
Sense Move when it tries to rush at you or when it fires multiple bombs at you.
If it spreads its legs out, back up before it slams its body down.  You can
overblast it if the weakspot is on top of it, but it's a weird hitbox and not
reliable.  Simply firing missiles from afar is much easier.  This is
technically a miniboss since there are two others that you will encounter.

Kick climb up the left side of the shaft, enter the Navigation Booth
and save to unlock the door.  Ignore the Kihunters in the hallway and go into
the next room.  Climb to the top of the shaft and shoot the switch.
Enter and activate the Morph Ball switch, then exit the room.  Ignore the
Kihunters.  The next room has three Griptians.  Kill them to unlock the door
to the right.

o down the hallway, and avoid the Whipvines in the hallway after it.
In the next room, ignore the Groganch.  Go up to the left side of the cliff
to find a machine you can hang on to.  Ride it and kill any Reos that try to
knock you off with a charge shot.  When the ride stops, jump across and enter
the tube.  Bomb the Zoomers to continue, but avoid the Energy Tank below.
Roll to the end and Spring jump out.  After you exit, interact with the
Terminal to unlock the door below.  Save at the Navigation Booth.

Climb up the stairs and enter the door at the top to the Biosphere Test Area.
Enter the Exam Center and use the elevator.  Continue forward and then save at
the Navigation Booth, again.  In the next room, bomb the wall on the far right
near the locked door.  Enter the tunnel and interact with the Terminal to
unlock the door.  Use that door and go that direction for a cutscene.

Follow Anthony up the stairs and save again.  Proceed ahead slowly until you
are locked in a room full of doors.  Open the one in the middle.  In Search
View, point at the Zebesian's chest.

Go back up the stairs and go straight.  You will pass Anthony and K.G.
Continue ahead into a room similar to the earlier one.  Walk into any door,
then use Search View to look up at the ceiling; point at one of the Zebesians.

Overblast chaining is pretty easy to do at the beginning of this fight, but
doesn't always work out.  The fastest trick is to use Overblast into the
Aerial Missile, or a missile and an Overblast.  Once there are a few left,
they usually hide in the corner.  This fight should not take longer than a
minute, at least fifty seconds.  Finish them off and head back to the control
room where Maurice was working, but Concentrate if your missiles are low.
When the cutscene triggers, get ready to point your wiimote at the screen.

--------------------------------------
Boss 5: Mystery Creature
--------------------------------------
Once the Mystery Creature pins you down, you have to shoot a missile at its
tail before it hits you.  You can Sense Move even though you are pinned down.
If you miss a shot, the Mystery Creature may rear its head back and try to bite
your throat.  Sense Move to avoid this.  Try and Sense Move after every missile
you shoot just in case you miss.  If you don't have missiles, Charge shots
will have to do since you cannot concentrate.
At first, the tail will either be on the left or right.  It will move to the
opposite side after shooting it once.  After you land two missiles, the next
time it brings up its tail, it will switch sides once as soon as it brings it
up.  The few times it will move back and forth quickly and you have to watch
closely for it to stop moving so you can shoot it.  After you have landed eight
missiles or it gets low on life, Anthony saves you with his plasma gun.

In Search View, turn around and look in the grass for a patch of green blood.
The cutscene afterward is not for the faint of heart.

Head left, enter the door and jump down the shaft.  Follow the monster
into Sector 3.
---------------------------------------
Part 3: Pyrosphere HARD          [LP03]
---------------------------------------
                        *WARNING: IMMINENT DEATH AHEAD*
Roll straight down this hallway.  Further along in this hallway, a large
monster named Vorash will attack you.  Sense Move to avoid instant death.
Nonetheless, Vorash will destroy the path behind you.  Samus will fly out her
Morph Ball automatically when you dodge this.

Run right and ignore all the enemies.  Save at the Navigation Booth.
Leave the room and take the lower path into the heated room.  Your energy will
slowly deplete so keeping running.  It takes roughly 70 energy to get through
this room, so be prepared to Concentrate if you are on Hard Mode, as the room
after can possibly be your end.

Vorash will jump over you and start to attack you.  Sense Move forward.  To
avoid falling in the lava, run to the very edge of each platform.  When the
invisible wall at the end stops you, jump as high as you can by holding the
Jump button to the next platform.  Keep running and eventually you will be
safe.

              *THIS IS THE ROOM THAT ACTIVATES THE RED DOOR GLITCH*
       *DO NOT RE-ENTER THIS ROOM OR YOU WILL BE FORCED TO RESTART LATER*

Zebesians will appear in the next room.  Kill as many as you can until
the Mellas appear.  Watch out for the fireballs.

                          -----ICE BEAM AUTHORIZED-----

Use the Ice Beam to destroy the fiery Fly Pod. The next room is filled with
Sovas, freeze them and go forward.  You cannot roll over one section with the
Morph Ball so run for a while and stay towards the screen to avoid the fire and
Sovas.

Four Dessgeegas hide in the sand in this area.  Overblast and Aerial
Missile or fire three missiles from afar.  Kill the four enemies to unlock the
door.  Keep close to the screen to avoid the Sovas and Kick climb up the first
shaft.  At the second shaft, fall down to the second ledge, hang on to the left
side and shoot the switch.  Kill the Sovas before you jump across to decrease
your risk of getting knocked off.  Enter the space to find a Navigation Booth
ahead.  Save there.

Enter another heated room where Magdollites will attack you.  Jump as
high as possible at the end of each platform, ignoring the first two.  It may
appear you cannot jump over them but you can!  Roll down the hill and charge
shot the third Magdollite.  If you try to dodge it, you will almost certainly
be hit by the fourth's fireball. Pay attention to the direction the fireball is
going, it may go upward if you were jumping when it fired.  If so, stay still.
Leave fast since the room is heated. Get through the passage fast and beware of
the Sovas and Mellas, then go into the Floor Observation Room.  Get ready to
Sense Move.

Dodge the Asborean, then ready a charge shot.  Be careful when it stands
upright, as it may quickly begin to skate instead of its slower attack.  When
you see this get ready to Sense Move, but shoot if it pauses.  Fire at it when
it drops miniature Asboreans while standing or when it sticks its head out
after sliding around, but be close to make sure it connects.  To avoid getting
hit as it slides around, try to follow behind it and jump whenever it changes
course.  Make sure a charge shot is ready when it stops skating as well,
because you do not have much time before it rushes in quickly to grab you.

If you ever see the red weak spot on its chest, such as when it tries to grab
you or cut you with its claws, charge shot it.  If you stun the Asborean, it
will collaspe on the ground and its head will start to roll out, an
opportunity to Lethal Strike it.  This animation looks different from when it
stops sliding around.  Once you rip out the body, shoot it two beams shots or
a charge shot.


Afterward, exit left.  Roll through the heated room and avoid the Sovas the
volcano fires out onto lit areas.  Save at the Navigation Booth.

Overblast makes short work out of the Zebesians here.  This is a good
place to attempt and Overblast chain.  Use the Terminal.  Morph Ball to the
left to fall down the pit.

                       *WARNING: IMMINENT DEATH AHEAD*

In the Crater Interior, go to the right. Lava will start to fill up the
crater.  DO NOT LET GET STUCK IN THE RISING LAVA OR YOU WILL DIE.  Run right
and avoid the Sovas, platforming when necessary.  Do not use charge shots, they
slow you down.  You can run through the the lava that is in your way if you
have Energy to spare as it doesn't seem to slow you down.  Your Energy will be
refilled at the end.
Sense Move to dodge Goyagma's attacks.  If you are caught in the air when one
of these QTEs appear, it may waste some time as you cannot do anything.  You
will have to use the Morph Ball near the end.  Hang on to the right wall then
jump over to the tunnel on the left wall.  Kick climb up to the top.

                     -----VARIA FEATURE AUTHORIZED-----

--------------------------------------
Boss 6: Goyagma
--------------------------------------
Goyagma will slide its arms at you.  Jump over them.  The first swing is slow,
but the second one can come slow or fast.  To tell the difference, listen to if
Goyagma crashes its hand down.  If you hear the sound, it will be a slow
attack; if you hear nothing it will be fast.  Sense Move to dodge the lava it
throws.  A couple charge shots will freeze its neck.  Immediately fire a
missile, then repeat the process.  The second missile will destroy its weak
point.  Sense Move to dodge its hands, and keep a charge shot ready.  A fiery
geyser will burst underneath you even if the hand is not near you.  Freeze its
right hand when it gets stuck, then jump on its frozen wrist to Overblast it.
Press 1 as soon as the Charge gauge automatically fills or Goyagma will throw
you off.
To finish this fight very fast, once you freeze its hand a second time, fire a
missile at the hand then Charge shot its forehead three times.

If you do another Overblast, it will appear to start the smashing attack, but
it will slide its other arm toward you and do a followup.  Avoid this fakeout
or its regular attacks a few times then freeze Goyagma's hand, fire a missile
at the frozen hand then its head.  You can also Overblast it, but this takes
longer.

Go all the way down the crater by travelling left.  The Morph Ball can make
this trip much faster.  Avoid the Dessgeegas and enter the door at the bottom.
Get the Sovas out of your way, and continue right, passing the elevator.
Be aware of the Heat Bulls here, then go into the next room with the Zebesians.
Ignore them and kick climb up.  Take the unlocked door.  Kill the Mellas and
do what you can to get past the Dessgeegas.  Save at the Navigation Booth.

Take as step into the next room for a moment (the door won't even need to
close, but I believe the camera angle must pivot) and runback into the
Navigation Booth, where Adam will tell you to go to Sector 2.  Go back to the
elevator room to get to the Main Sector to take the elevator to Sector 2.
There will be an Asborean where the Zebesians were, but clear out the Sovas
first.  Take it out just like before then leave the Pyrosphere.  Concentrate
to replenish any missiles you may have used.
---------------------------------------
Part 4: Cryosphere HARD          [LP04]
---------------------------------------
Go right and continue to the Navigation Booth to save there.  Avoid the
Snomers ahead; you can roll straight only standing up to walk over the
obstacles.  Avoid the Fly Pod and cross the platforms ahead.  You will
encounter four Volfons.  You do not have to fight these, but freeze them and
fire a missile to destroy them.

In the room ahead, you can reach the nearby door by utilizing the Charge Shot
Boost, Jump Extend, or IBJ to cross the gap in the water.  If you fall into the
water, notice that there are platforms underwater like the ones above.  If
you stand on the corner of the far right one, you can shoot the switch and not
have to climb up the ladder in the center of the room.  Avoid the Joulions that
try to zap you.  The large enemy in the center, the Fumbleye, does not attack
you this time.  Run down the hall avoiding the Snomers and Joulions.

In the next room you will fall down and encounter the Gigafraug.  Fire a
missile then do two overblasts and a charge shot so you can use Lethal Strike.
A number of attacks will not work until you fracture its plating with a
missile.  If you try the Overblast when it is facing a wall, sometimes you will
fall.  If you jump on the platforms to the right the Gigafraug cannot reach you
but it is difficult to do damage.  Sense Move its fast stomping attack.  Use a
missile to shatter the ice blocking the Navigation Booth if the Gigafraug did
not already smash it, then save.

As you enter the room ahead, jump into the tunnel on the left wall.
Roll past the vent when it isn't blowing.  Roll to the back to enter a new
room.  Up ahead you will fight a Kyratian, a potentially frustrating enemy.
Sense Move to avoid its first attack, then immediately fire a missile at it.
Overblast it after it gets up, then fire a missile at it once it charges up
its armor.  The missiles might deflect if its still charging.  After that,
shoot it some more then go for the Lethal Strike.  The faster way to kill a
Kyratian is to charge shot it at point-blank and immediately Lethal Strike it,
but know that they get up very fast and can be unreliable since you have to
shoot before it does a move.  Enter the door.

Ignore the Volfons in the next room and run ahead.  You will encounter a
Gigafraug.  Fire a missile at the wall of ice, then climb up the crack and
bomb it.  A faster way to do this is to crack the wall with the missile and let
the enemy smash it for you.

Ignore the Snomers then Morph Ball jump to the right.  Kick climb to the
top, then drop down, but stay to left side of the wall so the Dessgeegas can't
reach you.  Use missiles to kill both of them.  Enter the unlocked door.

Fire missiles at the stalactites that the Kyratian doesn't shoot.
Don't bother shooting the Kyratian because it will deflect your attacks.
When it tries to run away, if you get close and shoot it as it jumps, it will
fall into the water and explode.  If you can't do this, just charge shot and
Lethal Strike when you get to the other side.  Repeat the process for the
other one, but keep in mind you can Jump Extend or Charge Shot Boost to reach
the platform without knocking down the last stalactite.  Overblasting this
Kyratian is too difficult.  Save in the Navigation Booth.

Avoid the Snomers and Himellas in the next room, and discover a mysterious
Gigafraug corpse.  Go right and enter the door in the back.  Kill the Snomers
and kill the Gigafraug.  Sense Move to avoid the Himellas' icicles.  Get close
to the fan on the left to destroy the Fly Pod behind it, and freeze the other
fan.  Destroy all the ice on the left wall with missiles, including the frozen
machinery at the beginning of the room.  Take a ride on it to reach the
Terminal at the end, where you can unlock the next room.

Jump down and head up the cliff.  When you run into the ice pillar, use a
missile and normal bomb to clear a path.  Avoid the Snomers and Joulions.
Once in the Water Tank, fire a missile at the cracked wall on the left side of
the tank, then bomb it.  Keep in mind there are Skulteras in the room.  You
will be sucked into the previous room.  Go left and climb out of the water,
then jump back over to the Water Tank.

Use the Morph Ball on the floor to avoid the Kyratians' grabs.  Jump
to the other side and exit through the door.

Notice the patches of ice on the floor.  Walk down the hall and step on the
third patch and go back to the first.  Adam will contact you.

                        -----SPEED BOOSTER AUTHORIZED-----
                        -----SHINESPARK AUTHORIZED-----

Keep running forward until you get into the clearing in the next room, then
Try to Shinespark right, though you hit a wall.  Go to the room on the right
where you saw the sleeping Fumbleye.  Attempt to jump across the gap again even
if you missed the first time.  You can also run around the catwalk to the door,
if you want to play less risky.  The awakened Fumbleye generally can't hit you
if you keep moving.

Speed Boost down the hall and Shinespark across the chasm in the next
room.  Save at the Navigation Booth on the left.

If you run to the right wall on the Generator Room ahead, hold down to
get into the coner.  Jump to maximum height, wall jump and quickly press 1,
Right, 2.  This will turn you to grab the ledge to skip some time consuming
platforms.  An alternative to this is to Speed Boost from the back of the
previous room.  The stairs would normally break your booster, but if you fire
a beam over it, you keep charging and can shinespark up to skip this.

The other way is to knock the Snomers off the wall.  Climb onto the lowest
rotating ledge, and use Search View to shoot the switch. There are two ways to
get to the top.  The easy way is to kick climb once, hang on to the ledge while
it spins back around, then jump across when Samus looks at the wall.  The hard
way is to kick climb to the top all at once, but there is a risk of falling.
Get to the platform, avoid the Fumbleye, and jump onto the closest ledge.
Get to the top one, and jump toward the platform on the left.  Run back to the
door on the right.

Use missiles to destroy the ice in the hall, then go back so you can Speed
Boost into the next room.  Shinespark across the pit launching from the edge
of the runway, and the Kyratian that appears should not be able to grab you.
As soon as you defeat it, use the Morph Ball to avoid the next one's grab.
This is does not work every time, but Sense Move is not that reliable for
avoiding this attack either.  Avoid the Himellas in the next room, then save at
the Navigation Booth.

The Experiment Floor has the third and final Groganch.  Kill it and climb up
the new path.  After the cutscene point between the two windows.  Use the
nearby door.  Walk to the end of the Materials Storehouse to encounter a boss.

--------------------------------------
Boss 7: RB176 Ferrocrusher
--------------------------------------
The laser it shoots does not hurt you, but the ground that it shoots will
explode. Dodge vertical attacks by with Sense Moving left or right; dodge
horizontal attacks by with Sense Moving up or down.  Charge shot the arms
until they freeze, the use missiles to destroy them.  Sense Move to avoid its
melee attacks.  Once its arms are gone, the Ferrocrusher will charge at you
more often.  Charge shot its back.  If you are close to it when it has no arms,
Sense Move becomes spammable.  Abuse this to get in more charge shots, but
don't get run over.  Once it freezes to the ground, jump up on its back to
Overblast, which ends to battle.

Kick climb up the shaft and take the elevator in the next room.  Save
at the Navigation Booth.  Take the door to the left.

Ignore the Volfons, then run straight down the path to build the Speed Booster.
Shinespark straight up and use the Morph Ball slot at the top.

Avoid the Snomers or bomb them.  Avoid the electrified floors and watch out for
holes.  Find the tubes that lead you to the next section.  The next section is
not electrified.  At the end you will see an Energy Tank and you must pick it
up for the door to unlock.  You have 3% Item Collection, the bare minimum.
The switch in front of you cannot be shot unless you have the Wave Beam.  Exit
the room.  At the edge of the hill, use Search View to see where you should go
to avoid the ice, or just roll down slightly on the left as a Morph Ball.  Once
you hit the ground, Speed Boost and shinespark right.

When you enter the next room you will be trapped.  Dodge the Zebesians' lasers.

                        -----WAVE BEAM AUTHORIZED-----

Charge shot the Zebesians and head back to the switch you saw earlier.  The
first Morph Ball section is not electrified, but the second one is.  Be patient
and you will figure out the simple patterns.  Don't wait too long, as the
electricity isn't too much to be worried about, just keep in mind it will knock
you back making it harder to roll around.  Shoot the switch at the end.

                       *WARNING: IMMINENT DEATH AHEAD*

When you go down the hill this time, an avalanche will be right behind you.
Utilized the Morph Ball to go as fast as possible.  First, roll down the middle
of the hill.  Once you pass the first small pillar, roll down on the left.
When you hit the ground, leave Morph Ball mode and run until you Shinespark out
of the room.

Go up the stairs and enter the door.  A single Wave Beam shot will make a
Joulion explode.  The fastest way to get up these platforms here is to not
freeze or thaw any platforms, but to make good jumps and Charge shot boosts.
Remember that your maximum jump height can reach to platforms above you, so you
can jump over some.  There are three tricky jumps here.  First is the platform
over the first frozen one.  It collapses when you land on it, so after using a
Charge shot boost to land on it, immediately jump up to the next one.  The
second platform is above the next frozen one you see.  Simply Charge shot boost
to it.  The third is the final one.  Jump up to it and jump off as soon as you
land, Charge shot boosting the bring you safely to the top of the room.  The
timing is not that difficult to get a hang of.

If you opt not to do this, fire a missile at the frozen platforms and freeze
the ones that buckle under your weight.  At the top some Kyratians will attack
you.  Roll past them and save at the Navigation Booth.

Use the Terminal to start the Material Transfers Lift.  The Zebesians are more
aggressive than before.  You cannot Overblast them unless they just shot a
laser.  Keep your distance because they will kick you if you get close.
Sense Move to build your charge and fire charge shots at them, otherwise use
normal Wave Beam shots.  After you kill seven Zebesians, a boss appears.


--------------------------------------
Boss 8: Rhedogian
--------------------------------------
Sense Move to dodge the missiles.  Use regular beam shots when it isn't
attacking, because it will dodge charge shots if it isn't attacking.  Always
Sense Move further away from the Rhedogian, and be sure to start charging
before you dodge and release the charge shot immediately afterward.  When its
eye turns red, fire a missile at its eye as fast as you can, then go in for a
Lethal Strike, which destroys its horns if they were frozen.  This Redeyed
attack can be forced by constantly shooting missiles at it.  A few more charge
shots and it will run away.

From the elevator, Speed Boost up to the door and shinespark down the hallway
on the righ, destroying Zoomers in your path.  Use the Morph Ball when you get
into the next room and enter the hole in the pipe on the wall.  Bomb the first
slot.  Exit the pipe and between the empty and full tanks.  In Search View,
shoot the switch through the empty tubes with the Wave Beam.  Enter the tunnel
and roll back to the elevator.  Go to the Main Sector, then back to Sector 3.
Concentrate to replenish any missiles you may have used.

-----------------------------------------
Part 5: The Mystery Creature HARD  [LP05]
-----------------------------------------
The door on the right is locked, so go left and head to the Floor Observation
Room.  After kick climbing up the first part of the Crater Interior, use the
Morph Ball to roll up the hill.  When you get to the large bridge, run along
the left side to build up a Speed Boost, then Shinespark when you get to the
edge to jump over the second lava pit.  Look out for the Asborean, it tries to
grab you as soon as it appears.  After you kill it, use the Terminal, go all
the way back and use the unlocked door.

                       *WARNING: IMMINENT DEATH AHEAD*

The Rhedogian is back, and its about to kill Anthony Higgs!  Go into Search
View immediately and lock on to the Grapple Point above.

                      -----GRAPPLE BEAM AUTHORIZED-----

Press A to use the grapple point, and swing over to save Anthony.  Try to
eliminate the Sovas because they will disrupt the fight.  Otherwise, deal with
the Rhedogian the same way as earlier.  Continue ahead past the save station.

Use the Grapple Point ahead and ignore the Magdollite.  Swing across the second
pit as well and use the door.  In the Blast Furnace Observation, drop down the
shaft and use the Grapple Point to swing over to the tunnel.  Use the Morph
Ball slot, and then bomb all the Grapple Points to drop them into the Blast
Furnace.  Use the Terminal at the end of the tunnel, drop down the shaft, and
use the Grapple Point to swing into the Blast Furnace.
--------------------------------------
Boss 9: Vorash                  [LB09]
--------------------------------------
Use a charge shot when Vorash leaps, and Sense Move to dodge the fireballs.
Always be ready to charge shot it when it reveals the Grapple Point in its
mouth.  After a charge shot, it opens its mouth again.  Use the Grapple Beam.
After you land it, Sense Move Left while charging, release the charge shot,
fire four to five normal shots and then a missile.  If you don't do it in that
order Vorash will flip back into the lava.  You may not have time to do a
second Charge shot in a Low% run, as you have no Accel Charges.  In addition,
the Sense Move is a bit finnicky when utilizing this strategy.  If Vorash peeks
its head out of the lava to shoot fireballs at you, but its mouth isn't open,
shoot its face with a missile then shoot its chest.  Eventually the Grapple
Point it ate earlier will be gone.  Dodge its attacks, and when it rushes
toward you, Sense Move out of the way and charge shot it in the back.  It
should go down quickly.

Use the closest Grapple Point and exit the Furnace.  Kick climb up and use the
door.  Save at the Navigation Booth.  Use the Grapple Point ahead or a Sandfang
will grab you.

The fast way to get through the Environmental Test Floor saves several minutes,
but it may take practice.  First, hug the wall and go left until you get to
the corner and run straight back while lining your path up with the edge of
the darkest patch of the closest Sandfang's pit.  Shinespark as soon as
possible and jump straight up.  Press 2 to spin left toward the platform and
use the terminal.  Now get to the back left corner and charge shot away from it
to push yourself right next to the wall.  Run straight right and shinespark
straight up as soon as you are able.  You don't need to react to the loud noise
that usually lets you know when to use it.  Start charging your beam and fire
it right when you can then instantly start charging again.  Press 2 to spin
left toward the platform your recently revealed.  Charge shot boost yourself
onto the platform just as you reach it.

This is the less technical method: Kill the Dessgeegas in the Environmental
Test Floor, then destroy Sandfangs that interfere.  The Grapple Point in the
Test Floor can be moved by shooting the other side of the crane with missiles.
It moves around like a clock.  Spin it clockwise three times, then use the
Grapple Point to reach the Terminal.  Spin it clockwise two more times then
swing over to the door.

From outside, line face the right half of the door and run forward to charge up
the Speed Booster.  Shoot the Meelas in your way and Shinespark directly up at
from the landing of the stairwell, then spin towards the stairwell to land on
it.  Immediately runn left up the stairs and ignore the Heat Bulls and
Zebesians.  Use the Grapple point at the end.

Drop down into the main Desert Refinery and kick climb between the right wall
and the rotating ledge.  Get to the right side of the room and jump onto the
other rotating ledge.  Shoot the Sovas before you climb higher.  Kick across
to the left catwalk and activate the terminal.  Go back down to the first
rotating ledge and climb up to reach the top floor where there unlocked door
is.

Speed Boost straight through this area shooting anything if you want.
Shinespark straight up at the end, and hold up to land.  Take the Morph Ball
tunnel on the left.  When the tunnel forks, take a left to reach the
Navigation Booth and save.

In the next room, the Rhedogian will ambush you.  Sense Move to the left or
right to dodge.  Deal with it the same way was always.  When it starts
to fly, use Search View to fire a missile at it.  If it shoots missiles first,
Sense Move away and try again.  After you shoot it, it will fly much higher.
Shoot two more missiles at it and the Rhedogian falls down.

Take the elevator down, ignore the Dragotix and use the Grapple Points to
cross.  Drop down the ledge in the next room, ignore the Dessgeegas and use the
closest door.  Go through the shafts and the Navigation Booth.  Avoid the
Magdollites like the last time you were here, and then use the platforms in
the background to reach the Grapple Points.  They will take you to a door on
top of the room.  Ignore all the Magdollites in this room, and save at the
Navigation Booth.

Ahead, point at the empty shell in Search View.  Freeze the robots
making the lasers, or jump over the lasers themselves.  Now that you've
reached the Geothermal Power Plant, take the door at the top.

Once in Search View, point at the door you just came from.  When you go to
fight the monster, stay in Search View and find the eruption port, which is on
the wall slightly right to where you are facing.  Wait for Adam to speak to you
once you aim at it.

                     -----SUPER MISSILES AUTHORIZED-----

Use one on the eruption port to trigger a cutscene and a boss.  The port is
somewhat difficult to see.

                      -----PLASMA BEAM AUTHORIZED-----

--------------------------------------
Boss 10: Ridley                 [LB10]
--------------------------------------
Fighting Ridley with low item collection is dangerous, so pay attention to
Ridley is doing at all times and get ready to avoid every single attack.
This can be extremely frustrating if you don't play your best.  Do not fire
unless you know you won't get hit.

Ridley has several attacks to worry about.  He has a dash attack that grabs
you.  You can Sense Move away but it comes out fast, only prompted by a
particular stance.  When he is low on life he will use this attack a lot.
Counterattack it with a Charge Beam at the end.  He tends to use attack with
claws about four times, but will continue to use it as long as necessary.
Dodge his firebreath and tailwhip by Sense Moving right.  When Ridley flies,
he will use one of two attacks.  First he will shoot a fireball at the floor,
sending a shockwave that you must jump over.  The other attack has Ridley
trying to skewer you with his tail.  Dodge three to five times, and punish with
charge shots.  When Ridley takes enough damage, his hide will darken and is
invulnerable to all weapons but the Super Missile. While dodging Ridley's
attacks, continuously fire your regular Plasma Beam.

When he takes enough damage, the camera will zoom in on Ridley.  If this
happens when Ridley is on the floor, run over and Lethal Strike him; for this
reason, you should avoid damaging Ridley too much in the air unless it will
finish him.  Otherwise, get ready to fire a Super Missile at him as soon as his
hide changes color, or right after his fiery shockwave.  Use the Fast Super
Missile trick if you miss this opportunity to avoid getting hit while charging.
If you land a Super Missile, he loses his armor and you can use the Plasma Beam
some more.  Stay focused and avoid his attacks, and understand you have a small
window of opportunity to use Concentration except maybe while he is flying, so
play smart.  Ridley should be down in no time.

Use the Grapple Point to use Ridley's makeshift exit, then open the Super
Missile door.  Kick climb up and shoot the switch, climbing through the space.
Enter the Morph Ball slot, shoot the Sovas, take the door to the right, then
take the elevator up to the Main Sector.  Concentrate to replenish any missiles
you may have used.
---------------------------------------
Part 6: Sector 0 HARD            [LP06]
---------------------------------------
Take the elevator to Sector 1.  Go right and keep going until you run into two
Mighty Griptians.  If it isn't rolling around, quickly shoot a missile and
Lethal Strike it, or use a Fast Super Missile.  You can't seem to Overblast
these enemies.  Use the Plasma Beam against them if you aren't fast with
missiles.  Follow the Deleter and watch out for the Mighty Griptian that zooms
toward you.

Shoot the Gripper then use the Grapple Point to get to higher ground.
Go left and into the door.  Run straight until the Deleter closes the bridge.
Search View to look at the broken terminal.

                      -----SPACE JUMP AVAILABLE-----
                     -----SCREW ATTACK AVAILABLE-----

Space Jump across and use the Terminal to bring the bridge up, then take the
elevator.  Save at the Navigation Booth.  Continue forward for a cutscene.

Shinespark through the hall with Blue Kihunters to get over the growth on
the ground.  You can also Shinespark when the door opens in the room after the
next Navigation Booth.

Head back to the room you first encountered the Mighty Griptians and
Ghalmanians, and Sense Move left or right to dodge the Rhedogian.  Avoid its
new dash attacks.  If you have plenty of missiles, try to fire a lot land
several Super Missiles.  Fast and Instant Super Missiles make this simple,
but keep in mind that the Rhedogian is ready to dodge the missiles in the same
way that it can dodge beam attacks, so use them to interrupt or punish it.
Beams also work fast; just use regular beams and charge shot after Sense Move.
Use a Super Missile instead of a Missile if it tries its Redeyed attack.
Finally, the Rhedogian dies and you can grab the item it drops!  You can move
towards this while the camera is pointing at it.

                    -----SEEKER MISSILE ACQUIRED-----

Take the elevator to the Main Sector then go to Sector 2.

Ignore the Baristute and continue past the Navigation Booth.
Get to the wall of ice outside from where the Speed Booster and Shinespark
were authorized.  From there, start Speed Boosting down into that hallway and
Shinespark once you are halfway into the lower section of the hall.

Run down the hallway, you may be able to Shinespark left over the Water
Tank, but if you can't get the Speed Boost just Space Jump over.  Pass the
flooded room. Kill the Gigafraug with the Screw Attack in the next room proceed
into the next room.  Ignore the Baristutes ahead and jump up the path to the
left.  Use the Seeker Missiles to unlock the door.

[MT34] Suddenly the gravity is manipulated and you are on the ceiling!
Jump back to the right, the Space Jump to the left and enter the door.
Kick climb down the shaft, then go left side of the room.  Jump to the
platform on the right, then hold up to walk toward the wall.  Space Jump over
to the blue vent on the left and enter it to grab a Missile Tank.

Jump over to the right then Space Jump to the left to another door.  Space Jump
over the Baristutes.  Soon the gravity will pull you down to the floor, but
make you heavier than before.  Rolling is not hampered too much fortunately.
Go down the hall shooting or avoiding the FG-1000s.  Screw Attack the Kyratians
ahead and go right.  You can ignore the Zoomers and Baristutes if you are
quick.
Another one might jump down from above, so be careful.  Use the Grapple Point
to help you kick climb up and ignore the other Baristute if it hasn't jumped
down yet.  To Space Jump to the other side you must press 2 as fast as you can.
Use the Grapple Point to jump to the right, and exit this area.  Save at the
Navigation Booth.  Kick climb on the right side of a wall or use the Grapple
Points to get to the top of the next room. Before you enter the door, a boss
appears.

--------------------------------------
Boss 11: Nightmare
--------------------------------------
Sense Move to dodge the gravity-spheres and to build up your charge, and fire
your regular beam otherwise.  It may fire lasers that spin around the room.
Use the Space Jump to dodge them.  The timing on this while Nightmare is low on
life is more strict, so try to be between the beams when the first fire, then
Spacejump up briefly, land, and get ready to jump over the next one, then run
clockwise if it is sweeping clockwise, and vice versa.

Your beam will freeze the gravity device on Nightmare's tail.  Once the device
has frozen,  fire three Super Missiles at its face. When the camera zooms in,
take an opportunity to Concentrate or go into Search View and fire your Plasma
Beam until you can acquire autoaim in Normal View, when the its tail lights up.
Nightmare will start to crawl on your platform.  Hug the wall and Spacejump
to avoid this, or Spacejump off the platform until you can get back on.  Avoid
falling down to lower levels as this wastes time and gives Nightmare an
advantage for a while.  Utilize the View Trick, Fast and Instant Super Missiles
during this fight to make it much more comfortable.
Freeze the device again and fire more Super Missiles until its mask shatters
and crashes around the room dramatically.

Take the door at the top of the room.  Go down the path and take the elevator
to Sector 0.  Save at the Navigation Booth.  Go straight down the path.  When
forced into Search View, look left.  A cutscene starts.

Run all the way back and disregard the Zebesians.  Once the vacuum of space
appears, run towards it.  Before she is sucked into outerspace, Samus activates
the Gravity Feature.

                    -----GRAVITY FEATURE AVAILABLE-----

Continue to run straight and you will be safe.  Save if you want insurance for
the boss ahead.  When you get back to Sector 2, run straight then Shinespark
left.  Go into the room you fought Nightmare, drop down and try to walk into
the door.  Once again, Nightmare stops you.

--------------------------------------
Boss 12: Nightmare part 2
--------------------------------------
Sense Move only to either left or right exclusively.  If the Gravity Spheres
slowly chase you, you can use it build your charge.  Charge shot like mad.
When Nightmare falls down, get out of the way of its previous projectiles and
get a clear shot in Search View.  Fire Super Missiles to knock it down on the
ground.  If done correctly, Nightmare won't even have a chance to reactivate
its device, and is killed in less than one minute.
If Nightmare can manipulate gravity again, repeat the process.  If this fight
drags on too long, Nightmare will eventually create a Gravity Well. The
Gravity Well will attract your attacks, so either shoot when you are close or
when Nightmare is between you and the Well.  If it explodes by itself, ignore
that point.  If Nightmare puts the Well under it, Space Jump toward Nightmare
and let loose a charge shot at point-blank range.  Eventually Nightmare will
go down.

Go back to the Grapple Point in the Gravity Area, and drop down to next room.
Ignore the Kyratians and get into the hallway.

Speed Boost through the next hallway.  When you start to go right, Speed Boost
and Shinespark straight up at the end of the hall.  Exit this area and take
the door on the right past the Baristutes.

Shinespark into the room with the frozen fans, and exit through the door.

Heading towards the elevator, Speed Boost up the large ramp and Shinespark left
to save some time.  You can also Speed Boost through the end of this room into
the Navigation Booth and Shinespark past the Baristute. Get to the Main Sector
and get to Sector 1.  Concentrate to replenish any missiles you may have used.
----------------------------------------------
Part 7: Bioweapon Research Center HARD  [LP07]
----------------------------------------------
Head back to the Research Center the same way you did when you followed the
Deleter.

Run forward and shoot all of the robots.  In the next room, point at the corpse
to discover the true identity of the Deleter.  Take the door in the back.
Ride the elevator down.

Run forward for another cutscene.  Use the unlocked door, then shoot the
switch. Rinkas start to fire at you in the hallways.  The Plasma Beam can
destroy them, but you still need to use the Seeker Missile twice up ahead and
avoid taking damage from the Rinkas, which take almost 90 damage!  The Fast
Super Missile trick is a must for opening these Seeker Doors as fast as
possible.  Save at the Navigation Booth.

Climb up the stairs and walk forward.  Use Search View and point at the person
inside.  Go inside the area that just opened up for one of the toughest
battles in the entire game.

-----------------------------------------------
Boss 13: Queen Metroid                   [LB13]
-----------------------------------------------
Sense Move to the left or right at the beginning.  First, the Queen will send
a single Metroid at you.  Freeze it with you beam, then fire a super Missile.
After each Metroid you defeat, the Queen will send out even more.  Utilize
Sense Move and the spread effects of the Diffusion Beam to freeze each
Metroid.  Do not try to destroy them if one isn't frozen.  If a Metroid grabs
you, go into Morph Ball mode and drop a bomb.  Use the Seeker Missile to do as
much damage to the Metroids as you can.  Be aware that the Queen can stomp the
ground to break the Metroid out of the ice.
You don't have enough missiles in this mode to kill all Metroids before they
thaw out.  Try to avoid destroying the Metroids when one is not frozen, and try
to kill them when they first come out.  If not done correctly this, can be a
lengthy, frustrating battle.  After the Metroid larvae are gone, the Queen
Metroid grows crystals on her neck and starts to attack you.

The Queen Metroid has two attacks: ramming, and fire breath.  You can dodge
the ramming attack by Sense Moving left or right.  Make sure you aren't in a
corner or you might get hit anyways.  The fire breath attack you can jump
over.  Space Jump can work as a double jump.  Whatever you do, don't get hit
by her fire, it does 200 damage!  A good strategy is to run around her to use
the Seeker Missiles.  However, be wary of the fire breath.  Until you are out
of range, you should Space Jump to one side of her.  At any rate, use the
Plasma Beam and Seeker Missiles to destroy the crystals.  Be careful about
using charge shots while jumping; there is a likelihood that you will fall
right into an attack.  Keep shooting her until the crystals break, which
doesn't take long due to your high firepower.

                      *WARNING: IMMINENT DEATH AHEAD*

After the cutscene, shoot at the Queen Metroid's chest with any weapon.  Point
the wiimote at her mouth and use the Grapple Beam to fly inside her stomach.

                       -----POWER BOMB AVAILABLE-----
No time to get the Power Bomb officially confirmed in your inventory, but you
have it now!  As soon as you see yourself in her stomach, hold down 1 until
your Power Bomb is fully charged, then let it go to destroy the Queen Metroid!

                      *WARNING: IMMINENT DEATH AHEAD*

Follow the woman until you activate a lengthy cutscene.  Have your wiimote
pointed at the screen, and fire at any Desbrachians blocking your view to the
character in front of you with a missile.  Point at the girl in the center
of the room, lock on to her and press A to finish the first section of the
game.

If you were playing on Hard Mode, Congratulations!
That's the end of the game!

For those doing the Normal 3% run, there is still more to do.
-----------------------------------------
Part 8: Return and Finale NORMAL   [LP08]
-----------------------------------------
The game officially announces Samus has Power Bombs available.
Shinespark right at the balcony of the catwalk.
</pre><pre id="faqspan-5">
After passing the Reos, Shinespark into the next room then Speed Boost into
the room you first encountered Reos in.  Shinespark up and Space Jump over to
the top platform and take the door.

Pass the lounge room and kick climb up the elevator shaft.  Shinespark or
Space Jump over the disconnected bridge and use the elevator to get to the top
of the next room, exiting to the left.

Speed Boost into the hallway, and once you get into the next room, go right,
then Power Bomb the wall in the next room the fight a Desbrachian.

Like the Rhedogian, the Desbrachian will dodge all charge shots unless it is
in the middle of an attack frame.  When you let loose a charge shot, be ready
to Sense Move away from a potential counterattack.  Whatever you do, don't
jump when you fight it.  The Desbrachian will immediately knock you out of the
air, dealing tons of damage.  Sense Move to dodge its slashes and grab
attacks, and keep firing charge shots until it gets dizzy.  Immediately run
over to the Desbrachian to Lethal Strike it.  If you aren't fast enough, it
will shield itself and fully recover.  A Power Bomb can interupt the
regeneration.  Super Missiles will also finish them when they are dizzy.

In the Bottle Ship Residential Area, ignore the Kihunters and take the door
in the back.  Ignore the Cyclaws as well.  Go down and take the door to the new
area.  Save at the Navigation Booth.

Take the elevator ahead, and lay a Power Bomb to fight another Desbrachian.
Head toward Nightmare's room and jump down.  Run through the Navigation Booth.
Go through the Gravity Area just like before, but Shinespark past the
Kyratians this time.

Once you are out, get all the way to the Main Elevator.  Once you are in the
Main Sector, head out into the hallway.  Power Bomb the Desbrachian, kill it,
then walk left before you enter the new room.  You will want to Shinespark down
the corner ahead.  Take the elevator in the back. You are transported to a
mysterious hallway in Sector 3.  Run down the hall to throw down the gauntlet.

Round 1: Two Mighty Griptians and a Ghalmanian. Use Power Bomb.
Round 2: Two Mighty Griptians and a Ghalmanian. Use Power Bomb.
Round 3: Two Asboreans. Use Screw Attack.
Round 4: Four Zebesians. Use Screw Attack.
Round 5: Four Kyratians. Use Power Bomb
Round 6: Four Kyratians. Use Screw Attack.
Round 7: Pack of Kihunters.  Use Power Bomb.
Round 8: Four Super Zebesians. Use Screw Attack.
Round 9: Rhedogian.  Use Power Bomb.
Round 10: Rhedogian. Use Super Missiles and Plasma Beam if the Power Bomb
                    does not have enough time to cool down.

After the gauntlet is over, save in the Navigation Booth ahead.  Enter the
Control Bridge, and get reintroduced to one of the hardest bosses from Super
Metroid.

-----------------------------------------------
Boss 14: Phantoon                        [LB14]
-----------------------------------------------
Lock on to Phantoon's eye to bring up its health bar, then start shooting its
eye with you Plasma Beam.  If you're really quick you can fire charge shots
in Search View and shoot ahead before it moves thanks to the slowdown effect.
Phantoon begins by smashing the shield protecting the control room, and then
starts to send Hand-like creatures to attack you.

Use the Screw Attack to kill them.  Dodge his blue fireballs with Sense Move
and use charge shots while you are dodging if you have the opportunity.  If you
aren't careful where you Sense Move and what you do right after, you will get
hit by one.  This is something to worry about if you intend to beat Hard Mode.
Eventually Phantoon will reach its tentacles inside to hit you, and create
large explosive traps on the floor.

Once Phantoon has brought his eye inside the room, fire as many Super Missiles
as you can, then use Plasma Beam from then on.  Your goal is to get a Lethal
Strike opportunity as soon as possible.  When it has about 20% of its life
left, use only standard Plasma Beam shots until its eye drops on the deck.
Run up to it and Lethal Strike it.  For an alternative death, opt out of the
Lethal Strike to continue to shoot it from afar.

Use the Grapple Point and go into the elevator ahead.  When it stops,
drop a Power Bomb, and fall down the shaft.

Run through the hall, and slowly walk into the door to the right for a
cutscene.  Then suddenly...

SELF-DESTRUCT PROTOCOL ACTIVATED.
PLEASE EVACUATE THE FACILITY IMMEDIATELY.

You have 5 minutes to escape!  GET OUT FAST!  Charge up your stungun to fire
when you really need it, and Press A to slide.  You have only 99 energy so
avoid the Zebesians and fires.  Keep in mind Samus' movement physics are
altered drastically in the Zero Suit, especially how fast her jumps descend.
Try to avoid jumping too much, it ultimately slows her down.

Jump down and go into the room on the left.  Use the other door and run down
the hall.  Avoid the fire in the Navigation Booth.  Jump off the catwalk where
the handrail is broken, and run out to the right.  Run across the bridge and
avoid the Zebesian.  Keep running forward and drop down the shaft.  Run down
the stairs to the right.  Use the stungun to open any gates that close, and
slide under any debris.  Drop down the first two catwalks by jumping a little
toward the screen.  Land on the other catwalk and carefully jump across.  If
you fall, slide under the gate to the right and jump back up.  Use the stungun
to open any gates, and slide under any debris.  Ignore the Zebesian and keep
going.  The last gate needs two charge shots to open.  Avoid the fire and
debris in the next two rooms.  In the last Docking Area, run straight to your
ship and escape.

You completed the Low% Run on Normal!
------------------------------------------------------------------------------
Enemies                                                                [EN00]
------------------------------------------------------------------------------

Reo-  A flying, green creature with large, pink eyes.  They come in packs and
     tend to spawn from Fly Pods.  They have a weak grab attack.  Use the
     regular beam until you get the Diffusion beam, which works much better.

Zoomer- A purple mollusk with spikes on its abdomen.  When they aren't
       crawling on the floor or the walls, they are hiding in Morph Ball
       tunnels.  You can ignore almost all of them.

Skree- Also known as the Shriekbat.  They hang on ceilings and dive at you.
      Skrees do not explode in this game; they return back to the ceiling.

Sidehopper- A giant hopping monster.  A single Overblast will kill it.
           Missiles are also effective.

Bull- A floating spherical creature that emits gases.  If you get too close,
     it will explode.

Ghalmanian- A large pink chameleon.  It spit acid at you while camoflauging
           itself.  Use Search View to find it, fire a missile then
           Lethal Strike while it is still visible.

Griptian- A viscious, green armadillo-like creature.  A charge shot or bombs
         will knock it out of its spin-attack.  If it is standing, use
         Overblast then Lethal Strike to kill them.  The fastest way to kill
         Griptians is to missile and lethal strike them, missiles will even
         work while they roll.

Gripper- A plant resembling a Venus Flytrap.  Some of them can dig
         underground and attack from below.  If you notice dirt spraying
         around, move.  Missiles make short work of it, but charge shots are
         okay too.  If it bites you, use a Morph Ball bomb to escape.

Dragotix- A large bipedal creature with a mouth on its back.  Shoot its
         glowing underside with missiles or just easily ignore them.

Waver- Flying creature that can use its wings as a shield.  Avoid its charge
      attack and shoot it when its vulnerable.

FG-1000- A hovering security robot with a tough shield.  Until you get the
        Wave Beam, you can only harm their weakspot when they use their
        charge shot.  They also have a ramming attack.  If only one is
        around, you only have to jump to avoid it.  Two missiles will kill
        these easily in the first encounter, but be ready to Sense Move
        while in Search View since there are two at a time.

Zero- The orange larval form of the Kihunter.  They are immune to many attacks,
     and if aggravated will quickly metamorphose into a Kihunter.  Ignore them
     or hit them with bombs, Plasma Beam, or Screw Attack.

Kihunter- A purple wasp.  They spit acid and try to grab you.  Wingless
         Kihunters will explode when they grab you.  Overblast the flying
         ones by jumping up at them, removing their wings.  Wingless ones
         can be Lethal Striked, throwing them at other enemies to damage
         them all.  Diffusion beam works well against them.  They metamorphose
         from Zeros, the orange caterpillar-like creatures.

Groganch- A giant tree-like beast that fires noxious bombs.  Shoot its glowing
         weakpoint with missiles.  There are only three in the game.  For
         more, see its boss strategy.

Cyborg Zebesian- A space pirate created through cyborg technology.  Dodge
         their laser attacks and use Overblast or charge shots to stop them.
         Aerial Missile after an Overblast will kill them.  Some Zebesians
         appear to be vulnerable to friendly fire of other Zebesians during
         the Overblast animation, killing it instantly.

Mella- Just like Reos, except they shoot fireballs.

Sova- A fiery Zoomer-like creature.  When they raise their abdomen they are
     about to dash at you.

Heat Bull- Like the Bull, but emits flammable gases.  They have a quick dash
          attack that you can sense move away from.  If you freeze their
          pores shut, they will rush at you and explode.

Dessgeega- A cousin of the Sidehopper that likes to stomp around.  Overblast
          them twice at most to stop them.  Charge shots with freeze them to
          the ground to make Overblasting safer.  Their presence is easy to
          determine; the screen will shake and you will hear them stomping
          around.

Asborean- A plated enemy resembling a Horseshoe Crab.  While standing it goes
         for melee attacks and may spawn, just fire a charge shot to deal with
         these.  Be aware that it may abruptly start to slide and run you
         over, spawning along the way.  Avoid it by following and jumping as
         makes sharp turns.  Fire a charge shot at it when it sticks its head
         out, but before it does its fast grab attack.  Lethal Strike when it
         tires and fire at its head twice with a beam.  Screw Attack instantly
         kills the Asborean.

Snomer- A Zoomer from Sector 2.  It has a quick rolling attack.  They have a
       particular hitbox while they burrow out of the snow, allowing you to
       roll and sometimes walk around them as they appear.

Himella- Just like Reos, except they shoot icicles.  Don't ignore them too
        often, they can and will hit you if you don't shoot them.

Volfon- An arctic beast with horns.  Charge shots will freeze it to the
       ground.  In this state, fire a missile at its head.  They travel in
       packs of three.  Sense Move move will dodge all of their attacks.

Joulion- A hovering seahorse that fires electrical attacks.  They will fire
        small projectiles at you after some time.  Shooting it causes it to
        overload and explode, doing splash damage to you if close enough.

Fumbleye- A large, cyclopean polyp with a hooked tail.  It is very easy to
         avoid its projectiles and grab attack as long as you pretend its
         not there.

Gigafraug- A huge, charging bipedal creature.  A single missile will make it
          vulnerable to Overblasts and the beam from all sides.  Up to four
          Overblasts will kill it, but you can also shoot it from behind so
          you can Lethal Strike it.  Gigafraug will try to jump on you, Sense
          Move to avoid its devastating attacks.

Kyratian- A simian creature with cables sticking out its back.  When you are
         too far, it will deflect all shots.  When it charges its armor, use
         a missile to break it.  Use the Morph Ball before it tries to jump
         on you or get out of range, there is only a small window of time to
         Sense Move the grab.  Kyratians can be Lethal Striked right after
         hitting them with a first charge shot, but you have to do it very
         close and run up to them as soon as possible.  It is also possible
         to coax them to jump into water, killing them instantly.  If you time
         it right you can make a stalactite fall on them if they run under it.

Super Zebesian- A red Zebesian with lasers that work not unlike the Wave Beam.
               They are more aggressive and harder to fight.  Be aware of
               their tendency for quick melee kicks, as well as the charged
               beam shots.

Rhedogian- A cyclopean beast resembling the extinct Anomalocaris.  Shoot its
          eye with a missile when it turns red, then Lethal Strike it.
          It is immune to Overblast.  For more, see its boss strategy, which
          has links to each encounter.

Sandfang- A giant, burrowing worm.  If you get too close to its burrow, it will
         lash out and grab you.  It also spits projectiles.  If damaged
         heavily, the Sandfang collapses and writhes helplessly for a moment
         before it slithers back into the sand.

Mighty Griptian- A superior version of the Griptian.  Overblast does not work
                on them.  Instead, fire a missile then Lethal Strike them, or
                kill them in one hit with a Super Missile.

Baristute- A variation of the Sidehopper, and is more powerful than the
          Dessgeega.  It is also known as the X-45G.  Screw Attack will not
          kill these instantly.

Super Kihunter- A blue Kihunter.  They are stronger, but compared to Samus's
               upgrades when she finds them, they are just as easy to kill as
               before.

Rinka- An orange ring of energy fired from turrets in the wall.  They move
      slowly, but do ridiculous amounts of damage.  Shoot them with your beam
      to destroy them or get out of the room fast before they can fire.

Desbrachian- A large mantis with purple eyes.  Four charge shots will make it
            dizzy.  They are extremely aggressive and will instantly hit you
            if you jump or Screw Attack, so stay grounded and use Sense Move.
            You can finish it off with a Lethal Strike or Super Missile.
            Lethal Strike is preferable though.  Besides a particular event,
            they can only be fought by dropping a Power Bomb to wake them up.
            Fighting them with other methods is more tedious, as they tend to
            heal themselves completely if the battle drags on.  You can knock
            them out of this animation with the Power Bomb but you want to
            avoid this scenario in the first place.

Cyclaw- A black Skree that can grab you and explode if it misses its initial
       diving attack.  I don't think there is anyway to counterattack this
       grab.  They are near the Bottle Ship Residential Area.

Rage Hand- A giant, cyclopean hand that can be summoned by Phantoon.  They can
          hit and grab you, and should probably be dealt with quickly using
          the Screw Attack to help the battle from getting too out of control.
------------------------------------------------------------------------------
Bosses                                                                [BS00]
------------------------------------------------------------------------------
Guides on how to beat the bosses will be listed in the Walkthrough.  Use the
search function to locate the section you are looking for.
A couple of the Bosses in the Low% walkthrough have slightly different entries,
so refer to those if you are having more difficulty, although they only offer a
little more insight on what you are capable of and what you should be careful
of.

Brug Mass---------------------------------[BS01]
Fune and Namihe---------------------------[BS02]
King Kihunter-----------------------------[BS03]
Groganch----------------------------------[BS04]
Mystery Creature--------------------------[BS05]
Goyagma-----------------------------------[BS06]
RB176 Ferrocrusher -----------------------[BS07]
Rhedogian------Transport encounter-------[BS08A]
              Anthony encounter---------[BS08B]
              Refinery encounter--------[BS08C]
              Biosphere encounter-------[BS08D]
              Gauntlet encounter--------[Bs08E]
Vorash------------------------------------[BS09]
              Low%-----------------------[LB09]
Ridley------------------------------------[BS10]
              Low%-----------------------[LB10]
Nightmare---------------------------------[BS11]
Nightmare unmasked------------------------[BS12]
Queen Metroid-----------------------------[BS13]
              Low%-----------------------[LB13]
Phantoon----------------------------------[BS14]
              Low%-----------------------[LB14]
------------------------------------------------------------------------------
Sequence Break                                                       [SB00]
------------------------------------------------------------------------------
A sequence break is when one performs an action out of the intended order that
the game was designed around or skips it entirely.  Though the concept has been
around for much longer, the term was coined in 2003 by Steven Banks, who found
that it was possible to acquire both the Gravity Suit and Ice Beam before
fighting Thardus in Metroid Prime.

In Metroid Other M, it appears that the game has many safeguards preventing
sequence breaks.  Numerous players have attempted to find them, and plenty of
tricks and short skips were found along the way, but there were no substantial
sequence breaks that greatly altered the game experience.  From the cap on
Infinite Bomb Jumping, to Vorash eating you before you can cross to the other
side of the bed of lava, to way one must save at Navigation Booths before
proceeding, to the way abilities are primarily authorized at specific moments,
the game gives little opportunity to sequence break.  Although most if not all
see further discoveries in this game to be a lost cause, there could yet be
something to find.

Below are two things of note.
------------------------
The Broken Bridge [SB01]
------------------------
In Sector 2 there is a section where you will run over an icy bridge that will
collapse, and you will get attacked by a Gigafraug.  Normally you are not
supposed to be able to cross this bridge unless you have the Speed Booster.
You can get to the other side by utilizing IBJ and Jump Extend tricks.

From the bottom of the room, climb up the right side and morph into the tunnel.
Once the camera goes horizontal again you will see an ice pillar in the
background.  Align the morphball just to the right of where that pillar is and
start IBJing to the right so that you are going towards the blue dot on the
mini map.  Once you get enough height, make the the last bomb knock you
towards the blue dot and unmorph once you fall past the first ledge.
Instantly start using the Jump Extend and continue doing it until you grab
on to the ledge where the Energy Tank lies.  If you progress further you can
pick up an early Missile Tank and Energy Part, but will be stopped short by a
section that requires the Speed Booster to enter the Experimental Floor.
Credit to Paraxade.
------------------
Seeker Door [SB02]
------------------
Utilizing the Rapid Missile technique detailed in the Tricks section, it is
possible to unlock Seeker Missile doors without using the Seeker Missile.
However, only the triple locked one in the Bioweapon Research Center leading
to Room MW is known to have been opened this way.  It is only theoretically
possible that the other two, one opening the path to Nightmare and Sector 0,
and another in the Bioweapon Research Center, can be opened.  Due to the way
sequences work in Metroid Other M, it is very likely that if one were to
actually open the Seeker Missile hatch in Sector 2 with five locks, that
Nightmare would never attack you, or the sequences in Sector 0 would never take
place, preventing you from finishing the game until you pick up the Seeker
Missile.  In addition, the Bioweapon Research Center might still be locked.
Credit to Prime Hunter.
------------------------------------------------------------------------------
Special Thanks                                                  [ST00]
------------------------------------------------------------------------------
Anonymous users for helping me clarify the guide.
Lotus Petal- Desbrachians can be finished off with Super Missiles.
Everyone at Wikitroid, the Metroid wiki for identifying the names of enemies.
Speed Demos Archives
Paraxade, Prime Hunter, and everyone else at Metroid 2002 for finding
shortcuts, speed tricks, and sequence breaks.
------------------------------------------------------------------------------
History                                                         [HS00]
------------------------------------------------------------------------------

v0.1 Sep.05.2010
Begin writing the guide.  Lay out the contents.

v0.2 Sep.05.2010
Finish Parts 1-2.
Add new enemy descriptions.

v0.5 Sep.06.2010
Finish Parts 3-7.
Add new enemy descriptions.

v0.9 Sep.07.2010
Finish Parts 8-12.  Complete the Walkthrough.
Add new enemy descriptions.
Some enemies are left without official names.
The Controls section is incomplete.
Still need to check for errors and formatting standards.
Planning to add ASCIII art.

v0.95 Sep.07.2010
Add ASCII art.
Tentatively finish Enemies section.
Finish Controls section.
Start formatting.

v1.0 Sep.07.2010
Finish formatting.

v1.1 Sep.08.2010
Add Item Checklist.
Update enemy names.
Edit some text in Controls.

v1.2 Sep.13.2010
Clarify a part of the guide.
Begin the In-Depth Item Checklist.
Rename "Item Checklist" to "Brief Item Checklist."
Corrected a spelling error.
Celebrate Super Mario Bros' 25th anniversary.

v1.21 Sep.14.2010
Get tip on an alternate way to finish Desbrachians.
Add Special Thanks section.

v1.3 Oct.3.2010
Work on In-Depth Item Checklist.
Consider Revising the order of Part 11.
Mention one item earlier in the Walkthrough.

v2.0 Jul.17.2012
Added Other under Powerups.
Began work on Low% Walkthrough.
Rewrote and reorganized numerous sections.
Enemies and Boss sections moved to bottom of document.

v2.1 Nov.28.2012
Updated Walkthrough.
Reorganized Item Checklists.

v2.2 Dec.3.2012
Finished updating Walkthrough.
Finished Reorganizing Item Checklists.
Finished Low% Walkthrough.
Updated Sequence Break section.
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