_| _| _|_|_|_|_| _|_|_|_|_| _|_|_|_| _|_|_| _| _|_|_|_| _|_| _|_| _| _| _| _| _| _| _| _| _| _|_|_|_|_|_| _| _| _| _| _| _| _| _| _| _| _|_| _| _|_|_| _| _|_|_|_| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _|_|_|_|_| _| _| _| _|_|_| _| _|_|_|_| ## _ ## _ / ## \ ¯|¯|¯| ¯| ¯| ¯|¯|¯| ¯| ¯|¯| ¯| ¯| / ## ## \ ¯| ¯| ¯| ¯| ¯| ¯| ¯| ¯|¯| ¯| ( ## ## ## ) ¯|¯| ¯| ¯| ¯| ¯| ¯| ¯| ¯| ¯| ¯| \ ## ## / ¯| ¯| ¯| ¯| ¯| ¯| ¯| ¯| ¯|¯| \_ ## _/ ¯| ¯|¯| ¯|¯|¯| ¯| ¯|¯| ¯| ¯| ## ## /--------------------------------------------------------------------------\ Metroid Fusion Complete FAQ/Walkthrough for Nintendo GameBoy Advance Version 1.00 (Last updated 11/24/03) Copyright (c) 2003 Falcon Zero <falconzero114@gmail.com> \--------------------------------------------------------------------------/ -=> T a b l e o f C o n t e n t s <=- /==========================================================================\ | - - 1.0) Introduction - - - - - | | 1.1) Updates - - - - | | 1.2) The Story So Far... - - - | | 1.3) Take Control - - | | - - 2.0) Obstacles - - | | 2.1) Doors - - | | 2.2) Other Obstacles - - | | - - 3.0) Power-up Locations - - | | 3.1) Samus' Upgrades - - | | 3.2) Missile Locations - - | | 3.3) Energy Tank Locations - - | | 3.4) Power Bomb Locations - - | | - - 4.0) Bosses Guide - - | | - - 5.0) Walkthrough - - | | 5.1) Biologic Research Station - - | | 5.2) The Hunt is On - - | | 5.3) SR388 Replica - - | | 5.4) Tropical Jungle Maze - - | | 5.5) Water Dragons - - | | 5.6) It's Getting Warmer - - | | 5.7) Don't be Afraid of the Dark - - | | 5.8) Dive into the Freezer - - | | 5.9) Race Against Time - - | | 5.10) Back to the Freezer - - | | 5.11) Tangled Twists - - | | 5.12) The Nightmare - - | | 5.13) Deep Sea Diving - - | | 5.14) Restricted Secrets - - | | 5.15) More Surprises - - | | 5.16) Final Run - - | | 5.17) Final Showdown - - | | 5.18) Finale - - - | | - - 6.0) Secrets & Tips - - - - | | - - 7.0) Contacting the Author - - - - - | | - - 8.0) Credits - - - - - - | | - - 9.0) Legal Info - - - - - - - | \==========================================================================/ =====================================\ -(1.0 INTRODUCTION)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ Bringing bounty hunter Samus Aran's adventures back to the portable gaming world while maintaining gorgeous 32-bit graphics, Metroid Fusion is the first Metroid game to appear on the Game Boy Advance. Retaining the classic side-scrolling action and adventure made popular in the SNES game Super Metroid, MF continues the story right after Samus' second victory over Mother Brain and the destruction of Zebes. You'll find all the classic items such as the Wave Beam and Gravity Suit waiting for you, with loads of surprises and new threats Samus must conquer for the safety and well-being of galactic civilization. If you're a long time fan of the Metroid series you'll be right at home with the side-scrolling style, as well as the control system which is only slightly different from Super Metroid. Building from the story and reputation Super Metroid brought to life, MF's new features and chilling story will keep you coming back for more. We've got a deadly new enemy to face in this game, something not seen in any other Metroid game to date - so be ready for some surprises. ============= .:---------------------(1.1 UPDATES)------------------------------------:. ============= Version 1.00 11/24/03 - All the stuff you'll ever need for MF strategy is here is this version, with standrad item locations, boss guides, the main walkthrough and special secrets and tips. As always any future updates will involve error fixing or adding reader tips, so send 'em in! ========================= .:---------------------(1.2 THE STORY SO FAR...)------------------------:. ========================= Not long after the destruction of Mother Brain and the Space Pirate's HQ planet Zebes, Samus finds herself assisting the Galactic Federation with a routine excavation of an area on the planet SR388 - former home of the Metroids. While exploring underground caverns, Samus and a group of Federation scientists encounter unusual hostile creatures. Acting quickly, Samus blasts a monster with missiles to defend herself and the scientists. This is no ordinary creature though. Once the creature explodes, a weird gelatinous yellow life-form emerges and attacks Samus' body. Upon leaving the planet on route to the Federation's scientific research facility, Samus falls unconscious in her ship and drifts into an asteroid field. The scientists on board the Federation vessel manage to rescue Samus from the wreckage of her ship, but discover that a parasitic life-form - the creature that attacked Samus on the planet - has multiplied within her while attacking her vital bodily organs and nervous system. This creature, which the scientists call "X", relentlessly invades Samus' Power Suit, corrupting large areas. While unconscious, the scientists cannot remove Samus' Power Suit from her body without killing her. With only a fraction of a chance for survival, one of the scientists suddenly devises a plan. A cell culture of the last Metroid Samus recovered from SR388 was preserved before Ridley stole the Metroid, and studies of the X revealed that they prey on other life-forms, killing the host body and using their DNA to replicate and mimic themselves. The only predator of the X it seemed were the Metroids, and after Samus had wiped them out on the planet the X were able to climb to the peak of the predator life-forms on the planet. A Metroid vaccine was quickly prepared and injected into Samus without delay. The vaccine instantly destroyed every last X parasite in Samus' body, confirming the Metroid's effects on the X. Samus made a full recovery, although her Power Suit's form was greatly changed and most of her abilities were lost. While recovering the scientists informed Samus that her damaged Power Suit parts were sent to the Biologic Research Station - a giant space station in orbit above SR388. It was hoped that the parts could be repaired and further study on the X could take place. There was a problem though, as the last transmission they received from the station was of a large explosion taking place in the capsules the parts were sent in. Once Samus had fully recovered, she was sent to investigate the explosion on board the station, equipped with a new ship containing a highly advanced AI computer to direct her around and offer hints. Samus is going to need all the help she can get to survive the nasty surprises awaiting her on the station... As a side note, at the back of the game's manual you'll find a brief historical account of the Metroids, where it reveals that the Chozo civilization created the Metroids for the purpose of destroying the X, so once again we find Samus tied to fulfilling another Chozo legacy. ================== .:---------------------(1.3 TAKE CONTROL)-------------------------------:. ================== Even with only a few buttons available to you on the GBA, you'll have everything you need to direct Samus around, and the control system couldn't be easier to use. As with Super Metroid, you'll be able to direct Samus around with the D-Pad while jumping, aiming and firing your weapon. Mastering the controls will allow you to move Samus around flawlessly and quickly, certain parts of the game have timers so you'll need to learn how to move fast. Learning the limits of Samus' abilities can give you a real edge over the monstrous X parasites you'll be confronting. Read on for a quick overview on what each button does. As a new ability, Samus can grab hold of the edge of a platform or ledge if you can't quite reach it. When she grabs hold, press up to jump up onto the ledge, this trick will come in handy throughout the station. /--------------------------------------------------------------------------\ |A Button | Press this to jump. Once you find the High Jump Boots you'll be| | | able to jump higher, you can also perform the special wall-jump| | | trick made famous in Super Metroid. The Shinespark moves are | | | also available to you once you recover the Speed Booster | | | ability, check the Secrets & Tips section for more info. | | | | |B Button | This fires Samus' arm cannon. Each time you recover a Beam | | | Weapon it'll combine with your current weapon to create a | | | stronger blast. | | | | |R Button | Hold R down to arm Samus' missile launcher. Fire a missile by | | | pressing B while holding down R. Release R to return to Samus' | | | beam weapon. | | | | |L Button | Hold L to tilt Samus' aim up. This helps you fire at enemies up| | | high without standing under them to shoot straight up. Hold | | | down on the D-Pad while holding down L to aim downward. | | | | |Start | Bring up the Pause Screen to display the map of the current | | | area you're in. Press R while the map screen's displayed to | | | bring up a screen showing all the items you've recovered. | | | | |Select | Once you've beaten the game and started over, you'll be able to| | | see how many Missiles/Energy Tanks/Power Bombs you've found on | | | the map screen. Pressing Select here will change the numbers to| | | show you how many items you've still got to find in the area | | | you're currently in. | \--------------------------------------------------------------------------/ =====================================\ -(2.0 OBSTACLES)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ Throughout the station you'll encounter a variety of security doors tied to one of five security levels. Due to the security levels, you'll need to find Security Stations to unlock each level type of doors, once they're unlocked just shoot the flashing doors once to open them up. There's also a range of different obstacles, all of which are described below. =========== .:----------------------(2.1 DOORS)-------------------------------------:. =========== <Level 0 - Light Blue Doors> - Early on in the game the computer will open up Level 0 security locks for you, open these blue-colored doors with a single shot from your beam weapon. <Level 1 - Blue Doors> - The Level 1 Security room is found in Sector 2 (TRO). <Level 2 - Green Doors> - The Level 2 Security room is found in Sector 3 (PYR). <Level 3 - Yellow Doors> - The Level 3 Security room is found in Sector 5 (ARC). <Level 4 - Red Doors> - The Level 4 Security room is found in Sector 4 (AQA). <Sealed Doors> - Sealed doors can only be opened after defeating certain enemies within the same room. Some doors will only be accessible at certain points in the game. Other doors may seal themselves and never open again (there's not very many of these though). <Eyeball Doors> - Doors with giant eyeballs blocking the way (similar to the ones found in SM) can be destroyed by firing missiles into the eye when it opens. If the eye opens and begins flashing, quickly jump out of the way as the eye will fire a large energy arc. Three normal missiles or one Super Missile will destroy the eye, when it blows quickly capture the red X that appears. These doors typically guard rooms containing Core X's. ===================== .:---------------------(2.2 OTHER OBSTACLES)----------------------------:. ===================== <Damaged Blocks> - Some blocks are damaged enough so that all you need to do is fire your Beam Weapon at them to destroy it. <Crumbling Blocks> - Watch out for these blocks (use a Power Bomb to reveal them) as they'll collapse when you step on them. You'll fall through the ground as they restore themselves, but you won't be able to get back above the blocks. They appear normal at first until you step on them, then they change their color to a gray block. <Speed Booster Blocks> - These blocks with arrows printed on the front (reveal them with a Power Bomb) can only be broken through while the Speed Booster's active. You'll find a lot of these blocks strewn around the station, many of them you'll need to use the Shinespark moves to break through (check the Secrets & Tips for more info on Shinesparking). <Missile Blocks> - These blocks have small missiles printed on them, all you need to do is fire a single missile at one to destroy it. <Bomb Blocks> - Blocks with small bombs printed on them can be destroyed with a single Morph Ball bomb blast. <Power Bomb Blocks> - Blocks with small Power Bombs printed on them can be destroyed with a single Power Bomb. If there's a cluster of Power Bomb Blocks together they'll be all blown away by the blast. <Screw Attack Blocks> - These blocks that have small Screw Attack icons printed on them can be destroyed by jumping into them once you've recovered the Screw Attack ability. <One-way Shutters> - These shutters scattered throughout the station block passages but have a button placed on one side of the shutter. Shooting the button causes the shutter to rise, but you'll only be able to hit the switch from one side of the shutter. Once you've recovered the Wave Beam ability you'll be able to hit the switch no matter which side of the shutter you're on. =====================================\ -(3.0 POWER-UP LOCATIONS)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ Hidden throughout the winding tunnels and passages in the Biologic Station are huge X parasites, aka Core X's. These creatures have absorbed various abilities from Samus' Power Suit and will use them against you in battle. Unlike the other Metroid games you won't be tracking down items to pick up, instead you'll have to defeat each Core X and absorb the creature when it's vulnerable to recover each ability. Although most Core X's are relatively easy to defeat, each one is listed in the bosses section to give you hints on taking them down. Each item listed below contains a brief overview of its function as well as the location of the Core X using that ability. Extra Missiles, Energy Tanks and Power Bombs are the only items you can pick up. There's also a range of items that you'll be able to download from the Federation via the Data Rooms. Keep in mind that most rooms that contains items will have a circle appearing on them on the map, this indicates that there's an item nearby you haven't found yet (the circle turns to a dot when you find the item). All the items in Samus' Upgrades are listed in the order you'll most likely find them in, it might be possible to find some items in a different order. ===================== .:---------------------(3.1 SAMUS' UPGRADES)----------------------------:. ===================== >>>Missile Launcher ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: The Missile Launcher gives Samus the ability to fire concussive projectile blasts. You'll find extra missile expansions riddled throughout the station, find these to increase your maximum payload. Check 3.2 below for locations of all the missiles. < Area: > Main Deck (Data Room) < Location: > You'll find your first missile download waiting in the Data Room of the Main Deck (found in the Operations Deck area). Early on the ship's computer will direct you to the room, where you can easily find this upgrade waiting. >>>Morph Ball ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: By pressing down on the D-Pad twice you'll enter Morph Ball mode. Assuming the ball shape made famous in the classic Metroid games, Samus can lay bombs and crawl through small openings with this ability. There's a few more abilities to be found usable with Morph Ball mode. < Area: > Main Deck < Location: > From the Operations Deck, follow the hidden ventilation shaft tunnel on the right wall to reach a large red shaft. Descend the shaft and go right to reach a large pinkish room - on the right side of this room is a door leading to the room where you'll find Arachnus X, defeat it to recover this ability. >>>Charge Beam ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: The Charge Beam allows you to charge up energy in Samus' Beam Weapon before releasing a powerful shot stronger than a normal blast. Some enemies in the game can only be injured by a charged shot, so experiment with this if normal weapons can't inflict damage. Hold down B to charge up the weapon and release to fire. Samus' beam projectiles will also become slightly larger. You can also simulate the Screw Attack with this by charging up the weapon and somersaulting through the air. < Area: > Sector 1 (SRX) < Location: > After clearing out the fourth atmospheric stabilizer, climb up the shaft adjacent to the room the fan was in. Follow the path to eventually reach a shaft where you'll spot an Eyeball Door opposite. Fry the door and head through to find the Core X harboring this ability. >>>Morph Ball Bomb ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: This Morph Ball ability allows you to drop small bombs to damage enemies or break open certain blocks. Pressing B while Morph Ball mode's active will cause Samus to lay a bomb, you can lay up to four at a time. < Area: > Sector 2 (Data Room) < Location: > From the massive green room full of the red crawling creatures near the entrance of this Sector, head through the door on the bottom left corner and cross the adjacent corridor. Climb up the next large room and go through the door up in the left corner to reach the Data Room where this upgrade awaits. Keep in mind though that you'll need to unlock Level 1 Security Doors to reach this, check the walkthrough in 5.4 for more info. >>>Hi-Jump/Jumpball ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: You'll recover both the Hi-Jump and Jumpball (Spring Ball) together. The Hi-Jump allows Samus to jump up higher than normal, this way reaching those difficult platforms way above won't be so hard. The Jumpball also allows Samus to jump while in Morph Ball mode. < Area: > Sector 2 (TRO) < Location: > You'll find the Core X boss harboring this ability deep within the maze of Sector 2. The trip down there is long and fairly complex, check 5.4 in the walkthrough for more details and directions. >>>Speed Booster ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: This handy ability allows Samus to run at ultra-high speeds through long corridors. Any enemies caught in Samus' path will be incinerated. Samus can also utilize the famous Shinespark moves using the Speed Booster to reach otherwise inaccessible areas. Check the Secrets & Tips section for more info on Shinesparking. < Area: > Sector 4 (AQA) < Location: > You'll find the room containing Serris X not far from the original Serris' breeding tank. For precise details and directions on finding this room in Sector 4, check 5.5 in the walkthrough. >>>Super Missile ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: This upgrade will enhance the damaging power of your missiles to three times the concussive power of regular missiles. Once you find this upgrade all your missiles and any further Missile Tanks you'll find will be upgraded to Super Missiles, a very welcome addition to your arsenal. < Area: > Sector 3 (Data Room) < Location: > Go to the huge red shaft lined with dragon heads in the walls and climb to the very top. Head through the door on the left and go through the next room to reach the upper hallway where a blue/purple creature is blocking the way. Go right and head through the next few corridors to eventually reach the Data Room where this upgrade's waiting. >>>Varia Suit ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: The awesome Varia Suit allows Samus to survive in areas with extreme temperatures, such as those scorching locales in Sector 3 (PYR). Damage inflicted on Samus will lower as well, and you won't be frozen when you absorb one of the large blue X's found in various sectors. < Area: > Sector 6 (NOC) < Location: > You'll need to first get down to the Data Room before confronting the Core X that harbors this upgrade, refer to 5.7 in the walkthrough for directions to the Data Room, it's a fairly complex walk. >>>Ice Missile ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: This missile enhancement will add a freezing effect to every missile you fire. Just like the Ice Beam, enemies struck by an Ice Missile will become frozen. Firing a second missile upon a frozen target will destroy it. While frozen, enemies can be used as stepping stones to reach otherwise difficult areas. < Area: > Sector 5 (Data Room) < Location: > Near the entrance of this sector you'll find a massive room filled with blue Chute Leeches. Go down through the door on the bottom right corner to find a huge frozen room. Go over to the right side of the room and head through the door below the red door. Past the room with the shutter you'll find this Data Room, but first you'll need to unlock Level 3 Security Doors to reach it. >>>Wide Beam ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: This Beam Weapon addition increases Samus' range of fire. You'll be able to fire out three bursts of energy that cover the same height as Samus herself as the projectiles fly forward. This makes striking small enemies low on the ground easier, and with its wide range you won't have to be as accurate as before to strike an enemy. < Area: > Sector 3 (PYR) < Location: > You'll find the Core X harboring this ability in the Main Boiler Control Room. Check 5.9 in the walkthrough for precise directions on locating this room. >>>Power Bomb ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: You'll find your first Power Bomb in a designated Data Room. These bombs create major explosions that wipe out anything on-screen. Lay them by activating Morph Ball mode, then while holding down R press B to lay a bomb. These bombs will come in handy throughout the station, especially as there's loads of Power Bomb expansions to be found. < Area: > Sector 5 (Data Room) < Location: > You'll find this in the same Data Room where you received the Ice Missile upgrade. Check that item's entry above for the location of this room. >>>Space Jump ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: Just like in Super Metroid, this ability allows Samus to virtually "fly" through the air. While pressing A at the right time each time Samus performs a somersault in the air you'll rise up higher. Get the hang of this feature and you'll be able to reach any height. < Area: > Main Deck < Location: > From the Central Reactor Core room, go through the door up on the top right corner of the room and follow the twisting corridors and shafts to eventually reach a tall shaft beyond an Eyeball Door. Drop down into the shaft to face the Mecha Spider X that harbors this ability. >>>Plasma Beam ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: The strongest of all Beam Weapons, the Plasma Beam allows Samus to fire piercing green shots of energy. These blasts practically shred any enemies they strike, so most enemies will go down with only a single shot or two from this weapon. Coupled with the Wave Beam this produces a deadly effect. < Area: > Sector 2 (TRO) < Location: > You'll find the creature harboring this ability hidden within Sector 2. You'll need to come through from the Reactor Silo to reach this area, check 5.11 in the walkthrough for more info and precise directions. >>>Gravity Suit ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: Another classic pickup, the Gravity Suit allows Samus to move around freely underwater, this will be very handy when you're exploring the subterranean areas of Sector 4. You'll also be able to wade through some of the various lava lakes riddled throughout Sector 3 without taking damage. Of course your defensive power will increase as well. < Area: > Sector 5 (ARC) < Location: > You'll find Nightmare, the creature harboring this ability, deep within unexplored parts of Sector 5. For precise details on tracking this monster down, check 5.12 in the walkthrough. >>>Diffusion Missile ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: The final missile addition, the Diffusion Missile allows you to charge up Samus' Missile Launcher. By holding down R, you'll charge up energy in the launcher. Press B to fire a missile, once it strikes a target a massive ring of ice will expand out from the impact zone to spread out beyond the reach of the screen. Anything caught in the blast will become instantly frozen. < Area: > Sector 4 (Data Room) < Location: > You'll be able to access this Data Room once you've recovered the Gravity Suit and unlocked Level 4 Security Doors in Sector 4. Refer to 5.13 in the walkthrough for precise directions to this room. >>>Wave Beam ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: The Wave Beam causes Samus' Beam Weapon projectiles to fly forward in a wavy pattern. Apart from this visual enhancement, you'll be able to fire through solid walls, floors and ceilings. Very handy when you come across the one-way panel doors described in 2.2. < Area: > Sector 6 (NOC) < Location: > You'll find the Security Robot harboring this ability deep within unexplored areas of Sector 6. Check the walkthrough in 5.14 for precise directions on locating the room. >>>Screw Attack ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: This addition allows Samus to charge up energy in her suit while performing a somersault jump in mid-air. Any enemies caught by Samus while she's charging energy will explode, remember to catch the X parasite when it tries to escape. You'll also be able to break through Screw Attack blocks while charging energy. < Area: > Sector 1 (SRX) < Location: > Not long after entering Sector 1 via the elevator from the Restricted Lab you'll reach the room where Ridley X hides out. Refer to 5.15 in the walkthrough for directions on tracking this one down. >>>Ice Beam ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ >Description: Despite the ship's computer's doubts of Samus being able to utilize the Ice Beam, you'll eventually be able to recover this ability, albeit for a short time only. This weapon fires sub-zero blasts of ice, freezing any targets it strikes. < Area: > Main Deck (Docking Bay) < Location: > *MAJOR SPOILER!!* You'll recover the Ice Beam despite the SC's doubt of this ability from the SA-X in the Docking Bay. To avoid further spoilage here check 5.17 in the walkthrough for more info. ======================= .:---------------------(3.2 MISSILE LOCATIONS)--------------------------:. ======================= Before finding individual missiles strewn throughout the station, you'll find your first missile at the designated Data Room indicated by the ship's computer. Once you've downloaded the addition to Samus' Power Suit you'll be clear to find extra missiles. Each Missile Tank will give you an extra 5 missiles, once finding all 48 missiles you'll have a maximum of 250. >>>Main Deck ¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - Early on in the game after downloading your first Missile you'll find yourself in a large darkened red shaft leading down. At the very bottom just past the large twisted wiring in the foreground you'll find this missile in plain view on the right. ------ 02. - Below and to the left of Missile MD.01 above you'll find an opening in the wall. Go through to find a dead-end room, shoot open one of the blocks on the left wall to uncover this hidden missile. ------ 03. - Halfway up the shaft to the left of the first Navigation Room you find (the one near the Quarantine Bay) you should spot a small opening leading off into the right wall. Crawl through there to find this missile hiding in the room beyond. ------ 04. - Early on in the game when you first ride down the Main Elevator the SA-X will make its first appearance by destroying the wall to the left of the elevator. Beyond here you'll find a small room with the missile concealed behind Speed Booster blocks. Use the long corridor on the right to build up enough speed to break through. ------ 05. - In the main room of the Habitation Deck, you'll need to work your way down through the room from the top floor to find this missile sitting in plain sight in the middle section at the bottom. ------ 06. - You'll find this missile as you travel through the darkened tunnels when the power goes out and leaves you stuck on the Main Elevator. Beyond the long red corridor filled with the creatures that drop down slime from above you'll find this missile hidden within a secret passage. Use a Power Bomb to reveal it easily. ------ 07. - Down in the Central Reactor Core room, go through the top right door and proceed down the next corridor. In the following room you'll find this missile hidden down among all the twisting narrow tunnels, it won't be difficult to reach. >>>Sector 1 (SRX) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - Down in the large room containing the fourth atmospheric stabilizer (when looking at the map it's the large room on the bottom-right of the map), go through the door up on the top-left corner to find this missile waiting in the room beyond. ------ 02. - Just after recovering the Charge Beam (see 3.1 above) go up through the door on the top left corner of the room. Shoot out the roof in the next room and grab hold of the ladder up on the roof above. Shoot the left wall with missiles to uncover a hidden passage, follow it to find this missile beyond. ------ 03. - Go over to the Save Room just below the large room containing an atmospheric stabilizer (the room way up in the top right corner of the area), then shoot open the crumbling block on the right wall. Go through and ascend the following shaft with the Wall Jump trick or the Space Jump to reach this missile at the top. ------ 04. - Go to the tallest shaft near the middle of this sector (the one with all the purple Zebesians climbing up the walls, check the map to spot the room easily) and go through the left door at the very top to find a large lava-filled cavern. You'll find this missile atop a platform beyond the ladder in the ceiling ahead. ------ 05. - In the same lava-filled cavern as the previous missile, you'll find this one further along up in the left corner, but you'll need the Space Jump to reach it. ------ 06. - Once again in the same lava cavern as the previous two missiles, you'll find this one tucked away down in the lava in the bottom right corner. You'll need the Gravity Suit to survive the lava, once you've got it you'll be able to easily and safely find this missile. >>>Sector 2 (TRO) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - In the large green room adjacent to the Data Room, go up to the top-right corner of the room. Bomb open the small cracked wall you'll find there to uncover a tunnel leading to this missile. ------ 02. - From the room adjacent to the Data Room, bomb open a small tunnel in the bottom left corner and drop down to find a long corridor. Go through the left door to reach a large shaft leading down. Jump up to the small lone block on the platform above and lay a bomb on it. A pillar will rise up out of the block. Using the pillar, jump up and shoot open a small opening in the left wall and crawl through. You'll see the Missile Tank atop a high platform, bomb the ground three blocks to the left of the lone block in this room to cause another pillar to rise. Use this pillar to reach the Missile Tank. ------ 03. - Down below the tall shaft where you find Missile S2.02 you'll find yourself in a large green room full of vegetation. Go down to the very bottom where you'll find two red crawling critters on the walls and floor as well as a blue one. Fry them all then bomb the right corner at the base of the platform there to open up a tunnel. Just inside the tunnel bomb open the ground to open up a passage leading directly down to this missile below. ------ 04. - Go over to the tall green shaft connected to the room where you first encountered the SA-X (the room where you dropped in from above and watched the SA-X leave via the left door). Go through the door opposite the ruined one to find a large room filled with water. Use the ladder along the roof to reach this missile waiting on the far side. ------ 05. - In the same water-filled room that contained Missile S2.04 above, drop down into the water. It'll be easier if you've got the Gravity Suit but you can still reach this one without it. Down at the bottom of the room, shoot the Skultera swimming around and bomb the ground where the left tree is in the foreground to reveal a pillar. Use this pillar to crawl through the small opening on the left, then head through the door there. You'll spot the missile waiting on the other side of a wall, bomb the ground one block to the left of the small tree to raise up a pillar. You need to use the Jumpball to bomb open the small block in the wall, then crawl through to reach this missile. On the way out in the previous room bomb the lone block there to reveal a pillar to help you leave. ------ 06. - Climb up to the very top of the shaft which contains the door leading to the room containing Missile S2.04 above. Go through the next room to reach a short shaft leading up with a Sidehopper in it. Blast the creature, then bomb your way through the small tunnel up on the right wall to find this missile hidden in a room beyond. ------ 07. - In the large green room near the entrance of this sector, go over to the blue door on the right wall and head through to find a dead-end with four Owtchs wondering around. Bomb open a small opening in the right wall to uncover a tunnel leading to this missile. ------ 08. - Again in the green room near the entrance of this sector, go through the middle door on the left wall. In here you'll find two flying bugs and a tall weird-looking creature blocking the way with this missile on the other side. Jump over the creature when you've recovered the Hi-Jump ability to reach this missile. ------ 09. - You'll need the Screw Attack and Space Jump to reach this one. Go into the large room where you recovered the Hi-Jump/Jumpball abilities and Screw Attack through the wall up in the top right corner to find a hidden door ahead. Go inside to reach a massive room where this missile's hidden along with Power Bomb S2.05. Drop down the narrow shaft and lay a Power Bomb at the base to reveal this missile in the wall covered by two Speed Booster blocks. Run over to the right corner of the room and dash back to fire up the Speed Booster. Duck once Samus begins flashing and quickly somersault up to line up with the two blocks. Quickly fire to straighten Samus then press A and hold right to break through the blocks to reach this missile. >>>Sector 3 (PYR) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - Down in the bottom left corner of the large red room near the entrance of this sector you'll find a door leading to a room with a hidden corridor behind a wall covered with Speed Booster blocks. Break through the wall, then shoot out the floor near the wall in the corridor beyond. Down below shoot at the roof near the wall on the right to expose this missile hidden above. ------ 02. - Climb up to the very top of the huge red shaft filled with dragon heads along the walls. At the very top, go left and bomb open two narrow tunnels on the left wall in the next room. Roll through the upper tunnel to find this missile waiting there. ------ 03. - Once you've downloaded the Super Missile upgrade, go back to the brightly-lit corridor to the left of the room adjacent to the Data Room. Here you'll find a large hole in the ground, drop down and head right to eventually find a dead-end where this missile is waiting. Blow apart the blue/purple creature blocking the way with Super Missiles. ------ 04. - Just after you defeat the Security Robot outside the Data Room, climb up the shaft that it escaped via. Up here in this hidden brightly-lit corridor, shoot out the roof before frying all the enemies around then run over to the door on the left end. Run back to the hole on the right and duck to activate the Shinespark. Stand next to the hole in the ground and aim up to the left before Shinesparking up there. You'll break through a wall above where the missile awaits. ------ 05. - Drop down to the very bottom of the giant red shaft filled with dragon heads and go right. In this next room shoot all the Owtchs, then shoot open a small hidden block in the center at the top of the large block structure to reveal this missile. ------ 06. - You'll need the Space Jump to reach this item. Go down to the very bottom of the large red shaft full of dragon heads and go right. Bomb open the wall in the right corner of the following room to reveal a hidden shaft. There's two doors in here leading into a giant heated chamber, use the upper door if you don't have the Wave Beam yet due to the shutter beyond the lower door. Space Jump up through the giant chamber to reach this missile as well as Energy Tank S3.02. ------ 07. - Go to the large red room near the entrance of this sector and go through the door above the door in the bottom left corner of the room. Cross the next lava-filled corridor to find this missile in plain sight in the room beyond. >>>Sector 4 (AQA) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - In the second long room filled with electrified water, bomb the platform covering the ladder along the roof to access it. Climb across the water and jump up through the opening in the ceiling to find a room with a ladder leading up the left wall. Climb up the ladder and roll through a small hidden opening at the top of the ladder to find this missile and several Owtchs in a room beyond. ------ 02. - From the first large room containing electrified water near the entrance of this sector, jump up through the hole in the ceiling to find a large hidden room above. Go over to the right side of the room and climb up the narrow shaft there (use the Wall Jump trick). Bomb through the obstruction covering the narrow tunnel you'll find, then roll through and bomb the obstruction along the left wall you'll find. Roll into the small corner on the left and bomb the wall there to uncover this missile hidden there. You can also pick up this missile after defeating Serris X to save time. ------ 03. - Just after finding Missile S4.02 above, jump up to the ladder on the wall and use missiles to break through the wall on the left. Roll through the small opening and drop down the narrow shaft ahead. Jump over the hole you'll find leading down to the entrance of this room and shoot out the wall section at the top of the wall on the right. Go through to find this missile in plain sight. ------ 04. - In the Pump Control Unit room, once you've recovered the Speed Booster ability you'll be able to lower the water level. Once it's lowered, you'll find this missile in plain sight just below the control station. ------ 05. - Once you've lowered the water level, go into the second large room that used to be filled with electrified water (the one near the Pump Control Unit). Go down to the bottom left corner and Speed Boost to the right to break through a wall. Inside you'll find a long corridor where this missile's hidden. ------ 06. - In the tall coral-filled shaft you'll find yourself in not long after entering this sector from Sector 5, go through the second door down on the right wall and cross the corridor to find this missile waiting at the end. ------ 07. - Yet again in the tall underwater shaft mentioned in the previous missile entry, go through the right door at the base to find yourself in a long corridor. Go over to the large green tube in the center and lay a Power bomb to blow open a hole. Drop down to find this missile below. ------ 08. - When proceeding through Sector 4 just after regaining the Gravity Suit and unlocking Level 4 Security Doors, you'll reach a large underwater chamber filled with two blowfish and several crabs firing projectiles on the walls. Go up through the door in the top right corner of this room and go through the next room to find yourself in a corridor where a large green/purple pillar blocks the way. Standing next to the pillar, run back to the left and reenter the large chamber with the blowfish. You'll activate the Speed Booster just in time and break through the floor, then head through the door you'll find below. Run through the following corridor to build up enough speed for the Speed Booster, then duck and Shinespark up through the opening in the roof near the door at the end to find Power Bomb S4.03 above. You'll find this missile through the wall on the left, drop down into the small shaft to grab hold of the hidden tunnel on the left. Roll through to find this missile. ------ 09. - Once you've downloaded the Diffusion Missile upgrade in the Data Room, use it to get through the blowfish-infested wall in the adjacent room. Go through the opening in the left corner of this room to find a room with a broken power conduit above. Destroy the blue creature blocking the way ahead with Super Missiles, then bomb open a small alcove under the power conduit on the far left wall to reveal this missile hidden inside. >>>Sector 5 (ARC) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - Just after finding the Ice Missile upgrade in the Data Room, go right and drop down to the bottom of the next shaft you'll find. Roll through a small hidden entrance on the right wall at the base of the shaft to find yourself in a tall shaft leading up. Shoot out the roof over in the corner to gain access above, then blast the creature crawling around. Don't touch the X parasite when it appears and wait for it to reform into Chute Leech. Walk up to the creature and it'll launch itself into the air. Freeze it while it's still high above and use it as a stepping stone to reach the platform above. You'll now spot another creature crawling along the roof, destroy it and wait for the X to reform into a Ripper. In the center of the small indent up in the roof this missile's hidden, wait for the Ripper to hover to about the center of the room before freezing it to reach the missile above. ------ 02. - From the Recharge Room at the entrance of this sector, go right and drop down to the bottom of the tall shaft you'll find. Go through the door on the right to find a large creature above on the ceiling. Destroy it with missiles before it dive-bombs, then bomb open a small alcove up in the top right corner of the room to uncover this missile hidden there. ------ 03. - Once the Nightmare has broken loose the room where you see the creature's shadow flying around in the background will be a complete mess. Climb up the room with help from the Space Jump, you'll find this missile hidden in a room through the door up in the top left corner. There's also a trick to grab this missile and uncover Power Bomb S5.04 at the same time, check that entry below for details. ------ 04. - From the tall shaft near the entrance of this sector, go down to the bottom of the shaft and go through the yellow door on the left. You'll spot this missile in the following room easily, first clear out all the enemies. Reach the missile in the enclosed space by jumping up through a hidden opening to the left of the missile. >>>Sector 6 (NOC) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - In the first large darkened room, drop down to the bottom left corner of the room. Bomb open a small tunnel in the wall there and crawl through to find this missile hidden beyond. ------ 02. - Just after the room following the one where you encounter the SA-X in this sector, you'll find a shaft leading down with a door opposite that leads to a Save Room. At the very bottom of this shaft bomb open a small tunnel in the bottom left corner and go inside to find a hidden room. The missile is waiting hidden up in the small alcove in the top left corner of the room. ------ 03. - Just after regaining the Varia Suit ability, go through the door on the right of the room to reach a tall shaft leading up. Go through the door ahead to reach another shaft and climb up to the top. Go through the left door, you'll be back in the first shaft at the top, this missile is waiting just ahead. Jump up and land on the missile to avoid falling through the crumbling blocks. ------ 04. - Just after grabbing the previous missile above, you'll fall through the ground and drop down the shaft. Hug the left wall to grab hold of the small opening halfway down. Climb in and shoot the ceiling in the small hidden room to uncover this missile. ------ 05. - Not long after the first large darkened room near the entrance of this sector you'll reach a tall shaft leading down. Go through the door on the right wall about half-way down the shaft and cross the blue X-infested corridor (you'll need the Varia Suit to survive). The next room contains a missile sitting up against the wall, but when you walk near it the Missile Tank will grow wings and begin to fly! Quickly shoot the bat-shaped creature and bomb open the wall ahead to find the real missile hiding beyond. ------ 06. - Just after destroying the Security Robot and recovering the Wave Beam weapon, go through the door at the right end of the corridor. Inside you'll find this missile behind a shutter, shoot it open to reach it. =========================== .:---------------------(3.3 ENERGY TANK LOCATIONS)----------------------:. =========================== Energy Tanks will permanently increase your energy carrying capacity by 100 units. These items are vital to your survival, they'll especially come in handy when facing the SA-X. Find all 20 with the hints below. >>>Main Deck ¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - In the same room where you fight Arachnus X to recover the Morph Ball ability, before fighting the creature you'll find this Energy Tank resting atop a platform in plain sight as you proceed through the room. ------ 02. - In the same room as Energy Tank MD.01 above you'll find a hole just ahead leading down to where you'll fight Arachnus X. Stand at the edge of the hole and shoot missiles into the ceiling directly above to open up a hidden passage. Follow it to find this Energy Tank waiting in a hidden room. ------ 03. - Down in the Central Reactor Core room, go through the door at the very top right hand corner of the room and proceed down the next corridor to find this Energy Tank in plain sight sitting atop a platform. >>>Sector 1 (SRX) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - To the right of the large room containing the first atmospheric stabilizer, you'll find this Energy Tank hidden at the end of a long corridor in a narrow tunnel. ------ 02. - Just after visiting the Restricted Lab you'll find an elevator leading back up to Sector 1. Go right at the top of the elevator to find a large room that looks like it's from Tourian in SM. Space Jump up the first shaft and fire a charged missile at the wall on the right to reveal this Energy Tank hidden in the wall. ------ 03. - You'll find this Energy Tank directly above where the fake Chozo Statue was resting in the room where you recovered the Charge Beam. But it's blocked by Speed Booster blocks so you'll need to use some tricky Shinesparking to reach it. Go down to the Save Room below, then start dashing back to the right. Blast the two Hornoads in the adjacent room as you pass through, once you reach the orange shaft duck while Samus is flashing. Very quickly Space Jump up to the door on the left, then open it and Shinespark inside (press A and hold left). You'll fly into the room but as you strike the sloping ramp just inside Samus will stop flying and keep running forward. Keep Speed Boosting to the end of the room and quickly duck before you fall off the platform. Rush up against the left wall and Shinespark straight up to finally reach this Energy Tank. >>>Sector 2 (TRO) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - You'll find this Energy Tank in plain view in a small room just outside the large room where you fight the Core X that you recover the Hi-Jump Boots/Jumpball from (you'll find it on your way in there). ------ 02. - Climb up the tall green shaft closest to the room where you recovered the Plasma Beam ability. Go through the right door up at the top to find a dead-end with four Owtchs crawling about. Walk to up the right wall and jump up to grab hold of a hidden tunnel. Go inside to find a hidden room, up in the narrow alcove on the right you'll find this Energy Tank hidden. ------ 03. - You'll need the Space Jump and Screw Attack abilities to reach this item. Go into the Level 1 Security Room and jump up to the top left corner of the room. Screw Attack through the wall there to locate a hidden door beyond. Inside you'll find a huge room filled with crumbling blocks (lay a Power Bomb to reveal them all), so you'll need to take care while Space Jumping around to not touch any of them. You'll find this Energy Tank way up in the top left corner of this room, you'll also find Power Bomb S2.04 in here. >>>Sector 3 (PYR) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - After defeating the Security Robot, follow it up the shaft it jumps up through, then clear out the corridor above of all enemies and open the door at the far left end. Run back to the right side until Samus begins flashing, then duck. Shinespark back to the left so that you fly through the door and break through a wall in the next room. Bomb your way down through a small tunnel in the corner to find this Energy Tank hidden below. Alternatively you could have just entered this room normally and reached the Energy Tank from below, but you need to take the upper path to reach Power Bomb S3.01. ------ 02. - You'll find this Energy Tank along with Missile S3.06 in the same room, check S3.06's entry for the location. ------ 03. - You'll need the Speed Booster to reach this item. Go through the middle door on the left wall of the large red room near the entrance of this sector to find a long lava-filled corridor. Cross this corridor and go left to find Missile S3.07. Bomb open the left wall and continue down the next hidden corridor while clearing out obstructions along the floor. Go back to the door and Speed Boost down to the left wall, once there Shinespark up through the blocks in the ceiling to find another large room where this item awaits. If you've got the Space Jump it'll be easy to reach, if not shoot open the walls on the right and bomb around the ground ahead to reveal a pillar, that'll help you reach it. >>>Sector 4 (AQA) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - Go left from the giant room filled with electrified water near the entrance of this sector, you'll then reach a room with two doors leading off to the left. Go through the upper submerged door and through the next winding room to eventually find this Energy Tank concealed within the ruins of an overhead roof section. ------ 02. - Just after releasing the Level 4 Security Doors lock, go out into the tall underwater shaft next door and Space Jump up to about halfway. Here you'll find a small alcove in the right wall, roll through the hidden tunnel there to find another shaft leading down. Go down to the bottom to find a sealed door and a bunch of creatures hanging about in an enclosed space in the corner. Lay a Power bomb to destroy them, but don't grab the X that appear. Wait for the X to reform into yellow crabs, then finish them off to unlock the door. Go inside and lay a Power Bomb to reveal a path leading up to this Energy Tank. >>>Sector 5 (ARC) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - Just after receiving the Ice Missile upgrade from the Data Room, go right and shoot out the floor in the next room to open up a tall shaft leading down. Just below the door you entered the room via is another door up on a ledge, freeze the Ripper flying around down below to reach the door. Inside you'll spot an Energy Tank lying on a platform just ahead, but when you approach it it'll grow wings just like one of the Missile Tanks did earlier. Destroy the creature and reveal the real Energy Tank hidden within the wall. ------ 02. - Just after you destroy the Eyeball Door guarding Nightmare's room you'll find this Energy Tank straight ahead once inside. Lay a Power Bomb to reveal a tunnel leading to it. ------ 03. - In the tall underwater shaft you fall down through while tracking down Nightmare, you should spot a small opening in the right wall about halfway down. Once you regain the Gravity Suit ability head back to this room and fire a missile at the left wall directly opposite to the small opening in the right wall to reveal an opening. Crawl through to find this Energy Tank hidden beyond. Watch out though in this room as there's crumbling blocks along the narrow tunnels leading up to the item, and don't lay any bombs or you'll trigger a pillar that rises up to block the Energy Tank. >>>Sector 6 (NOC) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - Head to the first large darkened room and go over to the bottom right corner. Bomb open a small tunnel in the wall to find this Energy Tank hidden in a room beyond. Bomb open a narrow tunnel up on the wall ahead to open a way leading to the Energy Tank. ------ 02. - In the second huge darkened room filled with blue X's, drop down to the door in the bottom left corner and head through. Run through this next corridor to break through Speed Booster blocks ahead, then drop down the small shaft and head through the door on the left to find this Energy Tank sitting in plain view atop a platform. ------ 03. - You'll need the Screw Attack to reach this item. Go to the large darkened shaft which contains the door leading to the area where you fight the Security Robot. Go inside this corridor and Screw Attack the obstruction along the floor in the corridor. This will give you enough room to activate the Speed Booster. Shoot open the door on the left and run through with enough room to activate the Speed Booster. Once back in the darkened shaft, duck and Shinespark straight through the wall ahead to reveal a hidden door beyond. Inside is a long corridor where the Energy Tank awaits at the end, but it's blocked by Speed Booster blocks. We'll need to bridge the gaps between the platforms to give enough room for the Speed Booster to kick in. You'll need to bomb the platforms to reveal small pillars to close the gaps, but be careful as some pillars will rise up out of the ground to block your way. If that happens leave the room and reenter to try again. On the first platform, bomb the center of it to reveal the first pillar. Jump over to the second small platform and bomb the center of it to reveal two more pillars. On the third platform, lay bombs on both ends of the platform, but make sure you're as far on the edge as possible without falling off. This will leave one more pillar to bridge the final gap. Jump over to the fourth platform and bomb the center of it to reveal the final pillar. Doing this correctly you'll now have successfully bridged all the gaps, remember to not fire your weapon anywhere otherwise the Wave Beam will trigger the other pillars. Go back to the door and rush over to the right to kick in the Speed Booster, then Shinespark through the wall to the right to finally reach this Energy Tank. ========================== .:---------------------(3.4 POWER BOMB LOCATIONS)-----------------------:. ========================== Power Bombs unleash a massive explosion once detonated, clearing off the screen of enemies caught in the blast radius. There's quite a number to be found in the game (32 in total - each one gives you an extra 2 bombs), so using them often will give you a higher chance of survival in enemy-infested areas. Also note that when the enemies caught in the blast explode, the X parasites will be sucked into the core of the explosion, stay where you lay the bomb to absorb all the X caught in the blast instantly! >>>Main Deck ¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - Just after the power shuts down while you're riding up the Main Elevator, go over to the Sub-Zero Containment room and drop down through the hole that the remains of the creature kept there creates. In the next darkened corridor, lay a Power Bomb to open up a series of narrow tunnels leading off to the left. Follow the tunnels and lay another Power Bomb at the end to reveal this Power Bomb hidden at the top of a narrow shaft. ------ 02. - You'll find this Power Bomb down in the Restricted Zone once the Restricted Lab's been jettisoned. Go down there via Sector 6, then go past the Save Room and run through the following corridor. In the next dead-end room duck while Samus is flashing, then walk over to the very center of the room (behind the pylon in the foreground) and Shinespark straight up. Samus will shoot up through a shaft with an awesome view of space outside, halfway up you'll slam into this Power Bomb. ------ 03. - Climb up the tall shaft that leads to the elevator going up to the Habitation Deck once you've unlocked Level 2 Security Doors. You'll then spot a large creature blocking the door up the top on the right. Destroy it with a Power Bomb and go inside to find this Power Bomb there. Jump up to the right wall once inside and crawl through the hidden tunnels in the wall to reach it. >>>Sector 1 (SRX) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - When you enter this sector via the elevator from the Restricted Lab, go over to the shaft where you'll find a Save Room to the right at the base. In this shaft, shoot out the floor and drop down to find a long hidden corridor with a sealed door on the right. Go over to the left and shoot the creature inside the enclosed box with the Charge Beam (the Wave Beam will penetrate the walls). Wait for the X to reform into a another creature on the roof and destroy it again. Wait once more for it to reform into a yellow Zebesian, then pummel the creature in the back with missiles to finish it off. Grab the X that appear when it blows and you'll notice that the door's now unlocked. Go inside to find this Power Bomb in clear view. ------ 02. - Just outside the room where you recovered the Charge Beam you'll find a large orange shaft. Down at the base shoot open the right wall to find a water-filled shaft inside. The Power Bomb is up in the right corner but it's blocked by Speed Booster blocks, so go back into the previous room and go over to the Save Room to the left. Once inside, dash back out the door and over to the water-filled shaft. Just when you enter the room duck and drop down the shaft while Samus is flashing (shoot downward to destroy the enemy on the wall below). Quickly run up against the right wall and Shinespark straight up to reach this Power bomb. ------ 03. - Go into the large green room near the entrance of this sector and head through the green door up in the right corner. Screw Attack up through the center of the ceiling in the following room to find this Power Bomb waiting above. >>>Sector 2 (TRO) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - In the giant room near the center of the Sector 2 map (it's the huge room surrounded by green shafts but there's no vegetation here), Space Jump up the left side of the room and break through the two walls with your Beam Weapon where you can see small red creatures hanging around. Fry all the creatures that get in your way, beyond them you'll find this Power Bomb in plain view. ------ 02. - In the tall shaft to the left of the room that contains the Power Bomb described above, go through the highest door on the left wall to find this Power Bomb up on a ledge across from the door. You'll need to freeze the two flying Rippers to use them as stepping stones to reach the Power Bomb, as the ledge below them crumbles away when you step on it. Freeze the first Ripper when it's just above the right end of the platform, then jump on top of it and freeze the second Ripper when it flies directly under the vertical pillar. Activate the Morph Ball, jump on top of the second frozen Ripper and jump over to the platform from here (you should have enough room to clear the vertical pillar). ------ 03. - This Power Bomb is hidden directly below the previous one mentioned. Drop through the ground after grabbing Power Bomb S2.02 and shoot down below to uncover this Power Bomb. ------ 04. - You'll find this Power Bomb in a giant room filled with crumbling blocks (the same room as Energy Tank S2.03). This one has a tendency to be extremely annoying to reach as Samus often likes to get caught on the crumbling blocks, if she lands on them your controls will go nuts. It might take you several tries to reach this item down in the bottom left corner of the room, it ain't worth it if you've tried about 50 times but Samus just keeps falling through the blocks. ------ 05. - Go down into the large room where you recovered the Hi-Jump/Jumpball abilities and Screw Attack through the wall up in the top right corner to reveal a door beyond. Go inside to reach a huge room where this Power Bomb's hidden above along with Missile S2.09 below. Drop down the shaft and dash over to the right hand corner. You'll need to climb up this room while using the Speed Booster to run over the crumbling blocks without falling through, eventually once at the top you'll run through the final wall blocking the Power Bomb to reach it. This might take a few tries but it'll give you a good Shinespark workout to hone your skills. Remember to dash into the small slopes just before each long straight to run across successfully. >>>Sector 3 (PYR) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - You'll need Power Bombs and the Speed Booster to reach this item. Go up to the long brightly-lit corridor just above the room where you first fought the Security Robot. Clear out the enemies in here and open up the door on the left. Using the Speed Booster, Shinespark through the door and you'll break through the opposite wall in the adjacent room. Once you land in the small room ahead, lay a Power Bomb to reveal a hidden tunnel in the left wall. Crawl through to find this Power Bomb hidden beyond. ------ 02. - From the large red room near the entrance of this sector, go through the door on the bottom right corner. Open up the shutter in the next room and dash through the opening on the right. Inside the next room you'll Speed Boost through blocks in the floor near the end, drop through to find yourself in the room just before the giant red shaft. Lay a Power Bomb to reveal a hidden tunnel up in the left corner, then crawl through to find this Power Bomb hidden beyond. ------ 03. - Drop down to the very bottom of the giant red shaft filled with dragon heads and go left. You'll need the Gravity Suit to reach this item. Keep going through the following lava-filled corridor and go into the next room. Lay a Power Bomb to reveal an opening within the shallow lava lake. Drop down below and traverse through the narrow tunnels down in the lava (starting up in the top right corner of the room) to reach this item. ------ 04. - You'll need the Gravity Suit & Screw Attack to reach this one. Drop down to the very bottom of the giant red shaft filled with dragon heads and go right. Bomb open the wall in the following room and go through into the giant heated room where you'll find Missile S3.06 & Energy Tank S3.02. Drop down into the lava below and clear out all the Screw Attack blocks down on the right wall. Open up the door beyond and run back up the slope on the left. From here dash down through the door to kick in the Speed Booster, then in the following room duck and Shinespark straight up while standing up against the right wall. You'll shoot up through an almost never-ending shaft, eventually you'll smack right into this Power Bomb. ------ 05. - While Shinesparking up the shaft of the previous Power Bomb's room, keep your eyes open and you'll fly up past an alcove where this Power Bomb lies. When Samus hits the roof drop down to this shaft and climb through the hidden tunnel above the obstructing wall to reach this item. ------ 06. - This Power Bomb is hidden up above the door of the access tunnels between Sectors 3 & 5. You can reach it from either the room where you'll find Energy Tank S3.03 (you need the Screw Attack), alternatively you can reach the tunnel via Sector 5 near the location of Power Bomb S5.05 described below. >>>Sector 4 (AQA) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - After defeating Nightmare and going across to Sector 4 you'll eventually find yourself at the top of a long coral-filled shaft leading down. Scale down the shaft and roll through a hidden opening in the left wall to find this Power Bomb hidden in the adjacent room. ------ 02. - Go down to the bottom of the tall underwater shaft mentioned in the previous Power Bomb entry. Head left and blow your way up through the green tube you'll find in the next corridor with a Power Bomb and missiles. Climb up to find an area where mini-Draygons are floating about. Jump up and shoot open the wall up in the right corner of this area to reveal a tunnel, crawl through to find this Power bomb waiting beyond. ------ 03. - When proceeding through Sector 4 just after regaining the Gravity Suit and unlocking Level 4 Security Doors, you'll reach a large underwater chamber filled with two blowfish and several crabs firing projectiles on the walls. Go up through the door in the top right corner of this room and go through the next room to find yourself in a corridor where a large green/purple pillar blocks the way. Standing next to the pillar, run back to the left and reenter the large chamber with the blowfish. You'll activate the Speed Booster just in time and break through the floor, then head through the door you'll find below. Run through the following corridor to build up enough speed for the Speed Booster, then duck and Shinespark up through the opening in the roof near the door at the end to find this Power Bomb above. You'll also be able to reach Missile S4.08 from here. ------ 04. - From the large empty blue room near the entrance of this sector, go through the room to the left of it to reach the first massive room once filled with electrified water. Use a Power Bomb near the door to reveal a passage leading down just ahead and crawl through. Drop down below and lay another Power Bomb to reveal this item hiding in a small tunnel in the left corner. >>>Sector 5 (ARC) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - Not long after you get your first Power Bomb from the Data Room you'll be in a long corridor where you'll be attacked by the SA-X. Get through the corridor alive to find this Power Bomb hidden in a small alcove in the next room, gain access to it by laying a Power Bomb. ------ 02. - In the same room as the Power Bomb above, climb up to the two doors (the right one's destroyed) and lay another Power Bomb to open up a large entrance in the roof. Climb up and freeze the Rippers flying about in the shaft above to reach the top, through the door there you'll find this Power Bomb hidden inside. ------ 03. - Go down to the first giant frozen room in this sector and climb down the area. Eventually you'll spot a massive creature blocking a door within an alcove on the left wall, lay a Power Bomb to destroy the creature and open up a path to the door. Through the door you'll find a long corridor where the Power Bomb awaits in an alcove at the end, but you'll need to crawl through narrow tunnels where two Rippers are flying about to reach it. Lay a Power Bomb about halfway down the corridor to reveal loads of crumbling blocks, getting to this bomb is going to be tricky. Climb up to the opening of the narrow tunnels, and try to freeze the first Ripper when it's hovering over the center of the three columns of crumbling blocks. Use the Jumpball to get through, just make sure you don't land on the crumbling blocks (hold left to sneak into the next tunnel, if you hold down A Samus will hop about while in Morph Ball mode, this really helps). When you reach the second Ripper try to freeze it when it's floating between the two middle blocks of the four columns of crumbling blocks, hopefully this will give you enough room to reach the next tunnel. Once you get into the tunnel, roll over to the edge on the left but don't drop down as there's more crumbling blocks. Stand up and jump over to the Power Bomb to reach it successfully. ------ 04. - Once the Nightmare's broken loose and wrecked the room where you saw it flying around in the background, climb up to the very top of that room. Over to the right of the door up in the left corner that leads to Missile S5.03 you'll find a flattened platform running all the way to other side of the room. Clear out all the Chute Leeches and open the door over on the left. Charge up the Speed Booster by running towards the door from the right, then Shinespark through the door. Not only will you grab Missile S5.03 on the way, you'll break through the solid wall behind it to reveal this Power Bomb. ------ 05. - Once the Nightmare's damaged the large frozen room so it's not frozen anymore, go up through the wrecked door in the top right corner of the room. Shoot out the roof in the next room and climb up. The door on the right up here leads to Sector 3, instead use a Power Bomb to reveal an opening in the ceiling above the door. Watch out for the two Zebesians above, then climb up the shaft and open up the two shutters above. Within the platform you'll find this Power Bomb hidden, lay a Power Bomb to reveal it if you need help. ------ 06. - While tracking down the Nightmare you'll reach a room where two large creatures reside on the ceiling near the door. Fry them both then shoot open the ceiling. Up to the left you'll find an open door, go through to find this Power Bomb hidden in the room beyond. ------ 07. - In the same large room adjacent to the room containing the Power Bomb above, climb up to the door in the top right corner of the room. Lay a Power Bomb here to reveal a hidden tunnel up in the left wall. Crawl through to find a door leading to a Recharge Room, lay another Power Bomb just outside the door to reveal this Power Bomb hiding above. You'll find another small tunnel leading up to it near the left end of the horizontal tunnel you first uncovered (hold A to keep jumping and roll to the left, you'll find it). ------ 08. - In the area where you track down Nightmare you'll find a long corridor filled with Zebesians and Skulteras. Once you've recovered the Gravity Suit, come back to this corridor and clear out all the enemies. Open up the door on the ride side of the room and run over to the left end. Dash back to the right and Speed Boost through the door. Keep going through the following corridor to break through two walls. As soon as you break through them both duck and quickly Shinespark up into the ceiling between the two walls to fly up to a hidden room where this Power Bomb awaits. >>>Sector 6 (NOC) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ------ 01. - You'll need the Screw Attack and Speed Booster to reach this Power Bomb. Head over to the darkened shaft near the first darkened room and go through the second door down on the left wall. Inside you'll find the corridor filled a group of blue X's. Clear out the enemies and destroy the blockage on the floor with the Screw Attack. Shoot open the door on the left end of the corridor and run back to the right side. Dash back to the left to build up enough speed for the Speed Booster, then duck and Shinespark through the left door. You'll shoot through the next room and blow through a wall before flying through an open door. When you shoot through this next gigantic room you'll pass this Power Bomb, wait until Samus hits the wall then drop down to the bottom of the room. You'll notice that there's pillars within the floor here, you can use these as a frame of reference for where you need to Shinepsark up to reach this Power Bomb. From the left corner, run over to the right side to kick in the Speed Booster, and count five pillars along. From the fifth pillar in the floor, stand on the right half of it and Shinespark straight up. If aimed properly you'll streak up through a wall alongside the Power Bomb, then drop down to the right to grab it. ------ 02. - This Power Bomb is enclosed in an area in the bottom left corner of the same room as the previous Power Bomb listed above. The only way you'll be able to break into this alcove is via the Speed Booster blocks at the top, but we'll need to perform a tricky Shinepsark jump to break through them. Go down to the bottom left corner of the room and dash over to the right. Once at the end, duck and quickly jump up to the sloping platform. Shinespark into the slope and quickly jump over to the left just before you run onto the straight platform with all the Speed Booster blocks. You'll soar through the air, jump a second time and you should fly over to the alcove and break through the blocks as you fall. Once you've successfully broken through grab this Power Bomb resting on the platform. ------ 03. - You'll need the Screw Attack to locate this item. Go over to the corridor where you fought the Security Robot but don't drop down into the room. Instead Screw Attack through the wall on the right and keep going to find a door. Head inside and lay a Power Bomb to reveal this Power Bomb hidden up in the right corner. It'll be tricky to reach due to the crumbling blocks, but you shouldn't have much trouble. Roll through the first narrow tunnel and drop down onto the crumbling blocks, quickly stand back up and jump frantically, you should eventually manage to grab hold of the edge of the alcove on the right, then you'll be clear to grab the item. =====================================\ -(4.0 BOSSES GUIDE)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ Each Core X you'll face in the game has infested and mimicked a different monstrous creature kept on the station, all of them hostile ones. As you battle Core X's they'll use a certain ability stolen from Samus against you, so subsequently when you defeat them you'll recover one of Samus' lost abilities. Most Core X's will change their form to a giant X parasite with a spiked shell once their mimicked form is dead, finish them off then absorb the free-floating parasite once the shell falls off to ultimately defeat it. Some of the Core X's will be using one of Samus' Beam Weapon abilities, these creatures are slightly different from the normal ones. There's not much to say about them except to fire at them when they open up and quickly jump out of the way when they fire a projectile. If you ever need health or missile refills during a battle against a Core X, shoot it with your Beam Weapon and it'll release smaller X parasites. Below you'll find handy tips on defeating each of the abominations. >>>Arachnus X ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ - 4.0_AX <Location>: Main Deck <Attacks> : Rolling Charge, Fire Wave, Sonic Boom <Weakness>: Missiles <Recovered Ability>: Morph Ball <Description>: This huge armadillo-like creature will stomp around the room unleashing several attacks against you. If it rolls up into a ball get ready to jump over it when it charges towards a wall, also remember to use the small holes on the walls to grab hold and avoid Arachnus' attacks. When it strikes a wall and stands up, it'll often slash out before unleashing another attack. The attack could either be in the form of large blue sonic boom projectiles, just jump over these to avoid them. If a fireball comes out of its mouth and strikes the ground it'll create a fire wave across the floor, jump up and grab hold of one of the holes on the walls to stay airborne while the fire's lit. Pummel Arachnus' front with missiles to damage it. If you run out of missiles just lay into it with your Beam Weapon. With enough damage it'll turn back into the large spiky-shelled Core X, grab the free-floating X's that appear and pummel the shell with missiles. Once the shell breaks off, quickly absorb the exposed X to recover the Morph Ball ability! >>>Eyeball Crustacean X ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ - 4.0_EC <Location>: Sector 2 (TRO) <Attacks> : Jump Trap, Stomp Attack <Weakness>: Missiles <Recovered Ability>: Hi-Jump/Jumpball <Description>: This tall weird looking creature will hop around the room trying to squash Samus under its base. It doesn't have much more to use offensively, just make sure you don't get caught and keep moving around. If the creature jumps up high into the air and opens its base wide, it'll slowly fall back down to try and trap Samus inside its body where it'll cause major damage. Here's your only chance to inflict damage. Quickly stand under the creature as it drops and fire a missile (two if you're feeling lucky) up into its body to cause damage. Quickly run out of the way before it lands so you don't get caught. With enough hits parts of the creature's body will blow off and it'll become shorter. Eventually you'll blow off all three parts so the head with the eyeball remains, finish off this part and the creature will revert to the shell-encased X form. Finish it off with more missiles (grab all the X it releases) and absorb the X to recover both the Hi-Jump Boots and Jumpball (Spring Ball) abilities together! >>>Serris X ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ - 4.0_SX <Location>: Sector 4 (AQA) <Attacks> : Speed Boost Charge <Weakness>: Missiles <Recovered Ability>: Speed Booster <Description>: To get the giant water serpent to appear, jump up to the platforms above the water. This massive creature will be shooting around the room at top speed most of the time so you'll need to be quick to avoid taking damage. While Serris is glowing it'll move around quickly, wait for it to stop before attacking. The creature will swim around the room in different patterns, you can either stay above or below the water while waiting to strike, just be careful underwater as you won't be able to move around smoothly. Staying underwater allows you to see where Serris will come up out of the ground, when you see bubbles coming up quickly fire a missile at Serris' head just as it emerges to inflict damage. Watch out whenever you score a hit as the serpent will charge up and swim around the room at blinding speeds again. Landing successful hits on the face when you're up on the platforms can be hard work, try staying underwater to hit the face just as the creature emerges from the ground. With enough of a pounding the tail will explode and the head will return to the spiky-shelled Core X form. Finish off the monster above the water to recover the Speed Booster ability! >>>B.O.X. Security Robot ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ - 4.0_SR <Location>: Sector 3 (PYR) <Attacks> : Fire Bomb, Charge Attack <Weakness>: Super Missiles <Recovered Ability>: N/A <Description>: This robot hasn't been infected by any X parasites, so it's only attacking you because it thinks that Samus has entered a restricted area. Samus has every right to be here in the station, so we'll show this machine who's boss. Begin by jumping up to the ladder on the ceiling to avoid being run over by the robot as it dashes back and forth. If the robot pounds the ground with its legs on the spot it'll lower down and launch a bomb into the air. Once the bomb lands on the ground it'll create two fire walls that move outwards from the impact zone. Quickly move so that you're directly above the bomb as it goes off so you won't be hit by the fire barriers. The fire barriers will rise and fall as they move along, if you can't make it above the bomb when it blows wait for one of the barriers to lower then quickly pass over it to avoid taking damage. The robot will continually hop about while laying bombs, you'll need to fire missiles straight down into the center part of the robot to inflict damage. You won't be able to inflict damage when it launches a bomb, so try to pull off successful hits while it's moving around. You should be able to pull off some accurate diagonal shots, if the robot gives you too much trouble just try to hit it from directly above. After punishing the robot with enough missiles you'll start to see the covering around its core beginning to wear away. Keep pounding and you'll take it down in no time. >>>Giant Core X ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ - 4.0_GX <Location>: Sector 6 (NOC) <Attacks> : Mini-Core X's, Rush Attacks <Weakness>: Charge Beam <Recovered Ability>: Varia Suit <Description>: This creature is relatively easy to beat when you know what to do. The only weapon that can harm this thing is the Charge Beam, so use it well. The giant Core X has several smaller versions of itself floating around as protection, the Charge Beam will shred through them easily. Watch out for the giant creature's flying patterns as it'll often try to fly into Samus. Keep out of the water and fire away with the Charge Beam, in no time you'll revert it back to the spiky-shelled Core X form. Finish off the beast to recover the awesome Varia Suit! >>>Mecha Spider X ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ - 4.0_MX <Location>: Main Deck (Reactor Silo) <Attacks> : Stinger Attack, Fireballs <Weakness>: Super Missiles <Recovered Ability>: Space Jump <Description>: This giant spider will be bouncing around the room trying to grab hold of Samus. Whatever you do, make sure this thing doesn't grab you as it'll pull Samus up and inflict major damage. A good trick is to activate the Morph Ball and stay near the corners of the room, most of the time the spider will bounce off the walls and miss you in a corner. Before the spider first appears it'll shoot down three fireballs, stay away from them until they die down and disappear. The spider will shoot down fireballs often, just be wary of them and stay away. When the spider stops moving to shoot fireballs it'll open its mouth wide. Quickly stand below and fire one or two missiles into its maw to inflict damage. Keep this up and you'll notice the spider will slowly turn to a dark blue color. With enough of a pounding the legs will fall off and the head will drunkenly fly about the room often spitting out lumps of garbage. Stand still and fire missiles up into its mouth when it drops garbage to keep inflicting damage, if your missiles hit the garbage they'll explode so you shouldn't take too many hits. With enough pummeling the head will slowly turn red before exploding and reverting back to a spiky-shelled Core X, finish off the monster to recover the Space Jump ability! >>>Plant Core X ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ - 4.0_PX <Location>: Sector 2 (TRO) <Attacks> : Plant Spores, Plant Traps, Plasma Projectiles <Weakness>: Super Missiles <Recovered Ability>: Plasma Beam <Description>: This giant creature (look closely, it almost looks like a Chozo Statue covered in vines) has a few offensive attacks throughout the room. You'll need to watch out for the spores that fly out of the two plants in the upper corners of the room, and try your best to stay on the platform away from the traps in the floor as if you fall into them they'll grab you and inflict damage. If you fall try to Space Jump out of them. Stand on the platform and fill the large Chozo Statue with missiles to inflict damage. Parts of the creature will drop off the creature as you continue to fire at it, eventually the head will fall off and the two plants firing spores will explode. The creature will now expel bursts of Plasma Beam fire, but you shouldn't have any trouble ducking and jumping over them. The traps in the ground will also start spitting out spores but by staying on the platform you'll completely avoid them. Keep ripping into the creature with Super Missiles and it'll eventually explode completely to become the spiky-shelled Core X. This one will be using the Plasma Beam, so once the large creature blows jump over to the open area on the right and fire at the Core X when it opens up to fire. Finish off the monster to completely clear out the vegetation growth and to recover the Plasma Beam ability! >>>Nightmare X ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ - 4.0_NX <Location>: Sector 5 (ARC) <Attacks> : Multi-laser System, Gravity Well, Charge Attack <Weakness>: Super Missiles <Recovered Ability>: Gravity Suit <Description>: Once you drop down into Nighmare's room it'll slowly rise up from the ground. This weird looking monster possesses two large arms with gun turrets lined up all along them, so you'll have to watch out for frequent energy blasts. As it hovers around rather drunkenly you'll spot a large round device between its arms, this is the device it uses to manipulate gravity and is its first weak point. Jump up to cause the creature to fly up high then quickly run under it and fire missiles up into the device. With each hit the creature will let off a squeal that sounds much like a cat, keep pummeling the device and Nightmare will activate it. Once the gravitational pull kicks in you'll move around slower and your missiles won't fly up properly when you fire, so you'll need to stay under Nightmare and pummel the device until it blows. Don't worry about taking too much damage, it's hard to avoid the creature's attacks with such high gravity. Once the device explodes Nightmare's faceplate falls off revealing an ugly array of eyeballs in a green slimy face. You'll now need to pummel the face with missiles, but it'll be tricky. Quickly jump up to the ladder on the left wall and fire across at the face each time Nightmare slowly moves towards you, but quickly Space Jump away when it begins hovering around the room trying to catch Samus. Each time it hovers down over on the right side of the room grab hold of the ladder and hopefully it'll stop and slowly hover towards you. Get ready to move quickly if it keeps flying around trying to slam into Samus. As you pummel the face it'll slowly sag down and look even uglier, after sagging down twice and turning red keep firing to ultimately destroy the creature. Finish off the Core X that appears to recover the Gravity Suit ability! >>>B.O.X. Security Robot X ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ - 4.0_BX <Location>: Sector 6 (NOC) <Attacks> : Homing Missiles, Electrified Water <Weakness>: Super Missiles <Recovered Ability>: Wave Beam <Description>: As soon as you enter this long corridor partially filled with water after visiting the Restricted Zone, the robot will charge in from the right. The crazy state of the robot has caused the water to become electrified so don't ever touch it. Quickly lay a Power Bomb to blow open the ceiling, revealing a ladder running across. Grab hold and stay up here for most of the battle. The robot will dash about trying to jump up to slam into Samus, keep moving to avoid it. If the robot stomps the ground and lowers down it'll fire out a range of missiles that partially home in on Samus, quickly blast them with the Plasma Beam before they hit home. Just like last time you'll need to strike the center of the robot with missiles to inflict damage. Try to pull off diagonal shots as the jumping activity of the robot makes it hazardous to remain directly above. Nothing much more to say here, just make sure you fire the missiles when they launch and stay away from the robot to avoid being knocked off the ladder. With enough of a pounding the robot will explode and its organic components will revert back to the spiky-shelled Core X we're so used to by now - but this one will be the kind that opens up and fires projectiles. Drop down off the ladder and wait for it to open before firing, quickly jump out of the way when it returns fire. Finish off the monster to recover the handy Wave Beam ability! >>>Ridley X ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ - 4.0_RX <Location>: Sector 1 (SRX) <Attacks> : Fireballs, Grab Attack, Tail Lash <Weakness>: Super Missiles <Recovered Ability>: Screw Attack <Description>: This shrieking form of Ridley isn't the real Ridley we're used to fighting so this won't be a grudge match. You'll need to watch out for this massive creature as it flies about the room as it'll constantly be trying to fly into Samus. You'll be treated to a remake of the classic boss theme from Super Metroid during this battle so it won't be too bad. Watch out for Ridley's large fireballs, his tail will also cause trouble often. It'll be difficult to avoid colliding with the monster, thankfully you won't lose too much health with each hit (especially with so many Energy Tanks). If Ridley grabs you and flies upward just keep firing away with Super Missiles to pound the beast. After delivering enough damage Ridley will let out a hideous shriek and slowly change color. Each time Ridley shrieks it'll become weaker, if you're playing the game on a Game Boy Player just don't have the volume up too high, the shrieking coming from this monster can become very annoying. Keep firing at any part of Ridley's body but his tail to inflict damage, after what seems an eternity of inflicting damage it'll finally explode and revert back to the usual Core X form. Finish off this true Ridley-wannabe to recover the Screw Attack ability! >>>SA-X ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ - 4.0_SA <Location>: Main Deck (Operations Deck) <Attacks> : Ice Beam, Screw Attack <Weakness>: Ice Beam, Plasma Beam, Charge Beam <Recovered Ability>: N/A <Description>: Once the SA-X appears in the large Operations Deck room, drop down to the floor and engage it there. This time you'll finally be able to inflict damage on the beast, but it'll be tricky to avoid taking hits from its Ice Beam. The SA-X will also be jumping about using the Screw Attack, try to stay away and use your own Screw Attack to avoid taking damage. You'll need to use Ice Missiles to freeze the SA-X like before, but as soon as you freeze it quickly charge up the Plasma Beam and rip into the SA-X before it unfreezes (you'll only have a few seconds to pull it off). The shot will rip through the creature and inflict damage, you'll need to keep freezing it and firing the charged Plasma Beam to finish it off. After about five or six successful Charge Beam shots the SA-X will kneel over in a weakened state. The freak will then look up and change into a massive weird-looking monster. It'll jump around the room trying to stomp down on Samus, use the Charge Beam again to inflict further damage. After a few shots the monster will fall over and finally revert back to the spiky-shelled Core X. This one will continue to fire bursts of ice. Wait for it to open up before firing missiles and jump up quickly to avoid taking damage. Once you finally deal the final blow the shell with fall of the Core X, but it'll be flickering and you won't be able to absorb it. The coward will then retreat and fly out of the room, leaving you to continue on to the Operations Room. >>>Omega Metroid ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ - 4.0_OM <Location>: Main Deck (Docking Bay) <Attacks> : Slash Attack <Weakness>: Ice Beam <Recovered Ability>: N/A <Description>: You'll find the massive Omega Metroid where your ship is supposed to be docked. At first you won't be able to injure this huge creature with any weapon in your arsenal, even Ice Missiles won't have any effect. Instead, wait for the Omega Metroid to slash out and strike Samus deliberately, you'll then lose all your health except for 1 unit of energy. This scenario certainly brings back memories, doesn't it? But this time it isn't a Metroid that saves Samus, instead amazingly it's the SA-X. The SA-X will jump into the room and begin attacking the Omega Metroid's chest with its Ice Beam before receiving a slash attack from the creature. The SA-X will fly back and revert back to the gelatinous free-floating X form, quickly jump up and grab the creature to absorb it. Upon grabbing the SA-X, you'll finally kill it and regain the Ice Beam ability! You'll also regain all your health and Samus' Power Suit will become an orange color. Now it's down to you and the Omega Metroid, so let's finish it off, shall we? With the Ice Beam you'll be able to inflict damage on the Omega Metroid by aiming up with L and firing away at its chest. It'll reel back with each hit but watch out as it can still slash out. If you're hit by its slash attack you'll fly back and be momentarily stunned, with the timer constantly ticking down you can't afford to waste time so quickly run back whenever the Omega Metroid raises its claw. Continue to fire away at its chest while running back before it slashes, slowly the Omega Metroid will turn blue before turning red. Finish it off with several more blasts and the monster will finally explode, leaving you alone at last in the Docking Bay. Your ship will then magically appear outside the wrecked door and come flying in, quickly stand within the yellow portal that appears to be whisked away inside your ship, the ship will then take off at full speed and escape form the station! Congratulations, you've finally beaten the game! =====================================\ -(5.0 WALKTHROUGH)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ Now it's time to make it through this station alive. You'll find a heavy amount of detail within the directions below, just remember that there's many ways to go about completing the game, this is only one suggested method. You'll be right at home if you're a veteran Super Metroid player, many of the techniques found in that game can and will be used here. There's seven massive areas to explore on the station, each with its own detailed and unique environments. Many times you'll forget that you're on a space station in high orbit above SR388. You'll also be encountering creatures similar to those Samus faced in the past, but they've all been consumed by X parasites. I'll be referring back to the bosses section and item locations section when needed, I won't repeat all the tips found in those sections (it's a waste of time). For the items locations - especially the Missile, Energy Tank and Power Bombs - I'll refer to them like this: Missile S1.05, this refers to Missile 5 found in Sector 1. Here's the special coding I'll use for each area of the game: > MD - Main Deck > S1 - Sector 1 (SRX) > S2 - Sector 2 (TRO) > S3 - Sector 3 (PYR) > S4 - Sector 4 (AQA) > S5 - Sector 5 (ARC) > S6 - Sector 6 (NOC) The ship's computer will always be directing you around and giving you information on what to do next, if you're ever stuck head to a Navigation Room to read up on your current objective, or press A on the Map Screen to get a quick lowdown on your objective. For ease I'll refer to the ship's computer as SC so I don't have to repeat "ship's computer" fifty times. *Spoilers abound in this walkthrough, so be warned, only read through it if you really need help* Now suit up in that fancy new Fusion suit and let's show the X their worst nightmare. =============================== .:------(5.1 BIOLOGIC RESEARCH STATION)---------------------------------:. =============================== Once you've started the game you'll witness the fateful intro where Samus is attacked by the X and subsequently recovers after being injected with the Metroid vaccine. After Samus' reflection in the prologue, the SC will inform Samus that the ship is approaching the B.S.L research station. Once the ship lands in the Docking Bay of the research station, the SC will give you your first objective. Each time you enter a new area of the station, the SC will give you an almost-complete map of the entire area. The SC will inform you that an explosion has rocked the Quarantine Bay, this was where captured creatures from SR388 as well as the parts from Samus' Power Suit were sent, so something fishy's going on. After showing you were the target room is, you'll be asked if your objective's clear. Every time the SC asks you this, say Yes to continue, or No to hear the detailed objective again. Once you're ready Samus will emerge from her snazzy new ship and be ready to rock and roll. Straight away you'll feel the similar control structure to SM, so we'll get going already - mastering the controls in this game is easy. Head through the Docking Bay and go through the following corridor on the left. Next you'll reach a tall shaft leading up. Ascend to the top and go through the door there. Pass through the next corridor to reach another tall shaft leading up. Keep going through the door ahead to reach the first Navigation Room. Step on the pad in the center of these rooms to uplink to the SC to confirm your objective. Once your objective's confirmed go left to find yet another tall shaft. The only difference with this area is the lighting and drastic music change, you'll be hearing a creepy theme playing so you won't be alone here for long. The door straight ahead is sealed shut, so climb up to the top of the shaft and go through the door there. The next room contains a large ruined roof section dangling down leaving only a small gap below it, this room also contains a large shaft leading down. Drop down the shaft and go left to reach the Quarantine Bay. The crates and pods in this room certainly look damaged, go to the far end of the room to encounter a Hornoad, the same kind of creature that the X parasite attacker had mimicked on SR388. Waste the creature with a few well-aimed shots, another X parasite will emerge from the creature once it blows. This time is different though, when the parasite appears quickly touch it. Samus will absorb the X, killing the parasite and restore energy in her Power Suit. This is due to the Metroid cells now present in her DNA, Samus will never again be affected by the X. In fact, she can destroy any free-floating X by absorbing it. The hunt is on. Press Start to bring up the map screen and press A to see a message informing you to return to a Navigation Room. Before leaving here, you'll notice the wrecked remains of a crate and pod in the background where the Hornoad was, something certainly did break out of these storage containers, soon you'll find out what it was. Once you return to the Navigation Room the SC will give you more info on the X and how Samus can absorb any free-floating one to recharge energy and missiles. The SC will then inform you that it is detecting massive life readings over in a large room on the far right side of the area (it'll show you on the map) and that you should investigate. The SC will also unlock Level 0 security doors, so you'll now be able to open up the flashing doors. Time to explore more of the station and confront more dangerous X- infested creatures. Leave the room via the right door and climb up the shaft. Go through the first door up on the right and watch out for the Hornoad in the following room. The next room contains a Save Station, save your game before proceeding. Climb up the shaft in the next room to find a large creature blocking a door. You won't be able to harm this thing without missiles, so keep ascending the shaft. In here you'll encounter Zombie Researchers, one shot takes them down so you shouldn't have any trouble with them. Watch out though as after several seconds another X will float into the room and restore the creature so don't hang around. Go through the door at the top of the shaft to reach another Navigation Room. In here the SC will inform you that the Federation is sending Missile data for you to download. The Data Room you'll need to reach for this upgrade is up in the Operations Deck. In the next room, climb up the shaft and through the door to find an elevator shaft. Ride up the elevator to the Operations Deck. During many of the elevator rides Samus will reflect on different areas, here she'll reflect on Adam Malkovich, her former CO when working for the Federation. Once at the Operations Deck, go through the door to reach a large open area. Three doors adorn the wall on the left side, the lowest door leads to Recharge and Save Rooms, while the middle door leads to a Navigation Room and the Data Room where you'll find the Missile data waiting. Stand in the large capsule in the Data Room to receive the upgrade. You'll start with ten missiles, which can be fired by holding R then pressing B. Go back to the Navigation Room, when you enter the room part of the electrical systems will shut down and another creepy tune begins to play. The SC will tell you that electrical interference has disabled the elevators in this area, so you won't be able to use the same elevator you used to reach this area before. ==================== .:------(5.2 THE HUNT IS ON)--------------------------------------------:. ==================== Go back out into the large room and save your game through the lower left door. In the large room you'll find a few platforms in the air, use them to reach a glowing ventilation cover on the right side of the room. Shoot open the cover and go inside the tunnel. In the next darkened shaft you'll find a large creature sitting above a cracked floor region. Shoot the creature with missiles to destroy it, then drop through the cracked blocks to fall down below. Watch out for the Zombie Researchers on the way down, and keep an eye out for cracked wall and floor sections. Once you pass through the giant twisted wiring in the foreground you'll find Missile MD.01 waiting just on the right. Drop down off the ledge once you've grabbed the missile and go through the opening on the left. In this dead-end room you'll find Missile MD.02 hidden within one of the blocks on the wall. Go back into the red shaft and go right to find yourself in a well-lit large room. At the top of this room you'll find another Save Room, so save your game here. Down on the right side of the large room you'll find an Eyeball Door. These doors are similar to the Eyeball Doors found in SM, you'll need to fire three missiles into the eye when it opens to destroy it. If the eye opens and begins flashing, quickly jump out of the way to avoid its plasma projectile. Once the door's destroyed grab the X that appears and head inside. The music changes to a creepy tune in the next large room, this is where the SC detected life readings. Climb up around the terrain here, not far in you'll find Energy Tank MD.01 in plain sight resting atop a platform. Just beyond the Energy Tank is a hole leading down, walk over to the edge and shoot out the roof section directly above with missiles. You'll open up a hidden passage, go through to find Energy Tank MD.02. Back in the large room, drop down into the hole to fall through crumbling blocks at the bottom, below you'll land in a large open space where you'll face the first of many Core X bosses, Arachnus X. Refer to 4.0_AX for tips on taking this sucker down. Defeating this creature will restore your Morph Ball ability, so you'll be able to exit the room through the small opening on the left. Go through the next corridor and crawl through the small opening up on the wall to reach a long red darkened tunnel. Proceed through this tunnel using the Morph Ball to crawl through the narrow passages. At the end you'll re-emerge back out into the lit shaft leading up to the second Navigation Room. Just above in this shaft you'll find the creature you passed earlier blocking a door, destroy it with missiles to find a Recharge Room inside. Go left at the base of the shaft and save your game before returning to the first Navigation Room you found earlier. The SC has bad news for you when you return to the Navigation Room, the X have invaded some of the breeding environments in the station and are already consuming the life-forms kept there. The SC will show you where the Main Elevators are that lead down into the six sectors of the station. Once you're ready, head left and climb up the next shaft. Halfway up this shaft you should spot a narrow opening leading into the right wall, crawl through here to find Missile MD.03 hidden beyond. Go through the door at the top of the shaft, inside you'll be able to crawl through the small opening ahead below the ruined roof section. Keep going left through the tunnel to eventually find an elevator leading down. Ride it down to reach the six Main Elevators. Just after Samus disappears off the screen however, you'll witness a chilling scene. The creature that caused the explosion back in the Quarantine Bay, you're about to get your first glimpse of it. The wall to the left of the elevator Samus just rode down will explode and one of the weirdest things you'll see in any of the current Metroid games appears. Walking out through the cloudy remains of the wall appears to be Samus in her original Varia Suit! But how can this be, the real Samus just rode down the elevator in this same room? The creature will stand still and face the camera before it zooms in on the creature's face, revealing something definitely not human. This creature is on the prowl for Samus, staying away from this creepy monster is top priority. We'll be learning more of this creature soon when the SC discovers its presence on the station. =================== .:------(5.3 SR388 REPLICA)---------------------------------------------:. =================== When the game returns to Samus you'll hear an explosion from above just before Samus reaches the bottom of the elevator shaft. The elevator will then shut down, so you're stuck down here for a while. As indicated by the wall in the background of this room, elevators leading down to Sectors 2, 4 & 6 are to the right while the elevators leading to Sectors 1, 3 & 5 are on the left. The number 1 will be flashing, indicating that this sector is your next destination. Head left and through the first door to find the elevator leading down to Sector 1. Jump on and ride it down. Through the door on the right at the bottom you'll find the first Navigation Room of this area. Uplink to the SC to receive the map of the area and your first objective here. The SC will first tell you of the damaged Main Elevator, hinting at the cause of the damage. The SC will then inform you that the atmospheric stabilizers in this area have been invaded by the X and must be cleared of their foul nests. We now need to move through this area and clear 5 stabilizers to slow down the X's reproduction. Save your game in the following room before continuing. Use the Recharge Room next door if you need to before proceeding right. This first large yellow room is home to several Zombie Researchers, fry them all and go through the lower right door. Watch out for the flying globules in the next corridor, they'll try to merge together to produce a massive creature, fry them all before they get a chance. Destroy the creature blocking the passage at the end with missiles and head through the door. This next large room is home to the first stabilizer. You'll notice that this cavernous area accurately resembles SR388's landscapes. Trek through the cloudy area over to the large X-infested fan. Stand on the floating platform just in front of the fan and fill the nest with missiles to destroy it. Grab any remaining X floating around before going through the door on the right. Fry the Hornoads in the next corridor but watch out as the X parasites will reform into a flying Halzyn, a creature with protective shields. Look up and shoot at them from below, but watch out when they drop down. At the end of this corridor you'll find Energy Tank S1.01 hidden at the end of a narrow tunnel. Keep going to reach a shaft leading down. Go up through the door straight ahead to find the next atmospheric stabilizer. Make your way up to the fan and pummel the nest with missiles to destroy it. With the fan cleared, leave the room and drop down the adjacent shaft. Go through the first door you find on the left wall. Proceed through the next long corridor while watching out for the Motos (shoot them in the back to inflict damage). Descend the next massive shaft while watching out for the Zebesians climbing around on the walls (I wonder what the Space Pirates were doing here, no doubt they were up to no good. Such a pity the X got them before they could cause any trouble :P). Waste the Zebesians with missiles, once at the base of the shaft go through the door and blast the creature in the following room. Go through the next door to reach the third room containing a stabilizer. Use the ladders along the roof to reach the second half of the room, there you'll find the clogged fan. Clear the fan then head through the door on the right, only two more fans to go. Watch out for the Moto in the next room, past the adjacent room you'll find the fourth atmospheric stabilizer. Climb up the small shaft and use the ladder on the roof to reach the fan. Watch out for the Hornoads below, once the fan's clear go through the door up on the left side of the room to find Missile S1.01 hidden inside. With the fan cleared and the missile in hand, go through the door on the bottom right of the large room to reach a tall shaft leading skyward. Watch out for the Zebesians on the walls, then head through the door at the top. Open up the shutter in the next room and go through the door beyond. Use the ladder on the ceiling in the following corridor to reach the next door, just don't fall into the water. Fry the creatures crawling along the roof as you go. Go through the next door to find yourself in a shaft with a pillar separating you from the Eyeball Door on the left. Drop down to the bottom through the crumbling blocks, from here you can go through the door on the left to reach a Save Room. Once you're ready, jump up to the Eyeball Door and fry it with three missiles to get through, but watch out for its plasma projectiles. Through the door you'll be in another large room, but there's no stabilizer in here. Walk over to the left corner to find a truly unusual sight, a Chozo Statue holding an item! Shoot the item to reveal a glowing ball, but before you can grab it the statue will suddenly change into a large Core X. This one's different from the usual mimicked form an X takes, as it'll have a large spiked shell. Whenever you face a Core X like this one, it'll be using a Beam Weapon ability as its primary attack. You'll only be able to strike the creature with missiles when it opens up to fire, when it opens quickly fire and jump out of the way to avoid its fire. These Core X's aren't as difficult to defeat as the normal ones, just don't take too much damage from its fire. Finish off the creature and absorb the free-floating X to recover the Charge Beam ability! Now you'll be able to charge up Samus' Beam Weapon to fire off a stronger shot. We'll now go and finish our objective. Go through the door up on the top right corner of the room. In this next room, shoot out the roof and jump up into the next room. From here, grab hold of the ladder in the ceiling and fire missiles over at the wall on the left to open up a hidden passage. Go inside to find Missile S1.02 hidden among all the crawling creatures in the water. With the missile in hand head through the door on the right in the previous room. You'll now have finally reached the fifth and last stabilizer. Work your way down to the fan and destroy the nest to fulfill your objective. With all the stabilizers online it's time to return to the Navigation Room. Go through the door on the right and head past the shutter in the next room. Climb up the following shaft and save your game up through the door on the right at the top. In this Save Room, look closely at the wall on the right. You'll spot a crumbling block, shoot it open and crawl through. You'll need to jump up above the hole, quickly activate the Morph Ball and push right to crawl into the hole (you need to do this because we haven't found the Morph Ball bomb yet. Once inside, use the Wall Jump trick (check Secret & Tips below for more info) to reach Missile S1.03 at the top of the shaft. From here, make your way back up to the Navigation Room to learn about your next objective. ========================== .:------(5.4 TROPICAL JUNGLE MAZE)--------------------------------------:. ========================== The SC will inform you of X activity in Sector 2 (TRO), so we'll be heading over and investigating that area now. Go back up to the Main Deck and head over to the Sector 2 elevator. Ride it down and go into the Navigation Room. Here the SC will give you more bad news, it has figured out what's been hacking into areas on the station. The creature you saw earlier is the SA-X, an X parasite mimicking Samus. Never before has Samus been in battle against her own abilities, so you'll need to be very careful around the SA-X, it's a deadly adversary. The computer will tell you to run if you encounter the SA-X, as it'll be able to freeze Samus with the Ice Beam. You'll now need to download the Bomb data, but the Data Room is blocked by a Level 1 security door. So first we'll need to track down the Security Room to unlock Level 1 doors. Sector 2 looks fairly small when you download the map, but most of this area is hidden and you'll have to map it out yourself. Go right and use the Recharge Room if needed, then go right again. You're now in a large green room filled with red crawling critters. Blast any you encounter and climb up to the top right corner of the room. Head through the door there and cross the next vine-filled corridor to reach a shaft leading up full of vegetation. Ascend the shaft and go through the topmost door to reach the Security Room. Drop down to the station below and stand on the pad to unlock Level 1 Security Doors. Now you'll be able to access blue doors, so use the one on the right to exit the room. Head back to the large green room filled with red creatures and go through the blue door down on the bottom left corner. Cross the next corridor to reach another large room adjacent to the Data Room we need to get to. Climb up to the top left corner of the room (watch out for flying bugs) and head through the door to reach the Data Room. Step into the pod to download the much-needed Morph Ball Bomb data. Now you'll be able to lay bombs while in Morph Ball mode. Leave the room and go back down to the door you entered the previous large room via. Just as you enter the room though you'll hear an explosion and footsteps fading away - the SA-X has just been here and thankfully missed you. The downside is that it destroyed the door you used earlier, so we'll need to detour around hidden areas in this sector to get back to the entrance. Before you go anywhere, bomb open the small cracked wall up in the top-right corner of this room to find a hidden tunnel leading to Missile S2.01. Now go down to the dead-end in the bottom left corner and lay a bomb in the corner to open up a passage leading down. Drop down to find yourself in a corridor with two doors leading off. Save your game in the room to the right before going through the left door. The next room contains a large shaft leading down, you should notice on the map that you've entered an uncharted (green) area, this is only the tip of the iceberg. Before descending the shaft you'll be able to find Missile S2.02 up the top. With the missile in hand descend the tall shaft and head through the door at the very bottom. Drop down the next short shaft and head through the next door to reach a large room full of more vegetation. bomb the platform in the center ahead to fall down below, but watch out for the Sidehopper there. As you go through this room you'll be able to pick up Missile S2.03. With the missile tucked away head through the door on the right side of the room. Cross through the next corridor and bomb around the ground in front of the tall pillars to cause smaller pillars to rise up, use them to get through. The next room contains yet another tall shaft leading up with several doors to choose from. The door directly ahead eventually leads to a Save Room, don't bother going in there if you're playing for speed. Climb up the shaft and head through the door just below the open door on the right wall. Cross the next corridor to find yourself in a smaller shaft. There's a hidden door down below in this room (shoot out the ground to find it), but we'll be going straight ahead instead. Save your game in the next room before proceeding. Cross the following room to find yourself in a room with two red critters and Energy Tank S2.01 sitting atop a platform in clear sight. Grab it and shoot out the floor at the base of the platform. Drop down to come face-to-face with an Eyeball Door. Fry and go through the door. In this next huge room you'll face another Core X boss (a tall creature with one big eyeball), refer to 4.0_EC for tips on taking this weird thing down. Once the creature's dead you'll recover both the Hi-Jump and Jumpball abilities together, so you'll be able to jump higher as well as jumping while in Morph Ball mode. Exit the room the same way you came in, it's time to return to the Navigation Room. When you jump up into the small room where you found the Energy Tank you'll notice that the red critters look like frozen statues on the ceiling and wall, it seems that the X are trying to change their forms by cocooning themselves. Save your game on the way back, eventually you'll reach the long corridor connected to the tall shaft you climbed up earlier. Blast the Sidehopper here, but you'll find the door's been destroyed by something, so you'll need to find a way around. Bomb open the rubble at the foot of the door and drop through the floor. You'll drop down into a darkened corridor, stay exactly where you are as just below the narrow platform you're on the SA-X is prowling around. This is your first true encounter of this freakish creature, make sure it doesn't see you. The creepy music and the ghostly footsteps the SA-X makes will make you shiver, just wait it out and it'll leave via the door on the left. Once the SA-X leaves, go over to the right and shoot out the floor to drop down into the room. Proceed out to the large shaft and climb up. Here you'll spot more of the red critters hibernating, they won't emerge yet though. Directly opposite the ruined door you'll find a room that leads to Missiles S2.04 & S2.05 (you'll still be able to reach S2.05 without the Gravity Suit). With both missiles in hand ascend the tall shaft, using the hibernating creatures on the walls as stepping stones to reach the higher platforms. Head through the door at the very top and through the next room to find yourself in another shorter shaft. Blast the Sidehopper there and climb up. You can find Missile S2.06 hidden beyond the small tunnel on the right wall here. With the missile tucked away go back to the shaft and roll through the small opening on the left to make it back to the large green room near the entrance. Before heading back to the Navigation Room you'll be able to find Missiles S2.07 & S2.08 from here. Once you're ready head back to the Navigation Room for your next objective. =================== .:------(5.5 WATER DRAGONS)---------------------------------------------:. =================== The SC will inform you now that releasing the security lock has allowed the SA-X to penetrate Sector 4. So now we have to head over there and investigate. Leave Sector 2 and head right to find the elevator leading down to Sector 4. Go into the Navigation Room and uplink to the SC. The SC will tell you that this area is home to a huge creature the researchers named Serris. This creature is responsible for damaging much of this sector, so we'll have to track it down and neutralize it before it causes critical damage to the station. The SC will show you where Serris is located, so we need to head out and track it down. Move out into the first large blue room (save your game first), then head through the door on the left wall. Go through the next small room to reach a huge room full of electrified water. Don't fall into the water or you'll take damage. Climb up the room and bomb through the wall at the top to reach the ladder lined across the ceiling. Climb across and drop down to the suspended blocks below. Keep going and head through the door on the left. Proceed through the next room (watch out for the giant Skultera) and go through the upper submerged door on the left. Up through this winding room you'll find a Save Room and eventually you'll track down Energy Tank S4.01 in a room with a ruined roof section. Grab the Energy Tank and head back down to the previous room. Back in the room with the submerged door, go through the lower door to reach another large room filled with electrified water. Bomb the platform covering the ladder above to uncover it, then climb across over the water. At the end of the ladder you'll find an opening in the roof, jump up there to find a room with another ladder leading up the left wall. Climb up the ladder and crawl through a hidden opening at the top of the ladder to find a room containing Missile S4.01. With the missile in hand go back down to the room with the electrified water. Once you drop down into the room, bomb open the wall on the left and continue on through the door ahead. In this next tall shaft, the door directly ahead leads to the Pump Control Unit but you won't be able to get through the Speed Booster blocks. Instead climb up the shaft and head through the door at the top. Save your game in the next room and shoot the small cracked block in the right wall to uncover a hidden tunnel. Crawl through and bomb open the tunnel in the next room to reach the door ahead. The following room is Serris' breeding tank and where you need to be, but you'll find the massive skeletal remains of Serris in the watery tank here - so the X have already killed it. Wade through the tank and go through the door at the end. Climb up the shaft and fry the Eyeball Door you'll find. In the next room you'll face Serris X, the X parasite that has consumed and mimicked the original Serris. Check 4.0_SX for tips on taking this giant serpent down. With the serpent dead you'll recover the Speed Booster ability, so it's time to lower the water level in this area so you can explore further. Leave the room via the door up on the right and run down to the end of the narrow corridor you'll find. At the end are two Speed Booster blocks in the floor blocking the hole leading down, bomb open the small wall to the left and fry all the Owtchs down the corridor. Run back over to the door and dash back to activate the Speed Booster to break through the two blocks. Down below in the next large room you'll find a Save Room through the door on the right, Missiles S4.02 & S4.03 are also hidden in here. With both missiles tucked away, drop down through the hole in the bottom left corner of the room to reach the first electrified water-filled room. From here go left and make your way over to the Pump Control Unit room. Once inside run to the left to eventually activate the Speed Booster. You'll break through a wall into a small room containing a control station. Stand on the pad to lower the water level in this area, opening up new areas to explore. Once the water fully lowers, drop down below the control station to find Missile S4.04 in plain sight. Leave the room (don't touch the electrified conduits on the walls) and go back into the long room that used to contain electrified water. Drop down below to the lower area of the room and clear out any enemies down here. Go over to the left corner of the room and run across to the right side to break through the wall with the Speed Booster. Inside you'll find a long corridor containing Missile S4.05. Once you've grabbed it use the Speed Booster to run through the wall on the right side of the corridor so you can reach the first large room that used to contain electrified water. That's about all we can explore for now, head back to the Navigation Room from here for your next objective (you should be getting the hang of the objective system by now). ========================= .:------(5.6 IT'S GETTING WARMER)---------------------------------------:. ========================= Back in the Navigation Room the SC will inform you that Federation HQ has a new upgrade for your missiles ready, but the only Data Room accessible is the one in Sector 3 (PYR). Leave Sector 4 and head left to find the Sector 3 elevator. Ride it down and access the Navigation Room there to download the map and your objective. Before reaching the Data Room here we'll need to go and unlock Level 2 (green) Security Doors. This will allow all the X to penetrate this area but we need to recover Samus' abilities to survive, and this upgrade is super-important. Beyond the Recharge Room you'll find a large red room leading down. Make your way down to the bottom, then head through the door on the left to find a dead-end. The wall on the left is covered in Speed Booster blocks, so go back into the large red room and clear a path in front of the door. Go through the door on the right side of the room and walk up to the shutter in the following room. Run back towards the dead-end room, firing as you go to clear a path. Eventually you'll activate the Speed Booster and slam through the wall to reveal a hidden corridor beyond. In here, shoot out the floor near the wall to find a hidden room below containing Missile S3.01. Jump back up into the corridor and go down to the left end. Here you'll find a green sealed door blocking entrance to the Security Room, but there's still a way in. Now it's time to try out some tricky Shinespark moves. Run back to the Speed Booster block wall and dash back towards the green door. Just before you hit the door crouch down to activate the Shinespark when the Speed Booster kicks in. Quickly stand to the left of the small raised bump in the floor and aim up at the roof section above the door with L. Press A to Shinespark into the roof section, you'll break through more hidden Speed Booster blocks. Once through bomb open the wall up in the narrow corner to open a tunnel leading into the Security Room. Go inside and unlock Level 2 Security Doors. With the Level 2 doors unlocked the X will swarm into this area, but you'll be ready for them. Exit the room and clear out the enemies that appear in the corridor (only missiles and charge shots can harm the Sidehoppers here). To exit this corridor you'll need to use the Speed Booster again to break through the wall on the right. There's two ways you can do this. Charge up the Speed Booster by running from the left to right end of the corridor, then aim up at the wall and Shinespark through it. You can also break through it and continue Shinesparking through the door if you jump into the air (somersault jump) while Samus is flashing, press fire to straighten up then press A and hold right to fly horizontally through the wall and into the large red room. Either way, once you are back out in the red room cross the X-infested area and go through the door opposite. In the following room, jump up the shaft above the shutter and fill the large green dragon head in the wall with missiles. Walk over to where the head was and you'll fall through the ground, now you'll be on the other side of the shutter. Shoot the shutter open and walk over to the door on the left. Run down to the right and go through the opening into the next room. Keep running while ignoring the two flying enemies and you will break through several Speed Booster blocks at the far end of the room to find a hidden room below. Go right to reach an extremely tall shaft leading up and down. This place isn't too hot for Samus, but if you go further down you'll encounter super-heated areas that Samus won't survive in, so we'll climb up the shaft. Watch out for the dragon heads in the walls as you climb up the ladders, eventually you'll reach two doors at the top. The one on the right is destroyed, so go left instead. In the next small room, bomb open two narrow tunnels in the wall on the left. Roll through the upper tunnel to find Missile S4.02 just ahead. Once you've grabbed it, carefully bomb your way up in this area, don't fall down too far otherwise you'll drop down through the ground into a previous room. Once you reach the corridor above you'll find that you've made it past a large blue/purple creature blocking the hallway, these blockages can only be destroyed with Super Missiles. Go through the door on the right and proceed through the next brightly lit tunnel while watching out for Sidehoppers and the fire-dropping enemies crawling along the roof. Go through the next empty room to find the door leading to the Data Room on the right side. Go inside and step into the pod to download the Super Missile upgrade! This will really come in handy, as your missiles will now be three times stronger than before. As soon as you step out of the pod you'll hear a large explosion nearby, so something weird is going on again. Leave the room and go back to the long brightly-lit corridor. You'll find that the door on the left end of the corridor's been destroyed and a large gaping hole is in the ground. The screen will begin rocking again and you'll hear stomping sounds coming from somewhere, but it isn't the SA-X this time. Drop down and head right to eventually find a Save Room, a Recharge Room and Missile S3.03 (shoot the blue/purple creature with Super Missiles to cane it). Once you've grabbed the missile there's only one place to go now, back up to the room adjacent to the Data Room. Once back in this room more explosions will rock the screen, go right to find a huge robot blowing its way out of the door leading to the Data Room. This machine is just an ordinary Security Robot, but you'll still have to face it in battle. Check 4.0_SR for some handy hints to repel this robot's feisty attempts to neutralize Samus. Once you've trashed the robot it'll slowly walk over to the large open area on the right side of the room before retreating up into the air. When it jumps up it'll cause a load of wreckage to fall down, creating stepping stones for you to climb up. The Data Room door's been destroyed so you won't be able to use that room again. Climb up the room and go through the opening at the top to reach a hidden corridor. From here you'll be able to find Missile S3.04. Go back over to the left end of the room and open the door. Before going inside, run back to the right to charge up the Speed Booster. Duck when Samus begins flashing and Shinespark back to the left. You'll fly through the door and break through a wall in the next room covered in Speed Booster blocks. In the next small alcove, drop down into the small hole in the corner and bomb your way down to uncover Energy Tank S3.01 below. Follow the corridor to the left to eventually find yourself back in the large room near the entrance of this sector. From here return to the Navigation Room for a breather and your next brand new objective. ================================= .:------(5.7 DON'T BE AFRAID OF THE DARK)-------------------------------:. ================================= The SC informs you that Sectors 5 & 6 are now open and have most likely been infiltrated by the X. You won't be able to enter Sector 5's freezing environments without protection, so we'll be heading into Sector 6 to download the Varia Suit data. Leave Sector 4 and head over to Sector 6's elevator. Once you leave the sector you'll witness a special cutscene where a Federation officer contacts the SC and asks if Samus suspects anything. Come again?? The creepy music playing in the background suggests that something fishy's going on, but Samus won't be kept in the dark much longer as to what the Federation officer was taking about (even though we're now heading into the darkest area of the station, heh). Ride down Sector 6's elevator and head into the Navigation Room. After giving you the map, the SC will tell you that the Varia Suit is ready to download. There's a problem though, as sub-zero X parasites from Sector 5 have invaded this area and are waiting to attack Samus. Whatever you do, don't absorb the large blue X parasites as they'll freeze Samus and cause damage. Just fire away at them to stun them as you pass by. Once you find the Varia Suit you'll be able to absorb them without taking damage, so we'd better track it down. Save your game and use the Recharge Room if needed before moving on. Watch out for the flying bugs in the following room, cross this area and head through the door on the right. You'll now be in a really dark area (it's almost impossible to see on a normal GBA's screen) so make sure you don't run into any enemies crawling around. As you make your way through this room you'll be able to pick up Missile S6.01 and Energy Tank S6.01. Climb up through the room once you've picked up the items and head through the door on the right. Cross the following corridor and quickly shoot the blue X before it touches you to stun it. Head through the next door to find a long shaft leading down. Quickly stun the blue X ahead and drop down the tunnel to the very bottom. Go through the door on the right and cross the long platform ahead. You'll eventually reach three large blocks, shoot out the middle and top ones to get through, but don't shoot the bottom one as a blue X is hidden inside. Drop down and grad hold of the ladder down on the right wall, then climb down and shoot through the narrow wall you'll find on the left. Jump over the first hole you find and stun the blue X there, then drop down the second hole and run through the door on the left before any blue X catch you. Run through the next corridor while shooting at the blue Xs above, keep running to break through a wall containing Speed Booster blocks. Climb down the ladder, down below you'll find a door on the right that eventually leads to a Save Room, only go there if you're not playing for speed. Once you're ready go left through the previous blue X-infested room and head through the door to reach an apparent dead end where you'll find Energy Tank S6.02 waiting atop a platform. Bomb open a hidden tunnel just behind the Energy Tank and drop down. Go down to the door and head through to find a darkened empty corridor. If the emptiness of this long corridor gives you the creeps, you're reading the signs correctly. Quickly run over to the right, you'll find a wall covered in Power Bomb blocks that you can't break through. Instead, bomb open the ground below and roll down into the narrow tunnel below the floor. Roll back towards the door, when you reach it the door will open and... Guess who? Yep, the SA-X will stomp into the room while the creepy music plays and you hear the SA-X's weird breathing sound. Slowly follow it as it prowls down the corridor, once it reaches the wall it'll lay a Power Bomb to break through, stay well back to avoid the explosion and don't worry, you'll be finding some Power Bombs to play with soon. Stay where you are and wait for the SA-X to leave the room, you'll see why when you head towards the next door. When the SA-X jumps over the small hole in the floor you'll see it also has the Screw Attack, I bet you're just itching to pay this freak back for stealing Samus' abilities, but don't worry, you'll get your chance. Just beyond the destroyed wall you'll fall through the ground and land in front of the door, if the SA-X was still here you would've fallen for the trap and landed directly in front of it! If you're ever caught by the SA-X, just run. Proceed through the next room to find a shaft leading down. Save your game in the room ahead before descending the shaft, just watch out for hidden blue X's in the large blocks. At the base of this room in the left corner you'll be able to blow open a few blocks to reveal a hidden tunnel leading to a room containing Missile S6.02. With the missile in hand go back out to the shaft and go right through the door. Clear off all the flying bugs in this room and head right to face an Eyeball Door. On the other side of the door is the Data Room, it's strange that there's an Eyeball Door here, but you'll find out why in a minute. Fry the door (one missile does the trick) and go inside to find a Core X floating in the middle of the pod somehow downloading the Varia Suit data! The freak then flies away before destroying the pod, by now you'll realize this game isn't very kind to Data Rooms. Go through the door on the right to face the Core X, check 4.0_GX for tips on popping the bloated thing. With the Varia Suit finally back in your possession you'll be able to survive extreme temperatures and you won't be frozen by the blue X anymore. We'll now head back up to the Navigation Room. Go through the door on the right to find yourself in a tall shaft leading up. Go through the next door ahead to find another tall shaft leading up. Climb up this shaft after saving your game through the door ahead, you'll be attacked by blue X's as you ascend but of course they won't harm Samus at all. Up at the top of this shaft, go through the left door to find Missile S6.03 waiting just ahead. Watch out for the crumbling blocks just in front of the missile, jump up and land on top of it to reach it successfully. You'll then drop through the floor after grabbing the missile, hold left and hug the wall as you fall to grab hold of the small opening you'll find. Roll into the small hole to find Missile S6.04 hidden up in the roof inside. With both missiles tucked away climb back up the second shaft and go through the right door at the top (notice how the blue X's here will try to get away from Samus, they're the hunted now). Climb up the next shaft while watching out for the Puffer and other crawling enemies, through the next door you'll find yourself in the second large darkened room filled with blue X's. Make your way back up to the top and go through the door up in the left corner. Ascend the next shaft, from here you'll be able to track down Missile S6.05 through the door up on the right wall. Once you've claimed it it'll be time to leave so head on back to the Navigation Room from here. =========================== .:------(5.8 DIVE INTO THE FREEZER)-------------------------------------:. =========================== Back in the Navigation Room the SC will tell you that you're now safe from being frozen by the SA-X, but that still doesn't stop it from being a significant threat. The SC will inform you that you can't utilize the Ice Beam ability due to the Metroid DNA (we'll see about that), and that the Federation has prepared an Ice Missile upgrade to be downloaded from Sector 5 (ARC). Leave Sector 6 and ride down the Sector 5 elevator to reach the final unexplored sector. Once there the SC will show you the map and where to find the Data Room, but alas, it's sealed by a Level 3 Security Door. We'll need to first find the Security Room and unlock Level 3 doors - all in a day's work. Beyond the Recharge Room you'll find a shaft leading down. Down the very bottom are two sealed yellow doors, so we need to find another way through. Jump up to the ladder on the left wall and climb to the top. From here aim over at the right wall and fire missiles to break open a narrow tunnel at the top of the alcove. Crawl through to find a door leading into a gigantic room filled with blue Chute Leeches. Drop down to the bottom of the room and make your way over to the door in the bottom right corner. Through this door you'll enter a huge freezer environment. This frozen area's filled with blue X's, but of course they can't hurt you anymore. Watch out for the charging enemies as you descend this room, and note that you can reach the Data Room from here once you've unlocked Level 3 Security Doors. Drop down as far as you can in this room, eventually you'll find a floor section down in the right corner filled with Speed Booster blocks. Run over through the door up on the left then clear out the enemies in the following corridor. Run back into the larger room to activate the Speed Booster so you'll break through the blocks in the floor. From here make your way down to the bottom right corner of the room and go through the door there. Use bombs to break through the walls in the following room, just watch out for all the enemies in here. The next room contains a large shaft leading down, so drop down to the platform below. The door to your left eventually leads back up into the large frozen room (you can see it lead back on the map), so shoot out the floor here to reveal a shaft leading further down. Drop down and head left. Save your game in the next room before continuing on. Cross the next corridor while jumping over the large green creatures, don't worry as they can't hurt you. Proceed through the next frozen room to finally locate the Security Room, so hop onto the pad to unlock Level 3 doors. We'll now go back up to the large frozen room to track down the Data Room. Leave this room via the left door and ascend the tall shaft in the next room (bomb the left wall further up to reveal a ladder leading up). Save your game in the next room through the door at the top of the shaft, then go through the following corridor to reach the large frozen room again. Go up through the door just below the red door on the right wall and shoot open the shutter in the following room. Head through the next door where you'll find the Data Room waiting. Step into the pod to download the awesome Ice Missile upgrade! Now you'll be able to free enemies the same way the Ice Beam could, and the SA-X is included. We now need to head back to the Navigation Room, but thanks to the shutter in the previous room we'll need to find another way around. Go through the door on the right and shoot out the floor in the next room to open up a tall shaft below. Drop down and grab hold of the ladder on the right wall, in here you'll spot several Rippers flying around. There's a door up below the one you entered the room via, freeze the Ripper with missiles to use them as stepping stones to reach the door. Inside you'll find Energy Tank S5.01. Back in the tall shaft, drop down to the bottom and crawl through a hidden tunnel in the bottom right corner to locate a hidden shaft beyond. In here you'll be able to find Missile S5.01. Once you've grabbed the missile head back out to the adjacent shaft and go through the yellow door. You'll now be back in the tall shaft where a green creature was sitting idly at the bottom. An X will hover down and merge with the creature, turning it into a tall green/purple pillar. Freeze the creature and use it to the reach the floor just above. Once up above go left through the door. The next room beyond this corridor has a wall with Speed Booster blocks on it so we'll need to dash through to break it down. Destroy the creature crawling along the roof twice and wait for the X to merge with the green creature sitting near the door. The pillar that appears will bridge the small gap between the pillars (you'll see what I mean when it happens), so once the pillar's frozen you'll have enough room to build up some running distance. Walk over to the far right edge of the platform but not before freezing the pillar. Quickly run over to the left and shoot the door open as you go. The Speed Booster should kick in and you'll break through the wall in the next room. Climb up through this room and go through the yellow door above to reach the giant frozen room once again. Climb back up this room (there's a hidden passage leading around the area where the Speed Booster blocks cover the floor) and go through the door way up in the top left corner. You're now back in the gigantic room filled with the blue Chute Leeches. Make your way over to the yellow door on the opposite side of the room and head through. As you go through this room though you'll hear loud noises and a giant shadow will streak around in the background. Whatever this thing is, you'll be facing it soon. Inside the next room fry the huge creature on the roof before it can attack, then in this room you'll be able to find Missile S5.02. With the missile in hand go through the door on the left. But as you enter this first shaft, the screen will begin flashing red and you'll hear a female voice saying "Emergency in Sector 3," the music will also go crazy. What's going on now? Quickly head up to the Navigation Room to gain more intel on the emergency from the SC. ======================= .:------(5.9 RACE AGAINST TIME)-----------------------------------------:. ======================= The SC will inform you that Sector 3 may melt down soon due to a malfunction in the Main Boiler's cooling unit. This ain't good news, as if the boiler blows it'll take the entire station with it. You'll now have 6 minutes to get moving over to Sector 3 to reactivate the cooling unit. Time to put on your running shoes. Once you regain control a timer appears on the screen and the music changes to a truly tense theme. The female computer voice will also continue to read out timer warnings, so the atmosphere couldn't be more tense. Leave Sector 5 without delay and burn over to Sector 3. The target room we need to get to here is down below at the very bottom of this sector, first we'll need to get over to the huge shaft where all the dragon heads are lined up on the walls. Quickly descend the first red room and head through the opening down on the right wall. Waste the dragon head up on the wall above and drop down beyond the shutter. Open it up, then walk over to the door you entered via and dash over through the opening on the right. Keep going to Speed Boost through the floor in the next room, then drop down and go right to finally reach the tall red shaft. From here drop down to the very bottom and go left. In the following super-heated corridor use the ladders in the ceiling to make it over all the lava pits, but watch out for the fire bursts that appear often. Climb up the next shaft while freezing any dragon heads you find, they always come in handy as stepping stones. Go through the next room above to find a shaft leading up. Walk over to the dragon head and wait for it to come out of the wall before freezing it, do the same for the second head above to reach the next door. Make your way through the next large room while watching out for dragon heads and the small firebug creatures. Cross the next small room to reach the Main Boiler, you should still have more than four minutes to go so we're on time. This place is a heated wreck, everything here looks like it's about to melt any second. Blast all the Sidehoppers you come across in here and jump up to the door up on the left wall. Fry the Eyeball Door quickly and go inside to reach the Main Boiler Control Room. Drop down to the control station down in the left corner of the room, but standing on the pad you'll find a human man wearing a lab coat! Yet how can he survive the intense heat of this area without any protection? Shoot the man and he'll turn to look at Samus before turning into a large spiky-shelled Core X! This one is the Beam Weapon type, so fire missiles into the creature when it opens up and jump quickly to avoid its projectiles. Fry the beast and absorb the X to recover the Wide Beam ability! Quickly dash over to the pad to reactivate the cooling unit, you'll now have saved the station from instant destruction. Phew. We now need to return to the Navigation Room, follow the path back up to the main areas of this sector. There's a few items to find along the way but they all involve diverting from the path, for speed purposes we'll pick them up later. You'll find on the way back that the Wide Beam really helps out a lot, so get used to it. Upon returning to the Navigation Room, the SC will give you more info on the X, apparently they can absorb the intelligence and memory of their prey, as the Core X you just defeated did with one of the crew members of the station. The SC will then detect life-form readings on the Habitation Deck, which the SC shows you is up in the Main Deck. It will then restore power to the Main Elevator so we can go back up and investigate, there could be survivors up there. Leave this sector and ride back up the Main Elevator. Inside the wrecked wall up on the left where the SA-X first appeared you'll find Missile MD.04, but we'll get it on the way back down for convenience. Head over to the nearest Navigation Room. From here go right and ascend the shaft to the very top. Ignore the giant creature blocking the green door on the right (only Power Bombs destroy these) and go through the left door to find an elevator. Ride it up to reach the Habitation Deck area. Save your game in the room on the right before heading left. In this next tall shaft, wait for the dragon heads to appear on the walls before freezing them. Climb up the shaft and go through the topmost door on the left. You'll now be in the main Habitation Deck room, and a truly unusual sight awaits in the background of this room. You'll be able to see through a giant glass window into a lush vegetative area, where several creatures area wondering around inside. Look closely and you'll recognize these creatures as the Etecoons and Dachoras from Super Metroid that helped Samus out on Zebes by showing her how to perform Shinesparking and the Wall Jump trick. Dunno how they managed to get here, but it's our job to rescue them from the X. Walk over to the shutter on the right and shoot out the large block in the floor to the right of it. Drop through to fall down to the next floor, then open the shutter there and use bombs to break through the solid wall on the left. Walk over to the green door on the right, then dash back to the left to break through Speed Booster blocks over in the corner of the room. Drop through to reach the bottom of the room, then go right and shoot open the shutter there to reach Missile MD.05 beyond. With the missile tucked away run over to the left wall here and jump through to find a hidden shaft leading up. Ascend the shaft and go right to find yourself at the control station for the door lock. Step on the pad to unlock the door so the creatures inside can escape. As the monkey-like creatures jump out, the bird will follow closely followed by its little baby, thinking back you'll remember seeing the bird back on Zebes in SM with its baby as just an egg. They'll all run off to the right after you free them, we'll now head back to the Navigation Room (Samus has a short reflection on the creatures while riding down the elevator to the Main Deck). ========================= .:------(5.10 BACK TO THE FREEZER)---------------------------------------:. ========================= The SC will inform you that Power Bomb data is ready for download in the Sector 5 (ARC) Data Room, so we'll head back there straight away. On your way down the Main Elevator don't forget to pick up Missile MD.04. Once down in Sector 5 work your way over to the Data Room to finally pick up your first Power Bomb! Once again we'll have to go right to get back to the Navigation Room from here. Drop down the frozen shaft adjacent to the Data Room and go left. In this next shaft we'll explore a new area of this sector. You'll notice that the green creature normally in this room has vanished, lay a Power bomb and watch as it blows open a hole in the floor where the creature used to be. If you keep going left through the yellow door past the Save Room you'll find a destroyed door, so we won't be able to go down that tunnel. Instead drop through the hole the Power Bomb blast made and go left. You'll now be in a long dark corridor that appears to be empty. Run forward as fast as you can as the door will open behind you and the SA-X will come prowling in! If you're quick enough you should be able to get ahead of it before it sees you, but if it spots you and starts firing the Ice Beam, quickly hit it with an Ice Missile to freeze the creature. Fly through the corridor and lay a Power Bomb at the dead-end to open up two tunnels in the wall, quickly go through the upper tunnel and head through the door at the end of the corridor. Watch out for the SA-X's projectiles as they can still pass through the wall to hit you. Once you're safe in the next room, fry all the creatures to regain your health. Lay a Power Bomb here to blow open an opening above this small room and to uncover Power Bomb S5.01 in the corner. Climb up to the two doors above and lay another Power Bomb to reveal a large opening in the roof. Climb up and freeze the Rippers flying about to climb up to the door at the top of the shaft. Inside you'll find Power Bomb S5.02 waiting. Leave the room and drop back down the shaft. Go through the left door and proceed through the Security Room to make your way through the tall frozen shaft you've been through before. At the top save your game in the room beyond. From here we'll be going back up through the huge frozen room but you'll be able to pick up Power Bomb S5.03 on the way, although it's a tricky one. In the next corridor adjacent to the giant frozen room you'll encounter a huge creature blocking the way, use a Power bomb to destroy it. Once you finally manage to snag the Power Bomb, head back up to the Navigation Room for your next fun objective. Once you reach the Navigation Room the SC will bluntly tell you to return to Samus' ship in the Docking Bays. Nothing too tricky, leave this sector and ride back up the Main Elevator. But, there's a problem. As you ride up the elevator, about halfway up it'll unexpectedly shut down and trap you in the elevator shaft. Now something really nasty is going on. Samus isn't one to be trapped like a rat, so shoot open the right side of the shaft to find an opening leading into a hidden tunnel. It seems that the power has once again gone out, but this time it's more serious. Traverse through the next corridor while watching out for the little spiky creatures, fry them with two missiles each. Crawl through the hole up in the top right corner of this room to find yourself in the Sub-Zero Containment room. This frozen room has even more bad news, straight in front of you is a massive frozen creature that appears to be Ridley! Even though you've already defeated Ridley and blown Zebes apart, somehow here he is, frozen solid. Walk forward and the creature will abruptly crumble to pieces. Before you can heave a sigh of relief, you'll see a flashing Core X drift out of the remains and float away, we'll be seeing that creature again soon. For now drop down through the small hole the remains create in the floor. Down in this dark tunnel you'll be able to find Power Bomb MD.01. Cross through this tunnel and clear out all the spiky creatures. You'll need to charge forward to the right to break through Speed Booster blocks in the next room, just watch out for the creatures above dropping down slime. Once you break through all the Speed Booster blocks in the following corridor, lay a Power Bomb to reveal Missile MD.06 and a passage leading up. Grab the missile and head down to your ship from here for your next objective. ==================== .:------(5.11 TANGLED TWISTS)--------------------------------------------:. ==================== The SC will tell you that the main reactor silo of the station has gone offline, cutting off power from all the elevators, doors and stations throughout the entire space station. The SC will show you an area below where the auxiliary power station is located, we'll now need to find our way down there to activate the backup power systems. The SC also asked you to return to your ship because several creatures have apparently boarded it. I wonder who they are? The SC detected that the Etecoons and Dachoras were not X hosts and gave them a place to stay on the ship. Its kindness to keep these creatures will definitely come in handy later on. Now down to business, we need to find our way to the Auxiliary Power Station. Leave the ship and go back to the tall shaft leading up. At the base you'll find a strange creature hopping up and down. Fry it then use a Power Bomb to reveal a hidden opening on the left wall. Go inside to reach the Reactor Silo area. Make your way down the shaft and go right at the bottom. Inside you'll be in the massive Central Reactor Core, and the thing is in a complete mess. Vegetation has wound its way around the room and clogged up the reactor core, this is the reason why it shut down. The cause of this growth can't be natural so we'll need to find the source and destroy it. Drop down to the base of this massive shaft and climb up the right wall to the open door at the very top. Go through and cross the next corridor, but watch out for the purple Space Pirate Zebesians. Fill them with missiles and catch the X that emerge. At the end of this corridor past two Zebesians you'll find Energy Tank MD.03 sitting on a platform in plain sight. Go right and make your way down the next large room, on the way you'll be able to pick up Missile MD.07. At the bottom on the left side you'll confront an Eyeball Door, fry it and go inside. Drop down to the bottom of this large shaft to face the giant Mecha Spider X creature, refer to 4.0_MX for handy hints on pulling this spider to bits. Once you've taken this Core X down you'll recover the handy Space Jump ability, so you'll be able to exit this shaft. Space Jump up to the green tunnel at the top of the room and go left to finally reach the Auxiliary Power Station. Stand on the pad to activate the backup power generator. Head next door to the left to find a Navigation Room where the SC will tell you that Save Rooms and Recharge Rooms are working, but doors and elevators are still down. We'll now track down the source of the vegetation choking the Reactor Core. Leave the room and go left to return to the Central Reactor Core room. Go through the door down below to save your game, then head over to the left side of the reactor room. Watch out for all the insects in this room, they'll all take a pounding from your Beam Weapon before going down. Space Jump up the left wall, at the very top you'll find a small tunnel leading off into the left wall covered in vines. Shoot out the vines and crawl through. Clear out the next narrow tunnel with a Power Bomb and go left to find yourself in Sector 2. Listen carefully and you'll hear the SA-X wandering around in this room, so this part will get tricky. We can't avoid facing the creature, when you're ready drop down through the block ahead and quickly fire a missile into the SA-X to freeze it. Jump over the freak and rush through the door ahead. Quickly fly through the next room and blow down the wall with bombs before rushing through the next door. Open up all the shutters in the next corridor as you go, and keep freezing the SA-X if it catches up. When you reach the door at the end of the corridor don't go through (it leads to a dead-end), instead lay a Power Bomb to reveal a missile block just in front of the door in the floor. Shoot open the block and drop down to escape from the SA-X. Go through the next door and climb up the tall shaft you'll find. Up above on the large pillar lay a Power Bomb and drop through the hole it creates on the left. Go through the door at the bottom to find yourself at the top of the shaft that leads to a Save Room below (through here is where you went to face the Eyeball Crustacean creature earlier). You can blow your way down to the Save Room with a Power Bomb to save your game if you want. You've probably lost a lot of health from that last encounter with the SA-X so it's a good idea to save now, although it's not necessary here as you'll find another Save Room soon. Go back up through the door up in the top left corner of the shaft to find yourself in a huge room free of vegetation. Go over to the left side and Space Jump up the room. From here you'll be able to find Power Bomb S2.01, once you find it go up through the door on the top right corner of this room. Save your game in the following room before continuing on. Go through the door opposite in the next tall shaft and shoot out the roof above the door in the next room. Space Jump up the shaft and clear out the vines in the large open area above with a Power Bomb. Climb up the next shaft up in the corner to find an Eyeball Door ahead. Fry it then go through the door. You'll automatically drop down into a large room where the Plant Core X - the source of the growth - lives. Check 4.0_PX for tips on clearing out this messy overgrowth. Destroying this abomination not only clears out all the vegetation in Sector 2 and the Reactor Core, but you'll also regain the powerful Plasma Beam ability! Now that the power's been restored you'll be able to leave this room via the door on the right (if you go back into this room all the vines will turn brown). Use the Plasma Beam in the next room to shred all the flying insects, you'll really see the strength in this baby. Drop down the shaft and head left at the bottom. Cross through the next corridor and head left to return back to the tall green shaft you were in earlier. From here go back through the Save Room on the left to find Power Bombs S2.02 & S2.03. Once you've found both bombs head back up to the shaft beyond the Save Room and Space Jump up to the very top. Go through the door on the right to find Energy Tank S2.02 hidden inside. Go back into the shaft and through the door opposite. Cross the corridor to reach the large green room near the entrance of this sector, then head back up to the Navigation Room for your next objective. =================== .:------(5.12 THE NIGHTMARE)---------------------------------------------:. =================== The SC will be quite surprised that you've recovered the Plasma Beam, but it'll recommend against taking on the SA-X (darn). The SC will then inform you that an explosion has occurred in the Sector 5 Data Room (I feel so bad for these Data Rooms), and that you need to investigate immediately. Leave this sector for now and head back over to Sector 5. Once in the Navigation Room there the SC will tell you about the cause of all the damage here. Remember seeing that huge shadow flying around the background of the massive room with blue Chute Leeches? Well, it's broken out and is on a rampage. This creature, known as Nightmare, was built for military applications, so it has some heavy offensive weaponry. We'll have to track this Nightmare down and destroy it as a Core X has most likely infested it and taken control. Go right past the Recharge Room and drop down the next shaft. Go into the massive room where you saw the Nightmare's shadow flying around to find it in a complete mess. If you scale the room up to the door on the top left corner you'll be able to pick up Missile S5.03 & Power Bomb S5.04 from here. Once you've grabbed both items, head down through the wrecked door in the bottom right corner of the giant room. You'll now be back in the giant frozen room, but it won't be frozen anymore. Down below the ice has completely melted and filled the room with water, but straight across on the right side of the room you'll notice that the red door is gone, so you can proceed through. Through the ceiling in the next room you'll be able to reach Power Bomb S5.05. Continue on to find yourself in a room above the Data Room with a hole in the ground. If you drop down below you'll find the sorry remains of the download station, keep going through the opening up on the right. Proceed down the following wrecked corridor while watching out for various enemies, the next room contains a large shaft leading down. Shoot out the blocks in the floor ahead and drop down into the water below. You won't be able to come back through this way so we need to find another way out once Nightmare's dealt with. Watch out for the Skultera and Zebesians in these underwater rooms, they'll often try to combine to produce a swimming Zebesian. Go through the door at the base of the shaft and proceed down the submerged corridor. You'll have trouble moving around underwater but it'll only be for a little while longer. Go over to the right side of the corridor and climb up the platforms above. Go through the door up ahead and climb up the following shaft (watch out for the swimming Zebesian). Up through the next door you'll find yourself in a large waterless room. Fry the creatures up on the roof ahead and shoot open the ceiling. Climb and go through the open door on the left to find Power Bomb S5.06 hidden in a small room. Grab the item and go back into the large room. Go right and jump up through the hole in the ceiling, through the right door you'll find a Save Room, lay a Power Bomb in front of the door to reveal hidden tunnels on the left wall. Crawl through to find a door leading to a Recharge Room, here you can also find Power Bomb S5.07. With the item in hand go down through the wrecked door below the door leading to the Save Room. Watch out for the multitude of creatures in the following corridor, then climb up through the opening in the roof. Fry the Eyeball door up here and go inside. In the next room you'll spot Energy Tank S5.02 straight ahead, lay a Power bomb to reveal a tunnel leading to it. Once you've grabbed the item roll over to the crumbling blocks in the floor and drop through to finally face Nightmare in a large room. Refer back to 4.0_NX for tips on beating this strange looking monster. Upon defeating this weirdo you'll finally recover the awesome Gravity Suit! Now you'll be able to move around freely in underwater environments, and the lava lakes in Sector 3 won't harm you anymore. Neat. We can't get back to the Navigation Room by the way we came in here, so we need to find another way out. Walk over to the right side of Nightmare's room and run through the door on the left. Keep running to Speed Boost through the wall in the next room to get through. From here go back down to the underwater corridor with all the Zebesians and Skulteras. Once there, go back into the shaft on the left side to find Energy Tank S5.03 hidden above. Once you've found it go back into the long underwater corridor and clear out all the enemies. Open up the door on the right end of the corridor and dash back to the left side. Run over through the right door to activate the Speed Booster, then once you break through the two walls in the following corridor quickly duck and Shinespark up through the ceiling between the two walls to find Power Bomb S5.08. Now that we've cleared this area of items it's time to head on. Drop back down into the corridor by way of the crumbling blocks ahead and run over to the right. Keep running to activate the Speed Booster, in the next room you'll find yourself back in Sector 4. Keep running up the ramp and duck when you reach the flat section between the two ramps. Aim up to the right with L and Shinespark over to break through the solid wall up ahead. It's best to Shinespark from here so that you avoid all the annoying enemies that get in the way further up. The other door leading out of this room on the left side is red so we can't get through that way. Go through the right door to reach an area simulating a deep sea environment, even the music fits in perfectly with the atmosphere. Save your game in the room opposite before heading on. ===================== .:------(5.13 DEEP SEA DIVING)-------------------------------------------:. ===================== Upon exploring this underwater area you'll find that all the eventual exits are sealed with red doors, so we must unlock Level 4 Security Doors to escape from this area, otherwise we're stuck. Climb down the coral-filled shaft, not far down on the left wall you can crawl through an opening to reach Power Bomb S4.01. With the item tucked away go back into the shaft and head through the door on the opposite wall. At the far end of this corridor you'll find Missile S4.06. With this missile in hand go back into the shaft and climb down to the bottom. Go through the left door and walk over to the large tube in the center of this next corridor. At the end of the corridor is a red door so you'll have to find another way around. Go inside the tube and lay a Power Bomb to reveal several missile blocks up above. Shoot them out and climb up. Watch out for the mini-Draygon creatures above (use the Charge Beam), you can also find Power Bomb S4.02 hidden over on the right wall. Once you've grabbed the bomb head left to find an opening in the left wall. Go through and proceed down the next corridor. Watch out for the mini-Draygons that appear, then bomb your way through the two blocks at the end of the corridor and drop down. Down below lay a Power Bomb to reveal two narrow openings in the ground. Drop down through the right hole and make your way down the shaft while looking for hidden tunnels. At the very bottom you'll spot a large Skultera, go over to it and blow it apart with missiles. Drop down into the bottom left corner where the Skultera was and bomb your way through the ground. You'll land snugly in the Level 4 Security Room below, so step onto the pad to unlock the red doors so we can finally leave this area. Head through the red door on the right and begin Space Jumping up the following shaft. About halfway up the shaft you'll find a small alcove in the right wall, roll through the hidden tunnel there to find yourself in another shaft leading down to Energy Tank S4.02. Once you've found it head back to the previous shaft and go through the right door at the top. *NOTE* ---------------------------------------------------------------------------- At this point in the next corridor you'll be given the chance of making your way back to Sector 5 and bypassing the next Data Room we'll be visiting. If you manage to get back there and visit a Navigation Room you'll witness a special cutscene not normally available. Getting back to Sector 5 is extremely difficult though, you'll need to utilize some very tricky Shinespark moves to get there successfully. For full details and a super walkthrough for making it back to Sector 5, check the MDb's Metroid Fusion->Secrets & Tips section. ---------------------------------------------------------------------------- We'll now be going over to the Data Room near the Navigation Room for a handy missile upgrade. Go back through the long corridor to reach the tall shaft leading up. Go through the door opposite to find yourself in another long corridor with a large green tube in the center. This tube also houses a secret, use a Power bomb to break open a hole in the ground that leads down to Missile S4.07. Space Jump back up into the corridor once you've grabbed the missile and go through the right door. Ascend the next shaft and head right at the top. Cross through the next small room to find yourself in a larger underwater environment with crabs on the walls that fire out projectiles. Head right to find a door leading to a Save Room, then climb up through the center part of the room. Near the top you'll find a small creature that expands a large blowfish-type head covered with spikes as you approach it. This expansion will block the way so you can't get through and the creature appears to be invincible to attack. Instead stand back and freeze it while the creature's small to give yourself enough room to get past. Go through the door on the right to find yourself in a room with narrow tunnels going up into the ceiling. You won't be able to go up there due to another blowfish, instead head through the door on the right. You'll find the next corridor blocked by one of the giant green/purple pillar creatures, so we'll need to find a way around. Open up the door on the left and walk over to the pillar. From here, dash to the left through the previous room and into the large underwater room where you first encountered the blowfish. You should activate the Speed Booster just in time to break through blocks in the floor. Drop down and head through the door on the right. Run through the following corridor to activate the Speed Booster by the time you reach the end, then duck and Shinespark up into the open roof section just in front of the next door. You'll fly up into the corridor where the pillar was blocking the path, but here you'll be able to pick up Power Bomb S4.03 and Missile S4.08 before leaving. With both items in hand go through the door on the right end of the previous corridor to find a shaft leading skyward. Watch out as you Space Jump up this shaft as several X will appear and turn into blowfishes, try to avoid touching any. Use missiles to break through the floor at the top then crawl through to reach the door. Use a Power Bomb in the next room to destroy the walls and waste all the Owtches crawling about. The next large room has an obstruction filling the center of the room with three narrow tunnels leading through it. Each tunnel has a blowfish in it however, and you won't be able to freeze them, so go through the red door in the corner to find Sector 4's Data Room. Step into the pod to receive the awesome Diffusion Missile upgrade! Experiment with this addition in the previous room with the blowfish, upon firing a charged missile it'll create an ice shockwave that'll easily freeze the blowfish, allowing you to crawl through unhindered. From the other side of the wall go through the opening on the left to find the room containing Missile S4.09. Once you've grabbed it go up through the door in the top left corner of the room with the blowfish to reach the large blue room near the entrance of the sector. Before you head up to the Navigation Room take a quick detour to track down Power Bomb S4.04, it's not too far away. With this Power Bomb in your possession you'll have cleared out all the items in Sector 4, so we'll now go back to the Navigation Room for the next objective. ======================== .:------(5.14 RESTRICTED SECRETS)----------------------------------------:. ======================== Upon returning to the Navigation Room the SC will be surprised that you tracked down the Diffusion Missile, and will be quite put out that you unlocked Level 4 Security Doors without its approval, but heck, we would've been stuck if they'd remained locked. With that aside the SC will tell you that the rogue security robot you faced earlier has been infected by X and has had its organic components taken over. We'll now have to track it down in Sector 6 (NOC) and destroy it completely before it causes too much havoc. Leave Sector 4 and head over to Sector 6. When you reach the Navigation Room the SC will hastily tell you to leave Sector 6 immediately after taking down the robot as the SA-X is actively tracking Samus now. So we'll need to tread lightly and take this robot down quickly. Go right in the Recharge Room and head through the next large purple room. Watch out for the flying bugs along the way, then head through the door on the right. Traverse through the next dark room and through the following corridor to reach the large dark shaft leading down. We'll now find the path leading down to where the Security Robot's hiding. Descend the shaft and go through the door on the left wall about halfway down. Cross through this next blue X-infested corridor and lay a Power Bomb at the dead end to open up a path ahead. Go through the door on the left side of the corridor and drop down the next short shaft. Head right and drop through the crumbling blocks near the door to reach a long open corridor partially filled with water. Once again we won't be able to backtrack up this shaft you've just fallen through so you'll need to find another way out. Go through the left door here and climb down the next cavernous Puffer-filled chamber. Head left and drop down the next shaft. On the floor below you'll find a door to the right leading to a Save Room, once you're ready shoot out the floor opposite the door and drop down further below. Go through the red door at the base of the shaft to find yourself in an unusual corridor. Walk forward to find the terrain dramatically change from a rocky contour to a research facility-type design. Walk over to the left and you'll spot a sign in the background saying "Caution Keep Out," so this place must be something significant. Walk up to the large shutter ahead and you'll hear a female voice continually repeat the words "Warning, no entry without authorization." Now you know you're in an area you shouldn't be in. Head back to the right and climb back up to the long corridor partially filled with water. As soon as you enter the room the rogue Security Robot will slam in through the right and attack for a final showdown. Refer to 4.0_BX for tips on finishing this crazy machine off. Fry the machine and absorb the Core X to recover the Wave Beam ability! Now you'll be able to shoot your Beam Weapon through walls, so passing through closed shutters won't be a problem from now on, you'll be able to open them up no matter which side you're on. Go through the door on the right side of the corridor first to locate Missile S6.06 in a room beyond. With the missile secured head back down to the corridor where the "Keep Out" sign was. Shoot open the shutter with help from the Wave Beam and go left through the narrow tunnel ahead. You'll now be in the Restricted Zone, the voice will keep telling you that you shouldn't be here, but this is the only way we can get out of Sector 6. Drop down below and head left to find a Save Room. Save your game then go left. Cross the next darkened corridor to find yourself in a room with a view of the starry backdrop outside. You're now about to find out why this place is restricted. Go left to find yourself in the Restricted Laboratory, and you'll see why it's restricted by looking in the background. A huge glass tank adorns the background full of floating Metroid hatchlings! Somehow the Federation has begun a breeding program and has managed to revive Metroids using the last infant Metroid from SM! So this is why that Federation officer contacted the SC earlier! Go through the left door ahead and climb up the next shaft, where you'll see normal, Alpha, Gamma and Zeta Metroids kept in stasis tanks. Not only have the Federation cloned Metroids, but the hatchlings are evolving just like the real ones found on SR388! Climb up the shaft and go right to find yourself above the previous room below. Walk over to the wall ahead and you'll hear a door open up below and the sound of glass breaking. What's going on now? An alarm will begin to sound, quickly go back down below to find out what's causing the ruckus. Back in the room below you'll amazingly find the SA-X firing away at the massive tank containing the hatchlings, creating a mess while it is at it. The glass will shatter and the hatchlings will naturally cling onto the SA-X, eager to devour the monster. The female computer voice will then issue a statement saying that in 60 seconds this lab will be locked down, so we've gotta get of here now! The roof will crumble, quickly Space Jump up past all the little hatchlings floating around the room and dash through the door at the top of the shaft to escape. You'll now see a cutscene where the entire Restricted Lab detaches from the station before ultimately exploding out in space. It now looks like that's the end of the Metroid breeding program, as well as the SA-X. Go right when the game returns you to Samus to find a Navigation Room, it's time to face the SC. Although the SC is disappointed that you discovered the breeding program, it tells you of the entire operation the Federation was conducting. It then gives you more bad news, saying that another SA-X is on its way here. It then reveals that the SA-X has reproduced itself, with now no fewer than 10 SA-X's aboard the station. That's definitely not good news. The SC will then tell you to escape from this area, so we need to get going before the SA-X can track Samus down. Once the doors in the Navigation Room open up, go right and ride up the elevator you'll find. ==================== .:------(5.15 MORE SURPRISES)--------------------------------------------:. ==================== At the top of the elevator shaft you'll find yourself back in Sector 1 (SRX). We now need to get out of here as fast as possible. Go right to find yourself in an area that bears a striking similarity to Tourian in SM, but of course there's no real Space Pirates here. Space Jump up the small shaft and use a charged missile to freeze all the Rippers down in the next shaft, you'll also reveal Energy Tank S1.02 in the wall ahead. Keep going through this room once you've grabbed the item and go through the door on the right. Space Jump through the following corridor while watching out for the blue creatures and stay out of the acid on the floor. In the next shaft you'll find a Save Room straight ahead, and don't forget to shoot out the floor and drop through to eventually find Power Bomb S1.01. With the item in hand and your game saved, climb up the shaft to the very top (use bombs to break open the wall above to reveal a ladder). Go through the door at the top to find a long corridor with a wall blocking the way halfway through. Lay a Power Bomb to destroy the wall, you'll also take out the creatures down in the floor. Quickly grab any non-flashing X that appear and finish off any more creatures that didn't explode. Some of the X will reform into yellow Zebesians, pound them in the back with missiles to take them down. With all the enemies cleared out the sealed door on the left will unlock. Go through to find another shaft. Up through the door above you'll find another Save Room, so save your game again. Descend the shaft to the bottom and head left (don't worry about the right door, it leads to a dead-end). Cross the next acid-filled corridor and use charged missiles to freeze the Rippers flying about. At the end you'll face an Eyeball Door so something nasty is waiting beyond. Fry the door and go inside. Once through you'll drop down into a tall room where you'll meet an ugly sight, Ridley! The creature will remain still in the corner for a second before opening its red eyes. It'll then shimmer and change into an even larger and uglier form of Ridley (and a noisy one at that too). Refer to 4.0_RX for tips on taking down this classic foe. Upon sending this form of Ridley to the grave you'll recover the final ability - the Screw Attack! Now you'll be able to damage enemies while Space Jumping and you'll also be able to break through Screw Attack blocks. Before returning to the Navigation Room, we'll go about each sector to pick up all the remaining Missiles, Energy Tanks & Power Bombs. Leave this room and go back to the shaft leading up. Cross through the corridor where you faced the yellow Zebesians and go down the adjacent shaft. Near the bottom of the shaft just above the door leading to the Save Room, go through the door concealed within the alcove. Blast open the shutter in the following room and continue on. Break open the blocks in the floor of the next room with the Screw Attack and drop down the shaft. Screw Attack through the following acid-filled corridor to break through each wall, once you reach the shutter shoot it open before going through. Ascend the following shaft you'll find while knocking down the purple Zebesians on the walls. Up at the top you'll find yourself back in the main area of Sector 1. From here we'll now go around this sector picking up the remaining items. Firstly, head right and go through the large room with the atmospheric stabilizer. As you go through Sector 1 now you'll find something quite interesting, a lot of the enemies present have mysteriously disappeared and massive empty Metroid shells are littered everywhere - it seems some of the hatchlings managed to escape from the Restricted Lab and have begun devouring the X here, serves the X right. Keep going right and climb up through the next shaft. Go left at the top and head through the water-filled corridor. You'll now be just outside the room where you recovered the Charge Beam, from here you can find Power Bomb S1.02. Once you've grabbed the bomb you can also track down Energy Tank S1.03 with some tricky Shinespark maneuvering. With these items in hand make your way back up to the long corridor that's directly above the small room on the map where you found Energy Tank S1.03. Once there go through the door on the left side to reach the top of a huge shaft leading down, then go left again to find a massive lava-filled cavern. In here you'll find three Missiles, S1.04, S1.05 & S1.06. With all three missiles safely tucked away, go through the green door down in the lava and ascend the following shaft. Go right at the top to find yourself back in the large yellow room near the entrance of this sector. From here you'll be able to find Power Bomb S1.03. With this item in hand you'll have successfully cleared out Sector 1's items. We'll now find an access port to reach Sector 2 without using the main elevators. In the same room where you found the Power Bomb, jump up into the right corner of the room and crawl through the hidden tunnel there to reach a door. Go through and cross the access tunnel to reach Sector 2. =============== .:------(5.16 FINAL RUN)-------------------------------------------------:. =============== By now you've cleared out Sectors 1 & 4 of all their items, so we'll clear out the remaining four sectors. Go into Sector 2 and grab Missile S2.08 if you haven't already, then go into the large green room full of the flying insects. Climb up this room and go through the door up in the top right corner. Cross the following corridor and climb up the next shaft. Go through the left door in the shaft to find yourself back in the Security Room for Level 1 Doors. Space Jump up to the top left corner of this room and break through the wall there, in the following hidden room you'll be able to pick up Energy Tank S2.03 and Power Bomb S2.04. We now have two more items left to find in this sector, and they shouldn't be as frustrating to find as that previous Power Bomb. Head all the way down to the large room where you recovered the Hi-Jump/Jumpball abilities from the Eyeball Crustacean creature, then Screw Attack up through the wall in the top right corner to uncover a hidden door. Go inside to find another large room where Power Bomb S2.05 and Missile S2.09 are hidden. Once you've grabbed both items you'll have successfully cleared out this sector. Say goodbye to Sector 2 and go back to Sector 1 via the same access tunnel you used to enter this area. Once back on the familiar surroundings of Sector 1 we'll now go across to Sector 3. Go back down to the large yellow room below and head through the door in the bottom left corner. Once inside this next rocky shaft leading down, look for a narrow hidden tunnel on the left wall opposite. Crawl through to find the access tunnel to Sector 3. Head left to find yourself in the large brightly-lit corridor near where you first encountered the Security Robot. From here you'll be able to reach Power Bomb S3.01 by Shinesparking through the door on the left side. Once you've found it head back out to the large red room near the entrance of this sector. From here make your way down to the giant red shaft where all the dragon heads line the walls (the shaft leading down to the Main Boiler). Just outside the shaft while you're in the room you drop down below into from the room above where two red creatures are flying about, lay a Power Bomb to reveal a hidden tunnel up in the corner, through there you'll find Power Bomb S3.02. Head into the red shaft and drop down to the very bottom, then go left. Cross the next lava-filled corridor, but remember that this lava won't hurt Samus anymore thanks to the Gravity Suit, but watch out for the flame pyres rising up. In the following room lay a Power Bomb to reveal an opening within the shallow lava lake in the corner, drop down below to find Power Bomb S3.03 hidden. With this item in hand go back out to the giant red shaft and head right at the base. Inside this next room you'll find Missile S3.05. With this fourth-last missile in hand bomb open the wall in the right corner to uncover another shaft leading up. Through the door ahead you'll find a shutter blocking your way, even though we can still get through with the Wave Beam you can also enter this room via the upper door in the previous hidden shaft. In this giant heated room you'll be able to find Missile S3.06 and Energy Tank S3.02. With both items in hand drop down into the lava below and Screw Attack the wall down in the corner to reveal a hidden tunnel. Clear off all the Screw Attack blocks and open up the door ahead. Run back up the slope on the left and dash back through the door. In the following whoppingly tall shaft, quickly duck while Samus is flashing and Shinespark straight up while standing up against the right wall. As you fly up you'll pick up Power Bomb S3.04. Once you hit the roof of this shaft you'll be able to go back down to pick up Power Bomb S3.05. With both bombs in hand, go all the way back to the large red room near the entrance of this sector. Once there go through the door above the door in the bottom left corner to find yourself in a long heated corridor. Cross this corridor and head left at the end to find Missile S3.07 hidden in the room beyond. With the missile in hand, bomb open the wall on the left to reveal a long corridor beyond. Clear out the obstructions along the floor, then dash back over to the entrance of the corridor. Speed Boost back to the left corner and Shinespark up through the blocks there to find yourself in another large room above. Here you'll be able to pick up Energy Tank S3.03 (it's easy with the Space Jump). Grab the item and drop back down into the long corridor below. Screw Attack around the ground here to uncover a short shaft leading down, through the door at the base you'll find the access tunnel leading to Sector 5. Before you go through though bomb open the roof section directly above to find Power Bomb S3.06 hidden above. That's it for Sector 3's items, so head on through to Sector 5. All we've got left to find here is a single missile. Go back to the giant room where the Nightmare used to be flying about in the background, then head over to the shaft leading back up to the Recharge Room near the entrance of this sector. Down at the bottom of this shaft head left, in the following room you'll find the final missile, S5.04, which should be your very last missile to track down in the entire game! We're now done with Sector 5, so Screw Attack through the wall on the left side of this room to find an access tunnel leading to Sector 6. Go on through, this sector is the last one we need to clear out before returning to the Main Deck. Once inside you'll find yourself in the darkened shaft leading down. Go down to the door that eventually leads to the area where you fought the Security Robot, then Screw Attack through the wall opposite to reveal a hidden door. Go inside to find the corridor that contains your very last Energy Tank (S6.03) to find in the game. With all 20 Energy Tanks in your possession, shoot open the left door and run through the corridor to Shinespark through the door, you'll need to so that you can break through all the Speed Booster blocks. Once back in the darkened corridor go through the door opposite on the left wall. Grab all the blue X's in this corridor and clear out the obstruction in the floor with the Screw Attack. Open up the door at the left end of the corridor and run back to the right. Dash back to kick in the Speed Booster, then Shinespark straight through the left door. In the following room you'll smash through Speed Booster blocks ahead to find a door beyond. You'll zoom straight through the open door and smash through several walls in the following giant room. In this room you'll be able to pick up Power Bombs S6.01 & S6.02. Once you've grabbed both bombs go back to the dark shaft adjacent to this room and drop down. Go through the door at the base, but instead of dropping down into the corridor where you fought the Security Robot, Screw Attack through the wall ahead and go right to find the final Power Bomb in this sector (S6.03). With this final item in your possession you'll have fully cleared out all six sectors, you should only have two Power Bombs left to find in the Main Deck. Drop down through the room you're in and head over to the Restricted Zone from here. Once there past the Save Room you'll be able to pick up Power Bomb MD.02. Once you've shot up through the shaft where the Power Bomb is, there'll only be one item left for you to find in the entire game! Go through the right door to find yourself in a Navigation Room, here you'll witness a special cutscene, but I won't give away the precise events, it's better if you see it for yourself. ==================== .:------(5.17 FINAL SHOWDOWN)--------------------------------------------:. ==================== Once you've witnessed the cutscene in the Navigation Room, your final objective will be to reach the Operations Room way up in the Operations Deck to set the space station to collide into SR388 below, in an attempt to wipe out all the X on board the station, as well as on the planet below. Head right and ride up the elevator back to Sector 1. From here make your way back up to the main elevator and return to the Main Deck. Ride up the elevator and make your way over to the first Navigation Room you entered upon landing in the station. Go through and climb up the adjacent shaft, at the top destroy the creature blocking the door with a Power Bomb and go inside to find Power Bomb MD.03 - the very last item to find in the game. You'll now have a 100% item collection rate, well done! Go back into the shaft and go through the door below on the right. Save your game in the following room for the final time, then go right. With your packed arsenal of weapons and recovered abilities, go right and climb up the following shaft. Go through the door up the top on the right and cross through the Navigation Room (from that previous shaft use the Recharge Room if you need to). Climb up the next shaft and go right again once at the top to reach the Operations Deck elevator. Ride it up and go into the large room adjacent to the Operations Room. You'll notice as you enter this room that the door behind you seals itself. Space Jump up to the door in the top left corner that leads to the Operations Room to find it also sealed. Just as you walk in front of the door you'll hear a loud explosion and the SA-X will stomp into the room, this time there's no escape, we'll be staring it in the face and destroying this Samus-wannabe for good. Refer to 4.0_SA for tips on finishing this blasted monster for good and showing it who's boss. Once you've finally conquered the abomination that is the SA-X the Core X will float out the room rather cowardly, but you haven't seen the end of it yet. The door up in the corner leading to the Operations Room will unlock, go through to find the impressive-looking command station. Step onto the pad to initiate the orbital drift, you'll then hear the female computer voice saying: "Propulsion sequence activated, destination: planet SR388." The classic boss theme from SM will begin playing and a timer appears in the corner indicating that you've got 3 minutes to get back to your ship before the station impacts with the planet below. It's time to finally get out of this place. If you lost a lot of health from the battle against the SA-X don't worry. Rush back into the large room and zoom down the elevator on the right. Quickly head back down to the Navigation Room, as you go through each door you'll notice them all sealing behind you so there's no turning back. Drop down the shaft where you found your final Power Bomb and quickly go right at the bottom. Tear through the next corridor and drop down the following shaft, remember to jump in the air again to activate the Screw Attack so that you'll break through all the small platforms in here. Rush through the door at the bottom, but in the next corridor you'll notice that the place is a wreck, not at all the way it was when you last came through here. Quickly cross the corridor and enter the main Docking Bay room. The place is an absolute mess, with the walls wrecked and bashed as if some huge creature went on a rampage. Rush over to where Samus' ship was to find it gone and a massive empty Metroid shell sitting where the ship used to be. Stay on the left side of the screen and you'll discover what made the mess, a gigantic Omega Metroid will charge in from the right! Apart from the Security Robot this creature is the only non-X opponent you'll have to face, and you're about to really find out how effective Metroids are against the X. This Omega Metroid looks far bigger and is way more dangerous than any of the ones you would've encountered in Metroid II, and it really lives up to its image. Refer to 4.0_OM for juicy tips on taking this Metroid down, as it has to go before you can escape. Once you finally defeat the Omega Metroid (and the SA-X), Samus' ship will appear and hover into the Docking Bay, quickly stand in the yellow portal to be taken up into the ship. The ship will then burn out of the station before it impacts with the planet, and you'll have finally beaten the game and ultimately destroyed the X! Well done! ============ .:------(5.18 FINALE)----------------------------------------------------:. ============ The finale and credits will play immediately, and you'll get a different final ending after the credits roll depending on how fast you beat the game and your item percentage. I won't give away the finale for you here, but with this guide you'll be able to find all the items in the game and successfully beat it in under 3 hours easily. The directions in this walkthrough are also good enough to beat the game in under 2 hours, but you'll have to work extremely fast throughout the station (although there's probably some other tricks you could use to speed things up). Check below in the Secrets & Tips section for full information on the different endings, as well as some other handy hints that often help throughout the game. Sit back and enjoy the ending, but it won't be long before we head off with Samus on a new mission for the GBA, February 9, 2004 is coming! =====================================\ -(6.0 SECRETS & TIPS)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ Various tricks and special features reside in the game, read on below for info such as the different endings of the game and tips on performing the Shinespark moves. --The Five Endings (for US & European versions)-- Each specific ending is based on the time you take to complete the game and/or your item collection percentage. To see each one do the following: - US&E Ending 1: Beat the game in under 2 hours - US&E Ending 2: Beat the game between 2 & 4 hours - US&E Ending 3: Beat the game over 4 hours - US&E Ending 4: Beat the game in under 2 hours with 100% items - US&E Ending 5: Beat the game over 2 hours with 100% items Read on below for what you'll get in each ending (beware of spoilers though): - US&E Ending 1: When Samus appears her suit shimmers before her helmet disappears, revealing her face. She then appears posing without her armor on wearing black clothes, your time and item percentage rate are then superimposed over the image. - US&E Ending 2: Same as above, Samus shimmers and her face is revealed, but the final pose is one where she's standing side-on with her left arm raised, she still has her suit on apart from the helmet. - US&E Ending 3: Beat the game over 4 hours and Samus will pose with her suit still completely on. - US&E Ending 4: When Samus shimmers her entire suit disappears, revealing her entire body wearing black clothes, you then see her posing with a larger slightly transparent image of herself in the background. - US&E Ending 5: Similar to Ending 1, Samus appears without her suit on, wearing her black clothes, but she's in a different pose. --The Eleven Endings (Japanese version)-- Each ending in the Japanese version of the game is different depending on the difficulty mode, item percentage and time completion. Each one is as follows: - JAP Ending 1: Beat the game on Easy mode. - JAP Ending 2: Beat the game on Normal mode in under 2 hours. - JAP Ending 3: Beat the game on Normal mode between 2 & 4 hours. - JAP Ending 4: Beat the game on Normal mode over 4 hours. - JAP Ending 5: Beat the game on Normal mode with a 100% item rate in under 2 hours. - JAP Ending 6: Beat the game on Normal mode with a 100% item rate over 2 hours. - JAP Ending 7: Beat the game on Hard mode in under 2 hours. - JAP Ending 8: Beat the game on Hard mode between 2 & 4 hours. - JAP Ending 9: Beat the game on Hard mode over 4 hours. - JAP Ending 10: Beat the game on Hard mode with a 100% item rate in under 2 hours. - JAP Ending 11: Beat the game on Normal mode with a 100% item rate over 2 hours. Some endings show the same scenes as in the US&E versions, while others will show incredible artwork of various events in Samus' past, such as being rescued as a child by the Chozo, and her training to become the Entrusted One. --The Shinespark Moves-- Shinesparking involves using the Speed Booster to perform incredible jumps and dash maneuvers. Obviously you'll need the Speed Booster to perform them, as well as a long enough straight area to build up enough speed. Run normally and after a while the Speed Booster will automatically kick in if you don't touch anything. Samus will begin flashing and a rushing sound will play. While flashing Samus can blow through enemies and walls with Speed Booster blocks in them. While flashing, if you duck Samus will stop running and crouch but she'll continue to flash. If you stand still and press A to jump up, Samus will launch into the air and shoot up vertically until she slams into something. You won't lose any energy from Shinesparking or slamming into something. There's a few variations on the standard vertical Shinespark jump. If you press A and then hold left or right, Samus will fly forward horizontally depending on which direction you pushed. As with the vertical Shinespark, Samus will stop when she strikes something, although there is a neat trick to be had with sloping floors. If you horizontally slam into a slope while Shinesparking Samus won't stop, instead she'll land and continue running forward. This way you can duck again and refresh the Speed Booster timer, this can help you reach tricky areas throughout the station. If you aim up with L before jumping while flashing, Samus will Shinespark up on an angle, also handy to reach Speed Booster block walls above. --Wall Jump Trick-- Just like in Super Metroid you'll be able to jump off walls by somersaulting into one, then pressing the opposite direction and A to jump off the wall. Strangely you won't be able to wall jump when you recover the Space Jump ability, but you won't need it then. --Special Navigation Room Event-- Just after releasing the Level 4 Security Doors Lock (the red doors) in Sector 4, you'll be able to get back to Sector 5 with some very tricky Shinesparking maneuvers. If you manage to do it and head back to the nearest Navigation Room you'll witness a special cutscene not normally viewable. For some really sharp tips on getting back to Sector 5, check the Metroid Database's Metroid Fusion->Secrets & Tips section. =====================================\ -(7.0 CONTACTING THE AUTHOR)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ If you want to send me a question, comment, etc. please take a moment to make sure that it isn't covered in the guides above, I don't have time to answer any gameplay questions that are covered in this walkthrough. If you have a comment or feedback, I'd love to hear from you, just please make sure that the message applies to this guide. E-mail question/comments to falconzero114@gmail.com =====================================\ -(8.0 CREDITS)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ /Game Companies: Nintendo, Retro Studios & Gunpei Yokoi: For creating the awesome Metroid series, with its never-ending entertainment and replay value, may the series continue to bring success with every new game. /Others: Many thanks goes to the Metroid Database <http://www.metroid-database.com/> & GameFaqs <http://www.gamefaqs.com/> for hosting this guide. Thanks goes to Rey for their handy Metroid endings faq. =====================================\ -(9.0 LEGAL INFO)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ This file and the contents of it can only appear on the following websites: http://metroid.retropixel.net/ http://www.metroid-database.com/ http://www.gamefaqs.com/ No guide authors are allowed to plagiarize directly from this guide's contents into their own, however the information in this guide can be used as a reference for authors creating a Metroid Fusion guide. Webmasters of Metroid related sites cannot post this file on their sites or link directly to the file's location on the server of the site listed above. Instead, please link directly to the site's homepage instead. This file and the contents within cannot be reproduced/edited in any way, shape or form (electronically or otherwise). It cannot be printed in any magazine, book, guides, etc. or any other way printed by any commercial company. This file cannot be given away as a "prize" or "bonus" or given away in any other way. It also cannot be used in any profitable or promotional ways, no matter the situation. Breaking any of these rules will be in violation of U.S law. Do not question any of the legal messages that are above, they are final, period, and will not be changed under any circumstances. All Metroid related material including characters, names, locations or any other material are copyright to Nintendo. I am personally not affiliated with Nintendo or any other game company involved with the creation of this game. This document and all the guides within are Copyright (c) 2003 Falcon Zero. All rights reserved. See you next mission! \==========================================================================/