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/--------------------------------------------------------------------------\
    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)
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------
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)
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------
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)
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------
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)
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------
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)
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------
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)
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------
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
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------
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)
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------
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)
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------
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)
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------
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)
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------
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)
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------
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)
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------
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
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------
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)
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------
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)
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------
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
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- 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
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- 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
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- 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
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- 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
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- 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 
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This file and the contents within cannot be reproduced/edited in any way, 
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All Metroid related material including characters, names, locations or 
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creation of this game.

This document and all the guides within are Copyright (c) 2003 Falcon Zero.
All rights reserved.

See you next mission!

\==========================================================================/