+---------------------------------------------------------+
\ METROID FUSION /
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Copyright (C) 2004 Ernest Ho
GameFAQs Name: Schlave
Best viewed in 72 characters max. document width,
font Courier New.
SYSTEM...................................GameBoy Advance
LAST UPDATE..............................6th April 2004
VERSION..................................0.9
FAQ TYPE.................................FAQ/Walkthrough
NOTE:
To all Game Guide websites intending to use this document, please
request permission from the author at lisaho@singnet.com.sg. If not,
you will be hunted down and destroyed. Thank you.
This guide uses non-ASCII characters. If you have a browser set to
auto-detect foreign characters, turn it off for now.
If you wish to mail me a question, check the guide carefully before
even beginning to type, or be prepared for a curt answer. However, if
you want to mail me help, I'd gladly appreciate it.
The Table of Contents (below) has a search string for almost every
individual section - it's on the right of the section and sub-section
names (the ones beginning with "mf"). If you use Windows, type Ctrl-F
to bring out the search window, and copy-paste/input the search string.
Press Enter and you should be brought to the respective section/sub-
section.
_____________________________________________________________________
C O N T E N T S
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
(1) Updates...............................................mf_updates
(2) Who am I?...............................................mf_intro
(3) Controls.............................................mf_controls
(4) Game Basics.............................................._basics
4.1 Map Screen.................................._map
4.2 Jumping...................................._jump
4.3 Edge Grasping.............................._edge
4.4 Hatch Types..............................._hatch
4.5 Security Gates............................_gates
4.6 Block Types.............................._blocks
4.7 Extreme-Temp Rooms........................_xtemp
4.8 The X Files................................._xpa
4.9 The SA-X...................................._sax
4.10 Core-X..................................._corex
(5) Inventory................................................mf_ivty
5.1 Energy Beam.................................._beam
5.2 Missiles....................................._miss
5.3 Bombs........................................_bomb
5.4 Power Bombs................................._pbomb
5.5 Morph Ball.................................._morph
5.6 Hi-Jump......................................_hijp
5.7 Jumpball...................................._jumpb
5.8 Speed Booster..............................._speed
5.9 Space Jump................................._spacej
5.10 Screw Attack..............................._screw
5.11 Suit Upgrades..............................._suit
(6) Walkthrough.......................................mf_walkthrough
(7) Sector Maps...............................................mf_map
* 7.1 Main Deck...................................._main
* 7.2 Sector 1....................................._sec1
7.3 Sector 2....................................._sec2
7.4 Sector 3....................................._sec3
7.5 Sector 4....................................._sec4
7.6 Sector 5....................................._sec5
7.7 Sector 6....................................._sec6
(8) Boss Creatures...........................................mf_boss
(9) Tackling the SA-X.........................................mf_sax
(10) Bestiary..................................................mf_nme
(11) * Shinespark Easter Egg....................................mf_ssee
(12) Frequently Asked Questions................................mf_faq
(13) Acknowledgements..........................................mf_ack
(14) Legal Stuff.............................................mf_legal
Note: * means under contruction.
_____________________________________________________________________
______________________________________________________
/ mf_updates -.-.-.//||| |||\\-.-.-.-.-.-.-.-.-\
/\ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/\
|| U P D A T E S ||
____\/______________________________________________________\/____
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Here are the update logs of the guide version-by-version, containing
any new major stuff I added or any corrections made to this guide.
Version 0.9 (6th April 2004)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
I'm off guides almost completely, but I happened to spot a rather
interesting theory posted by a rather creative GameFAQs user on the MF
boards. So I stuck it here. As for completion of the Sector
Maps...well, I'll work on it from time to time...
---------------------------------------
- Added Kong IV's theory on the transformed SA-X's appearance
---------------------------------------
Version 0.8 (12th October 2003)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The "Item Locations" section is replaced by a slightly more
comprehensive "Sector Maps" section. I've completed 5 of the sector
maps, but the other two are still incomplete. Oh, and I haven't
forgotten about this guide, so I feel sure that I can finalise this
guide is the next update. Stay tuned!
---------------------------------------
- Finished 5 sector maps in "Sector Maps" section (replaces "Item
Locations" section
---------------------------------------
Version 0.7 (2nd June 2003)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Some simple format changes. Nothing much...yet. ^_^
---------------------------------------
- Added search string
- Corrected header-and-text format
---------------------------------------
Version 0.6 (27th May 2003)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Started on Item Locations section. Up till now, I've been waffling over
whether to submit or not, but in the end I said: "To heck with the
formalities! I'm going ahead at 270 kb!" And I finally submitted this
guide :P
---------------------------------------
- Started on Item Locations section
- Added Game Endings to the walkthrough
---------------------------------------
Version 0.5 (5th April 2003) - unsubmitted
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Finished basic sections of guide, Legal Stuff etc. as well as the
"Tackling the SA-X" section and Boss section (the easiest one to
complete :P ).
---------------------------------------
- Finished basic sections of guide
- Finished Tackling the SA-X section
- Finished Boss Creatures section (incl. 1% Challenge section)
---------------------------------------
Version 0.4 (20th March 2003) - unsubmitted
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Added the Item Log for the walkthrough and finished the Inventory
section.
---------------------------------------
- Added Item Logs in walkthrough
- Finished Inventory section
---------------------------------------
Version 0.3 (10th March 2003) - unsubmitted
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Finished Game Basics section. I re-read the walkthrough and took out
some useless and unnecessary tips. It's neater now.
---------------------------------------
- Game Basics section finished
- Minor corrections made to walkthrough
---------------------------------------
Version 0.2 (30th February 2003) - unsubmitted
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Finished Bestiary section, and did some of the Game Basics section.
That was quite a bit of work...the Game Basics bit is gonna be a bit
tough...
---------------------------------------
- Bestiary section finished
- First four sections of Game Basics section done
---------------------------------------
Version 0.1 (17th February 2003) - unsubmitted
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Finally, after about 3 months of work, I finished the walkthrough and
the enemy section.
---------------------------------------
- Walkthrough finished
---------------------------------------
______________________________________________________
/ mf_intro -.-.-.-.//||| |||\\-.-.-.-.-.-.-.-.-\
/\ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/\
|| W H O A M I ? ||
____\/______________________________________________________\/____
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Call me Schlave. I decided to write for Metroid Fusion much earlier;
however, I had little time to write while I was overseas, and besides,
I was busy was my other interests.
Of course, when I started writing, I saw that there were already 7
guides up for it. Pointless writing one of my own? Of course. NOT! So I
put all my effort into writing this guide, making every detail as
elaborate (though hopefully not too elaborate) as I could possibly make
it.
When my guide hit 200K, I figured that I could have sent it in. But
whatever for? It was only half-complete and would not stand up to any
other guide on GameFAQs. So I put off submitting it until I had
polished and waxed it.
I'd always wanted to write a good guide for a popular game. I am, of
course, several months overdue of the date when the game was
hot...nevertheless, here it is.
______________________________________________________
/ mf_controls-.-.-.//||| |||\\-.-.-.-.-.-.-.-.-\
/\ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/\
|| C O N T R O L S ||
____\/______________________________________________________\/____
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Direction Pad - (1) Aims Samus' Cannon
(2) Left/Right buttons move her around
A Button - (1) Jump
(2) Brings up current objective, if in map
screen
B Button - Shoot
L Button - Hold down and press Up/Down to aim diagonally
up/down
R Button - (1) Hold down to use Secondary Weapon
(2) If in map screen, brings up inventory
Select - Nothing
Start - Brings up map screen
______________________________________________________
/ mf_basics-.-.-.-.//||| |||\\-.-.-.-.-.-.-.-.-\
/\ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/\
|| G A M E B A S I C S ||
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Metroid Fusion is an exploration platform game, and the tremendous
number of possible paths to take can be intimidating. And if you don't
know how to use later abilities to keep going, Samus is going to be a
pile of molten metal very fast. This section here contains the very
basics of Metroid Fusion, so a quick read through will ensure your
survival...for a while.
__/ mf_basics_map __
_/ _|__________________________________________________________|_ \_
| M A P S C R E E N _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
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The Map Screen can be brought up with a touch of the Start button; it
lets you view the whole map of the sector that you are in. It is very
informative, and can help you find your way out when you are stuck
(also saves me time from going through a boring path which you can
easily use the map to get through :P )
Pressing L will permit you to put the game in sleep mode. This is
exceptionally handy if you are nowhere near a Save Room and you need to
put the GBA down. Sleep mode saves on battery.
Pressing R will bring up your Inventory. You can see exactly what
abilities and weapons, as well as energy, Missiles and Power Bombs you
have.
__/mf_basics_jump __
_/ _|__________________________________________________________|_ \_
| J U M P I N G _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
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"Jumping?! You have a goddamn section about jumping?!" Not so fast; if
you don't know how Samus can jump, you're find the going tough.
I: Standard Jumping
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Of course pressing A will have Samus jump vertically into the air.
But if you are running forward and pressing A, Samus will launch into a
rolling jump. This is essential for activating the Space Jump, Charge
Spin (see section 5.1, Energy Beam) and Screw Attack.
You will snap out of a rolling jump if you shoot.
Also, you can roll into a ball in mid-air, but can only jump as a ball
with the Jumpball ability.
II: Wall Jumping
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Wall-jumping is a handy technique that can reproduces a high jump to a
limited extent. To execute the wall jump, simply launch into a rolling
jump towards a wall; while touching the wall, press A and the opposite
direction in which you are rolling. Samus will bounce off the wall and
jump higher. This technique is most useful when jumping up long, narrow
shafts.
__/mf_basics_edge __
_/ _|__________________________________________________________|_ \_
| E D G E G R A S P I N G _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
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Samus can now grab on to edges of ledges and platforms and hang on. If
you want to clamber up onto the ledge, press up; if you want to jump in
the opposite direction, press A and the opposite direction; if you want
to fall down, just press down.
To clamber into narrow passageways, you need to grasp on to the edge of
the passageway and press Up. If you have the Morph Ball, you will snap
automatically into a ball when you enter the passageway.
__/mf_basics_hatch __
_/ _|__________________________________________________________|_ \_
| H A T C H T Y P E S _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
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I: Standard Security Hatches
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Colored hatches are back in Metroid Fusion, but this time they're a bit
different. The Biologic Space Labs has five levels of security, 0 being
the lowest and 4 being the highest. Each security level has a different
color, which marks each security hatch:
Level 0 : Colourless
Level 1 : Blue
Level 2 : Green
Level 3 : Yellow
Level 4 : Red
Unlocking each level of security will bring forth a flood of new and
more powerful enemies into the Sectors...but it will also open up new
paths and sectors to explore. Security hatches can be shot open if they
are glowing.
II: Criteria Hatches
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Often you will see solid grey hatches which look totally different from
standard security hatches. Either these are permanently shut or you
need to destroy something in order to activate the hatch. If such
hatches are activated, they will flash multi-coloured and to open,
simply walk over to them.
__/mf_basics_gates __
_/ _|__________________________________________________________|_ \_
| S E C U R I T Y G A T E S _| |
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Security Gates are metal gates that can only be opened by shooting the
multi-coloured button on top with an energy beam. They can bar your way
if you are on the wrong side of one, and if you don't have the Wave
Beam.
__/mf_basics_blocks __
_/ _|__________________________________________________________|_ \_
| B L O C K T Y P E S _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
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Certain portions of walls, floors or platforms can be made up of a type
of block different from the normal block that makes up perfectly normal
walls, floors and platforms. These blocks normally show up as normal
blocks, but if you lay a Power Bomb, their true nature will be revealed
(they have a different appearance from other blocks). There are 6 types
of special blocks:
I: Pit Blocks
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
These crumble instantly when you step on or grasp them and reform very
quickly. They are imprinted with what resembles lots of small bubbles.
II: Booster Blocks
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Touch them while boosting and these blocks will crumble. If you perform
a shoulder ram or ultrajump, you can also bust through these blocks.
They are imprinted with a yellow chevron.
III: Fragile Blocks
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
These are simply plain grey blocks which can be blown away with either
energy beams, bombs or your Power Bomb.
IV: Bomb Blocks
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Bomb blocks can be destroyed by your Screw Attack or the blast of an
ordinary bomb. They are imprinted with a picture of a standard Bomb -_-
I can't describe this very well.
V: Power Bomb Blocks
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Power Bomb Blocks can be destroyed with the blast of a power bomb,
though the block does not necessarily have to be right next to be
epicenter of the explosion. They are imprinted with a picture of a
power bomb. -_-' I can't describe this very well either.
VI: Screw Attack Blocks
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Screw Attack blocks can be broken through with the Screw Attack. They
hide lots of very, very interesting places ^_^ They are imprinted with
a red circle surrounded by four yellow blades.
__/mf_basics_xtemp __
_/ _|__________________________________________________________|_ \_
| E X T R E M E - T E M P R O O M S _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
Samus' ordinary Fusion Suit cannot withstand extreme temperatures;
namely, sub-zero and ultra-hot.
Subzero rooms are usually found in Sector 5; they usually have
twinkling snowflakes falling all around the room.
Ultra-heated rooms are found most often in Sector 3, and they are
filled with bright, angry, red heat waves. Without the Varia Suit,
Samus loses health at a steady rate in the duration she stays inside
the room. If she is in a fluid which saps energy (lava or acid), the
two rates will stack up!
__/mf_basics_xpa __
_/ _|__________________________________________________________|_ \_
| T H E X - F I L E S _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
Samus was once infected by an alien parasite called by the scientists
the "X-Parasite". After receiving the Metroid vaccine, she can now
absorb free-floating X-Parasites. All organisms on the station have
been infected by X (with the exception of a few), so destroying enemies
will usually yield free-floating X.
X-Parasites are lumps of jelly and are uni-cellular. To absorb them,
simply touch them, and they will restore health and weapons! They are
several types:
1. Yellow ones, that restore 10 Health
2. Green ones, that restore 2 Missiles
3. Blue, large, sparkly ones, that restore 30 Health IF you have the
Varia Suit equipped (if not, you will lose 50 Health)
4. Red ones that restore 500 Health, 50 Missiles and 10 Power Bombs
Some X-Parasites appear free-floating, but they are flashing white; you
cannot absorb these, and they are headed for a destination, usually
another organism. When they touch evolutionable organisms, that
organism will evolve into an advanced form. For more information on
that, see the "Bestiary" section.
__/mf_basics_sax __
_/ _|__________________________________________________________|_ \_
| T H E S A - X _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
Just in case you think that enemy with orange armor and a visor and
hand cannon that looks remarkably like yours is potential prey, I'll
quickly tell you: that is the SA-X, and it mimics you at full power.
Which means that until you get the Wave Beam, you cannot and should not
assault this enemy. More detail on how to get past the SA-X will be in
the section "Tackling the SA-X".
__/ mf_basics_corex __
_/ _|__________________________________________________________|_ \_
| C O R E - X _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
Every boss except the last one is infected by a large X-Parasite whihc
holds some special ability. Such an X is called a Core-X, as it makes
up the core of the organism it infects. After you destroy the
organism's body, the Core-X will exit the remains and begin a last-
ditch defence. All Core-X have a tough, thorny membrane on the outside,
which you can break with Missiles. Shooting the membrane with energy
beams will force out smaller X parasites which you can absorb to
restore energy and weapons. When you absorb Core-X, you restore 500
Health, 50 Missiles and 10 Power Bombs.
But some Core-X have tougher membranes; these are called Supercore-X,
and Missiles and energy beams will glance off them. Supercore-X all
have an eye, which they reveal regularly to fire an energy beam at you.
The eye is vulnerable, so that part should be blasted with Missiles in
order to defeat a Supercore-X.
______________________________________________________
/ mf_ivty-.-.-.-.-.//||| |||\\-.-.-.-.-.-.-.-.-\
/\ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/\
|| I N V E N T O R Y ||
____\/______________________________________________________\/____
/-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.\
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Ever since her almost-fatal infection by X, Samus' suit has been
redesigned and as a result, she lost most of her abilities. Of course,
all these abilities and weapons can be restored, simply by reabsorbing
a Core-X.
In order to forge her way through the teeming masses of enemies, Samus
needs to restore all these abilities and upgrade her weapons. Her suit
also can be strengthened.
NB: Don't read this section if you can't bear to find out what weapons
you will get before you even the play the game :P This also contains a
couple of spoilers from Super Metroid, so players of Super Metroid who
read this guide will get the idea straightaway :P
__/mf_ivty_beam __
_/ _|__________________________________________________________|_ \_
| E N E R G Y B E A M _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
Samus starts off with a hand cannon that fires weak energy pulses.
These can be used to pick off small baddies like the Hornoad and Slime
Zombie, but when it comes to tougher and bigger enemies, you will need
something beefier. The hand cannon can upgrade 4 times; each upgrade
makes the hand cannon more powerful and versatile.
I: Charge Beam
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The Charge Beam is obtained from the very first Supercore-X you
encounter.
Although all subsequent energy beam upgrades can be charged, this
upgrade is THE one that allows you to charge up your hand cannon. This
upgrade also improves the power of your shot. Hold down the B Button to
begin charging your cannon; when Samus (and not the end of the hand
cannon) starts glowing, you can do one of two things:
1. Fire a charged shot. This is three times more powerful then an
ordinary shot and has the power of a Missile.
2. Launch into a Charge Spin. Do this by leaping into a rolling jump
when Samus is glowing, and she will jump as per normal...except
that she still is glowing as she does so. If you touch enemies
which can be affected by the energy beam while in this state, you
will inflict some damage; smaller enemies can get shredded as if
you were performing the Screw Attack, but larger ones merely take
some damage. Whatever the case, you lose your charge, and have to
charge up yet again if you want to repeat the Charge Spin.
II: Wide Beam
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The Wide Beam is obtained from the scientist-turned-Supercore-X in
Sector 3.
This upgrade allows you to shoot three energy beams at once, and so
cover a larger firing area. Your Charge Spin is also more powerful.
III: Plasma Beam
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The Plasma Beam is obtained from the Mother Root in Sector 2.
"The Plasma Beam!" Say it with awe! ^_^ Once more, you fire three
energy beams which are supercharged with plasma, and pass through
enemies as if they were not there. Use these to dispose effectively
multiple enemies in rows. A charged up Plasma Beam has the power of
three Super Missiles! Also, your Charge Spin is more powerful.
IV: Wave Beam
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The Wave Beam is obtained from the X-infected Security Robot in Sector
6.
This upgrade makes your beams wall-penetrating, and with this, you can
FINALLY harm the SA-X. You can also open security gates from either
way. Also, your Charge Spin is more powerful.
V: Ice Beam
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The Ice Beam is...find it yourself. :P
Before you claim your final suit upgrade (which is NOT the Gravity
Suit), your cellular makeup prevents you from using this. However, you
get the Ice Beam packaged with your final suit upgrade. The Ice Beam is
enemy-freezing and Metroids are prone to this (hint hint). Too bad you
only get to use the Ice Beam against ONE enemy -_-'
__/mf_ivty_miss __
_/ _|__________________________________________________________|_ \_
| M I S S I L E S _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
When you obtain the Missile weapon, Samus' cannon can employ ballistic
weapons. Missiles are explosive, and will work against certain enemies,
but glance off the hide of others. You can upgrade your Missiles to
make 'em more powerful. To fire Missiles, hold down R and fire.
I: Super Missiles
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Super Missile data can be found in Sector 3. They make your Missiles 3
times more powerful and explode with a satisfying rumble! Eat THAT!
II: Ice Missiles
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Ice Missile data is located in Sector 5.
Due to Samus' temporary inability to use the Ice Beam, a substitute
upgrade has been provided: the Ice Missiles. Ice Missiles affect ALL
enemies; when you hit an enemy with one, it will freeze. You can then
jump on the enemy and take no damage. This is good if you want to
create temporary platforms on which to get higher up. You can pump more
Missiles into their frozen bodies to destroy enemies that can be
destroyed with Missiles.
The freezing effect will wear off after a couple of seconds, though,
and although this works on the SA-X, it is only frozen for 1 second!
III: Diffusion-Effect Missiles
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Talk about snappy science! The data is located in Sector 4.
With this upgrade, you can charge up your Missiles! This will not
increase their destructive power (I can't visualise you firing a huge
warhead with the power of 10 Super Missiles -_- ) but upon impact, an
icy wave will blossom from the point of impact, freezing enemies within
an area slightly larger than your GameBoy Advance's screen size. Very
handy for freezing multiple enemies or getting past Balloon Creatures.
__/mf_ivty_bomb __
_/ _|__________________________________________________________|_ \_
| B O M B S _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
You get the Bomb data from Sector 2.
You should have the Morph Ball when you claim this upgrade, otherwise
you can't use it. Lay a Bomb by pressing B when you are curled in a
ball. The Bomb ignites after 1 second, and you can have four bombs on
the screen at once.
If you are near enough (as a ball) to the bomb when it explodes, you
will be propelled upward just a very short distance. Before you have
the Jumpball, this ability is quite useful. However, you cannot jump
higher and higher into the air, propelled by well-timed explosions, as
you could in Super Metroid.
__/mf_ivty_pbomb __
_/ _|__________________________________________________________|_ \_
| P O W E R B O M B S _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
Power Bomb data can be found in Sector 5. To lay a power bomb, hold
down R as a ball and press B. They take twice as long as ordinary Bombs
to explode, but...
Power Bombs are impressively powerful; when they ignite, a huge anti-
matter explosion blossoms out, and shrinks back into singularity (i.e.
a tiny hole equivalent to nothingness *blah blah Stephen Hawkings
blah*), dragging free-floating X which happen to be in the innards of
its explosion back to the point where it ignited. This lets you get X
faster.
Power Bombs are also extremely useful in eliminating packs of weak
enemies in a single fell swoop.
__/mf_ivty_morph __
_/ _|__________________________________________________________|_ \_
| M O R P H B A L L _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
You get the Morph Ball ability from the Arachnus on the Main Deck.
The Morph Ball gives Samus the fundamental ability to roll into a
compact ball. To do this, press down twice while standing. Her reduced
size allows her to enter narrow passageways. While in this state, she
can still be damaged and cannot fire her energy beam; her only defence
are Bombs and Power Bombs, the data of which you will find in other
sectors. Neither can she jump as a ball, unless she has the Jumpball
ability.
In order to grasp on the the edge of a narrow passageway and clamber
into it, you also need the Morph Ball ability.
__/mf_ivty_hijp __
_/ _|__________________________________________________________|_ \_
| H I - J U M P _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
The Hi-Jump ability is regained from the Great Choot.
Samus' standard jump height is rather pitiful, so the Hi-Jump merely
allows you to jump one and a half times higher.
__/mf_ivty_jumpb __
_/ _|__________________________________________________________|_ \_
| J U M P B A L L _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
The Jumpball ability is regained from the Great Choot.
With this ability, you can jump a fairly high height as a ball. If you
hold down the A button, you'll just keep bouncing :P You can still lay
Bombs and Power Bombs in mid-air, though.
__/mf_ivty_speed __
_/ _|__________________________________________________________|_ \_
| S P E E D B O O S T E R _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
The Speed Booster ability is obtained from the aquatic monster Serris
in Sector 4.
With this ability equipped, you can run over long stretches of ground
and accelerate as you do so, until Samus eventually starts running at
hyper-speed, and glows a bright pink colour! In this state, she can
bust through speed booster blocks and shred enemies by running into
them. Also, your speed allows you to cross pit blocks before they even
crumble beneath your feet :D While boosting, you can also jump up, but
once you land, you lose your boost.
While boosting, you can store a boost charge by pressing down. This
sends Samus into a mode called Shinespark (in which she maintains her
pink glow), and you can execute the following moves, both of which can
bust through speed booster blocks as well:
I: Ultrajump
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Tap A while in Shinespark mode to execute this! Don't even talk about
the Hi-Jump; the Ultrajump sends Samus rocketing vertically upwards
until she smashes into an indestructible wall. You can't control Samus
while she is ultrajumping, and this move has a lag period of 1 second;
meaning, Samus takes 1 second to get into position.
II: Shoulder Ram
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Tap A and hold down Left/Right/L Button to launch into a Shoulder Ram
in three different directions! If Samus shoulder-rams into a slope, she
will start boosting again, assuming you held down the same direction
button! Once again, you can't control Samus while she is ultrajumping,
and this move has a lag period of 1 second; meaning, Samus takes 1
second to get into position.
__/mf_ivty_spacej __
_/ _|__________________________________________________________|_ \_
| S P A C E J U M P _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
The Space Jump is obtained from the Arachnoid on the Main Deck.
Equipped with this, Samus' rolling jump now sends her into a spinning
blur, blurring the laws of gravity! With the Space Jump, you can jump
an indefinite amount of times in mid-air, reaching heights unreachable
by even your Hi-Jump. To execute a Space Jump in mid-air, make sure you
are in a rolling jump. When you peak in jump height and start to fall,
press A to jump again! Repeat as needed.
__/mf_ivty_screw __
_/ _|__________________________________________________________|_ \_
| S C R E W A T T A C K _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
The Screw Attack is obtained from Ridley-X in Sector 1.
The Screw Attack renders all enemies (except bosses) plump pigeons at
your mercy. When launching into a rolling jump in the air, Samus is
nothing more than a whirling blur engulfed by bolts of unspeakable
power! Touching an enemy with the Screw Attack will slash it into
pieces!
__/mf_ivty_suit __
_/ _|__________________________________________________________|_ \_
| S U I T U P G R A D E S _| |
Ż\ Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|__/Ż
ŻŻ
Samus' Fusion Suit offers only sparse protection and damage absorption.
Other suits will defend you better from enemy damage and give you new
abilities!
I: Varia Suit
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
You get the Varia Suit from the Orb-X.
The Varia Suit is yellow-green in colour (actually, I hate the colour
scheme!!) and protects you from extreme temperatures. You can enter
ultra-heated and sub-zero rooms without getting roasted or chilled, but
you cannot enter lava without taking damage.
II: Gravity Suit
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
You get the Gravity Suit from the Nightmare.
The Gravity Suit is a comparatively cool purple colour, and allows you
to move freely in water and other fluids (including lava and acid),
therefore you can speed boost in water without getting bogged down.
Also, it protects you from lava but not green acid.
III: X-Fusion Suit
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
(Hoi! This is one top secret suit, so you can go and find it yourself
:P )
The X-Fusion Suit (as I name it) renders Samus' weapon data independent
of her cellular makeup, restoring to Samus the Ice Beam! It is an
orange colour and is the very last suit you claim.
______________________________________________________
/ mf_walkthrough -.//||| |||\\-.-.-.-.-.-.-.-.-\
/\ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/\
|| W A L K T H R O U G H ||
____\/______________________________________________________\/____
/-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.\
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
BEFORE YOU BEGIN
-----------------------------------------------------------------------
You might notice that I avoid certain easy-to-reach items. Don't worry,
as when you return in the future, you'll be getting them, along with
several others.
As long as you don't make a major goof-up (like falling down a big,
vertical tunnel and having to start again!), it's fine. But here are
some tips to altogether shave off time:
- refer to the map so you don't get lost.
- unless you have terrible motor control, minimize saving as far as
possible, unless I say the future part is gonna be tricky.
- if you must refer to the guide word-for-word, read it several times
to get a gut feeling. I've simplified it as much as I can, but read it
and understand all the same, because it may get confusing :)
Most of the objectives the computer gives to you (check by pressing A
in the map screen) are placed inside the walkthrough at the parts of
the game when you get them, so if you think you are lost, you can refer
back to this walkthrough.
After every mission, there is an Item Log to notify how much stuff you
should have at the end of every mission.
-----------------------------------------------------------------------
When the game starts, Samus recalls the events that led up to her
obtaining of her blue Power Suit: accompanying a scientist, Biologic's
men on a mission, she absorbed an X-Parasite from a creature she
destroyed, and as a result, almost died. Only a vaccine made from
Metroid cell culture saved her life...and transformed her cellular
makeup. Thanks to the X-Parasites, the weaker, organic components of
her previous Power Suit fused with her body. Her abilities are gone as
a result of her Power Suit removal, but as the computer tells you, they
are capable of being unlocked again.
After being alerted of an explosion in Biologic's Space Labs, you are
sent there to find out what caused the blast. So, your new ship drops
you off at Biologic's research space station...and your quest begins.
Overview of Space Labs : Unlike other Metroids, you will be
spending your whole time on the space station. Every
single one of your missions take place on it. However,
there are several "sectors" in the station which mimic
a certain habitat on various planets, allowing different
- some violent - creatures to exist for research
purposes.
MAIN DECK : Mission One
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Ferret out the biological disturbance in the Quarantine Room
- Collect Missile weapon
- Destroy source of massive bio-signs in western region of Labs
_____________________________________________________________________
Well, here we are! As the computer has already told you, you cannot use
most of your latent abilities yet, so you need to unlock them all. You
start off with a hand cannon firing puny energy bullets as your first
and only weapon.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Go to the Quarantine Bay. Access Navigation Room en route.
(O)===============================================================(O)
Start off going left and upwards, out of the Docking Bays, and into the
Main Deck. Rather quiet, eh...we haven't gotten to the good stuff yet!
Where the path splits, take the bottommost hatch, and uplink in the Nav
room. After the briefing, exit and go upwards to the open hatch. In the
next room, drop down to the bottom and enter the hatch, into the
Quarantine Bay.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Investigate Quarantine Bay.
(O)===============================================================(O)
In the Quarantine Bay, it should be simple enough to track down the
single enemy, an Hornoad, and blast it to pieces with a few shots. Out
pops a small, yellow blob which you can absorb; they are X-Parasites,
and since your cellular makeup has changed, you can absorb them without
adverse effects. All enemies, when destroyed, yield some form of X-
Parasite:
- Yellow ones restore 10 Health
- Blue, large, sparkly ones (you'll encounter them MUCH later)
restore 30 Health, if you have the Varia Suit
- Green ones restore 2 Missiles (you'll get them later)
- Red ones restore 500 Health, 50 missiles and 10
Power Bombs
(O)===============================================================(O)
OBJECTIVE CHANGE :
Hostile creature sighted. Report to Navigation Room.
(O)===============================================================(O)
With your new knowledge, go back to the Nav room and uplink. The
computer will unlock Level 0 (colourless) hatches for you, and to open
blinking hatches, all you have to do is to shoot them with something.
(O)===============================================================(O)
OBJECTIVE CHANGE :
X parasite presence confirmed. Find origin of bio-signs.
(O)===============================================================(O)
That being said, make your way right and up, and go through the only
Level 0 hatch to the right. Ignore the Hornoad which spawns, and go
through the room. Save if you want, then enter the next room and
immediately go upwards and enter the hatch at the top. Uplink again,
and you will find out that you stand no chance against the massive
biological creature whose location has been pinpointed; you must get
the Missile weapon for your hand cannon from a Data Room.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Missile Data ready. Download immediately.
(O)===============================================================(O)
Exit right after the briefing, go upwards and through the hatch into
the next room. Use the lift to go up (Samus will reflect on stuff) to
the Operations Deck; from there, it's pretty simple to find your way to
the Data Room on the second floor.
When you reach it, load the data into yourself by stepping on the
raised switch in the data terminal...and you've got the MISSILE WEAPON
<M: 10>! Hold R to highlight the missiles and press B to fire.
When you return to the Nav room, you will be told that electrical
interference has wiped out the elevators. When the briefing finishes,
exit the Nav room and hop across the platforms.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Elevators not operational. Find alternate route to target.
(O)===============================================================(O)
You will see a glowing red lamp on the wall; shoot it with a Missile
and hop into the passage and proceed right. Destroy the barrier with 3
Missiles, and to reach the bottom watch for crumpled portions of the
wall or floor; they are either destroyable or crumble under your feet.
Drop down the shaft and don't forget the MISSILE TANK below it <M: 15>.
At the bottom, enter a small room to the left and shoot the corner of
the uppermost step to reveal another MISSILE TANK <M: 20>, then exit
the room and go right, shooting the enemies down until you enter the
lighted portion of the Main Deck.
The path splits; if you must, save at the Save Room, for we will be
coming to a boss room very soon. Then take the bottom route and shoot
three missiles into the Eye Door when it exposes its yellow eye. When
it is destroyed, go through the door.
Make your way across the room using the grips and midway, you will find
your first ENERGY TANK <ET: 1>. Your maximum health points now rises by
100, to give you an additional edge over the enemy beyond. Drop down
the shaft at the end, and the floor will crumble away to drop you into
the boss room.
__________________________________________
/ B O S S : Arachnus \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Unleashes a blue wave of energy |
| - Burps a fireball which spreads on the ground |
| - Curls into a ball and rolls at you |
| |
| |
| The Arachnus is tricky, but not tough. There are metal grips |
| on each side of the room to avoid all his attacks, and when |
| he rolls at you, you can simply jump over him. |
| |
| His back sports an impenetratable carapace, though, so always |
| aim for the front. Go in with Missiles a-blazin' and when you |
| run dry, use energy bullets. 15 Missiles later, he will |
| dissipate and its Core-X will come out; simply shoot it three |
| times with Missiles and absorb the X-Parasite for the MORPH |
| BALL ability. |
| |
\_________________________________________________________________/
With the Morph Ball ability, you can curl into a ball by pressing down
twice, and squeeze into narrow gaps! Excellent, this ability will open
up new routes to you. When you climb up an edge into a narrow gap, you
will snap into a ball automatically.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Morph Ball ability absorbed. Proceed to Navigation Room.
(O)===============================================================(O)
Now exit left through the narrow gap, over the blocks, through a
passageway and into a darkened area. Familiarize yourself with the
Morph Ball as you go along, cutting down the Slime Zombies as you go.
When you reach a lighted area, continue left and save if you want to.
If not, proceed left and go back to the Nav room. When the briefing
finishes, exit the room left and go upwards. Roll underneath the narrow
gap leading right on the way for a MISSILE TANK in a secret room <M:
25>, exit and go up to the top and through the hatch. Roll underneath
the narrow gap leading left at the top, then from there use the map to
reach the elevator.
(O)===============================================================(O)
OBJECTIVE CHANGE :
X detected in Sector 1 (SRX). Investigate and gather data.
(O)===============================================================(O)
The moment you are out of sight, there is a loud explosion...and in
walks another Samus Aran, in the original Power Suit! It blasts open a
hatch and walks through...what can this mean?
The moment you reach the bottom, the elevator splutters and fails. You
are now on the main Sector floor, where you can choose which Sector to
access. BSL is made up of 6 sectors (excluding the main deck). Here's a
little diagram.
_________________________________________________________
| G B 0 MAIN 0 B G |
|___S5__G___S3___B___S1__0__LIFT__0___S2___B___S4__G__S6__|
|| || || || || ||
Legend:
G = Level 1 (Blue) hatches
B = Level 3 (Green) hatches
0 = Level 0 (Colourless) hatches
Obviously, security limitations permit you to enter only Sector 1.
1_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 3/48 |
| - Missile Weapon | |
| - Morph Ball | Energy Tanks : 1/20 |
| | |
| | |
\______________________|_____________________________/
SECTOR 1 (SRX) : Mission Two
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Clear out 5 atmospheric stabilizers corrupted by X
- Get the Charge Beam
_____________________________________________________________________
Overview : Sector 1 mimics the climate of SR388, a planet
that Samus visited in Metroid 2: Return of Samus. Naturally,
you'll see some familiar faces during this simple mission...
and be faced with an enemy which holds the tough little
Charge Beam...
Enter the Nav room and receive your briefing, then save your game if
you want. Then zip through the Save room and Recharge room into the
huge one beyond. There are many doors which you cannot use yet, so take
the Level 0 hatch at the bottom right corner.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Atmospheric stabilisers corrupted by X. Investigate.
(O)===============================================================(O)
Blast your way through the energy-sapping enemies and quickly pump 3
Missiles into the barrier, before opening the hatch beyond. The room is
foggy, obviously because X have corrupted the stabiliser! There are 5
of these rooms; you'll have to locate and clear them all!
Make your way to the blocked stabiliser in the foggy room, stand on the
platform next to it and fire three Missiles into the gap to clear it.
Then proceed right into the next room.
In the room, leap over the Hornoads and avoid getting hit by the
single-eye Halzyns when they drop to the ground, then duck and fire at
the corner to destroy a single block. Curl into a ball and roll into
the tunnel to get an ENERGY TANK <ET: 2>, then roll out, shoot open the
hatch and proceed.
Jump over the shaft and go right. Ah, here's the second of the whacked-
out stabilisers! Shoot out a portion of the wall with your cannon, wipe
out the enemies and make your way up to the top. On the top floor, you
can simply save time and jump over the enemies. When you reach the top
right corner, shoot 3 Missiles upward through the gap to destroy the X
clogging up the stabiliser. Then drop through some pit blocks below the
stabiliser to the bottom floor, and exit the room.
In the narrow shaft, drop down and enter the first door to the left.
Avoid a run-in with charging Motos by simply leaping over them, and go
through the door at the other end. You will find yourself in a shaft
full of Zebesians shooting beams at you; if you have about 2 Energy
Tanks left, you can afford to take some damage by simply sticking to
the left wall and falling down. Shoot missiles as you go to destroy any
Zebesians in the way, although you will still take some damage. When
you drop to the bottom, go through the right hatch, and through the
room after that.
Now, make your way to the clogged stabiliser by using the hand grips on
the walls and ceilings, and to destroy the X clogging the stabiliser,
use the hand grips on the right of it to get enough to shoot 3 Missiles
into the gap. Then drop down to the bottom and exit through the bottom
right door, and through the room after that.
Enter the hatch on the other side to find yourself in yet another room
with one clogged stabiliser. Head up the shaft near the door using the
handholds, then cling on to the grips at the top of room and climb
forward until you see the clogged stabiliser. Quickly shoot 3 Missiles
into the gap, then wait until the room clears, before entering the door
at the top left corner. Grab the MISSILE TANK <M: 30> and backtrack
into the previous room. Then drop down to the bottom passageway and
exit through the right door.
In the following shaft, you have to use the hand grips to make your way
up the room. Use Missiles to destroy any Zebesians. At the top, go
through the room, shoot the flashing button of the security door in the
next room to open it, then go through that one as well.
In the water-filled room, cling to the hand grips on the ceiling and
creep along, using Missiles to destroy the Scisors - be wary of the
energy balls they fire. Creep to the end of the hand grips, then, still
clinging on, shoot several bullets at the left wall to blast through
several blocks and reveal a narrow gap. Slide through the gap and
through the door beyond.
In the next room, drop down the pit blocks and roll under the narrow
gap. If you must save, take the lower door, blast through several
Hornoads and use the Save Room after that. If not, take the upper path
and wipe out the Eye Door. Take the red parasite it leaves behind to
restore your weapons and energy, then go through the room.
The large room sports nothing but a chozo statue holding a ball-like
object in its hand...blast the object, and suddenly, the statue comes
to life as a Supercore-X! This is not a real boss though. To destroy
it, wait until its eye opens, then quickly shoot a Missile into the eye
at a distance. When you damage it, it will fire a charged shot, so be
careful. If in need of Missiles or health, shoot its body to make it
eject a few X-Parasites. After 3 missiles, it will go down. Absorb the
X to gain the CHARGE BEAM weapon! Armed with something more
substantial, you should feel braver.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Charge Beam restored. Proceed with atmospheric stabilisation.
(O)===============================================================(O)
Now go through the door at the top right, and shoot out the ceiling to
reveal a hidden passage. Before entering the door, cling to the hand
grips and fire a missile on the left wall; bang! A hidden passageway!
Fire several shots to clear it, then roll through it into a hidden
room. Avoid the enemies and grab the MISSILE TANK <M: 35>. Then go back
to the previous room and enter the hatch.
In the last foggy room, blow away the Hornoads and drop to the bottom
of the room. Roll under the narrow gap and stand at the wall where the
stabiliser is against. Shoot the wall to get a narrow gap, allowing you
to pepper the X clogging up the stabiliser with a few Missiles. Well
done! The atmospheric levels are equalized, and one objective has been
completed.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Atmospheric stabilisers online. Proceed to Navigation Room.
(O)===============================================================(O)
Now exit the room through the door at the bottom. Go through the
security door and out of the room after that, then hop up the platforms
to the top of the shaft. Enter the save room to the right and save if
you want, then fire at the cracked brick on the wall of the save room
to open another new passage. Jump and curl into a ball, so you may gain
enough height to roll into the passage.
You will find yourself in a hidden chamber with a long shaft; it is
narrow enough for you to use the Wall Jump (jump rolling towards the
wall, then when you touch the wall press the opposite direction and
jump to bounce off) effectively. Keep walljumping until you reach the
top, where another MISSILE TANK <M: 40> awaits. Drop back down and
return to the previous shaft, and this time take the top left door.
Right now, there's nothing for it but to return to the Nav room. Use
the map; it's easy enough.
The briefing will tell you to go to Sector 2, so go back up the lift to
the Main Deck and go down the elevator to Sector 2.
(O)===============================================================(O)
OBJECTIVE CHANGE :
X detected in Sector 2 (TRO). Brief in TRO Navigation Room.
(O)===============================================================(O)
2_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 6/48 |
| - Charge Beam | |
| | Energy Tanks : 2/20 |
| | |
| | |
\______________________|_____________________________/
SECTOR 2 (TRO) - Mission Three
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Open Security Locks Level 1 (Blue)
- Get the Bomb weapon
- Destroy the Cage Leech
_____________________________________________________________________
Overview of Sector 2 (TRO) : This sector of the labs is
set in a beautiful tropical environment, which is now
tainted by the presence of the X. This sector has been
ravaged by the rampage of some mysterious enemy, called
the SA-X...and occupied by exotic creatures who have not
yet emerged as their most dangerous form. Also, the Level
1 Security Room is located here, and unlocking Level 1
gives you access to the much needed Bomb weapon.
When you receive your briefing, you discover that the Samus-clone is
actually an X-Parasite mimicking you, called the SA-X. It uses your
original Power Suit and sports all your abilities, so you can't match
up against it. Be wary.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Bomb data ready. Unlock Data Room hatch and download.
(O)===============================================================(O)
After the briefing, make your way out of the Nav room, save if you
must, and go through the Recharge room into the first large room of
Sector 2. Start going down the slopes; when you reach the third slope,
point downwards and shoot as you walk, so that you will blast away a
few blocks for you to drop to the bottom, unhindered. Go right and
upwards, not forgetting to use your Missiles on the Zeroes if
necessary, and head through the hatch at the top.
In the next room, simply hop over the Zeroes and enter the next room.
Head to the top, blasting Zeroes away as you go; then shoot the door
and jump over the Zero into the Security Room. At last!
The moment you enter, run off the platform and start falling through
the middle of the room, and you will land on the terminal switch. Samus
will input some data, then the Level 1 Security Hatches will be opened.
Watch for blinking blue hatches now.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Blue hatches now active. Proceed to Data Room.
(O)===============================================================(O)
Now backtrack to the large room after the NSR chain (refer to map) and
drop through the gap between the two platforms near the door you came
in from, so that you miss bumping into the Zeroes on your way down.
When you hit the bottom, immediately open the hatch at the bottom left
corner of the room and enter. In that room, dodge the Zeroes and enter
the room after that, then go upwards and left, to the Data Room. Step
onto the terminal for the BOMB weapon.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Bomb data download complete. Proceed to Navigation Room.
(O)===============================================================(O)
As you exit, the room quakes, and if you go on, you will discover that
a section of the wall on the top right corner of the room is cracked.
Use your Bombs to blast away the blocks, then roll under the gap for a
MISSILE TANK <M: 45>. Dropping to the bottom, you find that the hatch
is destroyed and untraversable...what to do? Hug the left wall at the
bottom and bomb the floor there. A passage leading downwards will be
uncovered; go down it and into a hidden portion of the sector.
If you must, save in the room to the right, if not proceed left and use
some Missiles to blow away the enemies in the way. Then go through the
door.
The path will split, as you will find out after you enter the large
room. Take the upper path, then walljump to the platform with the Zero
on it. Stand on the higher portion of the platform, duck and fire at
the left wall to reveal a hidden passage! Clamber into it and into a
secret room with a Missile Tank in an alcove at the top. The alcove
seems too high for you to reach...but simply curl into a ball and bomb
the floor a bit to the left of the protruding block. Surprise! A lift
rises up, allowing you access to the MISSILE TANK <M: 50>.
Exit the secret room, and take the lower path this time. Now, you have
to take a twisting, narrow passageway downwards...it's not too hard,
but I'll give a detailed walkthrough anyway :)
1. Roll under the passageway, and use a Bomb to blast yourself over the
obstruction and lower down.
2. Use another bomb to clear out the block in the passageway and go
lower down.
3. As you drop down, morph back into Samus and fire downwards to blast
away another block in midair, then duck and clear away the Zeroes with
a few Missiles. Destroy some blocks blocking a downward passage with
Bombs.
4. When you drop down the passageway, duck and clear out the
Zeroes.
5. There will be two blocks you can clear out. Bomb the right one
and drop down the passageway (the other one leads to a deadend).
6. Once again, use Missiles and Bombs to clear out the obstacles.
7. For the final stretch, use a Bomb to destroy the block and you
will fall to the bottom.
Once you hit the bottom, go through the hatch, and in the next bare
room, simply go downwards and through the hatch at the bottom. Then, in
the large room, roll into a ball and go right, and bomb the lower
portion of the floor to blast away some blocks.
Drop lower and where the path splits, take the left way and drop still
lower...avoid landing on a small, lower partition of the floor which
will crumble under your feet and drop you onto some Zeroes. Instead, go
right, and bomb away the block blocking the passageway. Enter the
chamber with the Zeroes, and bomb the right corner it to clear a whole
pipe!
Enter the passageway a short distance, lay a bomb (or several in a row,
since I can't pinpoint the exact location) to blow away several blocks
and allow you easy access to a MISSILE TANK <M: 55>. Now go back up and
through the hatch.
In the next room, squeeze through the narrow gap between the column and
the ceiling, blow away the Puyos, then lay a bomb slightly to the right
of the right brown column in the background. It will trigger a lift
which appears and allows you to get through the seemingly unreachable
second gap. Go through the hatch at the end.
Go upwards and through the third one to the right. Fire two Missiles to
destroy the Side Hopper (avoid the spines shot out as you do so) and go
through the hatch at the other end. In the next room, blow open the
hatch at the other side and go through the Save room (if you need to
save then do so), and through the room after that.
The next room contains an easy ENERGY TANK <ET: 3> and two Zeroes; lay
bombs on the lower portion of the ground first before going for the
Energy Tank to save time. Drop through the holes your bombs have
blasted through, then destroy the Eye Door, and go through the door it
guarded.
In the room, drop to the bottom and you will begin fighting a
formidable opponent, the Cage Leech.
__________________________________________
/ B O S S : Cage Leech \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Jumps into the air, descends and attempts to trap you in its |
| maw and suck energy from you |
| |
| |
| The Cage Leech is impenetratable in all places, save for one |
| area: its eye. The only way to get at it is to wait until it |
| leaps high into the air, opens its maw and starts drifting |
| down like a leaf. You have but 3 seconds to dash under it and |
| two missiles into its eye, before it reaches the ground. |
| |
| Two missiles will destroy one portion of its segmented body; |
| there are 4 segments. The first three take 2 missiles each; |
| the final portion takes about 4 or 5 to destroy. If ever you |
| should be trapped by its cage-like maw, quickly lay some bombs |
| to get yourself free. Once you destroy three segments of its |
| body, it cannot suck energy from you. |
| |
| The final Core-X takes 6 Missiles to destroy. When the battle |
| is over, absorb the X for the HI-JUMP and JUMPBALL abilities! |
| |
\_________________________________________________________________/
Exit the boss room and jump up the left hole into the room above, and
shoot the door open the moment you reach the apex of your height. Cling
to the wall and clamber through the door. Backtrack to the room with
Zeroes and a Side Hopper; you will find that all Zeroes are frozen in
opaque, solid cocoons!
Also, the room is in a mess, with crumbled and broken blocks lying
everywhere. Stand on the darker-coloured, cracked portion next to the
hatch, set a bomb, and when it blows up a few blocks, you will drop
onto a block which crumbles beneath you and you will fall into a secret
compartment of the room below.
When you drop in, go right a bit and AHHHH!!! The SA-X! If you try
fighting it now, not only will you get frozen by the Ice Beam, you also
will be blown away by a Super Missile. 2 rounds of this will be more
than enough to kill you; instead, go to the very right of the
compartment and fire at the floor; some blocks of the floor will be
blasted away, allowing you to drop to the same level as the SA-X. Now
creep left slowly, only allowing yourself to see a small portion of the
light field around the SA-X. Let it pause to open the hatch and exit
the room; now breathe a sigh of relief, then go through the hatch
yourself.
(O)===============================================================(O)
OBJECTIVE CHANGE :
SA-X encountered. Retreat and proceed to Navigation Room.
(O)===============================================================(O)
Don't let it come into your view or it will spin around and attack. If
it does see you, run like hell back to the right and blast the blocks
to allow you to jump back up to the secret compartment and hopefully
you'll be quick enough to jump over the Ice Beams the SA-X sprays at
you before you become an icicle.
You'll arrive back in a familiar shaft. Go upwards and take the first
door to the left (not starting from the bottom), into a water-filled
room. Make use of the hand grips to climb across the room and to the
pedestal with a MISSILE TANK <M: 60>. Now drop into the water, lay a
bomb at the position of the tallest water plant in the foreground, and
it will trigger a lift for you to clamber into the narrow gap. Enter
the hatch beyond...another room with a Missile Tank! Quickly, lay a
bomb on the floor to the right of the red plant in the foreground, then
curl into a ball. The lift will be triggered, and when it rises to the
maximum height, jump (as a ball) and lay a bomb as close as you can to
the block in the wall.
When the block is blown away, clamber into the chamber and behold!
Another MISSILE TANK <M: 65>! Now exit the room, and lay a bomb on the
small, protruding block outside the door. A lift will be triggered,
allowing you to get up and out of this room.
Back in the shaft, make your way up, and use some Bombs to blow away
some blocks obstructing the passageway leading to the hatch. Go through
the room after that, destroy the Side Hopper with a few Missiles, then
roll into the narrow gap that was above the Side Hopper; lay a bomb
next to the wall and it will clear out a passageway for you to a secret
room containing a MISSILE TANK <M: 70>.
There is another passageway between the ceiling and the left wall which
you can use to make a quick exit to the shaft. Roll through the narrow
gap...and you will arrive back at the large room after the NSR chain.
Now refer to your map, and you'll see that there's a greyed-out room
accessible through a blue hatch. Go into it, roll into a ball, hug the
right wall, jump as high as you can go and lay a bomb. Clamber into the
gap cleared and clear out the passageway to reach a small room
containing a MISSILE TANK <M: 75>. Now exit to the large room and
return to the Nav room for your briefing; ignore the accessible room
below the NSR chain for now.
The computer will inform you to go to Sector 4, so go up the lift to
the Main Deck and make a beeline for Sector 4.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Aberration in Sector 4 (AQA). Proceed to Sector 4.
(O)===============================================================(O)
3_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 13/48 |
| - Hi-Jump | |
| - Jumpball | Energy Tanks : 3/20 |
| - Bomb Weapon | |
| | |
\______________________|_____________________________/
SECTOR 4 (AQA) - Mission Four
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Engage and destroy the ultra-fast terror, Serris
- De-electrify the water by lowering the water level using the Pump
Control Unit
_____________________________________________________________________
Overview of Sector 4 (AQA) - Sector 4 is an aquatic zone,
which means that with your ordinary, plain-jane Fusion Suit,
your movement is pretty much crippled in the water. You
jump lower, and move slower. Not only that, but the water
level in this mission is so high that it comes in contact
with the exposed power nodes, which means the water is
electrocuted. Entering it with take off 6 Health per second.
You know the water is electrocuted if the water is flashing.
Prepare to encounter some nasty water creatures here. The
fastest way to get by all of them is to use the Charge
Spin (charge up with the charge beam, then spin jump).
Receive your briefing from the Nav room terminal in this sector, then
go through the NSR chain to the large room after.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Engage Serris.
(O)===============================================================(O)
Hop across the platforms and find your way to the hatch on the other
side. Head through it, and through the room after that. You will arrive
in a room chock full of Scisors, as well as electrocuted water. Make
your way up the zigzag passage and bomb the large block at the top to
destroy it. Use the hand grips on the ceiling to make your way to the
small platforms in midair. Go upwards, destroying the enemies as you
go, and go up the small tunnel in the ceiling.
In the next room, make your way right across the pools of water, using
Missiles to dispose of the crawling enemies, and go up the shaft before
the hatch at the other end (yes, the Missile Tank is tempting, but
later we will grab it). At the top, lay a bomb next to the horizontal
row of blocks to destroy them, then roll into the passageway. When you
come to what seems to be a dead end, lay another bomb next to the wall
blocking the hand grips to destroy it. Climb halfway up the handgrips
and fire two Missiles at the left wall to blow away a few blocks,
revealing a small passageway (bomb the wall if you need to pinpoint the
exact location of the missile blocks).
Now, before climbing into the passageway, roll into a ball and lay a
bomb in the small alcove below it, to reveal a MISSILE TANK <M: 80>.
Then clamber into the passageway, and drop down a hidden hole into
another secret area. Leap the gap (don't fall down it or you will fall
through pit blocks, and have to start again!), snap back into normal
Samus, jump up and blast away some blocks to reveal a wide passage
leading to the previously inaccessible MISSILE TANK <M: 85>.
Now drop down the gap to the bottom, save at the save room to the right
at the bottom if required, and go back into the previous large room.
Hop across the platforms and enter the hatch at the top left corner.
The path will split, so take the upper path, wipe out the Scisors and
Skulteras, and enter the submerged hatch. In the next room, the path is
rather linear, so I won't give much details; simply go upwards and
enter the enclosed chamber at the top for an ENERGY TANK <ET: 4>. Exit
that room, and go back down and back to the previous room (save at the
Save Room on the way if required, it's on your map). This time, take
the lower path, and go through the hatch.
In the next large, water-filled room, roll into a ball, jump and bomb
the long, horizontal row of blocks, to reveal a large row of hand
grips, allowing you to get headway across the water. When you reach the
other end, go up the tunnel into another room.
In the next room, jump up to the first bunch of hand grips on the left
wall, and keep climbing up...when you reach the end, keep going, and
you will roll into a secret room full of enemies. Roll underneath the
gap at the bottom and snatch the MISSILE TANK <M: 90>, exit the secret
room, the room before that and return to the large area with
electrified water.
When you drop into the room, use several bombs to blow away the left
wall, and enter the hatch. When you enter the next room, aim up and
blast away a block to expose an upward passageway (ignore the blue
door; we'll be returning to it afterwards). Go upwards, use the ceiling
handgrips to get across the wide gap, then on the other side shoot
upwards again to blow away several more blocks. Destroy the blue block
blocking the way to a passage leading further up, then ascend and
destroy the enemies with a few well-placed Missiles. Lay a bomb in the
left corner, and drop down the hole formed. Again, hug the left wall,
shoot upwards to blast away some blocks, then head through the hatch at
the top.
Through the hatch, you will come to a save room. Save here, for we will
be fighting Serris next. Then bomb the cracked portion of the wall in
the room and go through. Bomb the obstruction in the passageway after
that, and go through the hatch.
You will find yourself in a room with a large tank containing the
skeleton of a long-bodied animal...what's this? It's the skeleton of
Serris! Obviously the X have taken over the organic components of
Serris, so you must be getting close!
Head your way across to the other side and go through the hatch; you
will find yourself on the other side of the room where you recovered
your fourth Energy Tank. Go upwards and into the tank of water, blast
away the Eye Door, and enter the door, into the aquatic lair of...
__________________________________________
/ B O S S : Serris \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Explodes out of the floor and whizzes around |
| - Goes into boost mode, and zooms around before going back |
| to normal |
| |
| |
| Just stand on the platform above the water, and Serris will |
| come soaring out of nowhere, to begin fighting you! |
| |
| Serris is extremely hard to hit as well as dodge, but to |
| facilitate your job you'll have to spend much of your fighting |
| time underwater. The easiest way to get at Serris is to wait |
| until it emerges from the ground, allowing you to unleash a |
| Missile at it. Its weak point is its head. |
| |
| When damaged, Serris will go into boost mode for a short while,|
| so be careful. This boss fight, given Serris' elusiveness, is |
| quite time-consuming, so aim properly. 4 Missiles in its head |
| will settle its hash; next will come its Core-X which takes 6 |
| Missiles to destroy. |
| |
| Fight the Core-X outside the water to make the battle easier. |
| After it is destroyed, absorb the X to claim your SPEED |
| BOOSTER ability. |
| |
\_________________________________________________________________/
After you claim your prize, exit the room by the top right hatch. Start
running across the room. After a few seconds, you will break into the
speed boost and scream all the way to the end...when you reach the
other side, bomb away the walls blocking the tunnel containing crawling
enemies, then use several Missiles to quickly clear the tunnel, and
when you reach the left end start off another run. You will break into
a Speed Boost, shatter several blocks in the floor and fall into a pit
(hug the left wall of the pit so your fall will be unobstructed all the
way), down into a previously explored room. Drop down the shaft at the
bottom of this room and BOOM! You're back in one of the first rooms in
Sector 4! Again, head through the hatch at the upper left, and you will
find yourself in a distinctly familiar place...
This time, take the lower path, and continue on left until you come to
the blue door which I told you to put off until later (use your map if
you forgot). Start at the rightmost end of the room, and go running
through the blue hatch. You will go blasting through the room - the
Pump Control Unit - a few seconds later, running at hyper speed; then
you will smash through a speed booster barrier and arrive at the pump
control room.
Step on the terminal to lower the water level, then claim the MISSILE
TANK <M: 95>. When the water level has lowered sufficiently, drop
through the gap on the right, jump up, blast away a gap in the floor
above, shoot open the hatch which you entered the room from, and start
running until you zip out the pump control room and the next one at
speed booster speed. Shoot the hatches as you go so your run remains
unhindered.
After zooming through two rooms, you will arrive at a large room
previously filled with water. Roll through the small gap and drop to
the bottom, then quickly destroy the three enemies on the ground with a
few Missiles. Starting from the power nodes on the left side of the
room, run right until you break into a speed boost, crash through a
wall and into another room. Keep going until you are at the other side,
then jump up to the pool and get across as quickly as you can to the
MISSILE TANK <M: 100> in the water.
Drop down the short tunnel to the left of the pool, back at the left
side of the long room. Backtrack a bit to gain more ground, and start
off running right once more. This time, head right through the room
with the pool of water and into the next one, and you will smash
through some more blocks. Don't stop there; keep going and you will
smash apart several enemies and bust through another bunch of blocks;
shoot the hatch and go through.
Destroy the Scisor, then destroy its golden form that the X parasite
spawns, and you may head through this room. Find your way back to the
NSR chain of this sector, and get your briefing from the Nav terminal.
The computer will tell you to head to Sector 3, so go up the lift to
the main deck and down to Sector 3.
(O)===============================================================(O)
OBJECTIVE CHANGE :
New Missile Data ready in Sector 3 (PYR) Data Room.
(O)===============================================================(O)
4_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 18/48 |
| - Speed Booster | |
| | Energy Tanks : 4/20 |
| | |
| | |
\______________________|_____________________________/
SECTOR 3 (PYR) - Mission Five
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Open Security Locks Level 2 (Green)
- Get the Super Missiles
- Chase away the rogue Security Robot
_____________________________________________________________________
Overview of Sector 3 (PYR) : This sector is full of rivers
of lava and pyroclasts, as well as enemies that can beat
the heat better than you can.. In other words, it's the
only sector to sport ultra-heated rooms, with temperatures
your suit can well nigh resist. Ultraheated rooms are full
of damaging heat waves that subtract 5 Health per second.
This will severely limit your exploration for now.
When you arrive at Sector 3, receive your briefing from the computer.
As you will be told, there will be Super Missile data in wait for you -
one of the most valuable finds, because they are three times stronger
than your wimpy current version :) The computer gives you a handy hint:
there are no ultra-heated rooms, so turn back if you enter one. Don't
worry, the path in the walkthrough has no ultraheated rooms either :)
(O)===============================================================(O)
OBJECTIVE CHANGE :
Locate Security Rooms and activate green hatches.
(O)===============================================================(O)
Open the right hatch and start running right, opening the hatches as
you go. You'll eventually break into a speed boost and when you enter
the large room after the NSR chain, keep going on and you'll blast
through a wall and smash through a ledge, before dropping down some pit
blocks to end up behind a wall. Hmmm, the room seems curiously void of
enemies...
Regardless, start running left, firing your cannon repeatedly and
blasting away the blocks as you run. Blast open the hatch as you go,
and when you enter the room you will start boosting, and smash through
a wall, into a corridor. Start shooting at the floor the moment you
burst through the wall, and you will shoot out a passageway in the
floor. Drop down it and aim for a dark tile on the ceiling closest to
the right wall. Shoot it out to reveal a MISSILE TANK <M: 105>.
Then climb back up, and wait for the shattered blocks to reform over
the gap, begin from the right wall and start running left again. You
will break into a speed boost, and before you hit the other side, press
down to stop your boost AND store a boost charge. Samus will, by now,
be flashing neon; stand below the protruding chamber and slightly to
the right of the visible passageway, and tap A to launch Samus into an
ultrajump which BLASTS through several boost blocks and into the
chamber. Clamber into the narrow gap, lay a bomb to clear the tunnel
and roll into the next room.
Hmm, interesting! You have just dropped into the Security Room you're
looking for! Step onto the terminal and unlock Security Level 2, and
head out the room...and look! The X has infiltrated the sector, so it
is now filled with enemies. Start racing through the room to avoid
hindrance from enemies that the X spawn, and when you hit speed booster
speed, jump to smash your way through the wall, then exit the room.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Green hatches now active. Proceed to Data Room.
(O)===============================================================(O)
Again, run right, blasting away sections of walls as you go, and enter
the hatch on the other side. Leap up to the first wall monster, roll
into a ball and slip underneath it; you will tumble down a secret
passageway of pit blocks, behind the security door. Shoot the security
door and hatch open, go left to gain some ground, and start running
right into the next room.
You should easily to be able to break into a speed boost well before
reaching the end of the room. Keep running and you will smash several
blocks in the floor. Then quickly walk over the left bit of floor that
has been cleared to locate and fall through pit blocks, into a room
below. Exit that room, into the long shaft on the right.
Start ascending, but be sure to time your ascent so you avoid a tangle
with the Funes and Nahimes. Head through the hatch at the top, then lay
bombs along the height of the left wall to uncover two passageways.
Slip through the top one, grab the easy MISSILE TANK <M: 110>, stand up
at the end, and shoot right to blow away a chunk of the wall, revealing
yet another passageway. Jump into and roll through the pipe, and when
you can go no further, lay another bomb to clear out another chunk of
blocks. Keep going and laying bombs to clear out the passageway until
you reach the top.
Go through the hatch, and from there keep going right until you reach
the Data room. Step onto the terminal to receive your hard-won SUPER
MISSILES, which do 3 times more damage than Missiles, and detonate with
a satisfying rumble.
After you get the data, the room rumbles. Start running out of the data
room and go all the way back left without stopping. By the time you
exit the room before the Data room, you should be at speed booster
speed. When you enter the room after that, duck to store a speed
booster charge, press A and hold left to do a shoulder ram across the
room to traverse it immediately.
You find that the exit hatch is smashed to bits...just then, the room
trembles as something above you stomps to the right, shaking bits from
the ceiling...the moment the rumbling starts, go all the way right
until you come upon a huge chunk of the floor that has been ripped out.
Go down there and find your way through the rooms, and you will reach
one which contains a Missile Tank guarded by several Side Hoppers and
an organic barrier. Blast them all with Super Missiles - the barrier
requires three - and claim your MISSILE TANK <M: 115>. Recharge at the
Recharge room if required, then go back up and out, and exit the room
right. Make your way to the Super Missile Data Room, and...
...the room rumbles one more time...bang! A rogue Security Robot bursts
out! Quickly, hit the ceiling!
__________________________________________
/ B O S S : Security Robot \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - flings a ball of volatile stuff onto the floor which explodes|
| and sends pillars of flame creeping along the ground |
| |
| |
| Even on the ceiling, you aren't safe; the attacks of the |
| Security Robot as mentioned below can still reach you. |
| |
| Luckily, you can depend on a cheap trick to stay on top; when |
| hit, just hold up and left/right to stay clinging on. destroy |
| it, have to pump about 10 - 12 Missiles into its middle. When |
| it gets ready to shoot, it crouches and an impenetratable |
| weapon pod will cover the vulnerable machinery until it fires |
| a sphere containing a highly volatile substance, which spreads |
| pillars of flame as high as the ceiling across the ground. |
| |
| Be careful of that. After blasting its middle to near |
| destruction, the Security Robot backs away... |
| |
\_________________________________________________________________/
...and goes ape! It backs off towards the shaft in the ceiling and goes
soaring up, smashing apart platforms and causes chunks of wreckage to
rain from the top. Use them to get up and through the hole at the top.
At the top, start running left, using your Super Missiles to repel the
enemies, and with luck you will break into a speed boost
undisrupted...shoot open the door, duck to store boost power, press A
and hold left to go soaring through the door and into the next room,
where you will ram through dozens of boost blocks and into a secret
chamber! Roll into a ball and lay a bomb in the nook in the corner.
When it blows up, lay more bombs to clear the blocks on the way down,
grabbing a hidden ENERGY TANK <ET: 5> in the process. Fall to the
bottom, blow away the Side Hopper in your way, then go left, bomb the
blocks in the passageway to clear them, and slide through the
passageway back to the very first room of Sector 3. Now, there's
nothing for it but to return to the Nav room. Receive your briefing,
and exit and go up the elevator...
Suddenly, the scene switches to the Nav room, which receives an
incoming dispatch. A spine-tingling conversation is held...what can be
in store for Samus?
Putting that aside, head to Sector 6.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Download Varia Suit data. Avoid blue X parasites.
(O)===============================================================(O)
5_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 21/48 |
| - Super Missile | |
| Weapon | Energy Tanks : 5/20 |
| | |
| | |
\______________________|_____________________________/
SECTOR 6 (NOC) - Mission Six
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Get the Varia Suit
- Destroy the Orb-X
_____________________________________________________________________
Overview of Sector 6 (NOC) : Set in a nocturnal environmental,
several rooms in Sector 6 are shrouded in darkness. Luckily, the
enemies are quite easy to see.
Receive your briefing - you will discover that there is a suit upgrade
waiting for you out there. Also, there is another kind of X - subzero
X, affected by the environment in Sector 5. Since you don't have the
appropriate upgrade yet, absorbing these X will take off 60 Health.
Oh well, go right and enter the first room of Sector 6...immediately
swarms of Memus fly at you. Cut a swathe through them with your energy
beam and proceed right. As you pick your way through the darkened room,
bomb the left wall at the bottom to reveal a passageway leading to a
chamber containing a MISSILE TANK <M: 120>. Exit, clear away the
barrier with 3 Missiles, then mount the higher portion of the floor on
the right and bomb the right wall to clear another passageway! Roll
through it, and in the next room, jump up and bomb the upper portion of
the right wall to clear a passageway at the top (there are two
passageways, one top and bottom, but the top is the correct one). Use
Bombs to pave the way to your prize, an ENERGY TANK <ET: 6>. Exit this
room, and exit the room through the right door.
The next room introduces you to your first subzero-X...try absorbing it
and you'll see what damage it does! Anyway pass through and in the next
room, go downwards, avoiding the subzero-Xs and the hatches along the
way (ignore the first hatch to the right, we'll return to it later),
and go through the one at the bottom.
You'll soon be blocked by three large blocks. Shoot out either the top
or middle one and drop down the left side of the shaft. Shoot out part
of the wall below as you do so, and clamber through to a shortcut. Stun
the subzero-Xs as you go, and drop down the shaft on the very left.
Open the hatch at the bottom, and run into the room.
Stun the subzero-Xs as you go running, and when you hit boost speed
you'll smash through several blocks and tumble down a shaft. Take the
left hatch at the bottom, collect the ENERGY TANK <ET: 7>, and lay a
bomb next to where the Energy Tank lay to blow away a tunnel. Roll
through and enter the hatch at the bottom.
In the very quiet room, you will go right only to find your way
blocked...lay a bomb at the bottom corner of the wall and you will drop
into a secret passageway at the bottom. Just then, the entrance slides
open and the SA-X comes stomping in. When it reaches the wall, it lays
a Power Bomb and blasts the whole screen, as well as several blocks, to
smithereens! You'll also take some damage, though it's negligible in
comparison to what the SA-X will do to you if it catches you...
...and let it see you is what we need to achieve! As a ball, after the
power bomb explosion dies down and before the SA-X uncurls into normal
form, jump up to catch the SA-X's attention and entice it to jump down
to the lower floor. Jump up to the higher floor, and run like mad to
the right...the floor will crumble beneath you, so just fall through
and head through the hatch into the room beyond...but the SA-X will
still pursue you! Quickly blast away a block on the bottom of the left
wall and get through the passageway...the SA-X will run away,
dumbfounded. But you've made it! (If you waited for the SA-X to pass by
previously, the room would have been full of enemies) Advance through
the hatch.
If you need to save, do so in the room opposite, for we will be coming
to a boss very soon; if not, shoot out the floor and blast away the
blocks on the left side of the wall, and shoot out the higher bit of
the floor that the blocks are on to reveal a secret passageway. Roll
through it and tada!! Another secret room. With your missiles, clear
away the enemies on the ceiling, then clamber into the tunnel above and
blast through it with bombs to obtain a MISSILE TANK <M: 125>. Exit
back into the previous room, and shoot away a portion of the protruding
platform below, to reveal a clear pathway to the hatch. If you have
taken damage from the subzero-Xs, don't worry; you'll get restoration
soon.
Roll underneath the enemies that swarm at you, then use a single
Missile to blow away the Eye Door. Absorb the red X to get healed, and
head through the door to the Data room...OH NO!!! A large X sucks away
the data and destroys the terminal, then drifts away. Chase after it
into the next room.
__________________________________________
/ B O S S : Orb-X \_____________________
|-----------------------------------------------------------------|
| Attacks : |
| - Tries to smash into you |
| |
| The Orb-X is utterly easy. The only thing that damages it is a |
| charged-up energy beam. The core of the Orb-X is surrounded by |
| lesser orbs which shield the core from your attacks. |
| |
| However, you can destroy these orbs, and your shots can reach |
| the core through chinks in the barrier. Your best bet for |
| destroying the orbs that make up the barrier is by using the |
| Charge Spin to slice some of them. Use 6 charged beams to |
| destroy the core, then another 6 Missiles to defeat the X. |
| Absorb the X to claim your first suit upgrade...the VARIA SUIT!|
| |
\_________________________________________________________________/
At last! With the Varia Suit, you can withstand the extreme
temperatures of subzero and ultraheated rooms, and absorb subzero X
with no side effects, which instead restore 30 Health.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Varia Suit abilities initialized. Proceed to Navigation Room.
(O)===============================================================(O)
Exit right and head through the room after, save your game if required
in the room to the right, then make your way up the shaft...subzero Xs
drift towards you, but you may absorb them without harmful effects
(from now on, subzero Xs will attempt to escape from you, not chase
after you, when you draw near).
Enter the hatch on the left at the top, and you will see a Missile Tank
at the other end of the room. There is a thin column visible below the
platform you are on; run left and where the column is, jump to the
MISSILE TANK <M: 130> to avoid tumbling down a batch of concealed pit
blocks. When you snag the tank, you will tumble down a shaft of pit
blocks; hug the left wall as you go and clamber into the tunnel in the
wall. In the secret room, shoot at the flat portion on the ceiling to
reveal another MISSILE TANK <M: 135>.
Exit and drop to the bottom, then head through the right room and make
your way up the shaft full of subzero-Xs again. At the top, take the
right hatch to proceed, then head through the hatch in the next room.
Blast away the enemy, then squeeze into the passageway and drop back
into a familiar room. Now you are supposed to get back up to the hatch
at the top. Start walljumping off the wall above the tunnel you emerged
from, and you should be able to reach the ladder on the wall. Make your
way to the top and head through the hatch, and back up the following
shaft, and take the first room to the right.
With the Varia Suit, it should be easy enough to make your way across
to the hatch at the other end. Snap into a ball and jump over the
clearly visible Missile Tank, which turns into a flying enemy; bomb the
right wall to reveal a passage leading to a secret room with a real
MISSILE TANK <M: 140>. Backtrack into the shaft, then use your map to
find your way back to the Nav room of the sector.
Receive your briefing, and your mission.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Download Ice Missile data. Proceed to Sector 5 (ARC).
(O)===============================================================(O)
6_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 26/48 |
| - Varia Suit | |
| | Energy Tanks : 7/20 |
| | |
| | |
\______________________|_____________________________/
SECTOR 5 (ARC) - Mission Seven
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Open Security Locks Level 3 (Yellow)
- Obtain the Ice Missiles
_____________________________________________________________________
Overview of Sector 5 (ARC) : A large number of the rooms
in Sector 5 are in deep-freeze and would chill you to the
bone had you not the Varia Suit. Of course, you'll find
the fabled Ice Missiles here, not to mention a strange
machine that zooms around in the background of one of
the rooms...
The briefing you receive in the Sector 5 Nav room informs you of
another Missile upgrade in a Data room behind a Level 3 Security Door.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Locate Security Room and activate yellow hatches.
(O)===============================================================(O)
Head through the NSR chain and you'll find yourself in a narrow shaft
with two yellow doors at the bottom. Drop down, hugging the left wall
and cling to the top of the ladder. Fire a shot followed by a Missile
into the top corner of the wall to blow away a secret passageway. Slip
through and into the hatch beyond.
Pick your way through the large room, firing Missiles downward to pick
off Choots lying on the floor, ready to ambush you. Head through the
hatch beyond, and go all the way downward (ignoring the Level 0 hatch
on the way), blasting Wavers that careen at you, until you reach a a
small, lower nook at the end.
Blast the floor to blow away a chunk of it, go through the hatch to the
left, and use several Missiles to dispose of the Zeelas on the floor
and ceiling. Starting from the security door, start running right,
blast the hatch open as you go and you will eventually break into a
speed boost, tearing through several enemies and boost blocks set in
the floor to land one floor lower. Keep going downward, ignore the
Level 3 hatch, and bomb away the small obstruction in the passageway
next to it. Roll through and enter the hatch beyond.
To clear away the wall, you simply have to lay a bomb next to it;
however, this will allow the numerous enemies to swarm over you.
Balljump to attract the enemies' attention such that they smash into
the wall in front of you, and while in mid-air lay a bomb. When the
bomb blows away a large portion of the wall, you should be able to
quickly slip under them and into the hatch.
Drop off the platform and fire downwards to blow a hole in the floor
which lets you fall lower. Since you can't enter the Level 3 hatch,
proceed left through the other one, and keep going until you find the
Level 3 Security Room. Unlock the doors by stepping on the terminal -
easy wasn't it?
(O)===============================================================(O)
OBJECTIVE CHANGE :
Yellow hatches now active. Proceed to Data Room.
(O)===============================================================(O)
Shoot open the yellow hatch and head through. The obvious pathway is,
yet again, a time-consuming, zigzag one leading through pittraps with
pit blocks and enemies shooting all over the place. Instead, jump up
two storeys (avoid the large, square blocks; they crumble beneath your
feet), and lay a bomb next to the left wall. It will blow away a huge,
vertical pipe of blocks. Tada!!! A ladder has been revealed, allowing
you to make headway up! Climb to the top, and you will bypass all the
traps and madness, to a hatch where you can escape safely through.
Save if you must (though it's not really necessary), then shoot open
the security door and blast away enemies with your Missiles while you
head through the hatch at the other end. Surprise! You're back in a
familiar room, this time behind the Security Door. You know what to do;
shoot it open, and plunge through the Zeelas with Super Missiles afire,
and you're back in yet another large room!
Get back up one storey and head right, through the Level 0 hatch
leading to a corridor with a Level 3 Hatch blocking your way to the
Data room...shoot it open, then head through and step on the terminal
to receive another Missile upgrade: the ICE MISSILES!
(O)===============================================================(O)
OBJECTIVE CHANGE :
Ice Missile data downloaded. Proceed to Navigation Room.
(O)===============================================================(O)
Enter the hatch to the right, then shoot out the floor and drop down.
Grab the ladder on the right wall, then use a Missile to freeze the
topmost, turtle-like Ripper when it drifts to the middle of the shaft.
Use it as a platform to get to the hatch in an alcove on the left wall,
into a secret room. Jump over the Energy Tank in plain view (it turns
into an enemy), then bomb the left corner, next to where the fake
Energy Tank lay. Keep bombing until you claim the hidden ENERGY TANK
<ET: 8>.
Exit the room and drop down all the way to the bottom, then curl into a
ball and, hugging the small alcove on the right, balljump...and whoops!
You'll slip into a hidden tunnel. Follow it into another secret shaft.
Blow away the breakable portion of the ceiling on the right, then
destroy the enemy with a few Missiles. Don't collect its X...the X will
spawn a Choot. Entice it to jump, then at the apex of its height,
freeze it from underneath. Use your makeshift enemy platform to get
higher, and there's yet another enemy on the ceiling. Blow it away,
don't collect its X, and it will spawn a Ripper.
Now, you see the bit of the ceiling that's just a little bit higher?
Freeze the Ripper when it comes to life and shoot at the middle of that
ceiling bit, and a block will be blown away to reveal a MISSILE TANK
<M: 145>.
Drop down, hugging the right wall as you go, and exit at the bottom,
then head through the yellow hatch. Allow the X to spawn the creature,
freeze it, jump onto it and blow away a chunk of the ceiling, jump up
and head through the hatch.
Now, here's another room with the "Don't collect the X" puzzle. It's
simple enough. Destroy the only active enemy in the room, then destroy
the enemy the X spawns. Allow the X to spawn the Kago, freeze it to
render it harmless, then starting from the very right of the platform,
start running left, blasting open the hatch as you go, and when you
enter the next room, you should be well on your way to a speed boost
which slices apart several enemies and lets you burst through a wall.
Head through the hatch at the top, and you're back in that familiar
room!
Go up one storey and you'll find that you're seemingly stuck; there's
no way through the horizontal pipe of boost blocks you were so easily
able to break through. But wait! Aim at the alcove below the boost
blocks, and shoot out the wall. Look! Look! It's a secret room! Make
your way up the shaft to the top, aim at the left wall and fire once to
clear out a passageway. Roll through and you will bypass the boost
blocks.
Get to the top and exit through the hatch there. Make your way to the
other side of the huge room...a mysterious something is rumbling around
the background but regardless, press on. Enter the bottommost hatch on
the other side, then blow away the large enemy on the ceiling with two
Missiles. Destroy the Geruta if you have to, then lay a bomb in the
upper right corner of the ceiling, and you will destroy a few blocks
and reveal a MISSILE TANK <M: 150>. After that, exit the room through
the left hatch.
Suddenly, a siren starts blaring! Calm down, now head back to the Nav
room for your briefing. The chilling message arrives: apparently,
someone has been messing around with the Main Boiler cooling unit,
located deep in Sector 3. Now, the sector is rigged to melt down and
the BSL is set to blow apart. The timer starts ticking...you only have
6 minutes, so get blazin' out of Sector 5 and into Sector 3.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Sector 3 (PYR) overheating. Proceed to Control Room.
(O)===============================================================(O)
7_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 28/48 |
| - Ice Missile Weapon | |
| | Energy Tanks : 8/20 |
| | |
| | |
\______________________|_____________________________/
SECTOR 3 (PYR) - Mission Eight
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Restart the Cooling Unit of the Main Boiler in 6 minutes
_____________________________________________________________________
The moment you enter Sector 3, run nonstop through the NSR chain and
keep going even after you hit boost speed. Blast through various
sections of the walls as you go and drop down the secret shaft, then
head through the hatch. Curl into a ball and jump up to the first
Nahime. Roll underneath it and drop down the secret passageway, shoot
the security door open, go back to gain some room for running, then go
right. Blast through the same section of boost blocks and drop down to
the room below, then head through the hatch and down the looooooonnngg
shaft.
When you hit the bottom, take a left - your Varia Suit will allow you
to beat the heat (but not the lava, so be careful) - and make your way
across the lava pools using the monkeybars, and fire Ice Missiles to
blow away the Tetadaks that swoop at you. Hold down up and left to keep
clinging on if you're damaged. Head through the hatch at the other end,
then entice the bottom Fune to extend its head before freezing it with
a missile and going up. Avoid getting torched by the fire the Pyros
drop in the next room, then in the next, use missiles to freeze Funes
as steps.
The next room is tricky. Hop onto the platforms over the lava, and the
moment you see a Fune on the wall, shoot a missile double quick to
freeze it, or else just destroy it with 3 Super Missiles and climb up
the ladder. Don't shoot the small block next to the Fune either; you'll
just destroy it and slow yourself down. Make your way ahead, past the
hellish combination of Pyros and Funes; at the top floor, avoid
stepping onto the small, partitioned platform of pit blocks. Then drop
down the shaft and proceed onward through the hatch. Freeze the Pyro on
the platform (it crumbles if you step on it), use it to cross the lava
pool and carry on.
Look, it's the Main Boiler room! Using the platform just above the
entrance, and make your way past the several Side Hoppers that move to
intercept you, then blast past the Eye Door and you will reach the
Control Room! Look, there's a scientist fiddling with the controls!
Give him two Missiles in the face and...pop! He turns into an ugly
Supercore-X! Once again, pump 4 Missiles into its eye when it opens to
blow it away, then collect the X to regain your WIDE BEAM!
(O)===============================================================(O)
OBJECTIVE CHANGE :
Return temperature to normal to avert total meltdown.
(O)===============================================================(O)
Now, simply step onto the switch and the cooling unit activates, and
you save the station, AND get rid of the annoying red pulse.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Cooling unit operational. Proceed to Navigation Room.
(O)===============================================================(O)
Now find your way back to the very long shaft with Funes and Nahimes on
the walls and two green hatches at the bottom. Go through the right
hatch, blow away the Owtches crawling on the bottom face of the block
with a few Missiles, then blast a Samus-sized hole in the right wall
with some bombs. Go to the Level 0 hatch beyond, then start running
left, firing as you go to destroy any other Owtches. When you return to
the shaft, you should break into a speed run; press down to store the
charge, then stand here:
xxx
x
x xxx Legend:
xxx______ x x = Green hatch
| S x | or _ = floor/wall
|____________________xxx S = stand here
Tap A to ultrajump, and you will soar to the top, blasting Funes to a
bloody pulp as you go. At the top, it should be easy enough to find
your way back to the Nav room from there.
Then the computer tells you of the possibility of some survivors in an
X-ravaged area on the Main Deck. Surely you don't want to be the only
sane being on this insane station, eh? So go up to the Main Deck using
the Main Elevator.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Bio-signs on Habitation Deck. Check for survivors.
(O)===============================================================(O)
8_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 28/48 |
| - Wide Beam | |
| | Energy Tanks : 8/20 |
| | |
| | |
\______________________|_____________________________/
MAIN DECK : Mission Nine
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- The Central Processing Unit has detected biological disturbances
in the Main Deck, indicating that there may be survivors from the
X's scourge. Evacuate any survivors you can find.
_____________________________________________________________________
When you return to the Main Deck, you'll find yourself in the scene
where the SA-X made its very first appearance, blasting open a door as
it went. There's a big hole in the wall to the left, but you can ignore
it for now; duty calls, so make your way right. Keep running and firing
to blow open hatches, then you will blast through a portion of a wall.
Shoot open the hatch and proceed downward and through the Nav room.
Head upwards in the room after that, and at the top you'll find two
green hatches, one of which you can enter for now. Take the lift and
you'll be up into the Habitation Deck. Save if you must in the Save
Room to the right, then head left.
Two X will drift by, spawning two Funes; entice them to stretch their
next and freeze them for platforms to the top. Head through the hatch
and...look, you're in the Control Room! Some weird animals are
strutting about outside, but to free them, you need to reach the switch
in the top left room. Oh well, blast the partitioned block in the floor
just next to the security gate and drop down, then fire a Samus-sized
hole in the barrier to the left. Then go all the way left, and shoot
open the security gate to clear the way for a boost run. Now start
running left, and eventually you'll break into a boost which breaks
through some boost blocks before you run into the wall. Fall down the
hole you've created, then jump toward the left wall; you'll enter a
secret tunnel.
There, make your way up the shaft in the poorly-lit tunnel, freezing
the Funes as you go to help you up and out. Through the exit at the
top, you'll find yourself - surprise! - in the room with the gate
switch! Simply step onto it, and you will free the creatures.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Etecoons and Dachora freed. Proceed to Navigation Room.
(O)===============================================================(O)
For those who haven't played Super Metroid, the creatures were your
friends. The birdlike ones are called the Dachora, the little gnome
creatures the Etecoons. They taught Samus special tricks in Super
Metroid.
Anyway, the creatures dip their heads in greeting and run off, leaving
you to fend for yourself (what are you talking about? You can make it
on your own!). All the same, blast a hole in the floor just next to the
security gate, drop down one storey, then blast apart the partitioned
block in the floor. And look! There's a MISSILE TANK <M: 155> just
sitting there, waiting for you to claim it!
Get out of there and make your way to the nearest Navigation Room. The
computer gives a grim prognosis about the condition of crew members on
the ship: all are dead. On the other hand, it informs you of another
weapon waiting for you: the Power Bomb, its data locked up somewhere in
a Sector 5 data room. Go. Now. ^_^
As you head back to the main elevator, run left along the long corridor
just before it, running through the broken hatches; when you break into
a speed boost, keep going and you will enter a trashed part of the wall
(thanks to the SA-X) and bust through several boost blocks to claim
another MISSILE TANK <M: 160>! :D
After that juicy find, get down the Main Elevator and into Sector 5.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Download Power Bomb data. Proceed to Sector 5 (ARC).
(O)===============================================================(O)
9_____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 30/48 |
| N/A | |
| | Energy Tanks : 8/20 |
| | |
| | |
\______________________|_____________________________/
SECTOR 5 (ARC) : Mission Ten
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Power Bomb data is ready for you; it will improve your arsenal and
exploring abilities tremendously. Download in the Data Room.
_____________________________________________________________________
Head through the NSR chain and drop down the chamber full of Zeelas.
Head through the right yellow hatch and through the room after that,
then make your way to the hatch at the other side of the following
large room with Choots.
In the next room, drop down one storey and proceed to the Data Room
beyond. Simply step on the terminal and you will get your POWER BOMBS
<PB: 10>! Exit the data room right and drop down the shaft, past all
the Rippers, after that, and head through the yellow hatch at the
bottom.
The obvious route would be through the Level 0 hatch, but if you try
it, you'll find your way blocked by a crumbled, untraversable hatch on
the other side of the room. What to do? Simply lay a Power Bomb, and
watch the magnificent explosion blossom, vaporizing a single powerbomb
block in the floor. Drop through and proceed through the hatch...
...and you find yourself in a seemingly empty room. Do not be fooled;
the SA-X is hot on your heels and if you don't move quickly, you'll be
zapped to atoms. The moment the hatch leaves your sight, the SA-X will
come in; quickly hop over the pillar on the other side of the room and
lay a Power Bomb. Several rows of blocks will be vaporised; take the
upper path, and just keep running for your life to the hatch on the
left, jumping to dodge the beams the SA-X fires.
In the next room, simply lay a Power Bomb; you will blow away a path to
the POWER BOMB TANK <PB: 12> and a vertical row of blocks, revealing a
ladder. Destroy the purple Zeela for a red X if you need it, otherwise
make headway out of this room using the ladder, and you will find
yourself on the other side of the crumbled hatch!
Lay a Power Bomb, and it will destroy a HUGE chunk of the ceiling!
Clamber up and freeze the Rippers for platforms to the hatch at the
top. Go through and there's an easy POWER BOMB TANK <PB: 14> just
waiting for you!
Return to the bottom and take a left through the Security Room, then
lay a Power Bomb in the following enemy-infested area to blow away the
left wall, revealing a ladder, and climb up to the top and out of the
room. Shoot the Security Door open, head through the corridor full of
Scisors back to a familiar area, go up one storey and lay a Power Bomb
to destroy the organic barrier, then go through and you'll be in that
familiar, large room...
Climb up one storey and...you see that big, pulsating organic barrier?
Lay a Power Bomb! It will vaporise the barrier and a few blocks;
clamber into the gap and through the hatch beyond.
The next room is a tricky one; you are supposed to use the upper path
to make it to a Power Bomb Tank on the other side. Laying a Power Bomb
or two to let you see which blocks are the crumbling ones, so you are
less prone to making mistakes. Here's a quick guide to getting past
this area...
1. Clamber into the first enclosed area, then duck and fire an Ice
Missile to freeze the Ripper when it floats to the middle of the
3 x 4 pit block area. Curl into a ball and bounce across.
2. The next one is tricky to the point of infuriation; the crumbling
block area is 4 x 4, so you have to wait for the Ripper to float
to the middle of that area before freezing it. Carefully bounce
across...
3. ...but that's not all. There's a crafty little pit trap of
pit blocks just before the Power Bomb Tank (and if you fall
down this trap at the very last...I hope you don't break your
cartridge in fury! :P ) So snap back into Samus mode and jump
over that bunch of pit blocks and claim the POWER BOMB TANK
<PB: 16>.
Exit the room by dropping down the pit blocks and return to the Nav
room. There, receive your briefing. The computer gives you a strangely
sinister, but direct order: return to your ship. So exit Sector 5 and
head for the main elevator.
(O)===============================================================(O)
OBJECTIVE CHANGE :
Return to starship.
(O)===============================================================(O)
10____________________
_____________/ I T E M L O G \_______________
|----------------------+-----------------------------|
| Suit Equipment : | Missile Tanks : 30/48 |
| - Power Bomb Weapon | |
| | Energy Tanks : 8/20 |
| | |
| | Power Bomb Tanks : 3/32 |
\______________________|____________