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    [\#:::x      x dHHpEd\   xxNMPE@x\##[
   ###x\x        #_HHHHH7:    xx^DMMz x#\[
  ##\x\\         x: &HHH^\      xxEMML_x[\[
 ###x:::   :x &^xxx##::#: :x __:xxxEMML x#\
 \[x:::\  \@HHHNJ^:      \dHHHWz xxxzDz_x[\
 \[xx\:\x :^HHHHWH#     xx HHHH3H\ xxxx \##
 [\#x:::\x:: &HH&:x      \x @Hd_\      \##
  [\#\x::\xx\##\xxx::\\::xx\##\x     :##[
    [##\:xxxxx\\#############\:xxxx\##[
     [:#########            :\[#####\
      #d@3\   ^d            3    3&L9
      @HP[    [:            :]    xHM&
      :HE         METROID:        #7E[
       xW         OTHER M         :p[
        #[       Walkthrough      [#
                 By: Kosami

// ----- Current Version (9/05/10)

[1.00]

// ----- Version History

[0.10] (09/02/10) - Started working on the guide, beginning/basics.
[0.20] (09/02/10) - Finished first half of Sector 1.
[0.30] (09/03/10) - Finished Sector 1, started Sector 3.
[0.40] (09/04/10) - Finished Sector 3 and 2. Almost finished Sector 3 revisit.
[1.00] (09/05/10) - Completed the main walkthrough.


// ----- Notes

My very first contribution to GameFAQs, hoping to help you Metroid fans out
there.

This guide is, for the most part, completely spoiler-free. And the table of
contents labels are made up by me for the sake of splitting up the long
sections of the game.

I will cover all the power-ups I obtained when I played through the game the
first time, listing them in order throughout the walkthrough. I will add a
section listing all the locations later. (I didn't venture off the story's path
to obtain any missed power-ups for the walkthrough).

Also, after completing the major sections of this guide, I will update update
it into a 'Formatted FAQ' to make it easier to read. But, for now, it will stay
plain-text.

Enjoy, and if this guide helped you, don't forget to recommended it to others
by clicking the "Click Here" link at the top of the page!

// ------------------------------------------------------------------------- \\

// ----- Table of Contents

1) Getting Started                                 [M01.00]
     - Controls                                    [M01.01]
     - Characters                                  [M01.02]
     - Beam Upgrades                               [M01.03]
     - Misc Upgrades                               [M01.04]
     - Suits                                       [M01.05]
     - Power-ups                                   [M01.06]

2) Introduction                                    [M02.00]
     - Control Tutorial                            [M02.01]

3) The BOTTLE SHIP                                 [M03.00]
     - The System Management Room                  [M03.01]

WALKTHROUGH                                        [MW.00]
	
4) Sector 1                                        [M04.00]
     - Breeding Room                               [M04.01]
     - Broken Elevator Shaft                       [M04.02]
     - The Worm Tunnel                             [M04.03]
     - Subterranean Control Room                   [M04.04]
     - Biological Experiment Floor                 [M04.05]
     - The Watery Passage                          [M04.06]
     - Biosphere                                   [M04.07]
     - Exam Center                                 [M04.08]
	
5) Sector 3                                        [M05.00]
     - The Volcano                                 [M05.01]
	
6) Sector 2                                        [M06.00]
     - The Frozen Wasteland                        [M06.01]
     - Water Tank                                  [M06.02]
     - Experiment Floor                            [M06.03]
     - Materials Storehouse                        [M06.04]
     - Materials Transfer Lift                     [M06.05]
	
7) Sector 3 [Revisited]                            [M07.00]
     - Blast Furnace                               [M07.01]
     - Environmental Test Floor                    [M07.02]
     - Geothermal Power Plant                      [M07.03]
	 
8) Sector 1 [Revisited]                            [M08.00]
     - Sector 1 [Revisited 2]                      [M08.01]
	 
9) Sector 2 [Revisited]                            [M09.00]
     - Gravity Chamber                             [M09.01]
     - Sector 0                                    [M09.02]
	 
10) Bioweapons Research Center                     [M10.00]

11) The Final Chapter                              [M11.00]

12) Item Locations                                 [M12.00]
     - Missile Tanks                               [M12.01]
     - Energy Tanks                                [M12.02]
     - Energy Parts                                [M12.03]
     - Accel Charges                               [M12.04]
     - E-Recovery Tanks                            [M12.05]
	
?) Credits & Legal Info                            [M?.00]
     - Contact Info                                [M?.01]

===============================================================================

// ----- Getting Started
// --------- [M01.00]
// ------------------------------------------------------------------------- \\

// ----- Controls
// --------- [M01.01]
// ------------------------------------------------------------------------- \\

[Sideways]
D-pad : Move
A Button : Enter/Exit Morph Ball mode
B Button : N/A
1 Button : Fire (charge) blaster/Drop a bomb (Morph Ball)
2 Button : Jump
+ Button : Map/Menu
- Button : Skip certain cutscenes

[Normal]
D-pad : N/A
A Button : Fire blaster/Missile
B Button : Look around, lock-on
1 Button : N/A
2 Button : N/A
+ Button : N/A
- Button : N/A

// ----- Characters
// --------- [M01.02]
// ------------------------------------------------------------------------- \\

1) Samus Aran - The protagonist. A fearless bounty hunter who hunts down space
                pirates and other dangerous adversaries.

2) Adam Malkovich - An officer of the Galactic Federation who Samus served
                    under.

3) Anthony Higgs - A soldier in Adam's platoon with heavy weaponry.

4) James Pierce - A soldier in Adam's platoon specializing in communication.

5) K. G. Misawa - The 'scout recon' of the platoon.

6) Lyle Smithsonian - A special ops member in Adam's platoon, deals with
                      explosives.

7) Maurice Favreau - The 7th platoon's engineer.

// ----- Beam Upgrades
// --------- [M01.03]
// ------------------------------------------------------------------------- \\

1) Power Beam
     - The basic beam.

2) Diffusion Beam
     - Cause Charged Shots to split apart hitting multiple enemies upon impact.

3) Ice Beam
     - Icy-cold blast that can freeze certain enemies and objects.

4) Wave Beam
     - Purple-colored blast that can permeate glass and other materials.

5) Plasma Beam
     - Fires blasts of intense heat that can pierce targets.
	
6) Missile
     - A rocket that has many uses throughout.
	
7) Super Missile
     - Missile with five times the power of a normal one (consumes 5 Missiles).

8) Seeker Missile
     - Hit mulitiple targets with a Super Missile at once.
	
9) Grapple Beam
     - Attach and swing from Grapple Points (used against certain enemies).
	
// ----- Misc Upgrades
// --------- [M01.04]
// ------------------------------------------------------------------------- \\

1) Normal Bomb [Morph Ball]
     - A weak, but effective, blast. (Can drop three at a time).

2) Speed Booster
     - Use your back boosters to run at top speed and shoulder-charge enemies.

3) Shinespark
     - Jump great distances while Speed Boosting.

4) Space Jump
     - Enables jumping several times successively.

5) Screw Attack
     - Jump into the air in a screw-like motion, damaging enemies.
	
6) Power Bomb [Morph Ball]
     - The most powerful attack in the game, creates a giant explosion.

// ----- Suits
// --------- [M01.05]
// ------------------------------------------------------------------------- \\

1) Power Suit
     - Samus' default suit.

2) Varia Suit
     - Additional protection against extreme heat and damage.
	
3) Gravity Suit
     - Additional protection against damage, negate abnormal gravity effects.

// ----- Power-ups
// --------- [M01.06]
// ------------------------------------------------------------------------- \\

1) Missile Tank [Total: 70]
     - Increases Samus' maximum Missile capacity by 1.

2) Energy Tank [Total: 5]
     - Increases Samus' maximum Energy (health) by 100.

3) Accel Charge [Total: 6]
     - Reduces the amount of time required to fully power a Charge Shot.

4) Energy Parts [Total: 16]
     - Collect four to increase Samus' maximum Energy by 100.

5) E-Recovery Tanks [Total: 3]
     - Allows you to regain another 100 Energy when 'Concentrating'.

===============================================================================
===============================================================================
== ----- WALKTHROUGH ------------------------------------------------------- ==
========== MW.00 ==============================================================
===============================================================================

// ----- Introduction
// --------- [M02.00]
// ------------------------------------------------------------------------- \\

As you start up the game, you'll be asked to turn the Wii-mote sideways as the
majority of the game is played with that control scheme. Begin my selecting
your prefered language and subtitle settings and press '1' to continue.

The game begins with a cinematic and well done cutscene, involving a baby, a
metroid, and Mother Brain with flashy lights and animations to behold.
Don't worry, you won't be thrown into combat just yet, as this only sets up
part of the following story plot.

Samus awakens shortly in some sort of lab and narrates as she walks off to the
testing room.

// ----- Control Tutorial
// --------- [M02.01]
// ------------------------------------------------------------------------- \\

It may seem a little awkward using the D-pad to navigate in a 2D/3D
environment, but it becomes amazingly smooth after a little while of using it.
This section of the game guides you through the basic actions and combat moves
that you'll use throughout. For the common enemy, the game automatically aims
and adjusts if you are near enough to it, no locking on or manual aiming
required.

[1] Charge Beam
      - Press and hold the '1' button to gather power and release to fire.
      - Destory the blue-glowing spheres (3 total) to continue.
[2] Morph Ball
      - Press the 'A' button to enter Morph Ball mode.
[3] Bombs
      - While in the Morph Ball state, press the '1' button to drop a bomb.
[4] Exit Morph Ball mode
      - Press the 'A' button again to exit Morph Ball mode.
[5] Kick Climb
      - Proceed to the center of the room when asked and you'll drop through
        the floor
      - Press and hold the D-pad towards the wall and press the '2' button to
        jump up with good timing to scale up the wall.
[6] Attack
      - The common rank-and-file Geemers, just blast 'em (using the '1'
        button) and avoid their simple and predictable attacks. (9 total)
[7] Sense Move
      - Press the D-pad in any direction right before the laser beam hits you
        to dodge it.
      - If the '1' button is held during this move, your blaster will be fully
        charged.
[8] Concentration
      - Tilt the Wii-mote directly upwards and hold down the 'A' button to
        "concentrate" and restore your Missile supply.
[9] Search View
      - Point the Wii-mote towards the screen to go into first-person mode.
      - Press and hold the 'B' button to look around and find the enemy on the
        ceiling.
[10] Missiles
      - While holding the 'B' button, move the cursor onto the enemy to lock
        on.
      - Press the '1' button to fire a Missile.
[11] Combat / Lethal Strike
      - Use your beam and Sense Move skills to defeat the enemy.
      - While the enemy is collapsed on the ground, run towards it while
        holding down the '1' button to preform the "Lethal Strike".
[12] Power Bomb
      - Press the 'A' button to enter Morph Ball mode.
      - Press and hold the '1' button to drop a Power Bomb.

That concludes the control tutorial, let the story continue!

// ----- The BOTTLE SHIP
// --------- [M03.00]
// ------------------------------------------------------------------------- \\

After exiting your ship the cutscene continues and Samus walks up the ramp and
examines the ship located to her left. The game enters first-person mode and
you must point the Wii-mote towards the screen and "lock-on" (holding down the
'B' button) to the ensignia on the ship in front of you. The "Galactic
Federation".

The game gives you control once again and you must proceed to the right,
through the door. You may return to your ship located to your left to save
your game. Continue through the passageways until you enter first-person mode
automatically and Samus runs forward and leaps forward into a cutscene.
After the cutscene, you will still be in first-person mode, so lock-on to the
door in front of you and fire a Missile to open it.

You will not be able to use Missiles or Bombs until mister bossy-pants allows
you, so proceed along the hallways where you'll be attacked by a flying
bug-like creature (a Reo) that knocks you over the ledge. Defeat the horde
of them using your blaster (2 un-charged shots per kill), with the occasional
Sense Move to avoid their futile attacks.

After they've been dealt with, the map in the top right corner will stop
blinking, indicating that no immediate threats are detected and you'll notice
a blinking blue dot. That designates an upgrade or similar boost is located
there (it only appears when all enemies have been defeated).

Located on your right is a grated wall with some sort of device on it. Go into
first-person mode and fire a Charge Shot at the device to activate it and
raise the grate slightly. Enter Morph Ball mode and slip under the small
opening. Exit Morph Ball mode and climb up the ledges to the top.

Continue climbing, defeating the Geemers and Reos along the way and continue
through the door. Watch out for the Skrees on the ceiling of this passage that
dive down towards Samus when you approach. After they're dealt with, proceed
through the door and three Reos appear from the bathroom on the left. You
can go into the women's side, but there's nothing of interest located within.
Climb the stairs to the north and stand in front of the console to the right
of the blinking door to activate it and go through the newly opened door.

Run forward and Kick Climb (as the game indicates) up the broken elevator
shaft and proceed through the door. As soon as you enter the next room, the
door behind you locks (turns red) leaving you to deal with the several Geemers
in the room. There is a Morph Ball Tunnel on the left side near the entrance
with an Energy Tank (increases your Health by 100), but you need to blow open
the grate with a Morph Ball bomb, which are currently disabled until later.
Continue through the door and run across the bridge, killing the Geemers that
crawl up the sides. Climb the stairs at the far end and go through the door.

Eliminate the Geemers and begin jumping and climbing to the upper area of the
room by using the ledges located on the left/right sides. There's a glowing
yellow-green Morph Ball tunnel located on the left side of the room containing
a Missile Tank, but it's currently inaccessible, so proceed upwards. In the
upper area, there is an Accel Charge (speeds up charging time) power-up on the
right side, but cannot be obtained just yet. From the middle area with the
elevator, go south to the bridge and go to the left side and north through the
door.

This is a 'Navigation Booth' which is similar to the 'Map Rooms' from the
Metroid Prime series. The platform in the middle acts as a Save Point, Energy
Restorer, and expands your map. The far door unlocks after you save your game.
When that's done, move through the newly greenified door, and the next hall to
initiate a cutscene with the Galactic Federation squad members and prepare for
your first boss battle.

// ----- BOSS BATTLE: [ULF 27 (Brug Mass)]
// ------- Difficulty: [Easy]
// ------- Weapons Used: [Power Beam, Missiles]

The first boss battle of the game! Make sure you utilize the Sense Move ability
by tapping any D-pad direction before the enemy's attack lands. Avoid its
attacks while attempting to blast its eye until you have the chance to go into
first-person mode and lock-on to its eye. A cutscene should be initiated where
Adam allows the others to use their 'Freeze Guns' and allows Samus to use her
Missiles.

Now, you can lock-on to its eye in first-person mode and blast it with a
Missile, dealing damage. After some Freeze Gun blasts, one of the ULF 27's arms
will get frozen to the ground. Lock-on to the frozen arm, near the center, and
fire a Missile to destory one arms. Keep avoiding its attacks while still
entering first-person mode and hitting it with Missiles until the other arm is
frozen. Blast that arm with a Missile. With no arms to smack Samus with, it
begins to jump into the air and smash the groun with its head, so avoid the
smashes and wait for the base of the creature to get frozen and blast it with
a Missile to send the eye flying out. Shoot your Power Beam at it to finish the
Brug Mass off.

// ------------------------------------------------------------------------- \\

Watch the long cutscene that explains part of Samus' past dealing with her time
in the Galactic Federation and her interactions with Adam. After returning to
the present, Adam instructs each of the squad members to investigate different
areas. He also enables Samus to use her normal Morph Ball bombs. And tells her
to get the electrical system of the ship back online by going to the System
Management Room.

// ----- The System Management Room
// --------- [M03.01]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT01], [MT02], [MT03]
// ----- Energy Tanks: [ET01]
// ------------------------------------------------------------------------- \\

After the previous cutscene, proceed south through the door and eliminate all
the Geemers in the room to make a blue dot appear on the map indicating an
upgrade is nearby. On the right side of the room, there is now a opening where
a Geemer jumped up from. Enter Morph Ball mode and roll down and through the
passage to obtain a Missile Tank [MT01]. Keep going south past the Navigation
Booth (save if you'd like) and jump down to the bottom of the room with the
power-lacking elevator. Proceed through the door on the right, down the stairs,
across the bridge, and through another door to reach the room with the Energy
Tank located in the Morph Ball tunnel.

Watch out as there are now Skrees here that divebomb from the ceiling. Kill all
the enemies if you wish, then go into the Morph Ball tunnel, drop a bomb to get
the Energy Tank [ET01], and continue rolling to the right and drop another bomb
to blow out the grate and drop into the next room. Stand in front of the
console like usual, but instead of the system turning on, it causes Reos to
appear from the upper corners of the room. Kill the several Reos that appear,
and quickly enter first-person mode and fire Missiles at the red clumps
of mass that the Reos came from. It takes three Missiles to destroy it. After
both hives have been eliminated, stand in front of the console to activate it,
turning the stations power back on.

With the power back, the door to the left has been unlocked, so continue
through it and begin back-tracking to the 'Command Room' where Adam is. You
won't get very far because when you enter the room with the bridge, it retracks
from under you and you fall to the room below. You encounter a new enemy, the
Sidehopper that jumps into the air and crashes into the ground sending
shockwaves nearby. You can kill them with your Power Beam, Missiles, or the
Overblast technique as the game suggests. Wait for the Sidehopper to land, and
jump onto its head (it may take some practice to position yourself correctly).
Once on top, wait for Samus' Charge to build up and press '1' to fire a shot
directly into its head, dealing massive damage. Rinse and repeat this method
for the rest of them.

Once they're defeated, go to the south and Kick Climb up the walls to reach a
Missile Tank [MT02]. Jump down and go north. Before Kick Climbing up the walls
here, look up in first-person mode and fire a Missile at the obstruction that's
in the way of the vertical column. Kick Climb upwards and use the console on
the right side of the stairs to make the bridge return to its prior place.
Go up the stairs, through the door, and ride the newly activated elevator up.
Exit the elevator and activate the console on the right, raising the lower
platforms in the room. Jump down a couple levels on the left side and enter the
previously unreachable Morph Ball tunnel, which nets you another Missile Tank
[MT03]. Return to the top and enter the door on the left. Save your game and
continue through the northern door and go back to the 'Command Room'.

Adam is waiting and tells you to investigate Sector 1 and unlocks the eastern
door in the room.

// ----- Sector 1
// --------- [M04.00]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT04]
// ----- Energy Parts: [EP01]
// ------------------------------------------------------------------------- \\

Exit the room to the east and head north and enter the elevator. Step off the
lift and go through the door. Run through the long passageway, into another
door, and ride another elevator down. Use the ledges on the sides of the room
to get up to the top. Here you'll find Bulls (the floating gas pods) that
explode when you destroy them. On the left side of the U-shaped platform is an
Energy Part [EP01]. Drop back down to the ground floor and enter the west door.

You will find three more Bulls here. As you venture closer to the opposite
side, Sidehoppers drop down from the ceiling. Upon clearing the room of
enemies, the door unlocks. In the next room, you get a fancy camera panning
view of the main elevator of the BOTTLE SHIP that you can use to go to the
three Sectors. Enter the lift that goes to Sector 1.

Ride the elevator, listening to the creepy warning voice along the way. Exit
the lift and go through the door to your right to reach another Navigation
Booth. Save your game, heal, and obtain this area's map. This unlocks the door
on the right. Keep going right out of the Navi-room, and then north to the next
room.

This room has two Fly Pods that generate a constant stream of Reos if they
aren't destroyed. And you encounter your first Gripper that will attempt
to devour Samus if you get too close. Kill all the enemies if you'd like, but
it's not needed to move on to the next room. The door is covered in lines and
foilage. Blast it with a Missile to reveal the door. Go through the small room
and enter the circular area surround by protective glass and plants. Something
crashes through the ceiling glass and vanishes. These lizard-like creatures
(Ghalmanians) can camoflauge themselves, attack with their long tails, and
spit globs of yellow liquid. They can be a little tricky at first, but easy
once you figure out how they fight. You can wait for them to appear while
dodging their attacks, or blast them with a Missile. (I prefer blasting 'em).
Just keep up the barrage of Missiles/Power Beams until they're destroyed or
lying on the ground just waiting for a Lethal Strike (run towards it while
holding down the '1' button). Proceed through the north door when it unlocks.

Run through this passage destroying the Fly Pod if you wish and continue into
the door. Move towards the circular area in the center and run to the left. You
may be tempted to run south through the door, but it's a dead-end without the
Grapple upgrade, so jump onto the winding path leading upwards. There are
Mobile Flytraps and Grippers along the way up, so either jump over them, or
kill them from a distance. When a path appears leading to the south, take it
and proceed through the door to find another Navigation Booth. Exit to the
north after saving.

Here you'll meet several Wavers, flying enemies that have protective shells as
wings, and can ball-up and charge at Samus. Move through the bending passage
into the next area. Keep moving ahead, destroying or avoiding the Flytraps, and
slide down the ramp to the lower area. Watch out for the spiky protrusions on
the ramp, jumping out of the way if a collision is immenient. This lush,
tropical area is crawling with Geemers and Wavers. Defeat them while forging
ahead until you witness a small cutscene where a large armadillo-like creature
(also known as a Griptian) tumbles down. It can slash at Samus with its claws,
roll around in a ball and ram her to the floor, or burrow underground and jump
up from underneath. Jump or Sense Move out of the way and wait for it to
un-ravel, blasting it until the message about performing a Lethal Strike
appears. Use it to make quick work of the Griptian. Two more roll on-screen
after you defeat the first one. Try your best to avoid their simultaneous
attacks and blast 'em with Charged Shots and Lethal Strikes, and it should be a
quick battle.

After all the enemies are defeated, jump up the ledges at the upper right of
the area and proceed through the door. When you enter, you'll notice the small
Morph Ball-sized hole in the glass. Roll through and defeat all the enemies.
You may have noticed the Missile Tank in the Morph Ball tunnel above, but you
can't reach it from there. Roll back to the other side of the glass wall and
move to the other end of the room. Several steps left of the far right door is
a small Morph Ball tunnel located on the upper part of the wall. Stand right
below the tunnel, holding the D-pad forward and jump. Samus will grab the ledge
and hold up and press the '2' button once more, and she should jump up and roll
into Morph Ball form. Roll forward to obtain a Missile Tank [MT04], continue
rolling past the upgrade and you will drop into the next room.

// ----- Breeding Room
// --------- [M04.01]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT05], [MT06]
// ----- Accel Charges: [AC01]
// ------------------------------------------------------------------------- \\

Jump down to the lower area (or take the stairs) and enter the hallway. Go to
the very end and go through the only unlocked door, and then through the only
other door of the next room. You'll witness a short cutscene. After, go back to
the stairs you climbed down, and proceed through the northern door at the top.
In the center of the room lies a container with a lone Geemer floating inside.
Fire a Missile at the tank which reveals a Morph Ball tunnel in the base. Roll
through the tunnel, drop down, and go through the western door back to the area
where you defeated the Griptians.

Jump down the ledges and go towards the south and Samus will notice something
and stop. The game goes into forced first-person mode wanting you to examine a
certain spot. If you look closely at the left half, a few plant leaves rustle
occasionally. Lock-on to that spot and you'll see a creature known to the
Galactic Federation as a 'Little Birdy'. After that, Adam contacts you, and
unlocks the door to the north. Go through it into the next room.  Defeat all
the Reos and their Fly Pods. If you try and move ahead, you'll be blocked by
a holographic wall. Back track several steps and you should see a log jutting
out of the wall with little purple Brugs crawling out. Jump into the log and
roll out the other side. You'll see a shining terminal device, so stand in
front of it to disable the hologram blocking the door. Jump down to the lower
area, but before heading through the new door, go south and you'll see some
metal ledges on the left side that weren't there before. Jump up and collect
the Missile Tank [MT05]. Go back to the new door and proceed through.

You'll enter a large room with a small waterfall on the right side. If you look
through the waterfall, you'll see a Fly Pod spewing out more Reos. Fire three
Missiles at it to destroy it. Go into the waterfall and to the spot where the
Pod just was. Enter Morph Ball form and roll into the tunnel on the left wall.
Move inside the wall, jumping over the small ledges, and bomb the stone
blocking the way. Go north, and follow the cliff around to the right, ignore
the creature taking a nap and continue all the way to the southern end of the
cliff to find another Hologram Projector, disable it. The sleeping Dragotex
wakes up and three Sidehoppers fall from the sky. Make quick work of the
Hoppers and proceed to engage the Dragotex. It has a weak, glowing underbelly,
and tries to either eat Samus or breathe out flames. (Tip: Since it doesn't
notice Samus until you move closer, you can stay far away and blast Missiles
at it before it can even get close enough to attack). Move to the north part
of the cliff and Kick Climb up the shaft to reach the door and enter it.

As soon as you enter, turn around and shoot the Beam Switch above you with a
Charged Shot, which will kill everything in the room. Roll down into the Morph
Ball tunnel on the left side of the room and grab the Missile Tank [MT06].
Continue north through the subsequent passageways, defeating the Wavers along
the way. Right after the curve in the hallway is a ramp that forces Samus to
slide down. There are two spiky areas that you must jump over to avoid taking
damage. Go through the door to find a Navigation Booth and save your game.
The northern door that usually unlocks after saving doesn't, so turn to look at
the left side of the room and enter first-person mode. Fire a Missile at the
cracked part of the door, opening a perfect Morph Ball-sized hole. Roll into it
and run down the stairs, around the bend, down even more stairs, and through
the door. Take the western door which leads to another bathroom. Move to the
stalls and stand in front of the one that's slightly open. Samus will open the
door and you'll obtain an Accel Charge [AC01], which reduces the time needed to
charge a shot. Exit the bathroom and go through the northern door. Continue
forward  until you reach a broken elevator shaft.

// ----- Broken Elevator Shaft
// --------- [M04.02]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT07], [MT08]
// ------------------------------------------------------------------------- \\

Climb your way up to the top, disposing the Geemers on the walls on your way.
There is a crackling bundle of metal and wires at the top that requires a
Missile to destroy (try blasting it from the lowest possible ledge you can grab
and still see the bundle). After the elevator falls down a bit, exposing
another obstacle, a Ghalmanian appears at the bottom of the shaft. Drop down
into the nearby alcove on the right side of the shaft (when you blow up the
metal, the elevator will come crashing down, killing Samus along with the
lizard, so you need to be safely tucked away in the alcove). Look up and
blast the bundle to kill the Ghalmanian. Proceed to the top of the shaft and
exit to the left.

Go north until you reach a room with a large glass wall. On the right side
there's an area surrounded by glowing yellow lights. Drop a Bomb in front of
the metal door and drop through the hole. Roll east and blow up the blocks in
the way (each one has 2 more blocks that fall). The thrid 'block' for the
second one is a Geemer, so after you destroy the second block, drop a bomb and
back away. Continue to the right until you see a drop to a lower tunnel, but
don't go down as there's a Missile Tank [MT07] across the gap. If you miss it,
you can Bomb Jump back up (spamming bombs usually works). Jump over and grab
it. Drop down and into the next room. The piles of scraps in this room can be
destroyed with a Missile. Blow up the one in the upper left corner to expose a
tunnel leading to a Missile Tank [MT08]. Proceed north, up the stairs, and
through the door.

// ----- The Worm Tunnel
// --------- [M04.03]
// ------------------------------------------------------------------------- \\

This tunnel has several Grippers located in the small lower areas, blast
them or avoid them. As you move forward, a giant worm breaks through the wall
and tries to ram Samus. The game slows down, so use your Sense Move to avoid
taking damage. Continue ahead, destroying or jumping over the Flytraps and
Missile another vine-covered entrance. Go all the way to the right and fire a
Missile at the cracked rock on the ceiling. Go up the ramp and shoot a Missile
at the pile of rubble to open the tunnel. Roll all the way to the right and
you'll enter the "Subterranean Control Room".

// ----- Subterranean Control Room
// --------- [M04.04]
// ------------------------------------------------------------------------- \\

The room may seem empty, but there are two Ghalmanians here (invisible
chameleons). Defeat them using the same tactics as before. When that's done,
enter the eastern door to reach a Navigation Booth. Save your game. Exit to the
east.

// ----- BOSS BATTLE: [FG-1000 (Guard Bots)]
// ------- Difficulty: [Easy]
// ------- Weapons Used: [Power Beam]
// ------- Rewards: [Diffusion Beam]

You will encounter two (three total, another drops down after you defeat one)
FG-1000's, which are flying turrets that will try and ram Samus and fire large
energy beams. They can only be damaged when they expose their cannons and start
charging their laser. You can either dodge their attacks and fire Charged Shots
until they go down, or quickly enter first-person mode and Missile them for a
quicker battle. Upon defeating them, you will obtain the Diffusion Beam
upgrade.

// ------------------------------------------------------------------------- \\

The wall slides open, revealing a console and two Fly Pods. Make quick work of
the Reos with your new Diffusion Beam (makes Charged Shots damage nearby
enemies), and destroy their hives. Activate the console after they've been
dealt with, unlocking a door in a previous Navigation Booth. Head back west,
save, and then west again back to the "Subterranean Control Room". As you
approach the left wall, the worm you dodged earlier breaks through the wall.

// ----- BOSS BATTLE: [Fune and Namihe (Worms)]
// ------- Difficulty: [Easy]
// ------- Weapons Used: [Power Beam, Missiles]

You fight a pair of worms in this room. They make five holes in the wall and
ceiling, where they pop up and fire balls of energy at Samus. Fire a Missile at
one of them when it sticks its head out to make it fall onto the ground. Blast
it with a Charged Shot to make it rear-up, exposing its under-side. Shoot
another Charged Shot at it to make it fall over and either Lethal Strike it, or
continue blasting it. Once the first worm falls, the second one creates two
more holes on the southern wall. Repeat the same tactic used for the first
worm.

// ------------------------------------------------------------------------- \\

Exit the room through the Morph Ball tunnel in the north-west corner. The Bomb
Slot you saw on your way here is now activated. Drop a bomb while inside and it
will launch you back to the waterfall room where you fought the Dragotex. Kill
it or avoid it and go back into the waterfall, into the tunnel, over to the
right side of the cliff, and Kick Climb back up to the door. Go forward, down
the ramp, into the door, and save your game. Proceed through the newly open
door to the north.

Eliminate all the Wavers and Geemers and then roll up the Morph Ball tunnel on
the left side of the room. Jump over the hole in the track and activate the
console to change the layout of the room. Jump off the balcony and go towards
the holographic wall. There is a malfunctioning spot on the right side. Enter
Morph Ball mode, jump up right below the spot, and drop a bomb to blow a whole
in the wall. Roll into it, and drop out the other side.

Continue through the tunnel, using a Charged Shot or Missile to destroy the
webs. Defeat all the Reos, Grippers, and the single Griptian to unlock
the door.

// ----- Biological Experiment Floor
// --------- [M04.05]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT09]
// ----- Energy Parts: [EP02]
// ------------------------------------------------------------------------- \\

You'll find yourself in a large, circular room with a spiraling pathway
skyward. There is nothing of interest at the bottom, so make your way up the
path. There are Mobile Flytraps along the way, and two new types of plants,
both species of Frondanas. One that extends a tentacle to grab Samus and one
that fires out balls of electricity. Fire a Missile at both when the bulbs are
open to destroy them. After the second tentacle-Whipvine, drop down onto the
nearby ledge to get a Missile Tank [MT09]. When you get to the top, drop down
the large hole. You'll once again have to examine a specific thing in the room
to continue. Look to your right and lock-on to any of the little larva-like
creatures (Zeroes) crawling on the floor. Watch the cutscene, then prepare for
a boss battle.

// ----- BOSS BATTLE: [King Ki-hunter]
// ------- Difficulty: [Easy]
// ------- Weapons Used: [Power Beam, Missiles]

The fight begins with an onslaught of Ki-hunters. Defeat them in groups with
Charged Shots while dodging their attacks. When they fall to the ground, you
can use a Lethal Strike (or just blast them) to finish them off. After you kill
several of them, the flowers on the ceiling open up and start firing energy
balls. Avoid them and fire Missiles at as many as you can before they close.
Another wave of Ki-hunters follow, rinse and repeat until all the flowers are
gone. (The final flower may be tricky with both Ki-hunters and the energy balls
at once).

The circular hive will collapse, revealing the King Ki-hunter. Defeat the
normal Ki-hunters and then blast the King with Missiles. Repeat until he falls.

// ------------------------------------------------------------------------- \\

Watch the scene and Adam will tell you to head for the Exam Center in the
Biosphere Test Area. Head north and you'll encounter more Zeroes. They can be
killed with a Morph Ball Bomb, but wait too long and they will turn into
Ki-hunters. Defeat all the enemies in the room. Before you head through the
northern door, on the wall just before you turn north towards that door,
there's a small grate. Bomb it open, roll through, bomb a second grate, and
pick up the Energy Part [EP02]. Head north to a Navigation Booth and save. Exit
to the north. Go down the passage, killing the Reos and Zeroes, and turn down
the right hallway, jumping over and rolling under the obstructions.

// ----- The Watery Passage
// --------- [M04.06]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT10], [MT11]
// ------------------------------------------------------------------------- \\

In the next room, jump into the water and kill the Skulteras (piranas) until
you reach a tentacle Whipvine. Destroy it with a Missile and jump into the
tunnel where it just was for a Missile Tank [MT10]. Continue down the watery
passage and fire a Charged Shot at the Beam Switch by entering first-person
mode. This activates a sliding platform above the water. Head back west. Along
the way, look up at the ceiling and you'll see more tentacle-Frondanas. There
should be three, so blast them all with Missiles. Climb out of the water and
grab onto the platform you activated earlier. If you killed all three
Frondanas, you won't have to worry about them knocking you off the lift. (You
can still kill them while hanging). Ride the platform to the other side and
exit through the door.

Jump onto the large island and destroy the Bulls. Jump over to the next one and
move to the north end. Blast the Beam Switch there to raise the water level.
Jump to the raised area on the right (though, still underwater), and drop into
the pool on the other side. Go to the south-east corner and roll into the Morph
Ball tunnel there for a Missile Tank [MT11]. Exit the tunnel and look up at the
bottom of one of the islands and you should see another Beam Switch. Hitting it
will make the water level lower again. Go to the left and jump on top of the
closest platform. Jump to the right end and blast the third Beam Switch to make
the water alternate from high to low. While standing on the eastern most
platform, wait for the water level to start rising, and then quickly Kick Climb
up the right wall, and take the northern door.

You will be in a large room with rain pouring down. Eliminate the handful of
Mobile Flytraps and go to the western side of the room. There are two pipe
bundles near here. Climb up the platforms on the northern one and enter the
Morph Ball tunnel. The second pipe has two Geemers inside. Jump across to the
third pipe and then drop down a few ledges to another pipe. The fifth one has
three Geemers inside. After you drop out of the last pipe, there will be a
Hologram Projector. De-activate it. One of the 'trees' comes to life and begins
to attack you (a Groganch). Just like the Dragotex, its only weak spot is the
glowing underbelly. The easiest way to defeat it is to move away and fire
Missiles at it. After a few shots, it will flip over. If you can't it it from
the ground, stand on one of the many raised platforms in the room (or vise
versa). Keep at it until it falls and the path to the north opens. Kick Climb
up the shaft and enter the door for a Navigation Booth. Save your game and then
proceed north through the door.

// ----- Biosphere
// --------- [M04.07]
// ------------------------------------------------------------------------- \\
// ----- Energy Tanks: [ET02]
// ------------------------------------------------------------------------- \\

Move forward, dealing with the Ki-hunter cacoons, and drop down and into the
northern door. Go to the next room which is another broken elevator
shaft. Climb up the top, being alert for the multiple Geemers crawling around.
Fire a Charged Shot at the Beam Switch on the right side to activate the Morph
Ball slot at the bottom. Drop into it and drop a bomb to launch through the
ceiling. Head south through a passage with several Ki-hunters and through
another door. As soon as you enter, the door locks behind you leaving you to
deal with the three Griptians within. Make quick work of them and proceed
through the eastern door. Continue east, killing the Reos, and through the door
at the end.

Run ahead, Missiling the two Frondanas and into the door, entering a large and
long room. Jump up the ledges and proceed north where you'll have to fight
another Groganch. Follow the same strategy as before, using the ramp/cliff for
elevation when the bulb is on its back. After it falls, run up the ramp at the
north and head for the western end. Jump on the sliding platform and ride it
along the wall. Be ready to fight some Reos while you're hanging. If they knock
you off, you must return to the ramp and start over from the north end. When
the lift stops, jump off to the right, grab the ledge, and pull yourself up.
Enter the Morph Ball tunnel and jump into the upper tunnel (there is a Geemer)
when you can. You can also use a Bomb Jump to get up if you're having trouble.
Continue rolling around, kill another Geemer, and jump up to two more tunnels.
Drop down into the lower tunnel when you can and grab the Energy Tank [ET02].
Jump up back to the upper tunnel, roll out, and activate the console to unlock
the door below. Jump off the platform and enter the door for another Navigation
Booth. Save your game and head through the north door.

Follow the stairs up and enter the door leading north to the "Biosphere Test
Area".

// ----- Exam Center
// --------- [M04.08]
// ------------------------------------------------------------------------- \\

Run forward and enter the elevator and ride it to the top. Exit it and proceed
around the bends to the northern door for a Navigation Booth. Save your game
and go north. At the split, take the east path for a locked door. Examine the
lower part of the wall to the right of the door and fire a Missile, revealing
a Morph Ball tunnel. Roll through and enter the door and activate the terminal
to open the door you past. Back track there and enter the door. Continue along
the straight forward path (don't worry, no enemies) and climb the tall stairs
for a cutscene.

After it ends, walk up the stairs to the west and through the door for a
Navigation Booth. Save your game, head north. Continue along the only path
you can take, ignoring the G-Fed troops, until you come to a large room. Go
through the middle door. When you're forced to examine something, lock-on to
the center of its upper chest for a cutscene. Samus returns to the computer
in the main room. After the cutscene ends, walk back up the stairs, save, and
keep going north. Instead of turning down the right hallway like last time,
the door right in front of you has been unlocked. Follow the only path
available until you reach another large, circular room like before. Walk into
one of the side rooms and Samus will turn around and you will have to examine
another area. Look up at the ceiling for the answer.

You will have to fight a total of six Zebesians. As long as you dodge their
blasts and melee attacks, it shouldn't take long. Bombarde them with Charged
Shots until none are left standing. Back track to the computer room, saving at
the Navigation Booth for a cutscene. Samus runs outside to help the others.

// ----- MINI-BOSS BATTLE: [Mystery Creature]
// ------- Difficulty: [Easy]
// ------- Weapons Used: [Missiles]

Once you're given control, lock-on to its tail and fire a Missile to damage
it. Rinse and repeat, but don't take too long between blasts, as it will stab
you with its tail and deal damage. The tail moves faster every time you hit it,
so be quick with the pointing. After you bring its HP down enough, you get a
little assistance, ending the battle.

// ------------------------------------------------------------------------- \\

After the cutscene, you'll have to examine a certain spot to continue. Turn
around and examine the green liquid on the ground in front of you for another
cutscene. Adam gives you orders to 'follow it', giving you control of Samus
again. Head to the north-west part of the room and enter the only unlocked
door. Run forward for another cutscene.

// ----- Sector 3
// --------- [M05.00]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT12], [MT13]
// ----- Energy Parts: [EP03]
// ----- Accel Charges: [AC02]
// ------------------------------------------------------------------------- \\

Head to the east, being careful for the Skrees (divebombing bats), Mellas
(fire versions of Reos), and the Bulls (Heat Bulls). Right before you reach the
end of the glassed in pathway, a giant monster leaps up from the lava.
Quickly press the '2' button to avoid being killed. Head through the door on
the right, go down the stairs, and through the door on the right for a
Navigation Booth. Save your game and head back west. Jump into the little niche
where the fireflies are and enter Morph Ball mode. Roll into the tunnel on the
left to fine an Energy Part [EP03]. Roll out and go down the stairs to the west
and out the door.

You will now be just a few steps away from lava. Move quickly in this area
(while being careful not to fall into the lava) because Samus will continuously
take damage because of the extreme heat. Keep going left and the giant monster
from earlier leaps over you. Run across the rocks, dodging the beast, until you
reach the door, which closes behind you. Start blasting the Zebesians
with Overblasts or Charged Shots. After a while, rocks start failing from the
ceiling and Mellas fly into the fray. Adam then authorizes use of your Ice
Beam that deals increased damage and can freeze certain enemies and objects.
Continue the fight with your new weapon, which should make quick work of them.
After the fight, destroy the flaming Fly Pod on the wall and shoot a Missile at
the left-most glowing circle on the floor to open a Morph Ball slot. Drop a
bomb and launch yourself up to an Accel Charge [AC02].

Exit to the west and kill the Sovas (crawling fire-bugs) while avoiding the
flames spewing from the vents on the north wall. Examine one of the pipes on
the left side until you can lock-on to one. Blow it open with a Missile and
enter it in Morph Ball mode to obtain a Missile Tank [MT12]. Enter the next
door and head north. About halfway through this passageway, a harder version of
the Sidehopper appears from the sand, a Dessgeega. Fight it the same as you
would a Sidehopper. The only difference is an increased amount of HP. (Tip: You
can freeze its leg to the ground with a Charged Shot). A few more pop up as
you proceed forward. Defeat all of them to open the door. Run to the east and
you will reach another broken elevator shaft. Kick Climb your way up, avoiding
(or killing) the Sovas along the way. Continue ahead until you reach another
elevator shaft. There are more Sovas crawling around the shaft, so eliminate
them. About half way down, grab one of the ledges on the left wall and fire a
Charged Shot at the Beam Switch located on the right wall. This opens the door
below enough to squeeze through. Continue to the right and enter the Navigation
Booth. Save your game, and then take the east door.

Back to the lava area. Remember that you continually take damage, so you must
move quickly and carefully. Soon after you enter, you encounter the Other M
re-mastered Magdollite, a living column of lava. It's extremely hard to kill
them with your current weapons, so just avoid them. Watch out for its extremely
long arms and giant fire ball attacks. There are several of them along this
path (you don't have to kill them, as you can just run by and dodge their
attacks). Jump from island to island and avoid the fire balls. If the
Magdollites are in your way, feel free to eliminate them. You'll reach a ledge
with a Magdollite right underneath that may seem too high to jump to, but you
can reach it. About half way across the rocks, there is a tall ridge, search
the base for a Morph Ball tunnel. Enter it and drop a bomb near the gate, roll
past it and pick up the Energy Part [EP04]. Continue east, through the door and
fight all the Mellas and destroy the Fly Pod creating them. Take the door at
the far north end to enter the "Floor Observation Room".

// ----- MINI-BOSS BATTLE: [Asborean]
// ------- Difficulty: [Medium]
// ------- Weapons Used: [Power Beam, Missiles]

The creature on the large monitor dettaches itself as soon as Samus moves near
the center of the room. You can dodge its initial charge by jumping out of the
way. It's a smaller version of the worms you fought earlier, wearing a hard,
metal armor for protection. Its main attacks consist of sliding around on the
floor, clawing at you, and spewing out 'Asborean Spawns' that crawl after Samus
and explode on impact.

It's extremely fast when it slides around, so be sure to Sense Move or jump out
of the way. Its armor is impervious against any beam attacks. Occasionally,
it will pop its head out of the armor after sliding around, so take the
time to blast it with Charged Shots or Missiles. When it spits out Spawns,
try and have a Charged Shot ready because you can kill them all with a single
Diffusion Beam. When it stands up to claw at Samus, it exposes its weak point,
the red orb on the underside. If you have a shot, take it. Keep dodging and
counter-attacking until you have perform a Lethal Strike, ripping the worm out
of the armor. Blast it a few times with a normal Ice Beam and watch it die.
(You can also just keep blasting it when it's down to kill it, a Lethal Strike
isn't needed).

// ------------------------------------------------------------------------- \\

After the fight, enter Morph Ball mode and roll under the stairs to the north
to get a Missile Tank [MT12]. Take the west door and about half way through
there is a Morph Ball tunnel on the right wall, enter it for a Missile Tank
[MT13]. Roll out and go north through the northern door.

// ----- The Volcano
// --------- [M05.01]
// ------------------------------------------------------------------------- \\
// ----- Energy Parts: [EP05]
// ------------------------------------------------------------------------- \\

When you enter this area, there's a huge volcano in the background. Head toward
it. As you get closer, giant lava rocks spew from the top, landing in close
proximity to Samus. When the rocks hit the ground, a Mella appears from the
inside. Sense Move out of the way of any threats and continue north into the
door for a much needed Navigation Booth. Heal and save your game, then head
north. As you run towards the northern terminal, several Zebesians drop down
from the ceiling (including a couple Cyborg Zebesians that fire Missiles
instead of lasers). Dodge the attacks while countering with Charged Shots and
Lethal Strikes to finish them all off. Stand in front of the terminal to drain
the lava from the center pool. Go to the right side of the room and enter the
Morph Ball tunnel to get an Energy Part [EP05]. Exit the tunnel and enter the
one on the opposite side of the room and drop into the center of the volcano.

After you land, head to the east and climb up the ledge. The lava in the room
starts to rise, so you must move quickly up the interior to avoid it. Make your
way over any ledges, cliffs, and enemies. While you're climbing, a giant arm
will reach out of the lava and attempt to crush you. React quickly and Sense
Move to dodge it. Roll under the giant rock when you reach it, Kick Climb up
the wall and roll into another tunnel located high on the left wall. Kick Climb
up the next wall to reach the top of the volcano. Adam authorizes use of the
Varia feature for Samus' suit which provides additional heat and damage
protection. Right after you leave them menu, the giant arm grabs Samus. Hold
down the '1' button to charge a shot and break free.

// ----- BOSS BATTLE: [Goyagma]
// ------- Difficulty: [Medium]
// ------- Weapons Used: [Power Beam, Missiles]

The Goyagma is a giant, dragon-like creature. It has an obvious weak point
at the glowing, reb bulb on its neck. It can throw flames and sweep across the
land with its long arms. In order to defeat it quickly, fire Charged Shots at
its neck until it freezes, then lock-on with a Missile and blast it. Repeat
that once more. It then covers its arms in flames and will attempt to smash
Samus into the ground, with large fire pillars rising out of the ground. Avoid
any and all of its attacks until it rests one of its hands on land. Fire
Charged Shots at it until it freezes and you can either shoot a Missile at the
frozen hand or jump on top of it to run up the arm and perform an Overblast.
Both deal massive damage. Rinse and repeat until it is defeated.

// ------------------------------------------------------------------------- \\

The lava will drain back into the volcano, allowing you to enter the Crater
Interior once again. Make your way back down, killing the apparently lava-proof
Dessgeegas along the way. When you reach a seemingly dead-end spot with a wall
on your left, just drop down into the gap and continue to the east through two
doors and you will wind up next to the Main Elevator. Run to the door on the
other side of it, go through, and go east into another door. When you enter
this room, three Zebesians will be waiting (one will be in the back firing
lasers). Once they're down, Kick Climb up the shaft and go through the door.
Several Mellas and two Dessgeegas inhabit this passage, defeat them and
continue east to a Navigation Booth. Enter the eastern door to find a large
pool of lava with a Grapple Point floating above. You can't move ahead any
farther without it (but need to come in here to move on). Head back into the
Navigation Booth and Adam will tell you to head over to Sector 2. Exit to
the west and back track all the way to the Main Elevator. On your way back,
another Asborean (horseshoe crab) attacks you, and you must defeat it to unlock
the door. Use the same tactic as before (would be smart to kill the stray
Sovas) and take it down. Head west back to the elevator and take it back to the
Main Sector. Find the lift going to Sector 2 (the blue one) and ride it.

// ----- Sector 2
// --------- [M06.00]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT13], [MT14]
// ------------------------------------------------------------------------- \\

When you disembark, take the door on the right and head north past two doors to
reach a Navigation Booth. Exit north. Here you fight the ice-version of the
normal Geemer, a Snomer. Defeat them as they appear from the ground and
continue north where you'll encounter the ice-versions of Mellas and Reos, the
Himellas. They also spawn from Fly Pods, colored white. They attack in swarms
and can now shoot icicles. You may have noticed the falling ice pillars in the
room as you continued through. Look under all of them to obtain a Misslie Tank
[MT13]. Head east until you reach a high ledge, and you meet another new enemy.
Volfons are cat-like monsters that attack in packs of two or more and attempt
to ram Samus. They may look tough, but they can be frozen with a Charged Shot
and easily disposed of. Take them out, then climb up the ledges to the east and
exit through the door.

When you enter, there is a large Fumbleye hanging from the ceiling. If you try
and attack it, the energy shield it has deflects any and all weapons you
currently have access to. So drop into the water below. On the right side of
the tank lies a Missile Tank [MT14]. Grab it, then go to the north end of the
pool to find a Beam Switch. Hit it with a Charged Shot to raise a bridge above
the water. Go to the two glowing red walls just south of the switch and climb
back up to the surface. The Fumbleye is currently not aggressive (probably
sleeping), but there is another enemy near the end of the path, a Joulion. It
looks sort of like a sea-horse and fires electric balls. They explode with a
burst of energy when defeated. Enter the door.

Proceed through the tunnel destroying the Snomers and Joulions along the way
until you enter a large room. As you run across the bridge, it collapses
beneath you, dropping you to the floor below where you must fight a Gigafraug.
The beast is similar to a Sheegoth from Metroid Prime. It will attempt to ram
into Samus or jump high into the hair and crash down from above. Dodge all of
its attacks and fire a Missile at its head to break part of its hard shell
which lets you now attack it head on without needing to move to its back-side.
Destroying the hard outer shell also enables the abilities to use a Lethal
Strike or Overblast on it. Once it's dealt with, enter the northern door for a
Navigation Booth. Save and exit north.

Take care of the Himellas and destroy the Fly Pod on the ceiling with Missiles.
When you get to the end of the passageway, the door leading to the next room is
blocked by ice that requires a Super Missile to break. Back track near the
south door and look to the left for a Morph Ball tunnel near the ceiling. Roll
to the right just before the broken pipe blowing out air. Wait for the airflow
to stop before moving past it (or you will just roll out the hole and have to
go back to the entrance). Continue rolling until you drop out the other side.

// ----- The Frozen Wasteland
// --------- [M06.01]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT15], [MT16]
// ------------------------------------------------------------------------- \\

Move towards the door at the north end to initiate a cutscene making you fight
a Kyratian, a humanoid type creature that can fire electrical orbs, kick, and
smash into the ground. It's extremely fast and can dodge a few of Samus' beam
blasts. You can freeze its arm-cannons with a Charged Shot to prevent it from
firing balls directly at you. It can occasionally kick Missiles away as well.
After you damage it a few times, it will 'charge up' and become immune to your
current Power Beam attacks while in that red-ish state. You can still fire
Missiles to damage it. Once it goes down, enter the northern door.

Volfons inhabit this large area, defeat them and continue ahead. As you
approach the end, a Gigafraug jumps down from the ceiling. Use the same tactics
as before (Missiling its head, Sense Moving, Charged Shots) until it falls.
Go to the north end of this area and fire a Missile at the frozen 'waterfall'.
That will open up a hole in the middle. Jump up to it and drop a Morph Ball
bomb to reveal the path on the other side. Enter the door.

Head to the right, roll under the grates, and Kick Climb up the walls and over
to the other side. Drop and engage to Dessgeegas to unlock the door. At the
far-right side of this room, there's a Morph Ball tunnel on the ceiling. Jump
into it and roll to the end and jumping up into the small room for a Missile
Tank [MT15]. Proceed through and witness a cutscene where a Kyratian fires at
the ceiling and makes several icicles fall. Look up and fire a Missile at the
icicle still attached to add another platform to jump across. When you try to,
the Kyratian jumps away, so follow it. When you reach the same platform it's
on, another Kyratian (located on the ceiling) starts firing balls at. Ignore it
for now and concentrate on the one in front of you. Use the same strategy as
before to kill it. (Tip: You can actually lead it into the water by jumping
back onto the island before the last icicle then jump into the water near the
edge of the area that it's standing on for an instant kill [Needs more
testing]). When it goes down, the other Kyratian jumps down, knocking the next
few icicles down. Jump across and defeat it. Enter the northern door for a
Navigation Booth. Do the usual, then exit north.

Continue ahead until you reach a large room for a short cutscene. When it ends,
freeze the middle fan and hop into the shaft in Morph Ball mode. Open the box
inside for a Missile Tank [MT16]. Roll out, head east and then north. Keep
going until you end up in a large room with another Gigafraug, some Snomers,
and Himellas. I recommended going to the far side of the room before killing
anything and freeze the left-most fan with a Charged Shot and destroy the Fly
Pod behind it. Then go back and fight the Gigafraug. Should be pretty easy by
now. Once it goes down, fire Missiles at the ice along the glowing track on the
left wall of the room until the entire length is cleared of ice. Go back near
the south door and grab onto the sliding platform. When it reaches the end,
jump off and use the terminal to unlock the door below. Enter it.

Drop down to the ground below and climb up the ledges on the right, and cross
back to the left until you reach a large, shiny pillar of ice. Launch a Missile
at it to open up a small indent, then drop a Morph Ball bomb inside to make the
pillar tip over. Continue over the gap where the pillar once stood, and climb
to the door leading east to enter the "Water Tank".

// ----- Water Tank
// --------- [M06.02]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT17], [MT18], [MT19]
// ----- Energy Tanks: [ET03]
// ----- Energy Parts: [EP06]
// ----- E-Recovery Tanks: [ER01]
// ------------------------------------------------------------------------- \\

Jump into the water with the Skulteras, defeating them if you choose. Turn and
face the pipe-like opening right below the entrance to this room and blast it
with a Missile to make a bomb slot, so drop a bomb inside to flood the previous
area with water. Run all the way to the left and use the red-flashing ledges
to get back to the surface. On the right is the fallen ice pillar from earlier.
Jump over to it and go back to the "Water Tank" room by climbing the ledges
again. Drop back down where there was once water and to fight two Kyratians.
You know the deal: Sense Move, Charged Shots, and Missiles. When that's done,
jump up the platforms on the right side to the top. Before leaving the room,
head south along the edge of the room for a Morph Ball tunnel on the wall. Jump
in and grab the Missile Tank [MT17], then head north.

Run ahead the straight forward path until you reach a ice wall blocking the
way. Examine it in first-person view and it tells you that the Speed Booster
is required. Head back towards the "Water Tank" and Adam will authorize the use
of Samus' Speed Booster and Shinespark features. Move to the center of the
passageway and then hold Up on the D-pad. The boosters on Samus' back will
power up and eventually boost you at blazing speeds, allowing you to break
through the ice. If you bump into anything or change direction by even a
fraction of a degree, you have to back up and do it again. There are multiple
ice walls, so don't stop holding down Up until crash into the ice wall on the
other side of the next door. (So just hold it until the game -makes you stop-).

At the end, you should be standing next to an E-Recovery Tank [ER01] (enables
you to recharge an additional Energy Tank when concentrating in the Critical
State). After you pick it up, go as far north in this little alcove as
possible. Start running back towards the incline you ran up and right before
you reach the incline, Shinespark (while still holding Down) to reach a ledge
with a Missile Tank [MT18]. Drop down and Speed Boost back up the incline,
through the door, and go to the far-east door in this room. Unlike last time,
the Fumbleye that was in this room is now active (you still can't kill it), so
avoid the globs of goo and watch out for its arm that will grab Samus and deal
a high amount of damage (when it seems to move in the opposite direction of
you, start jumping to avoid its arm). Go through the north door. Move ahead
until you reach the really long (and straight) path leading towards the door
for the next area. Go back as far away from the door as possible while staying
in-line with it (there's a dark mark leading directly down the path if it helps
you). Then run and hold Up on the D-pad to Speed Boost. Don't stop at the large
pieces of ice in the way, you'll break through them. The next room is the one
where the bride broke and you fought your first Gigafraug. As long as you
stayed straight, keep going until you reach the very end of the path (up to
where the broken ice bridge was) and press the '2' button while still holding
Up to jump across the large gap. Look for a small Morph Ball tunnel on the
far-right of this ledge and roll down into it to the small cliff below for an
Energy Tank [ET03]. Return to the area where you dropped and use the Morph Ball
slot to launch yourself back up to the top platform. Then, enter the door to a
Navigation Booth. Save then exit to the north.

Continue until you reach the "Sector Generator Room". Don't go down the stairs,
instead, face the turning cylinder and jump onto the glowing ledge that's on
it. Wait for it to rotate you to the right side and enter first-person mode and
fire a Charged Shot at the Beam Switch to raise the platform. (If you fall, use
the wall on the left side of the cylinder to Kick Climb up, or go back up the
stairs). After it's been raised, Kick Climb up to the top ledge of the cylinder
and jump over to the new platform on the right. Run past the Fumbleye and jump
onto the cylinder on the right. Wait for it to move you onto the right side,
then Kick Climb up the wall to the highest ledge, then jump off to the south to
get a Missile Tank [MT19]. Jump back on the cylinder and jump off to the left,
head to the right and through the door.

Head right in the next room, killing the Snomers there, then go north and enter
the door. Drop down to the pit and bomb the bottom most square grate on the
ground for an Energy Part [EP06]. Go to the south-west corner to find a
red-tinted area that you can Kick Climb back up to the top. Go south to the
passage with the three pieces of ice and blow them up with Missiles. Head south
as far as you can (without going to the west) and then run straight north
through the door, and then Shinespark over the gap. A Kyratian jumps out and
attacks you when you reach the other side. Defeat it, then enter the door.

Follow the hallway (with a Himella Fly Pod) to the east for a Navigation Booth.
Save, then exit east to enter the "Experiment Floor".

// ----- Experiment Floor
// --------- [M06.03]
// ------------------------------------------------------------------------- \\
// ----- Accel Charges: [AC03]
// ------------------------------------------------------------------------- \\

Continue east and you'll run into a Groganch. Defeating it should be pretty
easy, just blast the glowing bulb until it dies. When it does, the shockwave of
it hitting the ground makes a snow bank collapse giving you access to the next
area. Climp up the snow to the north and run forward for a cutscene. Look for
something inside the building within the glass when the game makes you examine
something. When you can move again, head to the left and before climbing the
ledges to the door, go towards the cliff south of it. You should see a rock
sticking out of the sand. Blast it with a Missile for an Accel Charge [AC03].
Then, head north, up the ledges, and through the door.

// ----- Materials Storehouse
// --------- [M06.04]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT20], [MT21]
// ----- Energy Tanks: [ET04]
// ------------------------------------------------------------------------- \\

Head to the right and go down the stairs. Navigate the maze of shipping
containers watching the cutscenes and dialogue until you enter a battle.

// ----- BOSS BATTLE: [RB176 Ferrocrusher]
// ------- Difficulty: [Easy]
// ------- Weapons Used: [Power Beam, Missiles]

The RB176 is an industrial machine used for construction and other areas, but
also makes a fierce combat vehicle. This battle isn't that hard if you've been
getting good with your Sense Moving. It will try and ram into Samus or fire a
laser. Just dive out of the way and hit it with Charged Shots until you freeze
its arm. Blast it with a Missile to break one off. Do the same for the other
arm. After both are gone, it will activate several buzzsaws and try and slice
Samus (and continues to use its lasers). Keep up the barrage of Charged Shots
until you freeze one of the treads it uses to move. While it's stuck, it
reveals a weakpoint that appears at the top of the machine. Hit it with
as many Missiles as possible until it retracts it back in. Repeat the freezing
of its treads and Missiling of the weakpoint to make the unit malfunction,
ending the battle.

// ------------------------------------------------------------------------- \\

After the cutscene, follow Adam's orders and make your way to the Main Sector.
You'll have to take the long (really, really long) way around since the south
path as been blocked off by shipping containers. Go north and Kick Climb up the
elevator shaft to a door, enter it. Forge ahead through the straight forward
path, and take the elevator to initiate a cutscene. Exit the elevator north to
enter a Navigation Booth. Save, then head north. Run to the end of the
containers on the right side, squeeze behind them, hugging the right wall to
get a Missile Tank [MT20]. Roll out and take the left passage way to a door.
Keep going west and you'll run into a pack of three Volfons. Eliminate them.
There are two large structures near the ceiling. Shinespark to the top of the
southern one (directly above the south-west corner) for a Missile Tank [MT21].
After you get it, Shinespark to the structure to the north and drop into the
Morph Ball slot and launch yourself upwards.

This area has several Snomers that can be a major annoyance, so either avoid
them, or kill them. Many of the panels here are electrified (when they glow
orange-yellow). Study the pattern of sparks, then cross over quickly to avoid
taking damage. On the left side of the first area is a hole connected to
another tunnel, drop into it. Roll through and jump out the other side.
Continue to the left, over the sparking panels and down another tunnel that
will put you next to another Morph Ball slot. Launch yourself again and make
your way through another set of tunnels. Make sure you stay alert when there's
a hole that you can drop through. One of them makes you fall all the way back
to the icy ground-level below, so avoid those (for both sections). When you
make it to the end, you will drop into a room with an Energy Tank [ET04].
There is a Beam Switch across the gap, but you can't hit it just yet. You will
be returning back here shortly, so remember the path you took to get here. Exit
to the south.

Slide down the hill while in first-person mode and fire Missiles at and ice
crystals that you might crash into to avoid taking damage (You can also just
jump over them). Run back through the door to the east and continue to the
right. You will be boxed in my glass walls with three Zebesians (equipped with
Wave Beams) firing lasers through the glass. Dodge their attacks until Adam
authorizes use of your own Wave Beam. Your blasts will now be able to go
through certain objects (like glass). Fire Charged Shots through the glass
while Sense Moving to defeat the Zebesians. Now that you have your new Wave
Beam, back track all the way to the small room that you obtained an Energy
Tank. (West, Shinespark, MB slot, tunnels, repeat). Assuming that you're back
in that room, run to the glass and fire a Charged Shot at the Beam Switch,
which will bring the lift down in another room. Leave the room.

When you start sliding down the hill, an avalanche forms behind you. Do NOT
slide into any objects on the way down or you will be killed for slowing down.
Once you slide off the ledge, keep holding Down on the D-pad. You will
Shinespark out of harms way back into the east door. Now, head through the
northern door (while preparing a Charged Shot to deal with the Joulions on the
other side). Since you activated the Beam Switch, the platforms in this room
have been rasied, allowing you to climb up the incline, unlike before. When you
reach a platform that's frozen, fire a Missile at it before jumping to it, or
you will slide down. The platform directly above you will fall when you try and
jump there. Fire a Charged Shot at it to freeze its support beams in place,
allowing you to continue. You will run into another frozen platform and the
second to last one will need a Charged Shot as well. When you reach the top,
two Kyratians come out to meet you. Your new Wave Beam will make quick work of
them (You can know hit them with beam attacks when they change colors). If you
don't feel like killin them, the door to the north isn't locked, so go through
it for a Navigation Booth. Save and exit to the north.

// ----- Materials Transfer Lift
// --------- [M06.05]
// ------------------------------------------------------------------------- \\

Run forward and activate the terminal on the lift to make it start-up. After
several seconds, three Super Zebesians drop down onto the lift, followed by
four more. Your Wave Beam will make quick work of them, only 2-3 Charged Shots
to take one down. Once they're dealt with, another adversary comes flying in.

// ----- MINI-BOSS BATTLE: [Rhedogian]
// ------- Difficulty: [Medium/Hard]
// ------- Weapons Used: [Power Beam, Missiles]

This enemy can be really difficult if you haven't totally mastered Sense Move
spamming, as it attacks quickly and very often. It can fire multiple Missiles,
grab Samus and throw her around, and fire a giant Zero Beam-esque laser. You
pretty much have to continuously Sense Move while hold down the '1' button. And
fire it when there's a break between its attacks. When it stands up and sucks
in a vacuum of air, hit it with a Missile to stun it, during which you can run
up and perform an Overblast to deal high damage. Keep Sense Moving and
blasting it with Charged Shots (or Missiles in order to stun it) until it flies
away.

// ------------------------------------------------------------------------- \\

Upon its farewell, the door unlocks. Proceed through and you wind up in a small
room with four tanks of liquid. Enter the Morph Ball tunnel located inside the
broken pipe neat the room's entrance. Drop a single bomb on the two glowing-red
spots inside to drain two of the tanks, respectively. When all four are empty,
exit the tunnel and move to the direct right side of the four tanks and turn
towards them. On the other side of all the tanks is a Beam Switch. Fire a
Charged Shot through all the tanks to hit the switch, which unlocks the Morph
Ball tunnel right above you. Jump into it and roll all the way back to the
Main Elevator, ride it back to the Main Sector. Then, take the lift that goes
down to Sector 3.

// ----- Sector 3 [Revisited]
// --------- [M07.00]
// ------------------------------------------------------------------------- \\

Step off the elevator and head to the left, through the door, and down a small
hallway with Sovas. Make your way back up the Crater Interior until you reach a
Morph Ball slot in a small alcove on the northern wall. Launch up back into the
small room with the terminal you used to drain the small lava pool in the
middle. Exit to the south into a Navigation Booth, save, then continue south.

You will once again find yourself on the long bridge in front of the volcano.
There are now several gaps in the bridge that you must jump over. When you
reach a large gap, you have to Shinespark over, so back up as far as you can
and run straight down and cross the gap. Proceed south until you reach the
"Floor Observation Room".

Once you enter, an Asborean ambushes you. With all your new upgraded beams, you
should make quick work of it. After it falls, activate the terminal at the
north part of the room, on top of the small set of stairs. This unlocks the
door to the right of the Main Elevator that was locked previously. Back track
to the Main Elevator and go through the newly opened door on the right side.

Continue through the hallways, eliminating the Sovas and Heat Bulls until you
enter a large room for a cutscene. Quickly run forward near the center of the
lava pool until you trigger another small cutscene. Back up a few steps and
quickly look up at the Grapple Point. Adam authorizes the use of Samus' Grapple
Beam. Again, quickly look up at the Grapple Point, lock-on, then press the 'A'
button to swing up. To jump off, press the 'A' / '2' button with good timing.

// ----- MINI-BOSS BATTLE: [Rhedogian]
// ------- Difficulty: [Medium]
// ------- Weapons Used: [Power Beam, Missiles]

Jump off to the north to, once again, fight the Rhedogian from before. Its
attacks and patterns are no different from before, so use the same strategy.
Prepare a Charged Shot while dodging its claws. After he swipes at you twice,
unleash your Charged Shot. When it starts 'sucking in' for its large energy
blast, hit it with a Missile to send it staggering, and then finish the combo
with an Overblast or Lethal Strike. After enough pummeling, it flees into the
lava below.

// ------------------------------------------------------------------------- \\

With that battle over, enter the door nearby and continue until you reach a
Navigation Booth. Save your game, then keep on going through the other door.
On the other side is a Magdollite. You can kill it if you want (won't take long
with your current arsenal), or just use the Grapple Point above and swing over
it. Repeat the Grapple swing over a second lava pool and enter the door on the
left to enter the "Blast Furnace Observation Room".

// ----- Blast Furnace
// --------- [M07.01]
// ------------------------------------------------------------------------- \\

Once you enter, drop down the hatch on the left side of the room, follow the
path in the lower room until you reach a Grapple Point. Use it to reach the
small vent on the right wall. Roll into it and use the Morph Ball slot to
launch yourself around the large room. Once you have control again, roll along
the only path available and bomb each Grapple Point anchor to make them fall
down, creating a path below. Roll out the other end of the tunnel where you'll
drop into the small walled in room of the Observation Room. Use the terminal
near you to open two doors: the one directly on your left, and the circular
hatch in the small room below. Exit this small room and drop down the hole once
again, but instead of using the Grapple Point like before, head north down the
tunnel.

When you make it back into the large Blast Furnace room, look up and use the
Grapple Point closest to you. As you swing across, the giant fish-like creature
leaps out and attempts to eat Samus, who dodges at the last moment, and lands
on a small island below.

// ----- BOSS BATTLE: [Vorash]
// ------- Difficulty: [Medium]
// ------- Weapons Used: [Power Beam, Grapple Beam]

Vorash can be a fairly annoying enemy with lots of health and constant
movement. When it leaps out of the lava, blast its glowing underbelly with
Charged Shots to deal damage. When it pokes it head out and throws fire balls,
hit its head with beam blasts. If it opens its mouth and exposes the green
Grapple Point it ate earlier, enter first-person mode, lock-on, and press 'A'
to drag Vorash on land. Send a barrage of Charged Shots or normal beams into
its belly to deal high amounts of damage. Make sure you Sense Move away from
any attacks and repeat this process.

When Vorash has little to no health remaining, it will begin to hop up on the
left and right sides of the island and dash across. Sense Move while hugging
the edges closest to its side flippers to avoid taking damage. Prepare a
Charged Shot before it dives across the land at you, because once you Sense
Move over the flipper, you can send the blast into its exposed back-side before
it enters the lava again. Repeat all the tactics until Vorash is defeated.

// ------------------------------------------------------------------------- \\

The lava in the room drains when the battle ends, exposing a tunnel on the
side wall. Use the Grapple Point to the north and enter the new tunnel. Follow
the next few corridors until you reach a shaft. Kick Climb up to reach a
Navigation Booth. Save your game and you will get a message from Adam. He
orders you to go to the "Geothermal Electric Power Generator". Exit to the
north and swing across the gap (inhabited by a Sandfang) using the Grapple
Point and enter the far door to enter the "Environmental Test Floor".

// ----- Environmental Test Floor
// --------- [M07.02]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT22]
// ------------------------------------------------------------------------- \\


This room is a large, desert area with a tall crane to the north end. This
area is inhabited by Dessgeegas and Sandfangs (large sandworms). Don't go near
the small holes in the ground just yet (that's where the Sandfangs appear
from). Eliminate the Dessgeegas first, then slowly approach each hole (one
sandworm at a time) to make the Sandfangs pop out. Destroy them with Missiles
or Charged Shots. Once the room is cleared of all enemies, head towards the
crane. Move to the back (left side) of the crane and lock-on to the small
circular plate affixed to the end. Blast it with a few Missiles until the
front (Grapple Point) is pointed towards the left. Swing to the Grapple Point
and jump off to the platforms on the left side. Activate the hologram terminal
to reveal a new door to the north. Drop back down into the sand and fire
Missiles at the crane once again until it faces the new exit. Swing up and
over to reach the "Desert Refinery".

Run up the stairs, killing the Heal Bulls and Zebesians along the way, and
swing onto the upper level. Follow the walk way around until you reach the
large spinning cylinders. Kick Climb up the second cylinder and ride it until
you're close to the right ledge. Jump off and follow the path around to the
other side of the room. Kick Climb up to the highest section of this cylinder
and ride it to the center of the room. Jump onto the catwalk with the terminal
on it. Activate the terminal to unlock the door on the other side of the room.
Drop down and return to the first cylinder and Kick Climb all the way to the
top most section and jump to the center platform and enter the newly unlocked
door.

This area consists of a long, winding walkway with several FG-II Graham
robots. Destroy the robots on your way up until you reach the end. Back track
down the path until you have enough room to get a Speed Boost started. Run up
the middle of the path and Shinespark at the end to reach the ledge above.
Roll into the Morph Ball tunnel on the left. When you reach the split, head to
the right to get a Missile Tank [MT22]. Go back and then take the left path to
a Navigation Booth. Save your progress, then enter the other door to another
winding walkway upwards. Deal with the same robots from before until you reach
a large room.

// ----- BOSS BATTLE: [Rhedogian]
// ------- Difficulty: [Medium]
// ------- Weapons Used: [Power Beam, Missiles]

The Rhedogian has all the moves from your last encounter, plus a few additional
ones. He can fly into the air and dive down in an arch to try and ram Samus. It
can easily be dodged with a Sense Move. Use the same strategy of constantly
dodging until you have enough time to let loose a Charged Shot. When its
antennae are frozen and it starts charging its laser, quickly blast it with a
Missile, then run in and perform a Lethal Strike to blow off its antennae.
The Rhedogian then flies into the air and starts firing several Missiles at
you. Sense Move out of the way (or use the middle structure as a shield) and
continue blasting it with Charged Shots. When it barely has any health left and
there's a slight pause in its attacks, quickly fire a Missile at it to finish
it off.

// ------------------------------------------------------------------------- \\

Step onto the circular platform in the center and ride it to the lower level.
Run ahead and you'll find a Dragotex. With all your new weapons, it should fall
in no time. Continue going, using the Grapple Points to swing over. Go through
the door on the other side, then turn right. Drop down into the sand-filled
room when you reach it. Exit through the first door on your right. Kick Climb
up the shaft, pass through the corridor, then drop down the next shaft and roll
under the hatch on the right side half way down. Save at the Navigation Booth,
then head east.

Avoid, or kill, the Magdollites on your path until you reach an area in this
room with several smaller islands off to the north that you can reach from the
main path (should be able to see them the mini-map in the corner). Jump on them
and use the Grapple Points to reach a door on the far side of the room. Enter
the door and just run past all the Magdollites until you reach a Navigation
Booth. Save your game then exit north. When you enter the room, there's a
cutscene where you have to examine something. It should be pretty obvious what
you have to look at, so just carefully scan it for the right point. When that's
done, run through the door.

You'll enter a tunnel with several FG-II Graham robots creating laser-barriers
along the path. You can destroy them once you obtain the Plasma Beam, but for
now, either roll under the lasers (if there's room), or jump over them and
enter the door on the other end.

// ----- Geothermal Power Plant
// --------- [M07.03]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT23]
// ----- Energy Tanks: [ET05]
// ----- Energy Parts: [EP07]
// ----- Accel Charges: [AC04]
// ------------------------------------------------------------------------- \\

Run up the stairs and grab the Energy Tank [ET05] inbetween. Stand where the
Energy Tank was and face to the south. Look up and use the Grapple Point to
swing to a small alcove on the far wall for an Accel Charge [AC04]. Once that's
done, proceed through the door at the top of the stairs to enter the
"Geothermal Power Plant".

Witness a cutscene and when you must examine something in the room, look for
the faint glow of the door you came through and target it to continue.

// ----- BOSS BATTLE
// ------- Difficulty: [Medium/Hard]
// ------- Weapons Used: [Power Beam, Missiles]

Sense Move out of the way of the flames that shoot out from above until Adam
informs you to blow out the Eruption Port on the side of the room. You can't
be harmed while searching for it, so take your time to look for the metal plate
located on the wall. Once you lock-on, Adam authorizes use of Samus' Super
Missiles. While you're locked-on, hold down '1' to charge up your Missile like
a Charged Beam Shot to fire off a Super Missile. It consumes 5 Missiles in
order to deal five times as much damage.

Once lava fills the room allowing you to see, the real battle begins. Watch the
cutscene and at the end, Adam authorizes your Plasma Beam, your most powerful
Power Beam attachment. Sense Move away from all of its claw attacks while
charging your cannon and blast it when you have a shot. When it takes flight,
continue hitting it with Charged Shots (you may have to jump into the air to
get within range). Watch out for its fire ball, as it sends out a shockwave
across the ground. Jump over it to avoid taking damage.

The monster also uses its sharp tail to to slash or stab at Samus. Both moves
can be dodged using a Sense Move, so be sure to spam it when it starts
barraging you with attacks. When it starts flying directly above you, it will
most likely stab you multiple times with its tail from the air, so keep Sense
Moving in quick succession until it stops. If it manages to grab you and drag
you across the wall, hold down '1' to power up a Charge Shot, then when it
brings you back over the platform, blast it with the Charged Shot to shake
free.

It can also breathe fire from its mouth, so be sure to always keep your
distance and Sense Move out of the way if it gets too close. When the monster
drops its head and falls back, rush towards it and perform a Lethal Strike to
send it into a rage. When it seems to protect itself within a dark barrier,
wait for a pause in its attacks, back away from it, and fire off a Super
Missile to remove the barrier (You can harm it with Power Beam shots while in
that state). Make sure you leave enough space between because you must 'charge'
the Super Missile before it fires.

The battle is pretty straight forward from here on out. Dodge its attacks, fire
Charged Shots or Super Missiles (if you have the chance), jump over any fire
ball shockwaves, and use a S. Missile to take out its barrier. Rinse and repeat
until it falls.

// ------------------------------------------------------------------------- \\

Watch the cutscene after the battle ends, and then find the lone Grapple Point
in the room and swing out the hole in the wall. Drop down back into the room
where you found the Energy Tank and Accel Charge earlier and go to the bottom
of the stairs. Fire a Super Missile at the locked door and enter it. Slide down
the shaft. Near the bottom on the left wall is a Morph Ball tunnel. Roll into
it for a Missile Tank [MT23]. Kick Climb back up and find the Beam Switch on
the right wall. Blast it with a Charged Shot to open a hatch above. Follow that
path and use the Morph Ball slot launcher at the end. It brings up back to the
Main Elevator of Sector 3.

This is a bit of a detour to obtain an Energy Part. Pass by the elevator and
enter the eastern door. Continue through until you reach the large room with
the pit of lava and a Grapple Point hanging above it. Swing up to the upper
level and fire a Super Missile at the door on the left. Use the terminal inside
to open another door in this room. Use the two Grapple Points to swing over to
the new area that opened to find an Energy Part [EP07]. Back track to the
elevator and ride it back to the Main Sector, then take the elevator down to
Sector 1.

// ----- Sector 1 [Revisited]
// --------- [M08.00]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT24], [MT25]
// ----- Energy Parts: [EP08]
// ------------------------------------------------------------------------- \\

Exit the elevator and head through the door to the right and save your game at
the Navigation Booth. Trek ahead until you reach the round room where you
fought your first Ghalmanians. You are ambushed by two Mighty Griptians. They
are pretty much the same as the ordinary ones, but with a lot more health and
deal more damage. Sense Move away from all their attacks and blast them with
Charged Shots until they go down.

Proceed forward until you reach the large room with the giant tree trunk. You
have to make it to the far door in this room, but first, eliminate the handful
of Mighty Griptians and beging running up the circular path climbing up the
tree. Activate your Speed Boosters and keep going up until you reach the very
end of the path. Shinespark straight up to reach a small ledge for a Missile
Tank [MT24]. Drop down and go through the door at the lowest level. (You came
from the straight path, so look for the door with a curved path before it).

Continue ahead until you reach a large room with Grippers and Grapple Points.
Defeat the Grippers and use the Grapple Point to swing yourself to the upper
area. Before dropping down to the other side, look for a small Morph Ball
tunnel close to the right Grapple Point. Roll inside for a Missile Tank [MT25].
Drop down the other side, kill the Gripper, then head north to reach a
Navigation Booth. Save your game. Before heading north to the next room, stand
a little south of the northern door and run directly south. Speed Boost through
the doors (the second one might lag since there is a 'Now Loading' part). As
soon as you get back to the grassy room, Shinespark straight up and spam the
jump button while holding Up on the D-pad and you will land on a small platform
for an Energy Part [EP08]. Drop down then head north past the Navigation Booth.

When you reach a room with a re-tracted bridge, Samus activates her Space Jump
and Screw Attack abilities (second strongest in the game). Use the Space Jump
to get across the room. You can continuously stay in the air if you press the
Jump button with good timing (Do NOT spam it, that won't work). Use the
terminal on the opposite side to return the bridge back. Continue ahead until
you reach an elevator. Ride it to the "Bioweapons Research Center".

Exit the lift and enter the Navigation Booth. Same your game, and go through
the other door. When you reach a large computer room, walk near the computer to
initiate a cutscene. You must now head to the mysterious "Sector 0".

// ----- Sector 1 [Revisited 2]
// --------- [M08.01]
// ------------------------------------------------------------------------- \\

Exit the elevator and back track to the Navigation Booth. Take the south exit
to meet some Super Ki-hunters. They aren't much of a threat, so quickly
eliminate them. Use the Grapple Point to get past the next room. Continue until
you get to the large tree trunk and circle around to the other side and through
the other door on the lowest level. When you reach the room where you fought
the Mighty Griptians, a Rhedogian is waiting for you. It uses the same attacks
as the previous one, but now that you have the Screw Attack, it should pose a
very little threat to you. When it goes down, pick up the small sphere it drops
for the Seeker Missile upgrade, allowing you to target many enemies at once.
Continue to the Main Elevator, ride it to the Main Sector, then to Sector 2.

// ----- Sector 2 [Revisited]
// --------- [M09.00]
// ------------------------------------------------------------------------- \\
// ------ Missile Tanks: [MT26], [MT27], [MT28], [MT29]
// ------------------------------------------------------------------------- \\

Step off the elevator and go through the right door. There is a Barisute in
this hall (a stronger version of the Dessgeegas). Kill it like you would any
other monster, then look on the right wall of the hall. There should be a small
Super Missile door. Blast it to open a Morph Ball tunnel containing a Missile
Tank [MT26]. Exit the tunnel and head north. Keep going until you reach the
raised cliff in the center of this passage way (where you crashed through the
ice walls to get an E-Recovery Tank). Instead of dropping off the other side,
head south and slide down the incline. Go until you reach the drained "Water
Tank". Drop down and fight the two Kyratians, then exit through the upper left
door.

Drop down the ledges on the left until you reach the large collapsed ice
pillar. Jump on it, then head through the west door. As soon as you enter a
Gigafraug is waiting. Perform a single Screw Attack right next to it to kill it
in a single hit. Before leaving the room, go to the very south end of the room
and line up with the center line. Run north until you reach the small indent
in the floor and Shinespark straight up to reach a pipe. Roll forward to get a
Missile Tank [MT27]. Don't drop back to the floor just yet. Jump over the hole
you Shinesparked through and roll all the way to the south end of the pipe for
another Missile Tank [MT28]. Drop back down to the floor and head south. Keep
going until you reach a room with a few Barisutes. Defeat them, then head to
the left end of the room. Jump up to the passage way to the north and use a
Seeker Missile on the door to unlock it.

// ----- Gravity Chamber
// --------- [M09.01]
// ------------------------------------------------------------------------- \\
// ------ Missile Tanks: [MT29]
// ------------------------------------------------------------------------- \\

Make a left at the end of the hall, where you will hear a loud roar and the
gravity in the room goes hay-wire. It's a little strange playing upside down,
but let's continue. Jump 'down' the ledges on the right until you reach the
lowest one. Turn to the left and Space Jump to the left across the large gap.
Kick Climb 'down' the wall and jump over the fence. Make your way to the left
and Kick Climb from the left wall to the platform on the right. From there,
hold diagonal Up-Left and jump to the small Morph Ball tunnel to get a Missile
Tank [MT 29] (it may take a few tries). Roll out, then continue up the
platforms.

Proceed through the next few rooms with Barisutes, until you reach an area
where the pull of gravity reverses, pulling you to the ground. The gravity is
so great, that your speed slows down and you can barely jump. Run (jog) ahead,
killing the FG-II Grahams, FG-1000s, and Cyclaws (stronger versions of the
Skree-divebombers) along the path. Keep going, past the Kyratians until you
reach a Grapple Point. Use it to get to the shaft and Kick Climb up to the
upper level. Space Jump across the large gap, then use the Grapple Point to
swing to the next area above you. Continue forward until you reach a Navigation
Booth. Save your game then head through the opposite door. Use the Grapple
Points located around the perimeter of the room to get to the highest level.
Move towards the door to enter a boss battle.

// ----- BOSS BATTLE [Nightmare]
// ------- Difficulty: [Medium/Hard]
// ------- Weapons Used: [Power Beam, Missiles]

Nightmare is a gravity-controlling creature that can fire massive energy balls,
change the rooms gravity, and fire multiple lasers in a sweeping motion. You
must fire Charged Shots at its tail in order to freeze it, turning the gravity
back to normal momentarilly. Charge up a shot while Sense Moving away from its
gravity balls. When you land, let loose a Charged Shot to hit its tail. If it
sweeps around the room with lasers, Space Jump when it's about to hit you to
avoid it (spam the Jump button).

Once you manage to freeze its tail, Nightmare will be more vulnerable to more
powerful attacks. When you have the chance, lock-on to it and pummel it with
as many Super Missiles as possible to deal heavy amounts of damage. If
Nightmare jumps onto the walk way, jump off of it and Space Jump back on to
avoid it. Then blast it with a Super Missile. Repeat this process until it
falls.

// ------------------------------------------------------------------------- \\

Go back to the room's top-most walk way and exit through the door. Follow the
corridor to enter "Sector 0".

// ----- Sector 0
// --------- [M09.02]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT30]
// ----- E-Recovery Tanks: [ER02]
// ------------------------------------------------------------------------- \\

Go through the door and enter the Navigation Booth and save your game. Continue
ahead for a cutscene. Look around the room for the obvious floating Metroid.
Watch the following cutscenes, then start back tracking to Sector 2. As you're
running through the curved hall, it starts to collapse behind you. Just keep
running and Samus will activate her Gravity Suit, pulling her back down.
Ignore all the Super Zebesians along the path and sprint through the door on
the other end. Save your game at the Navigation Booth. Drop down to the bottom
of the room where you fought Nightmare. It turns out it wasn't down for good,
time for round two.

// ----- BOSS BATTLE [Nightmare]
// ------- Difficulty: [Medium]
// ------- Weapons Used: [Power Beam, Missiles]

Its main tactic is to fire off large gravity balls. Just dodge them and pummel
it with Charged Shots. After enough hits, it will fall to the floor. Keep
hitting its tail to freeze it. After its frozen, blast its face with Super
Missiles. If Nightmare creates a red-ish black 'Gravity Well' somewhere in the
room, try and stand directly opposite of it (so Nightmare is between you and
the well). The well will suck up any attacks you shoot, but if you position
yourself there, your blasts will still hit Nightmare. Keep it up until it goes
down.

// ------------------------------------------------------------------------- \\

Exit through the lower door and continue back through the gravity-effected
areas. When you reach the Grapple Point you used earlier, swing to the left
well and Kick Climb up to reach a Missile Tank [MT30]. Keep going until you
reach the corner where there was an E-Recovery Tank that was previously
unreachable. With the new Gravity Suit, you can jump up into the little alcove
and grab the E-Recovery Tank [ER02]. Back track all the way to the Main
Elevator, ride it to the Main Sector, then return to Sector 1.

// ----- Bioweapons Research Center
// --------- [M10.00]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT31]
// ------------------------------------------------------------------------- \\

Exit the elevator and head directly to the lift leading the the Bioweapons
Research Center. When you reach it, ride it then continue north to a Navigation
Booth. Exit to the north and destroy the FG-II Grahams and FG-1000s in the
hall until you reach the main computer room for a cutscene. After it ends,
examine the thing on the ground to continue.

Once you can move, back track south and go up the stairs on the left side and
enter the door. Grab the Missile Tank [MT31] and try and exit the room. You
are attacked by a dozen Super Zebesians. The battle can be a little tricky
because of the lack of dodging space and multiple laser blasts. Once you
eliminate them, exit south and jump down to the lower level. Head through the
door to the north and keep going until you reach an elevator. Ride it, then
step off. Head left, then north, then take the smaller set of stairs and
proceed through the door for a cutscene. When it ends, go north and follow the
only paths available to you. When you reach a locked door, blast the Beam
Switch above it to unlock it. This also makes rings of energy start flying out
of the walls. Avoid them and keep going. You'll run into two Seeker Missile
doors in the next couple halls. Quickly blow them open and continue until
you reach a Navigation Booth, then exit to the north.

Head up the stairs and through the door. WHen you enter the next room, the door
behind you locks. Run across the room to the north-east corner and look through
the small glass window in first-person mode. Lock-on to the only thing in the
room for a cutscene. A large hatch behind you opens slightly. Walk through it
once you gain control again for another cutscene and a boss battle.

// ----- BOSS BATTLE
// ------- Difficulty: [Medium/Hard]
// ------- Weapons Used: [Power Beam, Missiles, Grapple Beam, Power Bomb]

When the battle begins, she lunges at you, so quickly Sense Move out of the
way, and keep dodging her stomps. For the beginning of the fight, she won't
directly attack you (unless you get too close, so keep your distance). Focus
on the Metroids that she produces. Blast them with Charged Shots until every
single one is frozen, and then destroy as many as possible with your Seeker
Missiles. Make sure you Sense Move away from their mouths (they squeal right
before they attempt to eat you). You will have to Sense Move several times
until you have a clear shot to freeze them. If one does manage to grab you,
go into Morph Ball mode and drop bombs to shake it off.

Occasionally the boss will send out a shockwave that will break any frozen
Metroid free (make sure you jump over the wave). Continue the Metroid slaughter
until she decides to kill you herself. Crystals sprout on its head and neck.
She has an insanely powerful plasma breathe that will deplete two Energy Tanks
with a single blow, so avoid it at all costs by Space Jumping over it. (If you
do get hit, there is usually enough delay, as long as you're far enough away,
between her attacks to fully 'Concentrate' and replenish your energy). When
ever you have the chance, lock-on to the crystals on its neck and fire off
Seeker Missiles. Keep up the barrage until all of them are destroyed.

The battle isn't over yet. After the cutscene, blast her stomach with as many
Plasma Beam shots as you can until she gets up. When she starts preparing
another plasma breathe, fire your Grapple Beam into its mouth. You'll roll
into her stomach. Quickly press and hold the '1' button to charge up a Power
Bomb (which is now enabled) and let it loose once the meter reaches the end
to completely destroy her.

// ------------------------------------------------------------------------- \\

Go through the only path available to you until you enter a cutscene (a really,
really, REALLY long one). Once it ends, you enter the final mini-battle which
is entirely in first-person mode. The room is swarmed with a ton of
Desbrachians (the facilities "Super-soldiers"). You must use Missiles (any
kind) to keep them away from you. It can be really difficult to lock-on with a
Missile when it's right in front of you. Keep trying (you may die a few times)
until you eliminate enough of them until you have a clear view (and enough
time) to lock-on to the person standing on the far side of the room to end the
battle.

Watch the final cutscene and enjoy reading the credits! Congrats! The main
story line is over. Continue ahead for an encounter with an 'optional' final
boss.

// ----- The Final Chapter
// --------- [M11.00]
// ------------------------------------------------------------------------- \\
// ----- Missile Tanks: [MT32]
// ----- Energy Parts: [EP09], [EP10]
// ------------------------------------------------------------------------- \\

Run through the many rooms of the Main Sector until you come to a lock
elevator. On the right side of the room is a door with a large sphere-shaped
object on it. Drop a Power Bomb near it to awaken the dormant Desbrachian.
Try and keep your distance will blasting it with Charged Shots. It can move
extremely fast and deal high amounts of damage if you're not careful. Hit
it until it kneels down. Quickly run forward and perform a Lethal Strike to
finish it off. If you wait too long, it will turn into a glowing semi-circle
and recover its health, making you repeat the process again. Once it falls,
enter the door it was attached to and proceed into the "BOTTLE SHIP Residential
Area".

Take care of the Super Ki-hunters here, then run around the center tower until
you Speed Boost. Shinespark straight up and Space Jump onto the small, center
platform for a Energy Part [EP09]. Enter the hall on the other side of the room
and defeat the Cyclaws, then head for the Navigation Booth. Save your game,
then take the elevator to Sector 2.

Exit the elevator to find another dormant Desbrachian. Do the same as the one
before to open the door to the east. Enter the door, then immediately left to
re-enter the room where you previously fought Nightmare. Drop down to the
bottom floor and exit the room. Save your game at the Navigation Booth, then
make your way back through the gravity-effected area until you return to the
large room containing a few fans. Head right and exit the room. Go through
the curved path way to enter another fan-filled room. Along the left wall is
another dormant Desbrachian. Defeat this one in the same manner and enter the
room is was guarding for an Energy Part [EP10]. Go to the far end and take the
door to your right. Make you way back to the Main Elevator and ride it back to
the Main Sector.

Exit the elevator and start treking towards the Docking Bay (where Samus' ship
is). On your way, you will see another dormant Desbrachian on the right wall.
Defeat this one as well and go east through the door it as blocking. Continue
ahead and ride the elevator to the next level. Exit and turn left down the
hall. Each section of this long, curved hallway has a batch of enemies you must
defeat. They are all enemies you have fought before, so I will just list them
out in order.

1) Mighty Griptians
2) Ghalmanians
3) Asboreans / Zebesians
4) Kyratians / Super Ki-hunters / Zebesians
5) Rhedogians

Defeat them all using every weapon at your disposal. When you reach the end,
enter the Navigation Booth and save your game, then enter the "Control Bridge".

// ----- BOSS BATTLE
// ------- Difficulty: [Hard]
// ------- Weapons Used: [Power Beam, Missiles, Grapple Beam]

Sense Move out of the way of its projectiles and Rage Hands. Dodge them while
powering up a Charged Shot and fire it at the bosses large eye between leaps.
When it tries to smack you with its tentacle, leap out of the way and
immediately fire a Super Missile at it. When it creates a well of energy, stay
far away to avoid taking damage. Keep up the barrage of Charged Shots and
Super Missiles until it falls to the floor. Quickly run up and perform a Lethal
Strike to finish it off.

// ------------------------------------------------------------------------- \\

Use your Grapple Beam and swing out of the room into the next area. Enter the
elevator at the end of the hall and ride it down. As it's going down, it gets
stuck. Enter Morph Ball mode and drop a Power Bomb and drop to the bottom of
the shaft. At the bottom, go behind the elevator and jump into the Morph Ball
tunnel. Roll into it, blow up the grate, then grab the Missile Tank [MT32].
Roll out and enter the door. Once Samus obtains the 'item', the BOTTLE SHIP
starts to self-destruct, giving you five minutes to escape.

Exit through the door on the right and jump out the glass window. Run at full
speed back to the Docking Bay and don't stop for any reason. Press the Jump
button to slide under any obstacles in your way. Whenever you reach a gate, hit
it with a Charged Shot to lift it, then keep on running. Sprint to your ship
to end the final mission.

===============================================================================
===============================================================================
== ----- END OF WALKTHROUGH ------------------------------------------------ ==
===============================================================================
===============================================================================

// ----- Item Locations
// --------- [M12.00]
// ------------------------------------------------------------------------- \\

This section will list every power-up located in the game, sorted by type, then
by Sector. If you feel that a description isn't detailed enough, send me an
e-mail and I will try and elaborate.

CURRENTLY BEING WORKED ON. [0% Complete]

// ----- Missile Tanks
// --------- [M12.01]
// ------------------------------------------------------------------------- \\

MAIN SECTOR

SECTOR 1

SECTOR 2

SECTOR 3

BIOWEAPONS RESEARCH CENTER

// ----- Energy Tanks
// --------- [M12.02]
// ------------------------------------------------------------------------- \\

MAIN SECTOR

SECTOR 1

SECTOR 2

SECTOR 3

BIOWEAPONS RESEARCH CENTER

// ----- Energy Parts
// --------- [M12.03]
// ------------------------------------------------------------------------- \\

MAIN SECTOR

SECTOR 1

SECTOR 2

SECTOR 3

BIOWEAPONS RESEARCH CENTER

// ----- Accel Charges
// --------- [M12.04]
// ------------------------------------------------------------------------- \\

MAIN SECTOR

SECTOR 1

SECTOR 2

SECTOR 3

BIOWEAPONS RESEARCH CENTER

// ----- E-Recovery Tanks
// --------- [M12.05]
// ------------------------------------------------------------------------- \\

MAIN SECTOR

SECTOR 1

SECTOR 2

SECTOR 3

BIOWEAPONS RESEARCH CENTER

// ----- Credits & Legal Info
// --------- [M?.00]
// ------------------------------------------------------------------------- \\

The information located in this document are copyrighted to me, Steven Neiw
(Kosami).

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

Copyright 2010 Steven Neiw

Only the following sites have permission to use this guide:
- http://gamefaqs.com

===============================================================================

This walkthrough is completely original with some information from:

http://metroid.wikia.com
[Prima Games] Metroid: Other M - Game Guide [Premiere Edition]

// ----- Contact Info
// --------- [M?.01]
// ------------------------------------------------------------------------- \\

E-mail: Truthfully@Innocent.com

Feel free to e-mail me with any information or corrections regarding this
guide and I will update it accordingly.

// ------------------------------------------------------------------------- \\