****************************************************************************** _________ _ ,-´\_______ `-,-´/ _____ _____ __________ ___,´___;\ _____`;´ ,`. ______ ______ ________ `. `. ,´ .´ `. ____ || __ __ |\ __ `.´ \´ __ `. `. .´ `. _ `. | . ` . | | |____`''´/ | | `'| | ) | | / \ | | | | | \ | | |`. ,´| | | ____| | | |,-´¯| |,´ ,| | | | | | | | | | | | | ` | | | | | | |`-. | |`. `| | | | | | | | | | | | | | | | '----´| \ | |_,´ | |,´`. `.\ `--´ / | | | '-´ / ´----` ´----` ´---------' ´.--;´ _;---` ´-,---``------´ ´----` ´-------´ _}´ _,-´\____,\´ ,´ /_,-´-._________\-´ ______ _ _ ___ ___ / __ \ __| |__ | | ____ _ __ | \ / | | | | ||__ __|| |____ / __ \ | /__| | | \/ | | | | | | | | | __ \| ___|| | | |\ /| | | |__| | | |_ | | | || |___ | | | | \ / | | \______/ |___| |_| |_| \____/ |_| |_| \/ |_| Title Art by: bananagirl and CyricZ ****************************************************************************** A FAQ/Walkthrough by CyricZ Version 1.0 E-mail: firstname.lastname@example.org ****************************************************************************** Table of Contents 1. Introduction 2. FAQ 3. Basics 3A. Controls 3B. Menus/Displays 4. The World of Samus 4A. Basic Moves 4B. Special Moves 4C. Beams 4D. Missile Systems 4E. Morph Ball Systems 4F. Suit Upgrades 4G. Misc. Systems 4H. Collectibles 5. Walkthrough 5A. Part 1 - "Baby's Cry" 5B. Part 2 - Feral Wildlife 5C. Part 3 - Perilous Research 5D. Part 4 - Beating the Heat 5E. Part 5 - Survivors 5F. Part 6 - Out of the Frying Pan 5G. Part 7 - Vendetta 5H. Part 8 - Objections 5I. Finale - Mothers 5J. Epilogue - Ghosts 6. Collectibles 6A. Missile Tanks - Main Sector 6B. Missile Tanks - Sector 1 6C. Missile Tanks - Sector 2 6D. Missile Tanks - Sector 3 6E. Missile Tanks - Other 6F. Energy Tanks 6G. Energy Parts 6H. E-Recovery Tanks 6I. Accel Charges 7. Enemy Database 7A. Crawlers 7B. Fliers 7C. Stationary 7D. Predators 8. Extras 8A. Examine Search Answers 8B. Unlocks 9. Standard Guide Stuff 9A. Legal 9B. E-mail Guidelines 9C. Credits 9D. Version Updates 9E. The Final Word ****************************************************************************** 1. INTRODUCTION ****************************************************************************** Hello, and welcome to my FAQ/Walkthrough of Nintendo's 2010 foray into the Metroid series, Metroid: Other M! Designed by Metroid co-creator Yoshio Sakamoto with programming supplement from members of Tecmo's Team Ninja, this adventure puts Samus in a Federation ship overrun with Metroid's standard of vicious beasts and machinery gone haywire. In this guide, you'll find a walkthrough for completing the game's events, as well as lists for finding all the hidden pickups, and strategies for dealing with enemies. Please enjoy. ****************************************************************************** 2. FAQ ****************************************************************************** Q: What is Metroid: Other M? A: This game is the 2010 edition of the vaunted Metroid series, starring female bounty hunter and space warrior Samus Aran. Q: Where does this take place in the Metroid timeline? A: This game takes place between Super Metroid and Metroid Fusion. Here is the timeline, for those interested: - Metroid (NES) or Metroid: Zero Mission (GBA) - Metroid Prime (GCN) - Metroid Prime: Hunters (DS) - Metroid Prime 2: Echoes (GCN) - Metroid Prime 3: Corruption (Wii) - Metroid II: Return of Samus (GB) - Super Metroid (Metroid 3) (SNES) - Metroid: Other M (Wii) - Metroid Fusion (Metroid 4) (GBA) Q: Was this game developed by Team Ninja, the same guys who did Ninja Gaiden and Dead Or Alive? A: From an art and programming aspect, yes. Credit for the main design and story can be lain at the feet of Metroid co-creator Yoshio Sakamoto, for better or worse. Q: What has been changed in this game? A: The game is largely controlled from a third-person perspective, in a 3D variation on the classic Metroid 2D style. A feature exists so the player can switch to a first-person view for precision firing and exploring, although the player is largely unable to move in this situation. More will be explained in the Basics section about the control scheme. Q: Does Samus really talk in this game? A: She does indeed. Again, this is for better or worse. Q: I'm stuck in a first-person mode! What does the game want me to do? A: I call these "Examine Search". The game wants you to look at a particular object in the environment and focus on it for a couple of seconds to move the story forward. The problem is that your aiming crosshair doesn't gravitate towards this hot-spot, and needing to stare at it for a moment means random searching is difficult. I provide a list of Examine Search moments late in the guide if you're stuck on any one in particular. ****************************************************************************** 3. BASICS ****************************************************************************** ============== 3A. Controls = ============== It's important to note that there are two separate control schemes for Samus. The first is Normal View, which requires you to hold the Wii Remote horizontally and is used for basic movement. The second is Search View, which requires you to point the Wii Remote at your TV and allows you to look through Samus' perspective. Normal View - Control Pad - Move Samus in any direction relative to the camera 1 Button - Fire your weapon 2 Button - Jump A Button - Activate Morph Ball + Button - Access Pause Screen/Map Search View - Pointer - Move the crosshairs A Button - Fire your weapon B Button - Hold and you will adjust your view in the direction you point the crosshair. If your crosshair passes over a target of interest while holding B, you will focus on that target. + Button - Access Pause Screen/Map More detailed descriptions on specific actions can be found in Section 4. ==================== 3B. Menus/Displays = ==================== Main Menu - When you first begin the game, you'll automatically be put into a New Game. You'll be given the options of what language you'd like the game to be in (English, French, Spanish), and whether or not to have subtitles turned on. After you establish your game and save file, starting the game up again will take you to the Save Files screen. From there you can choose your file, copy/delete current ones, and access the same two Options as before. Main Display - The majority of the HUD that exists in this game is at the top of the screen. - The upper left corner has your Energy Meter. As you collect Energy Tanks, they will be represented by squares beneath the current energy. Each Tank corresponds to 100 Energy Units. If you're at a critically low level of energy, this will turn red. - The Charge Meter is directly below the energy meter. This fills with color as you charge up your beam, illustrating how charged you are. Also, when you release a Power Bomb, this area will be completely red, then will gradually decrease. When it is fully empty, you can use a Power Bomb again. - The Missile Stock is to the right of the Energy Meter, and it monitors your current and maximum number of Missiles. - The upper-right corner houses your Radar. This gives you an outline of the area you're currently standing in (which is more detailed than what is presented on the Map Screen). Doors to exit the area will appear on the periphery as colored lines, green for unlocked doors and red for locked. If there are threats in the room, you will see flashing red bars on the edge of the radar. If there is a visible collectible in this room, you'll see a blue circle pointing to its general location. Note that this will not always appear, especially if the item is well-hidden. Pause Menu - The Pause Menu begins by bringing up the Map Screen, which I'll describe shortly. Pressing 1 while on the Map Screen will bring up three tabs: Status, Characters, and Story. Status lets you see Samus' currently equipped items, as well as the number of collectibles she has. Characters gives you quick bios on any you have met in the game. Story gives you a quick update on what has happened so far in the game. Map Screen - The Map is a non-rotatable perspective on your current sector. It gives you the general shape of major rooms, but specific details are better seen in the in-game radar. There are a few icons that pop up that you might be interested in: - Yellow Square: Your current objective. Oftentimes, this will be a Nav Room that will fill in your map with what lies ahead. - Green "N": A Navigation Room, where Samus can restore her levels and save her game. - Yellow Double Arrow: This refers to an elevator. Elevators may be labeled with their destination if it's another sector. Otherwise, it's simply an elevator in the same sector. - Blue Circle: A collectible item. There are times where these appear on your map upon you clearing the area of enemies. This does not always appear, however, so exploration is still encouraged. ****************************************************************************** 4. THE WORLD OF SAMUS ****************************************************************************** The Bottle Ship is a dangerous place. Since it fell into ruin, it has been overrun with a host of creatures, many familiar to Samus and her trips on Zebes. Samus will have to use several classic and many new abilities to stay in one piece while untangling the mysteries. ================= 4A. Basic Moves = ================= Basic Movement: - While in Normal View, press the Control Pad to run in the desired direction relevant to the camera view. - Samus will automatically climb over small obstacles in her path. - Samus will not automatically run off ledges if it leads to a significant drop. Jumping: - While in Normal View, press 2 to leap into the air. - If not moving the Control Pad when you push 2, Samus will jump straight up. - If moving the Control Pad, Samus will perform a "spin jump". - During either kind of jump, pressing the Control Pad while in the air will adjust Samus' movement somewhat. Weapon Firing: - While in Normal View, press 1 to fire your weapon. While in Search View, press A to fire. - In Normal View, you will fire your shot in front of you. If there is an enemy in front of you, Samus will generally automatically attempt to aim for it. - In Search View, you will only fire straight at where the crosshair is pointing. - More information on weapons fire can be found in the Beams and Missiles sections. Targeting/Locking On: - While in Search View, hold B and you will be able to move your viewpoint around by moving the crosshair using the Wii Remote pointer. - While holding B, if you pass your crosshair over a target, you will lock on to that target. - Targets can be enemies, objects that can be destroyed with a certain weapon, collectibles, or points of interest. - There are points in the game where you will be forced into Search View and required to point out something peculiar in the environment. Power Grip: - When jumping towards a ledge, it is sometimes possible for Samus to grab onto it with her free hand. This happens automatically. - In addition to the ledge of a platform, several shafts have ledges along their length, marked by stripes. - You cannot move while hanging from the ledge, but you can switch to Search View at any time to fire behind you. - Press 2 while on the ledge to disengage and jump. If you hold in the direction away from the ledge, you will kick off the wall as you jump. - If hanging from a vent, or any area where the clearance is small, pressing 2 will cause Samus to roll into it as a Morph Ball. Concentration: - Hold the Wii Remote vertically and Samus will raise her weapon arm. Hold down the A button and Samus will concentrate. - This is a means for Samus to replenish energy and missiles while in the field. - Missiles can be restored to their maximum at any time. - Energy can ONLY be restored when Samus is in "emergency" health status. The energy bar will turn red when this is in effect. The amount of energy Samus will restore is dependent on how many E-Recovery Tanks you have. - Aside from Navigation Stations, there are no other means of restoring energy or missiles. Enemies will NOT drop free-floating powerups to restore these reserves. =================== 4B. Special Moves = =================== Kick Climb: - Also known as a "wall jump", this is a means for Samus to ascend somewhat small vertical shafts. - Spin jump towards a wall and push towards it to stick to it. You'll begin to slide down. - Press the 2 button and you'll kick off the wall in the opposite direction. - Not all walls can be climbed in this manner, but most small shafts can. - Practice is key for mastering this. If you find yourself having trouble, take the jumps more slowly, and make sure you stick to the wall before trying to make the next jump. Sense Move: - Also known as a "dodge" move, this is a new technique that allows Samus to avoid incoming damage. - When an enemy attempts either a melee or a ranged attack, quickly tap the Control Pad in any direction and you will perform a quick dodge in that direction. - This move can also be used in Search View, and is activated by moving the Wii Remote pointer off the screen. - This move is essential to master for survival, so get familiar with it quickly. - If you are holding the 1 button down (charging) while you perform a Sense Move, then you will come out of the Sense Move with an automatically charged weapon. Overblast: - This is a devastating manuever that allows Samus to deliver a charged blast on an enemy from above. - Jump onto the desired enemy and you will begin charging your weapon. Press the 1 button to fire. - This is mainly done on large or "fighter" types of enemies. The small fliers or crawlers usually move too fast or cannot support Samus' weight. - If you take too long to charge or fire your weapon, the enemy may throw you off and you may take damage. - Experiment when this is a good tactic. Some enemies are too skilled to be caught by this move. Others may need to be disabled for a moment before it will be effective. Lethal Strike: - This maneuver allows Samus to take a stunned enemy and finish it off with a charged blast. - If an enemy is noticeably prone on the ground or otherwise stunned, hold down the 1 button to charge and move into the enemy using the Control Pad. Release the charge to blast your foe. - This move is almost always an instant kill, but not all foes will give you the opportunity to use it. =========== 4C. Beams = =========== Power Beam/Charge Beam: - Samus begins her mission with these beams available to her. - The Power Beam is a simple straight shot of energy. - The Charge Beam is a function where Samus can increase the power of her beam several-fold. Hold down the 1 button in Normal View or the A button in Search View to charge, and release the button to fire. - You must charge the beam completely to fire a charged shot, otherwise you will fire a normal shot upon release. - Collect Accel Charges to decrease the amount of time required to fully charge. Also, performing a Sense Move while holding down the fire button will automatically charge the beam completely. Diffusion Beam: - Samus will find this weapon after defeating the FG-1000s in Sector 1. - With this module, when Samus fires a fully charged shot, the shot will spread out on impact, causing splash damage to the surrounding area. - Samus can use this to quickly cause damage to multiple enemies grouped together. Ice Beam: - Samus will activate this weapon while fighting Zebesians in Sector 3. - This beam fires a super-cooled blast that causes more damage than the straight Power Beam. - Several enemies can be frozen in some manner with this beam. Some will be completely frozen. Others may only have certain parts frozen (like the arms in the case of Zebesians). In some cases you may need to charge the beam for it to have the proper effect. Wave Beam: - Samus will activate this weapon while fighting Super Zebesians in Sector 2 not long after battling the Ferrocrusher. - This beam fires a purple undulating shot that causes more damage than the previous Ice Beam. - Also, this beam can travel through glass windows, which can be used to hit enemies or beam switches on the other side of them. - Just as an aside, the Ice Beam will still be in effect with this active, so you haven't lost the ability to freeze enemies with enough firepower applied. Grapple Beam: - Samus will activate this beam during her second trip to Sector 3 once she notices Anthony in trouble. - This tether-like beam can be fired at Grapple Points, which look like floating circular machines that are lit red when you're out of range, and green when you're in range. - Target the Grapple Point using Search View, then press A to attach to it. - While tethered, press A or 2 to leap off the Point. Time your leap so you either jump forward or backward. - Grapple Points will only allow to swing back and forth in one line; you cannot adjust the direction of your swing. Plasma Beam: - Samus will fire up her strongest beam during that big fight at the very end of Sector 3. - This beam fires a very quick green sparky shot that causes considerably more damage than the previous Wave Beam. - The beam can also travel through enemies that it destroys. - Enemies that were a problem earlier in the game will suddenly become a lot more trivial with this puppy in town. ===================== 4D. Missile Systems = ===================== Normal Missile: - Adam will authorize the use of the Normal Missile during the battle with the Brug Mass. - A Missile can only be fired from Search View. Pass your crosshair over an enemy or an object that requires a Missile to destroy and you will lock on to it. Press A to fire the Missile. - Missiles cause ballistic damage which can be very damaging to some foes and can destroy certain barriers. - You begin with a stock of ten Missiles. Collecting Missile Tanks will increase this stock by one, up to a maximum of 80. - Missiles can be replenished at any time by performing Concentration for a few moments. Super Missile: - Samus will activate this just before the big fight at the very end of Sector 3. - While in Search View, charge up your beam, select a legitimate target while holding B, and release the A button to fire a very powerful missile. - Using this consumes five Missiles. - This is probably Samus' most singularly damaging attack, particularly against enemies immune to the Screw Attack. - Certain gray plates with red and blue circles on them can only be destroyed with Super Missiles. Seeker Missile: - Samus will find this weapon in Sector 1 late in the game after fighting a particularly persistent enemy. - While in Search View, charge up a Super Missile on a target as normal. If there are any other targets in your view, they will also be selected once the charge-up is complete. Release to unleash death. - Using this consumes the same five Missiles a Super Missile uses, regardless of all that extra stuff flying around. - The effectiveness of this technique is debatable, except for specifically tailored situations. It is, after all, difficult to get every enemy in the room in one consolidated group to blow away. ======================== 4E. Morph Ball Systems = ======================== Morph Ball: - Samus begins her mission with this iconic module. - Press A while in Normal View and Samus will roll into a ball about one meter in diameter. - Move in this form using the Control Pad and jump using the 2 button. - In this form, Samus can roll into small passages and under low ceilings. Normal Bomb: - Adam will authorize the use of Normal Bombs following the fight with the Brug Mass. - While in Morph Ball form, press the 1 button to lay a Bomb. - Bombs are small packets of explosive energy. They can be used to damage enemies or destroy certain barriers. - Samus can lay three Bombs at any one time. A small delay is needed to replenish more Bombs. - If Samus charges her beam and then enters Morph Ball mode, she will drop a cluster of Bombs on her location. - A Bomb can also lift Samus in the air. While Bomb Jumps are not all that necessary in this game, there are some instances where they could prove useful. Power Bomb: - Samus will allow herself to use these only at the endgame sequence, and in the epilogue thereafter. - While in Morph Ball form, charge up with the 1 button and release to drop a very nasty bomb explosion. - After laying a Power Bomb, you will face a down time of roughly twenty seconds before you can use it again. - Power Bombs can roast most enemies caught in their blast. There are a few that are immune or do no worse than take a bit of damage. - The main use for these is in the epilogue, where you find dormant Desbrachians lodged into the wall. They look like black spheres until you wake them up with a Power Bomb. After you defeat the Desbrachian, you can access the door behind them. =================== 4F. Suit Upgrades = =================== Power Suit: - Samus begins her mission with her basic suit. It's yellow in color and offers no special protection apart from the basic elements and the vacuum of space. Varia Feature: - Samus activates this feature on her suit just before fighting the Goyagma in Sector 3. Her suit will adopt a predominantly orange color at this point. - This prevents Samus from taking damage in heated areas and reduces the speed energy falls when she touches magma. - The feature also reduces the general damage taken from enemies. Gravity Feature: - Samus activates this feature on her suit late in the game in a hidden sector following an encounter with vacuum. - The main feature of this suit is to always keep Samus firmly planted on the ground regardless of whether she's in water or in an area with messed- up gravity. - The feature also further reduces the general damage taken from enemies, and further slows damage taken from touching magma. =================== 4G. Misc. Systems = =================== Speed Booster: - Samus activates this system once she finishes exploring the southeeastern portion of Sector 2. - This system allows Samus to run at great speeds with enough of a running start. To use it, simply run in any one direction for about five seconds. Samus will run at increased speed and generate a shockwave that will damage enemies she comes into contact with. - In addition, Samus can smash certain walls down while running, and can run up inclined slopes that would otherwise lead to her sliding down them if moving at normal speed. - You must maintain a single direction when running. Changing direction even slightly will cancel the Booster's buildup. Also, any obstructions in your path, even as small as a bump in the ground, can arrest your momentum. - That said, while you have to be holding the Control Pad in a particular direction at all times, it's possible for Samus to not always be *travelling* in one direction and still intiate this. For example, in certain circular rooms, the camera will stay at the perimeter focused on the center of the room, and you can run around the room itself holding to the left or right and still build up the proper momentum. Shinespark: - This function comes with the Speed Booster. - Once you initiate the Speed Booster, you may hold down the 2 Button at any time during your run to stop where you are and store the energy of your momentum. - Release the 2 Button and you will launch straight up in the air, about 100 scale feet. - Alternatively, if you push the Control Pad in any direction and hold it there and then release the 2 Button, you will launch in that direction. - This technique is perfect for reaching incredible heights and crossing large horizontal expanses. Space Jump: - Samus activates this function just before entering the Bioweapon Research Center. - This function allows Samus to jump again while in midair indefinitely. - Samus must be spin-jumping for this to work. - Samus gains a small bit of height from this, but unlike previous games, there is a rather low limit to how high she can go. This is mostly used for jumping over long horizontal gaps. Screw Attack: - This function comes with the Space Jump. - When Samus spin jumps, she will generate a whirling dervish of energy- powered death. - A vast majority of enemies caught in the Screw Attack will be instantly destroyed. Most others will be at least damaged. - This attack tends to trump many other strategies I've put forth in the game for defeating enemies, so don't feel like you have to e-mail me saying it's a better option. I feel that all goes without saying. ================== 4H. Collectibles = ================== Missile Tank: - Collecting this blue conical object will increase your missile stock by one. Yes, just one. - There are 70 of these in the game, giving you a maximum of 80 on top of the ten you begin with. Energy Tank: - Collecting this red cylinder will give you an extra "square" in energy, increasing it by 100. - There are five full Energy Tanks to be found in this game. Energy Part: - Collect four of these smaller pink cylinders and you will you have an extra "square" in energy, increasing it by 100. - The energy is only applied once you get the fourth part. One, two, or three on their own are effectively useless. - There are 16 Energy Parts in the game, which give you four Energy Tanks. Combined with the five Energy Tanks you can find will give you a total of nine extra tanks by the game's end. E-Recovery Tank: - This purple cone will extend your energy recovery. - For each one of these you find, you will be able to restore an extra Energy Tank worth of energy when you perform Concentration. - Also, each one of these you collect will increase the threshold of the "emergency mode", that allows you to restore energy by Concentration. - There are three of these to be found in the game. Accel Charge: - This yellow cylinder will reduce the amount of time it will take Samus to reach full charge when she uses her Charge Beam. - There are six of these in the game. ****************************************************************************** 5. WALKTHROUGH ****************************************************************************** Directions in this game will be a bit squirrelly. I'll be offering them based on your perspective from the camera for the most part as opposed to compass directions. While compass directions would work given that the map is in a fixed perspective, the constant camera angle changes will get you all turned around. Also, naming rooms is going to be a bit tough, because they don't have names like in the Prime series, and several rooms look similar to others. I'll try to provide compass direction in this case, such as "Southern Passage" and the like. There are some rooms that definitely have names, and I'll be using those, of course, and presenting them in ALL CAPS as they come up. Lastly, we will be picking up items as we go and most likely will not be wandering around backtracking for them until the end, so if you feel like you need to break away from my walkthrough to go collect some items, do so, but be wary that this game likes to seal off areas it doesn't want you to go to, especially in the first half of the game. In my opinion, this game doesn't get so hard that you absolutely need as many items as you can get. You'll find that employing proper use of Samus' skills will be more helpful than stocking up on ammunition and energy. So, okay. Enough logistics. Let's get started! =========================== 5A. Part 1 - "Baby's Cry" = =========================== Examination Room - Your tutorial with Samus will be in an exam room in a Federation Base. Follow the tech's instructions as you practice with your Charge Beam, Morph Ball, Bombs, Kick Climb, Weapon Fire, Sense Move, Concentration, Search View, Missile Launching, Lethal Strike, and Power Bomb. From here, you will watch some more cutscenes, and then enter your mission, proper. --- == Main Sector == Main Hangar - As you enter, you'll begin your first EXAMINE SEARCH, where you will be locked into Search View until you find a particular point of interest. In this case, focus on the Federation Emblem on the side of the ship in front of you. Once you regain control, head to the right. Hangar Access - Run to the end of the corridor and you'll trigger a cutscene. Demonstrate your abilities to your friends by locking on to the blast door and firing a Missile to open it. Follow the team through the door. Hangar Shaft - As you enter this room, you'll be assaulted by a Reo and knocked off the ledge you're on. You'll face a large swarm of them, but don't panic. Despite their numbers, Reos are weak and slow to act, and normal shots are more than enough to destroy them. Once the room is clear, head over to the right and note the green light on the grating. Target this using Search View and fire several beams (or one charged beam) at it and you will partially open the grating. Roll under it using the Morph Ball, then hop up the series of ledges to the point where you were before. Blast the Geemers crawling around, and continue climbing. You'll have to deal with another swarm of Reos before you reach the door at the top. Note the blue circle on your map. This means there's an item to be found here. Unfortunately, you cannot access it, yet, so continue on. Checkpoint Access - This corridor is populated with Skrees, ceiling-dwelling pests that divebomb you. You can either dodge and blast them or simply run past them at top speed and to the next area. Checkpoint Room - A small bunch of Reos will swarm out the left-hand door. As a curiosity, you can go through that door to find something I'll bet you never expected to find in a Metroid game: a restroom. Samus, of course, can only enter the ladies' room, and there's nothing inside, but it's an interesting bit of color. In the main room, head up the stairs and stand in front of the red terminal to activate it, which will open the door. Checkpoint Shaft - Kick Climb up the broken elevator shaft to the upper area. Electrical Access - The door will lock behind you. Blast the Geemers in this room, then head through the only unlocked door. You can't do anything about that item in the shaft above at the moment. South Bridge - Blast the Geemers that crawl towards you and head through the door at the far end. South Lift - With the power down, you can't use the lift in the middle of the room, so climb up the ledges to the top, then head around to the left door. Main Sector Nav Booth 1 - Use this to save your game and restore your energy. Simply stand in the booth for a moment to activate it, then press on. Observation Access - Follow this tunnel to the end. Observation Deck - Shortly after you enter, you'll face your first major enemy: BRUG MASS - This collection of tiny purple Brugs is focused around an eye-like Emperor Brug. Peck away at it with a few shots and you'll find that your Power Beam will be ineffective. Aim at the eye and the Mass will take a swing at you, so use a Sense Move to dodge (move the Wii Pointer outside of the field of view). After you do that once, Adam will have his troops use their Freeze Guns and will authorize you for the use of the NORMAL MISSILE. Avoid the thrashing arms as best as you can. You can either get a lock on the eye for a Missile shot, or you can jump up onto the Mass to fire a charged shot via Overblast. Once you connect, the GF folks will manage to freeze one of the "arms". Target the frozen arm and let fly a Missile to shatter it. With one arm gone, the Mass will next attempt to swing its remaining arm in a circle, which will be tougher to avoid. Connect another shot on the eye (Missile or Overblast) and the other arm will be frozen. Shatter it with a Missile. Now the Mass will start hopping around. Get another shot on the eye and the Mass' base will be frozen. Another Missile, and the eye will be separated. Blast the eye repeatedly to destroy it. Following the battle, you'll be given your mission orders; to head to Systems Access and turn on the power. He'll also authorize the use of NORMAL BOMBS. Head back the way you came. Observation Access - Geemers now populate this area. Note that one will pop out of a light-colored hatch. Once you deal with the Geemers, roll into the hatch. Bomb the mesh at the end and take the MISSILE TANK behind it. Now, head out through the south door and through the Nav Room. Drop down the South Lift and head right, then head across the South Bridge to... Electrical Access - Deal with the Geemers in this room. Now, take note of the rather obvious tunnel on the left wall. Roll up it as a Morph Ball, then blast the mesh blocking your way to the ENERGY TANK and continue to the right. SYSTEM MANAGEMENT ROOM - Walk up to the terminal and you'll discover why it's been so difficult to turn the power on. There are two Fly Pods on the back wall that are spewing out Reos. You can fend off the Reos, but what you really need to do is target the pods and fire three Missiles at each one to destroy them. Now, you can access the terminal again, which gets the power back up. Okay, let's backtrack just a little to pick up a couple of items. They're very local, so it won't be too out of your way. Exit the System Management Room and head down a couple of rooms to... Checkpoint Room - You'll know you're in the right room because you can't go further south. On the upper floor, behind the glass wall, you'll see a vent spewing steam. Target it with a Missile and roll inside the tunnel to the far end... Main Hangar - Hey, we're back here, only on a back catwalk. Grab the MISSILE TANK, then use the terminal to open the door. Follow this passage back to... Hangar Access 2 - Use Kick Jumps to hop up onto the crates at the front end of the room, then hop onto the ledge on the left wall. Bomb the grate away and roll into the tunnel to find another MISSILE TANK. Now, head back to the main room, and leave by the door on the back wall. Pass through the next passage into... Hangar Shaft - Drop down to the very bottom of the shaft. Near the front wall is a small square covering that can be bombed away. Roll inside to fine another MISSILE TANK. Be careful leaving, as Geemers will suddenly show up. Climb up to the top and retrace your steps all the way to... Electrical Access - Let's resume our mission. Head out the back door. South Bridge - Whoops! As you get dropped down the pit, you'll be attacked by three Sidehoppers. The game instructs you to use Overblast on them, so oblige it, as it is one of the better means of dealing with these guys. After they're defeated, head to the front wall as far as you can go. Kick Jump up the walls and you'll find a small platform with a MISSILE TANK. Now, head to the back wall and note the shaft on the left side. Look to the top and blast the top off the shaft with a Missile, then Kick Jump to the top. You can use the terminal to restore the bridge, but it's unnecessary at the moment. Head through the back door. South Lift - With the power on, you can use the lift in the center of the room, so do so. You can also use the terminal to your right, which will extend some ledges below, including one that will let you enter a small yellow-marked tunnel on the left wall, which has a MISSILE TANK inside. Head through the back left door at the top, then pass through the next tunnel. Observation Deck - Adam will open the door to your right and task you with surveying Sector 1. Observation Lift - Ride up the lift and head through the door on the back wall. North Passage - Note the vents above you. Later in the game, Reos will spill out of these, but look up in the second one to find a dormant Fly Pod. Blast it away with Missiles, then Kick Jump up to the top to find a crate. Blast it open and take the MISSILE TANK, then drop down and exit by the far end. North Lift - Before entering the lift, notice the squares bracketing it. That's a ball tunnel, so grab onto it and press A to roll up into it to find a crate that you can bomb away for a MISSILE TANK. Now, enter the lift to be lowered. You can leave by the door on the back left wall, but let's explore a bit. Head to the right to find a small ledge you can hop onto, then begin climbing up the ledges in this room. Watch out for the Bulls in this area, which are creatures that release toxic gas when excited or destroyed. Once you reach the very top, you'll discover an ENERGY PART. Elevator Hub Access - There are some more Bulls here, but what you really should be prepared for is an ambush by about five or so Sidehoppers. You'll have to move up and down the hallway to scare all of them up, and you can't leave until they're all dead. MAIN ELEVATOR - Only one elevator is open to you, the one to Sector 1, so hop in. ============================= 5B. Part 2 - Feral Wildlife = ============================= Missiles: 18 Energy Tanks: 1 Energy Parts: 1 == Sector 1, Biosphere == Elevator to Main Sector - Head to the right to find a Nav Room. Use it, then continue to the right through the next tunnel. South Jungle Path - You'll find several Reos and a couple of Fly Pods in this room. Also in here are a couple of "Grippers", plant-like enemies. If you ever get munched by one of them, turn into Morph Ball and lay a Bomb to minimize the damage. At the far end of the path, blast the vines with a Missile to exit. South Greenhouse - As you enter this enclosed room, you'll be attacked by a cackling Ghalmanian. These purple chameleon-like foes can make themselves invisible and will spit globs of acid at you. The easiest way to defeat them is to switch to Search View. You'll find you can still target them for Missiles, so blast them and then you can rush in for a Lethal Strike. Note that there are two Ghalmanians in this room, although you initially see only one. Take care as you exit this room, because the next passage has some Fly Pods on the ceiling. Circle Ramp South - Geemers, Reos, and Grippers populate this room. Now, although you can easily stay on the ground floor and head for the door at the other end of the room, you'll find you can't go far into that room before having to turn back, so instead head up the central ramp. Although some Grippers are background on the main plant and can't be interacted with, there are others that will attack you, so watch for them on the ramp itself. As you near the top of the ramp, a yellow platform will note your stopping point, so cross it to find a door covered with vines that you'll need to Missile away. You'll find another Nav Room beyond the door. Western Slope - Before you enter the room proper, you'll be in a passage with a bunch of Wavers. These guys can divebomb you as they float, making them rather annoying. I suggest ignoring them and pressing on to the main room. Blast the Grippers, then head down the slope. You'll slide down it and will need to avoid the purple thorns so you don't take damage. At the bottom, you'll be attacked by a Griptian, a creature that can roll into a ball to attack, as well as jump and slash. One of my favored ways of dealing with these guys is to nail them with a charged blast while they're in a ball, then hop onto their backs for an Overblast, then finish them off with a Lethal Strike. You'll have to deal with a total of three Griptians before the door to the right at the far end unlocks. Specimen Observation Passage - Although the broken window by the floor seems obvious, that just leads to some Wavers and Poison Grippers (a weaker version). Your actual destination (since you can't go through the door on the right) is on the upper part of the back wall. The green-lined vent on the right is open, and leads to a MISSILE TANK. Continue past it to enter the next room. Specimen Observation Lobby - Drop down to the lower floor and head right. Specimen Observation Labs - Head to the far right door. BREEDING ROOM - Head inside this room for a cutscene, then leave. Return to the Lobby. Specimen Observation Lobby - Head up the stairs and through the door on the back wall. Use a Missile to blast the tank in the center of the room, then hop in as a Morph Ball to be returned to the Passage. Head back left and out. Western Slope - Head back the way you came and you'll enter an EXAMINE SEARCH. Your target is the rustling bushes to your left. Aww. Cute little guy, huh? Head through the back door that Adam just unlocked. Western Jungle Path - Two Fly Pods are in this room. You'll notice as you reach the end that you'll slam into an invisible wall. Take a look at the west wall of the room and see if you can spot a hole in a log that you can climb up into. Roll through the tunnel and you'll find a terminal, which you can use to remove the jungle holograms on the back wall. This also removes some holograms further back down the path, so head back that way and climb up some metal steps to grab a MISSILE TANK. Now, head through the back door. Steam Tunnel - Your friendly neighborhood Geemers infest this place. There's another beam switch on the back wall that you need to blast with your beam. Once you fill up its charge, it will release steam that will incapacitate the Geemers and open the back door. Western Plateau - Reos are coming out from under the waterfall. If you know the golden rule of video games, there's always something hidden behind a waterfall. Blast the Fly Pod behind it and you'll find a tunnel allowing you to roll to the upper area of the plateau. There's another holo-wall at the back, so head to the right and back down to find the terminal to disengage it. Unfortunately, this wakes someone up. The Dragotix may seem like a fearsome enemy, but just keep your distance, use Sense Moves, and fire Missiles at its underbelly and you should be okay. Kick climb up the back shaft and head through the door. Plateau Access North - I say, what's with the Geemers under the floorboards? Roll into the little space they're occupying after cleaning them out to find a MISSILE TANK, then proceed to a curvy corridor with a whole bunch of Wavers and a slope. Don't forget to jump over the thorns! Nav Room - This is one of the few location-important Nav Rooms. Note that recording your stuff doesn't open that door at the far end. Instead, use a Missile to blast open the door on the left and enter the hole as a Morph Ball. Observation Corridor - Note the cool creatures outside the windows. You can't fight them yet, but I'm sure you know that you will be eventually. Break Room - The door on the left leads to another restroom. Cool thing about this one is that it has an ACCEL CHARGE module behind one of the doors. Head out the back door. Ruined Elevator Shaft - You'll come across a couple of corridors with Bulls and Geemers, then head right to a shaft that you'll need to climb. Note the striped ledges that you can cling to. Also note that there are Geemers all over the place, so take a moment at certain ledges to look up in Search View and peck at the Geemers. Once you near the top, you'll see some sparking stuff close to the ceiling. Blast it with a Missile. Whoa, the lift above just dropped a bit, exposing some more sparks. Even more pressing is a Ghalmanian below you that just showed up. Now, before you blast the other set of sparks, drop down to the part of the ledge that allows you to stand up inside it. This will prevent the incoming lift from smashing you as well as the Ghalmanian when you blast the sparks. Having done so, crisis averted. Continue your climb to the top, and blast any more Geemers in the area. Before hopping over the exit on the left, climb to the highest ledge on the right, then press 1 to roll up into the tunnel here to find a MISSILE TANK. Now, you can hop over to the left and exit through the far door. North Plateau Observation - The door on the left requires a Super Missile, so you'll need to head through the far door, BUT FIRST, drop into Morph Ball and scour the right wall for an easy-to-miss passage leading to a crate with a MISSILE TANK inside. Now, head through the far door to get a nice view of the plateau below you. Use a Bomb near the yellow lights on the far right side to blow open the vent and drop in. Western Vents - Roll through these vents, blowing apart any blocks that get in your way. There's a MISSILE TANK at the far right end of the first tunnel, but you may drop into the little hole beforehand. If that happens, set Bombs repeatedly to boost yourself up to it. Anyway, continue to the right. SCRAP BLOCK - Wavers populate this room. Once cleared, set Bombs around all the scrap to remove it. Roll up the small tunnel on the left side of the back wall to find a MISSILE TANK, then head up the ramp through the door. Overgrown Tunnels - Move through these tunnels, burning away the vines in your path and-- HOLY HECK what was that? Don't worry about it for the moment. Just continue on the path, watching out for the Grippers. Near the end of the tunnel is a Fly Pod to blow up, and more debris which leads to a metal tunnel. Roll on through to the next room. SUBTERRANEAN CONTROL ROOM - Two Ghalmanians get all in your face in this room, so teach them the meaning of loss. Head through the Nav Room next door, then continue on to the next room where you will face a total of three FG-1000's. These are floating security bots that are only vulnerable when their turrets open up, so use that opportunity as best as you can to pump a Missile into them, which will blow them up pretty quickly. Once they're all trashed, you will be awarded with a new weapon: the DIFFUSION BEAM. Your opportunity to use it will come right away when the back doors open revealing two Fly Pods and a lot of Reos. Blast everything, then access the terminal to open that locked door in the Nav Room waaaay back to the north. Remember that? Okay, retrace your steps and on your way back you will face two unique worm monsters: FUNE and NAMIHE - These may seem like a proper boss fight, but I only consider them minibosses, because the means to beat them is actually quite simple. Back into a corner and enter Search View. Scan the walls to see where either one of them will pop out, then fire a Missile at them (use Sense Move to dodge by shaking the Wii Remote if you need to). If you hit one of them enough times, it'll completely come out of the hole. At this point, wait until it rears up in front of you, then blast it with a charged shot, which will stun it. Rush in for a Lethal Strike and boom, done. Do the same for the other monster and this fight will be over in short order. You may now leave by the left hatch. Overgrown Tunnels - You'll notice that a launch module has opened up in this tunnel. Hop in and set a Bomb to blow yourself back to... Western Plateau - There's a Dragotix here, but it's not necessary to fight it, so you can just go back into the waterfall and up the tunnel and head to the door on the far wall again. Head through the next passage to reach the Nav Room again. Now, you can leave by the far door you just unlocked. ================================ 5C. Part 3 - Perilous Research = ================================ Missiles: 25 Energy Tanks: 1 Energy Parts: 1 Accel Charges: 1 Northern Jungle Path - Oh, it doesn't look very jungle-y at the moment, but hop into the ball path on the left so you can roll up to a terminal and you'll activate the holograms. Note the glitchy area on the back wall. Roll up and set a Bomb neard that glitch (you may have to jump to reach it) and you'll open a hole to roll into. Kihunter Nest - Oh, I gave that away, didn't I? There's no going back at the moment, so head forward blasting all the webbing and Reos trapped in them. Also watch out for Grippers and a Griptian at the end. BIOLOGICAL EXPERIMENT FLOOR - Well, this looks important. Head up the spiral ramp. Watch out for the Whipvines stationed around the central structure. Some of them will whip vines, per their name, but some will fire shots at you. They can both be destroyed when they open by firing Missiles. Keep your eyes open as you ascend, as you may see a MISSILE TANK below you as you climb, so drop down onto it. Climb all the way to the top, and when it seems you can't go any further, head inside the main structure in the center. Once you reach the bottom, you'll switch to EXAMINE SEARCH mode. Your target is rather tough to spot, but you need to look about ninety degrees to the right and examine the brown larvae crawling on the floor. This will initiate a boss fight. KING KIHUNTER - This is not only a fight with the Kihunter monarch, but a rather large swarm of Kihunters, as well as a quintet of Whipvines. You'll being by facing the swarm. Use your new Diffusion Beam to its fullest and lay waste to the bugs. After a while, the Whipvines will open and start shooting at you. You need to blast each one with a Missile, but you'll probably only have enough time to blast two before they close back up and you start again with the swarm. Continue this pattern until all the Whipvines are blasted, which will cause the hive to collapse, exposing the King. A swarm of Kihunters will move in to cover him, so blast them away with the Diffusion Beam, then take your Missile shots at the King. About six should do the job. After the fight, you can leave by the far door. North Junction - The way back is closed. The ENERGY PART in front of you can easily be grabbed by heading up the ramp to the right. Just before the top, you can see a lit up vent cover on the back wall. Bomb it away and enter to reach it. Watch for the Zoros (Kihunter larvae) in the room and Bomb them if they get too fresh. Also, a Sidehopper will show up here. The door on the front wall will lead to a dead end for the moment, so head through the back door to find a Nav Room. Past that, you'll find some Reos and Zoros. Let's take a quick detour from our main objective and head through the first door on the back wall. Northern Bridge - Further up ahead is an elevator we can't access, but below us is an item. Hit the nearby terminal to remove the bridge, then drop down a couple of steps. On the front wall on the right side is the opening of a ball tunnel that you can't really see unless you turn around and use first person view. Roll into it and you'll reach a crate with a MISSILE TANK inside it. Now, leave the way you came in. North Junction - Take a right and jump and roll around the obstructions to find another door. Water Passage - Hop into the water to find a flock of Skulteras (mean fish) and a Whipvine. Blast the Whipvine with a Missile to find a tunnel you can roll into to reach a MISSILE TANK. Continue to the very far right of the water and you'll find a beam switch to charge up. Once charged, the switch will activate a carrier ledge that will ferry over to the left side of the room so you can grab onto it. Before you do this, look up at the ceiling and notice three more Whipvines ready to smack you as you ride along. Take out the first one right away, but the other two are further off, so you'll have to ride the carrier and shoot them down on the fly. Once you reach the far end, head through the door. Jungle Pond - Skulteras in the water and Bulls in the air. The point of this room is to cross the platforms to the far right side. Hop down onto the platforms and start shooting up the beam switch, which will raise the water level and allow you to cross the first piece of land. Once on the right side, first head all the way to the far right wall. Roll up and go into the hole to find a MISSILE TANK. Now, you need to find another beam switch on the bottom of one of the platforms above you. Charging it will lower the water. Head up the steps on the left and take a leap off the piece of land and hit the platform in the water. From these platforms, you can shoot the last beam switch on the metal wall high up on the right. This will start the water moving up and down regularly. Now, for a bit of a tricky jump. You need to jump out and hit the rock wall behind the metal wall, then Kick Jump back and ascend to the top of the wall on the right. It'll take some practice, but it's doable. Leave by the door. Rainy Field - There are several Poison Grippers wandering around the room. To move forward, you need to head to the tree in the near left corner and jump up the platforms around it until you reach a ball tunnel. Roll through the tunnel (watch out for Geemers) and you'll hit another tree with platforms to jump up. This pattern continues around the room with trees and tunnels until you hit a holo-terminal. Activate it to cause the walls to revert and you'll tick off a sleeping Groganch. This miniboss fight will require you to hammer on the Groganch's obvious weak spot with Missiles while it lobs globs of purple stuff at you which CAN be shot down, so find yourself a nice spot and hammer away at the weak spot and the shots. At times, the Groganch will flip over and its weak spot will move to its back or belly. Simply hop on nearby platforms if you need to reach its back and continue the onslaught until it gives in. Once it's dead, hop up the shaft in the back and go through the door. Storage Shaft - Head through the next corridor dealing with Kihunters and Zoros, then you'll find yourself in a room with some storage crates. Look up and you'll see a small crate attached to the ceiling. Use a Missile on it to bring it down and receive a MISSILE TANK. Now, head to the back area blast all the Geemers on the walls, then ascend using the ledges and charge up the beam switch on the wall to activate a launch module at the bottom of the shaft. Roll into and it and lay a Bomb to get launched up. Leave this area by the door at the other end. Field Observation - Some Kihunters in the first passage, then you'll reach a larger room and find a trio of Griptians waiting to tear you up. Blast them to pieces, then head out the door to the right, blasting the Whipvines in the next corridor. Maintenance Track - This large area seems like a nice place to fight a big enemy, and there's a nearby Groganch to supply you your fight. Take him down the same way as the first one. Now, head to the back left end of the room to find a carrier ledge. Just like the last one, make sure you go into Search View so you can intercept the Reos that pop out to knock you off. At the end, leap off onto the ledge behind you and roll into the ball tunnel. At the first point the tunnel splits, take the upper route, then follow the tunnel for a long way until it splits again. This time, take the lower route to find an ENERGY TANK, then head back to the upper route and continue on to the very end, where you'll find a terminal that will unlock the door below you, leading to a Nav Room. Research Central - This area looks important, but there's really not much happening right now. Head through the far door. BIOSPHERE TEST AREA - Samus will automatically cross the field to the other side. EXAM CENTER - Enter the elevator ahead of you, then follow the path around the room until you reach a locked door with an orange circle on it. Search near the door to find a weak spot in the nearby blast door that you can Missile open. Roll through and you'll come upon a terminal that will opent he locked door. Return to it and continue through the passages. It's all pretty straightforward. At some point, you'll see cutscenes and will need to follow your GF friends to search the facility. The path through is pretty straightforward. Just head for green doors on your radar. Eventually, you'll pass by two GF guys posted behind a table. Head to the door near them and you'll end up in a room with five other doors on the walls. Head through the middle door. You'll have an EXAMINE SEARCH where you're meant to look at the GF logo on the chest of the body. After the cutscene, you'll be back in the computer room. Head back up the stairs and this time, a door that was previously red will now be unlocked (go straight ahead past the Nav Room). Keep moving forward from there and you'll come across a room with five passages. Go to any of these passages and you'll get another EXAMINE SEARCH where you'll have to look up and you'll spot Zebesians attached to the ceiling. Naturally, you're in for a fight. Zebesians aren't too complicated; just use smart tactics like always. You'll fight no more than three at a time, but you will have to fight several. Near the end, you may have to start chasing them down the side hallways if they start hiding. Once they're all defeated, make your exit. BIOSPHERE TEST AREA - As you come to this area, battle will already be in effect and you'll be attacked. MYSTERY CREATURE - This is a very unique boss fight, in that you spend its entirety pinned down. Your target is the creature's tail, and you need to get a Missile lock on it as it darts behind the creature's head before it stabs you. That's pretty much all there is to this fight. The only hard part is actually getting the lock, and once you cause damage, the tail will just move faster. I say as soon as you get a solid lock, fire without hesitation. Following the fight, you will be given another EXAMINE SEARCH. Look behind you at the green ichor on the ground. Once that scene is over, it'll be time to leave. Follow your radar icon and head to the green door to exit. Head down the elevator shaft. =============================== 5D. Part 4 - Beating the Heat = =============================== Missiles: 30 Energy Tanks: 2 Energy Parts: 2 Accel Charges: 1 == Sector 3, Pyrosphere == Sector 3 Entry - Head to the right. Lava Lake - You begin this area in a sealed tube. Head to the right and you'll encounter Skrees, Mellas (flying flame bugs similar to Reos), and Heat Bulls (Bulls that use fire instead of gas and explode). Also, near the end of the tube, a huge creature will burst through the tube to try to grab you. You MUST perform a Sense Move or you will be eaten in one go. Western Lake Access - Head to the right down the ramp, blasting the Heat Bulls. You most likely will need the Nav Room nearby, so use it. As you leave the Nav Room, note the little alcove with the glowing bugs. Hop into it and roll into the ball tunnel. At the end of it, you'll find an ENERGY PART. Head back out, down the left ramp, and through the door. Lava Lake - You'll barely have time to note that the heat is slowly sapping your strength given how you're set upon the deadly Vorash not long after you enter. You'll need to run for it and use Sense Moves a lot, so get moving and jumping. Just be careful to note direction changes as they happen, and when you need to climb up onto ledges. That lava will take your energy a lot faster than the heat will. Eastern Lake Access - As you enter the room, you'll see a flaming Fly Pod that will spit out Mellas, and you'll also be attacked by several Zebesians. Get to work on the pirates. About halfway through the fight, Adam will authorize use of the ICE BEAM, so put it to the test on the Mellas and the Fly Pod first to get them out of the way, then finish off the Pirates. Once the room is clear, set a Bomb on the leftmost of the three red circles to find a launch module. It will toss you to an ACCEL CHARGE. Leave by the lefthand door. The next room will have Mellas and Novas (crawling flame guys). With the Ice Beam, these should be little problem. Just watch out for the flame vents. Eastern Passage - As you exit, you'll be attacked by a Dessgeega, a creature similar to a Sidehopper, but more powerful. If you freeze them, they'll get a foot stuck to the ground, opening them up for an Overblast, so use that against them. There are several in this room. About halfway through, look to the left wall for a flame vent that has a broken cover. Cool off the vent with an Ice Beam shot and enter the hole to find a MISSILE TANK. Head through the door on the right wall at the end. Eastern Shafts - Bounce up the shaft, watching out for the Novas on the walls. At the top, head down the hallway, then slide down the next shaft, again blasting Novas. Don't go too far down, as it's really hot at the bottom. Also, find the beam switch on the right-hand wall and charge it to open the hatch just below it. Roll through the hatch and through the door to the Nav Room. Lava Lake - Yep. We're back here and still sweating. Don't rush to the right too quickly, though. Magdollites infest this area. You can quickly run or jump past the ones on the side of the trail, but the ones in your way (particularly the first one) you'll probably need to blast full of ice. The path is relatively simple. Just watch out for one thing; after hopping up onto a ledge over a rather small Magdollite, hop down the other side and roll into a ball, looking for a hole on the side of the rock, inside which you'll find an ENERGY PART. If you've been following my guide, this is #4, meaning you get another Energy Tank, which would be a nice help at this point. Anyway, the door's not too far after that, so head off to the right. Lower Lake Exit - Blast the Mellas and Novas out of the way. FLOOR OBSERVATION ROOM - Don't get comfy in this room, because you're going to be attacked quickly by an Asborean, a worm-like creature in a horseshoe crab-like armor. It cannot be harmed while low on the ground and releasing spawn, but once it stands, take every opportunity to blast it. If you can get it stunned so it's heavily breathing, perform a Lethal Strike and you'll rip the creature out of the armor. It's still a danger, though, because it will wrap around you and explode if you don't blast it quickly. Once the creature is down, head to the back wall and roll under the little stairs to find a MISSILE TANK. Now, head out the left door, walk up the passage a little ways, and spot the yellow vent on the wall. Climb into it and roll to another MISSILE TANK. You may now leave by the left-hand passage. Crater Approach - Watch the ground carefully as you sprint down this causeway, because rocks will crash down on you, some containing Novas. Still, keep moving, because you're still being drained of energy. At the end is a Nav Room you probably needed (again). Crater Control - Blast the six Zebesians in this room and use the terminal to lower the lava flow and open the two hatches on the left and right side of the room. Go to the right hatch first and roll to an ENERGY PART, then head back and roll through the left hatch to drop to the bottom of the caldera. CRATER INTERIOR - Head to the right to start climbing and get ready to run. The lava will begin rising. If that weren't enough, something in the lava seems to want a piece of you, so dodge its attacks. Climbing the crater will require a little bit of Kick Jumping, but not too much, and only near the end. Just try to avoid the Novas on the ground and the tentacle attacks and you should reach the top to face your foe. Immediately upon reaching the top, Samus will (finally) activate her VARIA feature to stop taking heat damage. GOYAGMA - This wobbly beast starts with two main attacks: swinging its arms across the battlefield at various speeds, and flinging fireballs. The former must be jumped over, and the latter can be dodged. Blast the very obvious spot on its chest with the Ice Beam. If you freeze its chest over, shatter that ice with a Missile to cause some good damage. Once you do this a couple of times, its arms will catch fire and it will add a new attack: punching the ground to cause eruptions that you'll have to dodge. After a bit of this, it will get tired and rest one of its arms near you. Hit that arm with a charged blast to freeze it, then jump on it to run up its arm and blast it in the head. Continue these type of attacks until it's dead. With the fall of Goyagma, the lava is now drained and you can move back down the crater. Return to the launch module that was below where you entered the area, but continue to the left after that. After a while, you'll reach a point that looks like the end, but jump off the ledge and you'll hit the bottom, where you can then head right to the next door. Watch out for Dessgeegas all the way, of course. Elevator to Main Sector - Oh, but we're not leaving yet. Head to the right and past the elevator. Blast any Novas and Heat Bulls that get in your way. Furnace Entry - You'll find three Zebesians to blast in this room. Once they're through, hop up the shaft and head through the far door. The next corridor has Mellas and Dessgeegas, then a Nav Room after that. Continue on to the next room to find that you can't proceed. Return to the Nav Room to be told to head to Sector 2 next and that we'll return to this area later. Retrace your steps and just before you hit the elevator, you'll be attacked by another Asborean. Just a heads up. Elevator to Main Sector - Ride up to the Main Sector, then take the Sector 2 Elevator. ======================== 5E. Part 5 - Survivors = ======================== Missiles: 33 Energy Tanks: 3 Energy Parts: 5 Accel Charge: 2 NOTE: I'm counting Energy Tanks added on due to Energy Parts to eliminate confusion. At this point, you should have collected two full Energy Tanks and five Parts, giving you three Tanks. == Sector 2, Cryosphere == Elevator to Main Sector - Head through the right-hand door and up the passage to the Nav Room to map out more of the upcoming area, then proceed. South Frozen Path - Snomers dot the area (they're pretty much snow-based Geemers). Once you round the corner, you'll also face Himellas, this area's version of the flying nuisance. Look for a fallen ice pillar several feet to the right and roll under it to find a MISSILE TANK. Continue down the path and you'll end at a fight with a Volfon, a kind of half ram, half wolf. You'll face a total of four of these feral beasts. You can freeze them to stop them moving, but all you can do while they're frozen is continually hammer them or try for a Missile lock, which is difficult when others are running about. Once all four are down hop up the ledge to the right and pass through the door. Chilled Pool - There are Skullteras in the water, naturally. Above the water are a Fumbleye, who you cannot damage at this point, and several Joulions, which fire purple electricity if angered. Drop down into the drink and head to the far right side to grab a MISSILE TANK. While down here, charge up the beam switch on the back wall so you can raise platforms, then climb out of the water using the ledges on the left side. Now simply walk around the path to the back door, avoiding the Fumbleye and either shooting or avoiding the Joulions. Central Frozen Path - Head up this path, blasting Snomers and Joulions. Frozen Pit - The bridge will crumble as you cross and you'll face a Gigafraug. These bad dudes have armored helmets, but these can be shattered with a solid Missile hit, after which the foe will be vulnerable to Overblasts and Lethal Strikes, so exploit that. Once it's dead, use a Missile to blast away the ice rock on the back wall (if the 'Fraug didn't do it for you) and exit to the Nav Room. Pit Passage - Take out the Fly Pod spitting out Himellas. There's ice blocking the exit that you can't remove right now. Near the entrance to the passage is a vent you can crawl into. Make sure you pass by the cold-blowing vent when it's not blowing, otherwise you'll tumble right out. North Frozen Path - As you exit the tunnel, proceed to the back to face another new enemy: a Kyratian. These bruisers use electric shock power to take you on. Blast them with beam shots as they are right now so you freeze up its cannons. It will try to counter this by charging itself up with electricity. When it does this, beam shots bounce off, but Missiles become very effective, so use them in turn. After destroying the Kyratian, follow the small stream of water to its source and roll into it to find a MISSILE TANK, then leave by the door. Snow Field - You'll begin facing three Volfons, and then a Gigafraug. You can either fight the Gigafraug or let its charge break the back ice wall and escape from it that way. If you kill it, you'll need to use a Missile and then a Bomb to destroy the ice wall. Climb up and head out the door. Ruined Tunnel - Snomers in here. Roll up, then jump under the obstruction and Kick Jump up to the upper level. Drop down the other side and take out the two Dessgeegas. There's a ball tunnel on the right side, near the red light. Jump up to it and roll up to a MISSILE TANK, then leave by the door. Chilled River - A Kyratian tries to be a bit of a jerk, sniping at you from relative safety. Blast the ice rocks on the ceiling with Missiles so you can cross to the other side and chase him. Blast him to pieces and you'll find another Kyratian has the same idea further up the river. Blast more ice rocks on the ceiling and attack him the same way. Once the room is clear, take the MISSILE TANK in the small tunnel in the water below you. It may be difficult to grab the tunnel without the Gravity Suit, but drop down from above and you can make it. Head through the back door and access the Nav Room. Low-Temperature Corridors - The first passage has Snomers and Himellas. After the door at the end, you'll come across a Gigafraug that looks like it's been Metroided. There are nearby fans blowing on the back wall. Freeze the left-hand fan and climb up past it to find a MISSILE TANK. The left-hand door on the back wall is a no go, so head through the right door, then through the next passage. Freezing Transit - There are Snomers, a Gigafraug, and a Fly Pod full of Himellas in this room. Don't leave a single one alive, because you need to hop on the carrier ledge at the front of this room so it can carry you to the back. The Fly Pod can be destroyed once you freeze the fan in the back and then fire Missiles behind it. To properly operate the carrier ledge, you need to blast the two ice deposits on the track, as well as the ice on the carrier itself. Hop on and ride to the far end, then kick off to the other side and use the terminal to leave. Ice Reservoir - Drop down into the pit and take out the Snomers. Climb up the ledges along the back. When you reach a shiny ice pillar, smash it with a Missile, then a Bomb to tip it over. Climb up the ledges and head through the upper-right door. WATER TANK - Drop down and take out any Skulteras in the water, then blast the drain cover on the left side with a Missile, then hop in and Bomb it to drain all the water back into... Ice Reservoir - The purpose of the ledges on the left now becomes obvious. Climb up them and hop across the ice pillar to get to the ledges and head back to... Water Tank - Drop down and you'll face TWO Kyratians. It's a tough fight, but winnable. If you get too low, climb up to the sides. The Kyratians have a tough time climbing ledges (but they CAN make it, so don't get too confident). Once they're ended, head up to the right side. Before leaving by the door, head to the near right corner and jump up to a small vent to find a MISSILE TANK. Speed Tunnels - Turn around once you hit the ice wall and you'll activate your SPEED BOOSTER. Get a nice running start and plow through the walls. It may seem like a good idea to just run all the way to the end, but stop once you reach the top of the slope and Shinespark back the way you came to land on a platform with a MISSILE TANK. Now, slide back down, get a running start and continue to run up the slope and all the way to the end. You'll end up in... South Frozen Path - You'll crash through the walls and discover your first E-RECOVERY TANK. This will allow you to recover an extra tank of energy when you Concentrate, and it will also allow you to start Concentration from a higher energy amount. Now, it's time to lap ourselves and continue to the east. Head through the Chilled Pool to reach... Central Frozen Path - If you haven't already, clear out the ice rocks on the ground using Missiles, as well as any enemies, because we need a running start. Speed Boost from here into... Frozen Pit - Just before running off the edge, hold 2 to Shinespark, push forward on the Control Pad, and release 2 and you'll fly across the pit. On this side, roll up into a ball and roll behind the pillar on the right to find a hole to drop down and discover an ENERGY TANK. Use the launch module to get back out and head through the door on this upper ledge to find a Nav Room. SECTOR GENERATOR ROOM - Pass through the outer corridor and enter the room proper to find some spinning generators. What you need to do is drop down and Kick Jump up the left side of the generator you can see. Those green circles are ledges you can hold onto. Jump up to the second circle and let it carry you around to the other side to find a beam switch. Charge it up to deploy a platform, then Kick Jump up to the third circle so you can jump across to the platform. There's another generator on the right side. Kick Jump up its right side and hang from its top circle. Wait for it to carry you around to the front side and jump off so you can grab a MISSILE TANK, then hop back onto the circle and get off on the left side to reach the door. Northern Corridors - At the second corridor, you'll find some ice rocks to destroy with Missiles. You guessed right; they want you to Speed Boost through the next room, but before we do that, just walk into the next room. Specimen Storage - Drop down to the lower floor. There are three gray squares on the floor. Bomb the lowest one of these and roll inside to find an ENERGY PART. Now head to the near wall on the left side and Kick Jump back up to the top. Now, return to the last room and Speed Boost into here. Shinespark yourself over the gap and face the two Kyratians here to be able to leave by the far door. Head through the next corridor to the Nav Room. Snow Cliffs - You'll face a Groganch in this area. (Here? Must be on vacation.) The good news it that you have a lot of room to run around, so keep your distance and let the Missiles fly while you shoot down its shots. Once it dies, a clump of snow will drop down to the north. Climb up, and you'll enter an EXAMINE SEARCH section. Your target is the woman standing at the window. Time to head after her. But first, your radar should be pointing to an item in the vicinity. Specifically, it's that rock sticking out of the ground. Blast it with a Missile to find an ACCEL CHARGE. Head through the door and down the corridor. MATERIALS STOREHOUSE - Head down the stairs and walk through the crates. You'll tail the young lady as she dodges around the area. Once you corner her, you'll be attacked by someone you wouldn't expect: RB176 FERROCRUSHER - The main issues to worry about with this foe are its speed in rolling around and its heat laser. Blast each of the arms until they freeze, then shatter them with Missiles. Once both arms are gone, the vehicle will move even faster and deploy its lower blades. Now, your targets are the wheels. Once you freeze one set of wheels, a power module will pop out of the top. Blast it with repeated Missile fire to cause damage. Continue with this until the metal beast is destroyed. Your friend ran off and the Ferrocrusher is empty, so head up the nearby shaft and leave by the door. You'll enter a lift that will take you down to a Nav Room. ==================================== 5F. Part 6 - Out of the Frying Pan = ==================================== Missiles: 42 Energy Tanks: 4 Energy Parts: 6 Accel Charge: 3 E-Recovery Tanks: 1 == Sector 2 == Service Ramp - Before you do anything else, note the stack of crates to your right. Run around the back of them and along the right-hand wall to find a MISSILE TANK. You have a choice of two directions here. I'll tell you right now that you want to go left. Mountain Slope - Take out the three Volfons in this area. Now, note the rather obvious dark line going towards the back. The clear answer is to run up and get enough momentum for a Shinespark, but instead of going from front to back, being by going back to front. Once you hit the front of the room, Shinespark straight up and you should get close to a platform that has a MISSILE TANK. Okay, NOW you can go from front to back and Shinespark straight up to the platform. Hop in the launch module and you'll ride up to a grated area with Snomers and electrified floors. Time your movements and head towards the back. DON'T fall down the hole that drops you back down the slope, because that'd be dumb. Roll down the hole at the very end and you'll land on another platform which you need to use to launch yourself up to another grated area, which is more of the same. Roll to the very end and you'll drop into an enclosed area. Take the ENERGY TANK. There's a beam switch on the far wall, but it's behind a window, so there's nothing you can do. Head back outside and slide down the slope, avoiding the obstructions in the way, and head out the door at the bottom. Service Ramp - Head to the center of the room to find yourself trapped in glass, surrounded by new Super Zebesians, which are more powerful than those you've faced up until now. Dodge their attacks as best you can until Adam gives you permission to use the WAVE BEAM. Fire back at your foes until they croak. Now, you can go back to the left. Mountain Slope - Head back up to the top of the slope as you did the first time and this time you should be able to hit the beam switch with the Wave Beam. This lowers a large cargo lift below you. Now head back outside and roll up into a ball. It's time to race an avalanche to the bottom of the hill, and you're much faster in ball form. Just watch out for the debris in your way. Once you reach the bottom, Samus will take over and make a stylish exit herself. Service Ramp - Finally, you can go to the door at the back of the room. Frozen Conveyor - There are platforms all along this slope and you'll need to climb up them. There are a couple that are frozen down and you'll need to blast with Missiles. There are a couple more that won't support your weight and you'll have to freeze them so you can climb them, but the path should be rather obvious. Once you reach the top, you'll have to fight two Kyratians. With the Wave Beam, you can now damage them while they're charged up with electricity, but otherwise the same tactics apply. After you defeat them, you'll come to another Nav Room. MATERIALS TRANSFER LIFT - Hop on the lift and hit that terminal to start the ride up. Of course, you won't get a free ride. Three, and then four Super Zebesians will challenge you, so teach them who's in charge. After that, you'll face a new enemy: a Rhedogian. This guy is far nastier. He'll fire a spray of missiles, try to swipe at you with his arms, try to grapple you, and can fire an intense beam from his eye. Keep moving and dodging around his attacks and try to tag him with some charged blasts. If his eye turns red, he's about to fire a quick beam from his eye. Take his moment of hesitation as a cue to launch a Missile into his face for decent damage. After causing a bit of hurt to him, he'll fly off, so leave the room. Storage Tanks - Head through the corridor blasting Snomers (enjoying the one-hit kills thanks to the Wave Beam). In the next room, roll into the open pipe on the back wall. Set Bombs on each of the two red lights in the tunnel and you'll drain the liquid from the tanks. Now head out of the pipe and stand to the right of the tanks. You should see a beam switch on the wall behind them, which you can hit with the Wave Beam. Once it's charged, the vent on the back wall opens and you can roll through the tunnels to reach... Elevator to Main Sector - The beginning! Hop in to return to the Main Sector, then enter the elevator to Sector 3. == Sector 3 == Elevator to Main Sector - Head to the left for now, it being the only way you can go. Crater Interior - Climb up the slope until you reach the launch module that will send you back into... Crater Control - Head outside. Crater Approach - Since your fight with Goyagma, this causeway is slightly torn up. Once you cross the first two breaks in the bridge, get a running start so you can Shinespark yourself over the largest gap and get to the other side safely. Floor Observation Room - You'll be attacked by another Asborean here. Demolish it, then use the terminal. This will unlock the door back at the elevator. Retrace your steps, being sure to Shinespark over the broken bridge at the Approach. Elevator to Main Sector - You may now exit to the right. Furnace Entry - Uh oh. Anthony is tangling with the Rhedogian and he's not doing well. QUICKLY target the red module hanging from the ceiling and Adam will authorize use of the GRAPPLE BEAM. Press A while targeting that Grapple Point to swing up to where Anthony is. Press A or 2 to jump off and the two of you will fight the Rhedogian. Fight as you did earlier, and don't worry about Anthony at this point; he'll hold his own. Chase the Rhedogian off again. After the cutscenes, head through the next passage. Molten Passsage - There's a Magdollite in front of you, so dispose of it before swinging across the Grapple Points. Before going into the door at the end, walk towards the front wall. See that little blue passage below you? Jump down to it and you'll find an ENERGY PART. Hop back up to the upper floor, or just hop back through the lava (you shouldn't take too much damage). BLAST FURNACE OBSERVATION - Looks hot in there. Drop down the hole to your left, then use the Grapple Point to reach the ball tunnel. Roll through it and Bomb away the obstructions. These are actually Grapple Points we'll be using shortly. Oh, and the Vorash is back. Roll to the other end and use the terminal to open the hatch to the furnace itself. Hop down and enter the furnace, then use the Grapple Point. VORASH - Looks like we're playing for keeps, now. The Vorash will begin by splashing around and flinging lava at you, so avoid that. His weak spot should be incredibly obvious, so blast that when you get an opening. Note for when he roars at you. That's a Grapple Point jammed in his mouth, so grab it with your Grapple Beam and you'll yank him out of the lava, giving yourself a couple of free Missile shots on his underbelly. Continue this pattern, and once you drain half of its health, the Grapple Point will be destroyed. At this point, the Vorash will add an attack where he crawls onto the rocks you're standing on. Use this opportunity to hammer him with beam shots and finish him off.. Hop to the exit from the furnace, then climb up the shaft and head out the door. You'll find a Nav Room. Adam will tell you to head out to the west part of the sector, but you won't be able to do that until finish the area you're in now, so press on ahead. ======================= 5G. Part 7 - Vendetta = ======================= Missiles: 44 Energy Tanks: 5 Energy Parts: 7 Accel Charge: 3 E-Recovery Tanks: 1 Desert Approach - There's a Grapple Point in the middle of a simple corridor. This is, of course, meant to swing you past the Sandfang that lives in the sand below. You can use it or fight the Sandfang and move on. ENVIRONMENTAL TEST FLOOR - Also known as the Big Desert Room. Dessgeegas and Sandfangs populate this room, but the only really important thing to you should be that crane in the back. It has a Grapple Point at the end of its arm, and the back end can be shot at with Missiles to rotate the thing. So, rotate it clockwise three times and you should be able to swing up to the platform on the left with the terminal, which will create a door, and, of course, you'll have to swing up to that, so hit the crane another two times in a clockwise direction. DESERT REFINERY - Oooo, two named rooms in a row. Mellas, Heat Bulls, and Zebesians are in this room. Climb up the ramps to the top, and use the Grapple Point to ascend further. At the top, you'll find more turning generators like back in Sector 2. Climb up the first one until you can reach the lower ledge to its right (near the first circle ledge), then head right to the next generator. This one you're going to ascend all the way to the top to hit the terminal up here, which will open the door on the back wall. Drop back down, the head for the left-hand generator again and ascend to the top to reach the door. Outer Corridor 1 - There are FG-1000's and the weaker FG II-Graham in this area. The latter just fire at you every once in a while. The 1000's are now a lot easier to destroy than they were in Sector 1, so take advantage of that as you climb the ramp. Once you clear the area (or even while you're clearing it) run up the ramp from a reasonable distance to get the Speed Booster going. At the top of the ramp, Shinespark straight up and you'll land on an upper ledge. Head left and roll into the ball tunnel. Refinery Maintenance - At the split in the tunnel, roll to the right to grab a MISSILE TANK, then roll back to the left and out the opposite end. Use the Nav Room. Outer Corridor 2 - More Grahams and 1000's. You don't need speed up this ramp, because the door at the top is right in front of you. Refinery Apex - Aw man. This guy again? The Rhedogian wants another piece of you. The fight starts out much like the previous one: dodge arms, try to get a Missile shot when his eye is red, etc. After causing a bit of damage, he'll start floating around the edge of the room firing missiles. Dodge them and return fire as best as you can. You'll know you have him on the ropes when he floats to the very top of the walls. Let fly a Missile in his face and he'll fall off the edge. He'll never show up again, right? Stand on the elevator in the middle of the room. Refinery Depths - Hey, a Dragotix. With the beams you have now, he's pretty much a pushover, so get him out of your way. There are three Grapple Points across an expanse of magma, so swing across and hope you don't get hit. Eastern Passage - Specifically, you're now in the corridor west of it. Drop down and head through the unlocked door down here. Eastern Shafts - Proceed through this room as you did the first time. Lava Lake - Hey, we can survive this room, now! Head to the right past all the Magdollites. Instead of going through the door at the end, turn around at the door and hop up onto the rocks behind the trail. You'll notice a Grapple Point. The object now is to swing along a series of Grapple Points to reach a door higher up on the right-hand wall. Lava Path - Magdollites everywhere, but you can probably ignore them and press on to the Nav Room. Power Plant Entry - Well, lookee here. An EXAMINE SEARCH will point to the very obvious creature you've been tailing all this time, now kinda dead with a big hole in its back like something jumped out. Power Plant Approach - There are some Grahams here, and now they've decided to create some nasty plasma barriers to block you. You can either simply hop over the barrier or use a charged shot on one of the robots to freeze it momentarily. Either way, proceed up the ramp. GEOTHERMAL POWER PLANT - Looks like someone's being a bit benevolent. At the top of the stairs is an obvious ENERGY TANK. Slightly less than obvious is you using the Grapple Point to swing to that blue-walled area where you'll find an ACCEL CHARGE. Power Plant Core - Shortly into your walk in this room, you'll hit an EXAMINE SEARCH that basically wants you to point out the door you just came through (softly lit by green lights) just so it can be blown up and your exit cut off by whatever mysterious fire-breathing dragon-like thing with a spiked tail seems to be occupying this room. Once you regain control, run around dodging fire. You'll get a call from Adam telling you to open up the magma flow on the wall, and another EXAMINE SEARCH thing where you have to look at the hatch on the wall. You'll activate the SUPER MISSILE as a reward for putting up with two of those things in a row. Charge up with A and release to fire the Super Missile at the hatch. After a lot of stuff happens, you will also get the PLASMA BEAM. RIDLEY!!! - I love the remix of his theme for this game. Begin by blasting Ridley in his ugly face while avoiding the flame. If Ridley jumps into the air tosses a big fireball, get ready to jump over the coruscating halo that results when it impacts. After several hits, Ridley will be stunned enough for a Lethal Strike. Now, Ridley will invoke... some weird mist or something that makes him invulnerable to beams. This is the point you hit him with a Super Missile when you get an opening. In addition to his flame, he'll use melee moves such as charging along the ground and a tail whip. Once you knock off about half his health, he'll also start stabbing his tail at you from the air, which can be dodged pretty easily. In all, Ridley's not all that difficult if you fight smart and take opportunities as they arise. Use the Grapple Point to exit the same way Ridley did. Geothermal Power Plant - Both doors are sealed. You need to blast the gray door with all the colored emblems on it with a Super Missile. Power Plant Shaft - Drop down and blast all the Novas on the walls. Slide down the wall until you find a vent on the left side. Roll to a MISSILE TANK. Head back up the shaft and activate the beam switch on the right wall to open the hatch above it. Hop in the launch module and you'll be sent back to the room just left of the elevator. Head to the right. Elevator to Main Sector - Head back up to the Main Sector. At the top, Samus will notice someone heading to Sector 1. Let's follow him, won't we? ========================= 5H. Part 8 - Objections = ========================= Missiles: 46 Energy Tanks: 6 Energy Parts: 7 Accel Charge: 4 E-Recovery Tanks: 1 == Sector 1 == Elevator to Main Sector - Begin by heading along the usual path. South Greenhouse - You'll face two Mighty Griptians in this room. They're powerful with their spikes and all, so take opportunities to stun them with charged blasts then immediately rush in to see if you can score a Lethal Strike. If you don't go for it, they tend to take a serious amount of damage. Circle Ramp South - The guy you're chasing will exist by the door on the opposite wall. Before following him, head up the spiral ramp and make sure you get a Speed Booster going. At the very very top of the ramp, Shinespark straight up and grab the MISSILE TANK. Now, head through the door on ground level. Blocked Passage - This area was impassable earlier, but now that you have the Grapple Beam, you can cross using the Points. Just watch out for Grippers. After using the first Grapple Point, you'll land on the upper rock. There's a hole in the rock here that you can roll into and bomb some debris out of the way to find a MISSILE TANK, then hop down the left side and through the door. North Junction - Continue to follow the man. Blast the Sidehoppers that get in your way. Northern Bridge - The bridge will be retracted and you won't have a means to cross. An EXAMINE SEARCH will want you to look at the busted terminal on your side. Samus weighs her options and activates the SPACE JUMP and SCREW ATTACK. Jump multiple times in midair to get across the gap to the far side. Elevator to Bioweapons - Step inside. == Bioweapon Research Center == You won't get too far into here before you get a big info dump, and then we'll turn right around and head back out. == Sector 1 == Elevator to Bioweapons - It's time to leave this Sector. Make your way back out. A couple of rooms will be populated with Kihunters now. Blocked Passage - Once you grapple to the top of the rock in the middle of the room, start Space Jumping to the left and then to the back of the room to the crate that contains an ENERGY PART. Continue towards the sector exit. You'll run into relatively low resistance until... South Greenhouse - The Rhedogian is back to fight you once more. It will mostly fly around and shoot missiles at this point. It actually won't take too many hits this time and you'll finally finish it off and pick up a new item, the SEEKER MISSILE. You're now free to leave the Sector. Let's go to Sector 2, since that's the way to this vaunted Sector Zero that our friend in Bioweapons was talking about. == Sector 2 == Elevator to Main Sector - There's an area in the southeast corner of Sector 2 that we can now access. Head to the next corridor and you'll find a new enemy, a Baristute, who is kind of like a Sidehopper. With the beams you have now, it's actually not difficult to take down at all. While in this room, note the gray door on the right-hand wall. Blast it down with a Super Missile to find a MISSILE TANK. South Frozen Path - There are two ways to get where we want to go. One has items, so let's go that way. Climb up onto the rock in the middle of the area and head through the door on the front wall. Speed Tunnels - Head down the slope and through the next few rooms: the Water Tank, the Ice Reservoir, down to... Freezing Transit - The Gigafraug here should be a pushover now that you have the Screw Attack. Get up some good speed from the front of the room, and Speed Boost to the divot in the floor in the back room. Shinespark straight up to the hole in the pipe ceiling and roll up to the MISSILE TANK. Do NOT drop down, yet. Hop over the hole and roll back the other way to find another MISSILE TANK, then leave by the front door. Low-Temperature Corridors - This is the room with the Gigafraug that got Metroid'd. You want to climb up to the passage on the left with the door in the back. That door requires you to use a Seeker Missile to remove all the locks, so charge up and fire. Inverted Corridor 1 - There are a few Snomers in this room, but the big problem is that you seem to be on the ceiling. Head "up" the steps on your right and Space Jump to your left. Inverted Corridor 2 - This area's slightly more complicated. Kick Jump "up" the shaft and head left. You may notice a square vent on the back wall. This can pretty easily be reached with a Space Jump, so do so and you can grab a MISSILE TANK in the vent. Now, climb "up" the platforms on the right and Space Jump to the left. Inverted Corridor 3 - This passage just has some Baristutes on the ceiling. You can either fight or just jump over them to the left. Shift Corridor - Now you're entering an area of increased down gravity, meaning jumping is just about right out. Heavy Corridor 1 - Run to the back. You'll find some Grahams in the beginning, followed by a new enemy, Cyclaws, which are really nothing more than an improved Skree that can explode if it gets you in its claws. Just keep moving towards the back. Watch out for the FG-1000's near the door. Heavy Corridor 2 - There are a couple of Kyratians in here, which shouldn't be much trouble even with the gravity issues. That nice little item up there is, sadly, out of your reach for the moment. Heavy Corridor 3 - Snomers and Baristutes populate this room. Head to the right and use the Grapple Point to swing into the wall so you can Kick Jump up the shaft. Go left and Space Jump across the gap quickly so you don't fall too much, then use the Grapple Point above you and jump off to the right. Exit Corridor - Phew, enough of that for now, right? Riiight. Continue along the next few rooms and you'll reach a Nav Room. Gravity Generator Room - Kick Jump up the walls along the side of this room and ascend to the top. Wouldn't you know it. Just as you are about to leave, you get attacked. NIGHTMARE - This gravity controlling menace will start by making the room heavy. Its main attack is to shoot lasers out its hands and sweep around the room, forcing you to jump over the beams carefully. It will also fire slow purple globes at you. Dodge those. Fire repeated charged shots, which get sucked to its generator and will ultimately freeze it up. Now, the creature's mask is armored, but a Super Missile will do the job. Pound it whenever you get an opening. After draining about half of its health, it will invoke heavy gravity again. Blast more charged shots while avoiding lasers. After icing its generator again, it will get ticked and start chasing you on your platform, but you can actually dodge around him pretty easily without taking damage. Fire more Super Missiles at its mask. Keep up this pattern until you blast the mask off and the creature collapses on the bottom floor. You can now leave by the upper door. Head through the corridors and you'll hit an elevator that will take you to Sector Zero. Sector Zero - Technically, this is part of Sector 2. Anyway, head to the Nav Room to save up, then go through the next few uneventful corridors. There's a bit of a fake EXAMINE SEARCH here. All you have to do is look to your side and you'll automatically jump out of it. Eventually, stuff will happen (as it does), and you'll have to leave in a hurry. Don't worry about fighting any bad guys that get in the way. Just run. As you go, you'll activate the GRAVITY feature so you don't get sucked into space. Keep running and jump if the separating tunnels get too hairy for you. You'll reach the end eventually. Head back to the elevator. ====================== 5I. Finale - Mothers = ====================== Missiles: 52 Energy Tanks: 7 Energy Parts: 8 Accel Charge: 4 E-Recovery Tanks: 1 Gravity Generator Room - Make your way back to the main room and creep quietly past the very dead Nightmare in the room. Oh, heck. NIGHTMARE, THE SEQUEL - A bit of a last gasp for this thing, since its gravity generator no longer works on you, and your charged shots will home in on it when it's active. Once the generator is frozen, lay into Nightmare's face with Super Missiles. Otherwise, keep moving to dodge its slow-moving projectiles and watch for its crawling fits. After you drain a good portion of its health, it will start launching gravity wells around the room, which will attract your shots. You can counteract this by placing yourself and the well on opposite sides of Nightmare so your shots connect as they get sucked. The well will disippate after a short time, so be reading with the big Super Missiles at that point to finish him off. Heavy Corridor 3 - The gravity will no longer affect you, so head to the left side of the room in the upper area. Use the Grapple Point and fling to the left side so you can Kick Climb up the shaft to find a MISSILE TANK. Heavy Corridor 2 - It's now a pittance to reach the E-RECOVERY TANK on the back wall, so snag it. Continue on through the remaining gravity-affected corridors. Low-Temperature Corridors - All right. Back to normalcy. Okay, we're heading into the home stretch, and I know we don't have all the items, yet. In fact, we're not going to get all the items. In fact, we CAN'T get all the items, even if we wanted to. This will be elaborated upon not far down the line and will all make sense. That said, what's ahead won't need a considerable amount more of items. If you REALLY want to go around collecting items, then take a look at my lists later on; I detail all items that you can get now and all items that you need to wait until later to get. For now, let's retrace our steps back to the Main Sector elevator. Elevator to Main Sector - Return to the Main Sector, then enter Sector 1. == Sector 1 == Elevator to Main Sector - Move on ahead. South Greenhouse - The Grapple Point in the back has now risen to a point that you can stick to it and go through the shattered window. Grab the MISSILE TANK on this side of the window. There's a ball tunnel nearby, but that will take you far out of your way, so let's just go back through using the Grapple Point and press on. Make your way all the way to the elevator to the Bioweapon Research Center. == Bioweapon Research Center == Elevator to Sector 1 - We can now move around of our own accord in here. Head down the corridors to the Nav Room. Communications Room - Before this room is a corridor with some Grahams and FG-1000's in them. Blast them away and press on. In the room itself is an EXAMINE SEARCH where you're looking for that body on the ground. Before heading through the door that you were indicated, head up the stairs and through the door up here. Grab the MISSILE TANK, then fend off the large number of Zebesians that got ornery because you took their stuff. Screw Attack through the whole bunch of them to finish it quickly, then head out, downstairs, and through the back door. Lower Elevator - Step in to be sent down to deeper depths. Security Halls - You will only have a choice of one door in all these rooms. As you proceed through the corridors, you'll come across an obvious beam switch above a door, so charge it. This will release guns that fire Rinkas (ring lasers that can be shot), but also open the door. Press on ahead two corridors and you'll find a door that needs a Seeker Missile attack to open. Continue through all the corridors to the Nav Room. ROOM MW - Head up the stairs and into the lab. Remember, the reason you're here is to find a survivor, so search the cells. Or, I could just tell you that you need to look in the right-hand cell on the back wall. Head through the new door that just opened up. METROID QUEEN - Yes, I know you want to shoot that big lumbering thing in the middle of the room, but your first priority is actually the Metroids that she just spawned. If you're unfamiliar with the usual tactic, you're to blast them with the beam to freeze them, then pump Missiles into them. The quickest way is by charging your beam and then firing a Super Missile. Unfortunately, there are a total of six Metroids you have to deal with, making things a bit difficult to handle. The first Metroid comes out on its own, so definitely destroy that one immediately. If a Metroid latches onto you, simply roll up and lay Bombs to shake it off. Metroids don't stay frozen indefinitely, and if the Queen stomps, they will get unfrozen, so don't waste any time pounding them with Missiles while they're down, although I wouldn't do so unless all the ones in the room are frozen. Once all the Metroids are history, the Queen will be understandably ticked, and will grow crystals out her neck. She will also now breathe fire at you, charge into you, and apparently poop some green stuff at you from her rear. Your objective is to blast away those crystals with Super/Seeker Missiles. This part is relatively simple; just avoid the attacks and fire Missiles with abandon. Once all the crystals are smashed, the Queen will be vulnerable. You'll be placed in a forced first-person perspective where you need to blast her stomach. Do so, then the Queen will rear up for an awesome fire breath charge. Use the Grapple Beam on her mouth and you'll roll up inside her stomach. To finish the Queen, you need to charge up and lay a Power Bomb. After this fight, follow the person through the doors. After all the cutscenes, you'll be left with one last first-person perspective fight. Your target is NOT the bug-like enemies that have just shown up, but that blonde little thing at the far end of the room. Once you do target and fire, the story will take over. ======================= 5J. Epilogue - Ghosts = ======================= Missiles: 55 Energy Tanks: 7 Energy Parts: 8 Accel Charge: 4 E-Recovery Tanks: 2 And we're back! And we've got POWER BOMBS! And NOW we're going to get everything we missed and round out our 100% total. You'll notice that percentages and items have now popped up on your map, which is nice and helpful. == Main Sector == Main Hangar - Let's head through several rooms until the Checkpoint Shaft, which, if you've been following my guide up until now, should be the first reachable item. Checkpoint Shaft - Actually, you need to go one room away, because we're going to Shinespark up the shaft. Head down to the glass-encased area in the previous room, then run to the shaft and Shinespark up to find a MISSILE TANK. Head ahead several rooms to... South Lift - Climb up to the top of this room and face the right-hand wall to stop a beam switch behind glass. With the Wave Beam, it's a snap to hit it now, opening the way to an ACCEL CHARGE. Now we're going to continue north past the Observation Deck to... Observation Lift - The game is very obviously pointing towards that odd spherical object on the wall. Set a Power Bomb and you'll unleash the Desbrachian. You might remember this guy from the end sequence, but this time it's a fight to the death. Desbrachians are ferocious creatures; they move very fast, strike very hard, and are tough to hit. Keep moving and firing charged blasts. As you cause damage, it will start to turn red. If it crouches down after a hit, quickly rush up and administer a Lethal Strike, otherwise it will enter a cocoon of light and regain its health, and we don't want that. Okay, the lift up is disabled, because it hates you, so let's head through the gap the Desbrachian left behind. BOTTLE SHIP RESIDENTIAL AREA - Well, now we all know where they were living. There are Kihunters living here now, so blast all of them to pieces. The most difficult item to grab in the game is here. Run around the deck to build up speed (just push Left or Right the whole time, you should get up speed) and Shinespark straight up. At the apex, Space Jump towards the center of the room and try to grab the platform holding the ENERGY PART. The grabbing part is not easy if you lose height after the Shinespark, but keep trying and you'll get it eventually. Leave by the northern passage, watch out for the Cyclaws in the next hallway, and head for the Nav Room. Elevator to Sector 2 - Ooo, secret elevator. Let's head down. Missiles: 56 Energy Tanks: 7 Energy Parts: 9 Accel Charge: 5 E-Recovery Tanks: 2 == Sector 2 == Gravity Generator Room - You pop out like a room away from the Generator, so Power Bomb away the Desbrachian, and let's head back in that direction, towards the main part of Sector 2. Head all the way back to the Low- Temperature Corridors. If you've followed this guide to this point, you should have an item blip shortly to the west in... Freezing Transit - Power Bomb the Desbrachian and take the ENERGY PART in the room behind him. Now, there are more items to the north, so let's collect those. Take the Speed Tunnels up to the South Frozen Path, then continue north, across the Frozen Pit, and move ahead to... Specimen Storage - This is that room with all the Snomers in jars. Shoot them all through their jars (or just drop a Power Bomb) and a door will open on the back wall that has a MISSILE TANK. Now, let's head up to the northeast corner. Snow Cliffs - Head up and into the next corridor. About three-fourths of the way down the corridor is a plate on the floor that you need to Super Missile away, which contains a MISSILE TANK. Head to the next room. Materials Storehouse - First, head around the corner, but before going down the stairs, Space Jump across to the left and roll into the ball tunnel on this same level to find a MISSLE TANK. Now, drop down to the crates. Now that you're not chasing MB, you can move around them as normal. Climb on top of them, then notice where your item blip is showing: a small crate. Smash it to find an ENERGY PART. Now, to head to that last item out to the west. You can get there quickest by going west from here up the Service Ramp and beyond. Storage Tanks - Desbrachian here. Power Bomb him to get an ENERGY PART. Now, head back to the main elevator out of this sector. We can go to either Sectors 1 or 3 next. Let's do 3 because I said so. Missiles: 59 Energy Tanks: 8 Energy Parts: 12 Accel Charge: 5 E-Recovery Tanks: 2 == Sector 3 == Elevator to Main Sector - All right, so we gotta go to a lot of places here. Start by going to the east. Furnace Entry - Desbrachian + Power Bomb = Fun + MISSILE TANK. Also, use a Super Missile on the opposite door and hit the terminal inside to open a gate at the south end. Grapple over to find an ENERGY PART. Now, we need to get to the northeast, through the furnace and refinery. I know it's a tough route, and I know it seems like it'd be easier to go across the lava lake, but quit whining! Refinery Depths - Before crossing the Grapple Points, look straight across the pit to see a MISSILE TANK you can Space Jump to. If you fall in or have trouble leaving, go to the near-right corner to find a ball tunnel that can get you back up. Anyway, continue on until you hit the Eastern Passage (with the flame jets and the Dessgeegas). From there, take the back-right door to... Eastern Shafts - First, look straight up in the first shaft and Super Missile the plate at the top. Climb up that shaft to get a MISSILE TANK. Now, head to the second shaft and drop all the way to the bottom. Space Jump to the left and grab another MISSILE TANK. You may now head out to the... Lava Lake - You need to be on the north side of the lake (which is the front end given your perspective), so if you're on the south side, use the Grapple Points at the left end to swing across. Head to the right until you see a pointy rock sticking out of the magma (it's a target if you look at it). Blow it with a Power Bomb and take the MISSILE TANK. Now, head all the way to the right. Western Lake Access - At the first ramp, blast the plate with a Super Missile to find a MISSILE TANK. Continue up the ramps. Lava Lake - Now you're up in the glass tube again. As you move down the tube, look to your left (the north) to spot a beam switch. Shoot through the glass and charge the switch. This will open a hatch on the floor of the tube, so you can roll in and grab a MISSILE TANK. Now, cross the Grapple Point and head all the way to the left. Sector 3 Entry - Desbrachian. Power Bomb. You know the drill. An ACCEL CHARGE for your troubles. Now, let's head all the way back to the right. Go back into the Lava Lake and take the Grapple Points to the upper path, the one that led to Ridley last time. Power Plant Entry - This is the room that had the dead Ridley larva on the wall. Go to the next passage and blast the Grahams away, then get up enough speed to Speed Boost into this room. Shinespark up, then quickly Space Jump to the right to grab a MISSILE TANK. You COULD do the Shinespark on your first visit here, but honestly, I've never been able to land on the ledge without Space Jump. Anyway, we're done in Sector 3, so make your way back to the elevator however you like (probably quickest to go through the power plant). We're now going to clean out Sector 1! Missiles: 67 Energy Tanks: 8 Energy Parts: 13 Accel Charge: 6 E-Recovery Tanks: 2 == Sector 1 == Elevator to Main Sector - Okay, we're missing a LOT in this area. First stop is the South Greenhouse. South Greenhouse - Use the Grapple Point beyond the window. Yes, this led to an item, but there's also a ball tunnel nearby that will roll you all the way to... Overgrown Tunnels - This is near the area where we got the Diffusion Beam oh so long ago. There's a MISSILE TANK directly above you as you enter. To get to it, drop down and head to the left, then run back right to Speed Boost and Shinespark through the ceiling just as the ground starts to slope up. Now, head to the right, through the tunnel and past the launch module. Subterranean Control Room - Desbrachian, yay! ENERGY PART, yay! Head back to the left, through the Overgrown Tunnels and the Scrap Block to... Western Vents - As you roll back along here, you may see a scrap cube on the back wall. Bomb it away to find a passage leading back to the Western Plateau. Swing across the Grapple Points to get an ENERGY PART. Now, swing back and head back into the vents. Roll back to the left. North Plateau Observation - I don't know if you remember plate in the corridor near this room that needs a Super Missile, but, well, it's still there, so blast it for a MISSILE TANK, then continue north. Ruined Elevator Shaft - Drop down the shaft and head back out to the rooms to the north. Now, run back south to build up speed and Shinespark straight up at the end of the room. You'll smash through the ceiling into a place you've been before, but slide back down this shaft on the left side to find a ledge leading to a MISSILE TANK. We are now going to continue north through the observation area and loop back around to the Nav Room. From here go east. Jungle Path North - Remember here how we had to hit a terminal to create the hologram so we could see where to blow up? Well, head back up there and turn off the hologram now so we can see a plate on the east wall to Super Missile for a MISSILE TANK. Now, continue east so you hit the North Junction (past the Kihunter Nest and all), then turn south when you get the chance so you can go back to Circle Ramp South, then head west. Western Slope - This is the first area where you had a slope to slide down. There's a plate on the ceiling of the slope that you need to blow away with a Super Missile. You can get it just by sliding down, but you run the risk of knocking against the thorns. If you slide down, then get a running start, you can Speed Boost up the slope and blast through the thorns, making it an easier shot. Once the plate is gone, you can use the Grapple Point it leaves behind to ride up to a MISSILE TANK. Now, head back down the slope, then take the right door at the end of the room. Specimen Observation Passage - Blast away the plate at the right end with a Super Missile, then run back to the left, so you can get enough speed going to the right. Just as you enter the next room (Specimen Observation Lobby), Shinespark straight up to find a MISSILE TANK. Now, head to the right. Specimen Observation Labs - Enter the left-hand door, go to the back and Kick Climb up to this MISSILE TANK. I honestly don't know when this one first becomes available because there's no clue as to when the door here opens. We're now done on the west side. Now, head back to the North Junction room (just south of the elevator to the Bioweapon Research Center). Quickest way is probably to run back up the Western Slope. North Junction - Head east to the Water Passage. Water Passage - Drop down into the water and run to the right, shooting Skulteras all the way as you Speed Boost into the grate on the right-hand wall and take the MISSILE TANK. Continue east. Rainy Field - This one's kinda tricky. First, go to the back left and Kick Climb to the upper level. Now, to the right of the door, jump around the wall to a ledge with a beam switch. Charge it up and you'll raise three platforms to the right. These are very temporary, so quickly Space Jump to the right, trying to get as much lift as possible to hit the high platform. It's tough, but doable. Take the ENERGY PART at the end as your reward. Storage Shaft - Before entering the shaft itself, you're now able to Space Jump across to the right in the first corridor to a MISSILE TANK. Continue through the rooms. Field Observation - In the corridor to the right of the observation deck, look through the back window to spot a beam switch. Charge it up with the Wave Beam and you'll open up the back area to get a MISSILE TANK. Continue! Maintenance Track - Start on the curved left-hand track and Speed Boost to the end to blast through to the Research Center. Grab the MISSILE TANK here, then exit and enter the Research Center the normal way. Research Center - In this corner, a Desbrachian! And in this corner, the E-RECOVERY TANK you get for beating it! Okay! Sector 1 is cleaned out. Now, we head to the elevator in the north and down to the Bioweapon Research Center! Missiles: 78 Energy Tanks: 9 Energy Parts: 16 Accel Charge: 6 E-Recovery Tanks: 3 == Bioweapon Research Center == Elevator to Sector 1 - Don't worry. We won't be here too long. Go all the way ahead to the Lower Elevator. Lower Elevator - Instead of going straight ahead through the Security Halls, go upstairs to the left. Bioweapons Ops - First, see that big cylindrical display in the middle of the room? You can enter from the back end, then Kick Climb up to a ball tunnel that will lead you to one MISSILE TANK. Now, as you roll out of the cells, you'll end up on the lower floor. Head over to the right and Bomb the central octagonal panel on the ground to find the final MISSILE TANK. Okay! We're all done the sectors! Now, to head back up to the Main Sector. I wish there was a quicker way as much as you do, but you'll have to hoof it. Missiles: 80 Energy Tanks: 9 Energy Parts: 16 Accel Charge: 6 E-Recovery Tanks: 3 == Main Sector == Main Elevator - Okay! Ready to clean this mess up? Head south. Elevator Hub Access - Lay a Power Bomb and dispose of the Desbrachian, then head to the passage behind him and into the elevator at the end. Bridge Access - This one big long corridor, and it's also one big long endurance battle. You're going to face several battles against powerful enemies. The first battle is against Mighty Griptians and Ghalmanians. The second is against Asboreans and Zebesians. The third is against Kyratians. The fourth is against Kihunters and Super Zebesians. The fifth and final is against two Rhedogians, one right after the other. If you survive this mess, you'll reach a Nav Room at the end. CONTROL BRIDGE - Hop on down to face a ghost from your past. PHANTOON - This guy is big. At all times during this battle, and at various intensities, you'll have to deal with flaming tears chasing after you. These can be dodged pretty easily, but there are a TON of them. To begin with, Phantoon will summon "Rage Hands", little disembodied hands that hound you. You can Screw Attack those away easily enough. Watch Phantoon's movements and try to take potshots at him. As he fights, he'll break through the glass on the bridge, which really just gives you a better chance to hit him using Super Missiles. Additional attacks he uses as the battle wears on include tentacle swings (jump over them), evil red floor death gates (don't stand on them), and more Rage Hands (Screw Attack again). One thing I like to remind people during this fight is that you CAN Sense Move while targeting (shake the Wii-mote), so this can be helpful to avoid damage while lining up your Super Missile shot. Depending on your firing skills, you may run low on Missiles, so don't be afraid to take a moment to Concentrate when you get an opening. He'll take quite a few Super Missiles to finish off (about eight or ten or so), but fight smart and try to stay away from too much damage and you should win in the end. Exit the bridge using the Grapple Point. Run to the elevator at the end. North Lift - It will stop halfway down, but set a Power Bomb to blast it away and you'll be free to drop down to the bottom. Head through the North Passage to... Observation Lift - The lift is deactivated, but head through the door. Observation Deck - An addition to Samus' hat collection, I suppose. Oh, and I guess we'd better get out of here quick like. Head out and the windows will shatter, allowing you to jump down. There are few surprises on the way out until... South Lift - Zebesians getting all up in your grill! Ignore them, drop down to the bottom and keep running. Keep running! Past the South Bridge. Past the Checkpoint Station. Checkpoint Access - Gates will start to close in your path. Fire the Paralyzer at them multiple times to get them to raise up. If you have to slide under debris, use the A button. Hangar Shaft - Try not to fall to the bottom, although it's not the end of the world if you do. Hangar Access - Shoot gates! Slide under stuff! Watch out for stuff on fire! Dodge lasers! Ack! Why the heck are you still reading this? You're supposed to be running! Main Hangar - Run run run to the end. There are no surprises at this point, so unless you've got five seconds left, you're pretty much home free. Congratulations! You've completed Metroid: Other M! If you found all the items, you've also unlocked Hard Mode! Best of luck with that. It's quite a doozy. ****************************************************************************** 6. COLLECTIBLES ****************************************************************************** Well, I'll do my best on these. Unlike the Prime series, the rooms in this game are not named, so you'll have to rely on my ability to point things out on the map by: Location: Where on the map you'll find the room (north, center, east, etc.) I may also tell you the shape of the room if its unique, and what you may have found in this room your first time through. Required: The items or events needed to get this collectible. If anything doesn't make sense, just e-mail me and I'll try to narrow it down if I can. These are all ordered by how early you can find them given the items at your disposal and the access you'll have to these rooms. ================================= 6A. Missile Tanks - Main Sector = ================================= #1 - Location: "Observation Access", one room south of the room you fight the Brug Mass. It's a straight passage with a few Geemers in it. Required: Normal Bombs The second time you enter this room, a Geemer will pop out of a light- colored hatch about midway down the hall on the right side. Roll into the hatch. Bomb the mesh at the end and take the tank behind it. #2 - Location: The tank is located in the Main Hangar, but is accessed from the room I call "Checkpoint Room" in the walkthrough, several rooms ahead. This is a room that has a restroom connected to it. Required: Normal Missile Returning to the Checkpoint Room, you can use a Missile to blast the vent spewing air and roll up into the passage leading to the tank. This will also allow you access past the locked door in the Checkpoint Room, to the rooms beyond. #3 - Location: "Hangar Access", two rooms away from the Main Hangar. This is the room where you first met the GF troop. Note that you cannot return to this room before getting Missile Tank #2 above. Required: Normal Missile There are crates stacked in this room at the south end. Kick Climb up to the top of them, then hop to the open hatch and roll up inside the tunnel. Note that if you come here in the epilogue, the crates will be gone, but you can Space Jump to it from the top of the stairs. #4 - Location: "Hangar Shaft", the room where you first meet Reos. It's a tall room that has Reos and Geemers in it. Like Tank #3, you cannot return to this room before getting Missile Tank #2. Required: Normal Bombs At the very bottom of this room is a hatch on the floor that you can use Bombs on. The tank is inside. #5 - Location: "South Bridge", a room where Reos will assault you from underneath. On your third visit here (after restoring the power), the bridge gave way and you were dropped down to the lower area. You can only get the tank once this happens. Required: Power Restored to Main Sector At the bottom of the room, head to the south end and you should find enough room to Kick Climb up to the tank. #6 - Location: "South Lift", a room with a lift in the middle and platforms all around it. Populated with Geemers. You can only access this tank once you've restored power. Required: Power Restored to Main Sector At the top of the room is a terminal near the lift. Use it to raise some ledges, one of which allows you access on the left to a ball tunnel. #7 - Location: "North Passage", a room just south of the North Lift (the one with the Bulls) and north of the Observation Lift (the one that has a diagram of the ship on the west wall). Required: Power Restored to Main Sector There are two vents in the ceiling of this room, both of which have Fly Pods jammed into them. Blast away the northern one and Kick Climb up the vent, or just Shinespark up it later. #8 - Location: "North Lift", a room with an elevator in the center, ledges all around it, and Bulls floating all over the room. Required: Power Restored to Main Sector Before entering the lift, hang from the ball tunnel on either side of the lift and roll inside. Blow up the crate with the tank in it. #9 - Location: "Checkpoint Shaft", one of the first rooms you have to Kick Climb up a shaft. This is one room away from the room with the restroom. Required: Speed Booster Start from the room to the south and run into the shaft. Shinespark up the shaft. ============================== 6B. Missile Tanks - Sector 1 = ============================== #1 - Location: "Specimen Observation Passage", this room is shortly after the very first slope you slide down. The room itself has a glass wall on the back side. Required: Sector 1 Access This tank cannot be missed. As you roll up into vent in this room, you'll cross right over it. #2 - Location: "Western Jungle Path", this is the very first room that has a terminal you use to disengage the holograms of the terrain. Required: Sector 1 Access Right after you disengage the holograms, you can return back down the path to find a couple more spots where you can see the metal of the ship. Climb up on the steps to reach the tank. #3 - Location: "Plateau Access North", going north from the rocky plateau area where you fight the Dragotix, you'll see a short passage with Geemers. Required: Sector 1 Access In this passage, you should be able to see some Geemers crawling around under the floor. There's an opening on the left side that will lead you to the tank. #4 - Location: "Ruined Elevator Shaft", the room where you dropped an elevator onto a Ghalmanian in the northwest part of the sector. Required: Sector 1 Access Shortly after dropping the elevator, climb to the top of the right side of the shaft and roll up into the ball tunnel. #5 - Location: "North Plateau Observation", one corridor after the Ruined Elevator Shaft as listed above. Required: Sector 1 Access On the right side of the corridor is a ball tunnel that's probably a bit hard to see. Roll into it to find a crate with the tank. #6 - Location: "Western Vents", the location in the west that you spend rolled in a ball. It connects the observation deck to the north with the Scrap Block to the south. Required: Sector 1 Access This one is easily spotted as you roll down the tunnels. There's a drop shortly before the tank, but if you fall, you can get back out by laying several Bombs to launch yourself up to it. #7 - Location: "Scrap Block", a room with on the west side with Wavers and lots of junk lying around. Required: Sector 1 Access Use Bombs to clear out the scrap on the left side of the room to find a small tunnel to roll to the tank. #8 - Location: "Biological Experiment Floor", this is the room before the Kihunter boss fight, which has a spiral ramp in the center. Required: Diffusion Beam As you climb the spiral ramp, you should notice this tank sitting on a ledge below. Drop down to it. #9 - Location: "Northern Bridge", the room right before the elevator down to the Bioweapon Research Center and after the North Junction. Required: Diffusion Beam Use either of the terminals to lower the bridge, then hop down to the lower area. There are two ball tunnels down here, but the one you want isn't the one on the left side, but the one on the south end, which will lead to the tank. #10 - Location: "Water Passage", the room to the east of the North Junction, partially submerged on the right side. Required: Diffusion Beam Hop into the water and blast the Whipvine underwater with a Missile. Roll up into the vent to find the tank. #11 - Location: "Jungle Pond", the room with Skulteras and Bulls where the water rises up and down. Required: Diffusion Beam Drop into the water and go all the way to the right side of the room and roll into the vent. #12 - Location: "Storage Shaft", in the northeast, just after the large rainy field where you fought your first Groganch, a room where you find a launch module that shoots you up to the second floor. Required: Diffusion Beam On the lower level of this shaft, look to the ceiling to find a crate with the tank inside. Blast it down with a Missile. #13 - Location: "Circle Ramp South", the spiral ramp in the south part of the sector that gets infested with Griptians later in the game. Required: Speed Booster Start running up the ramp. When you reach the top, Shinespark straight up to reach the platform with this on it. #14 - Location: "Overgrown Tunnels", in the southwest a tunnel with several Grippers. It connects to the Subterranean Control Room, where you got the Diffusion Beam. Required: Speed Booster Get some running space and run to the right-hand exit of the room, Shinesparking up before the ground curves upward. You should be launched through the ceiling where you can grab the tank. #15 - Location: "Ruined Elevator Shaft", in the northwest area of the sector, which was where you had to climb the shaft and drop an elevator on a Ghalmanian. Required: Speed Booster Go back a couple of rooms so you can get a running start into the lower part of the shaft room. Before the turn, Shinespark straight up and you'll smash through the ceiling to the top of the room. Now, drop back down the shaft and slide down the left-hand wall to find a ball tunnel. #16 - Location: "Storage Shaft", a room in the northeastern part of the sector where you had to use a launch module to get to the upper level. Required: Speed Booster This is actually in the corridor beforehand, where you hopped down some crates. The tank is in an alcove above the right-hand door. #17 - Location: "Research Center", the last room you can enter in the northeast part of the sector, with lots of computers and tanks. Required: Speed Booster You actually start this a few rooms previous, in the large curved room I call "Maintenance Track". Get on the track at the left end of the room and start running from the front to the back. Speed Boost through the walls and you'll eventually reach the tank. #18 - Location: "Field Observation", this is a corridor in the northeast part of the sector with glass on the back wall. Required: Wave Beam Look through the window at the right end and you'll see a beam switch. Charge it up and you'll open a hole in the window whereby you can enter and head to the left end for the tank. #19 - Location: "Blocked Passage", a corridor between "Circle Ramp South" and the "North Junction". Two Grapple Points hang in the room. Required: Grapple Beam Grapple to the upper rock in the room. On the right side of the rock is a small hole with a rock inside to bomb away. The tank is in the little cavern inside. #20 - Location: "Western Slope", a room west of Circle Ramp South, the first room where you slid down a slope and had to jump over thorns. Required: Super Missile Get some speed at the bottom of the slope so you can run back up it, shattering the thorns as you go. Now, you should be clear to file a Super Missile at the plate on the ceiling halfway down the slope (just aim as you slide down). This releases a Grapple Point, which you'll need to grab to be carried up to the tank. #21 - Location: "Specimen Observation Lobby", at the end of the Western Slope, through the right-hand door. You originally had to go through a ball tunnel to access this room. Required: Super Missile The connecting door between the Lobby and the Passage to its left needs to be busted down with a Super Missile. Start running from the far left end of the passage, and Shinespark as soon as you enter the Lobby. #22 - Location: "North Plateau Observation", a room above the Western Plateau, roughly in the northwest corner of the sector. It connects between the Ruined Elevator Shaft and the Western Tunnels. Required: Super Missile In a little corridor before the actual observation area is a plate on the wall that needs a Super Missile. #23 - Location: "Jungle Path North", this is just to the east of the northwestern-most Nav Room. On your first visit here, you turned the hologram on so you could find a glitchy area. Required: Space Jump Go up to the terminal and turn the holograms back off and fire a Super Missile into the plate on the far wall. You'll need to Space Jump to reach the alcove. #24 - Location: "South Greenhouse", one of the first rooms you visit in this sector, a circular room surrounded by a glass wall. Required: Gravity Feature For some reason, the Grapple Point behind the glass here doesn't raise high enough for access until after you get Gravity. Use it and you should find the crate with the tank. #25 - Location: "Water Passage", the room to the east of the North Junction, partially submerged on the right side. Required: Gravity Feature Hop into the water and run straight to the right so you Speed Boost through the vent on the right wall. #26 - Location: "Specimen Observation Labs", from the Western Slope, take the right-hand door at the very end and go through the rooms to the furthest right room. This area was the first place you found evidence of bioweapon workings, if that helps locate it. Required: Gravity Feature (?) The last time you were in this area, the other doors were sealed. At some point (I'm not entirely sure when), the leftmost door opens and you can enter, Kick Climb up the shaft and grab the tank. ============================== 6C. Missile Tanks - Sector 2 = ============================== #1 - Location: "South Frozen Path", the earliest snowy path at the south end of the sector, full of Snomers and Himellas, and the first place you find Volfons. Required: Sector 2 Access After the path turns to the right, you'll notice some fallen ice pillars. Roll under one of them to find a tank. #2 - Location: "Chilled Pool", this is a room that's mostly a pool of water with a Fumbleye hanging above the center of the room. Required: Sector 2 Access Drop down into the water and head around to the right to find a very visible tank. #3 - Location: "North Frozen Path", the path where you first face off against the elecricity shooting Kyratian. Required: Sector 2 Access At the back end of this room, follow the stream as it flows into the wall. Roll into the tunnel to reach the tank. #4 - Location: "Ruined Tunnel", a room at the north-ish end of the sector with Snomers, Dessgeegas, and lots of busted machinery. Required: Sector 2 Access At the right-hand end of the room is a ball tunnel suspended off the ground and vaguely lit by red light. Roll into it to reach the tank. #5 - Location: "Chilled River", a room after the Ruined Tunnel, with ice stalactites floating in the water. Required: Sector 2 Access The tank is in the second pool of water in the area. At the back end of the pool are a couple of holes under the water. Drop down and grab onto one of the holes so you can roll into the tunnel. This is easier after you activate the Gravity Feature, but not impossible without. #6 - Location: "Low-Temperature Corridors", a room with fans blowing and a dead Gigafraug that looks like it was sucked dry by a Metroid. Required: Sector 2 Access There are two fans blowing on the back wall. Use a charged Ice Beam shot on the left-hand fan to freeze it, then roll into the tunnel behind it. #7 - Location: "Water Tank", a room in the south part of the sector that has water that needs to be drained over the course of the game. Required: Sector 2 Access On the right side of the room, in the front, high up on the wall is a ball tunnel that contains this tank. #8 - Location: "Speed Tunnels", the room where Adam authorizes the use of the Speed Booster. Required: Speed Booster This tank is on a platform above the slope. To get it, run up the slope, then prepare a Shinespark at the top. Boost the reverse direction to land on the platform. #9 - Location: "Sector Generator Room", a room with two large rotating cylinders that you need to Kick Climb up. Required: Speed Booster Going up the right-hand generator, you may notice the tank on the right side behind a window. From the top of the generator, jump off to the front wall and you'll land on the ledge with the tank. #10 - Location: "Service Ramp", shortly after the fight with the Ferrocrusher, a small-ish room with a ramp at the end. Required: Speed Booster As soon you as enter the room, walk around the large crates to the right to find this tank. #11 - Location: "Mountain Slope", a large slope at the north end of the sector, not long after the Ferrocrusher fight. Required: Speed Booster Although the instinct is to run from the front wall to the back to speed boost, try instead running from the front to the back and Shinespark straight up to a platform with the tank. If you don't get this until later (after the avalanche comes down) you'll need the Grapple Beam to reach it. #12 - Location: "Freezing Transit", this room is in the central south area of Sector 2. It has a track on the wall that you had to grab onto and ride to the terminal to exit. Required: Speed Booster Get some speed from the front of the room and boost towards the back. There's an obvious divot in the floor, which is where you should launch up in Shinespark. Grab onto the pipe above and roll up to the tank. #13 - Location: "Freezing Transit", see above. Required: Speed Booster This is actually in the same pipe as the one above. You just need to roll in the down direction and jump over the gap. Roll to the end for this other tank. #14 - Location: "Specimen Storage", this room is in the northeast area of the sector. It required you to Shinespark across the gap in the room, and it has tanks full of Snomers lining the walls. Required: Wave Beam Shoot all the Snomers in the tanks with the Wave Beam and a gate holding the tank will open. You can drop down from above or just Space Jump there if you have it. #15 - Location: "Elevator to Main Sector", actually, it's a couple of rooms to the east, but it's a rather inconsequential corridor. Required: Super Missile There's a plate on the right-hand wall of the corridor. Blast it open. #16 - Location: "Snow Cliffs", the big snow field in the northeast corner. The tank itself is actually in the next corridor. Required: Super Missile As you go through the corridor to the north, you'll see a plate on the ground. Use a Super Missile on it. #17 - Location: "Materials Storehouse", the room where you fought the Ferrocrusher in the northeast corner. Required: Space Jump From the entrance, go to the top of the stairs down and Space Jump to the left to find a ball tunnel. #18 - Location: "Inverted Corridor 2", in the southeast corner of the sector are a few rooms that mess with gravity, such as flipping you upside down. This is the second room. Required: Seeker Missile On the back wall of this room, about midway down on the left side is a vent that you can roll into to this tank. It will likely require a Space Jump to reach. #19 - Location: "Heavy Corridor 3", in the southeast corner of the sector are a few rooms that mess with gravity, such as weighing you down. This is the third and last full room that does it. Required: Gravity Feature On the upper part of this area, go to the left and attach to the Grapple Point. Swing to the left and then Kick Climb off the walls to reach the upper area with the tank. ============================== 6D. Missile Tanks - Sector 3 = ============================== #1 - Location: "Eastern Passage", which is a north-south running passage east of the Lava Lake (to the left from your perspective), has Dessgeegas in it and flame vents. Required: Sector 3 Access On the left side of the passage, among all the flame vents, is one vent with a cover on it. Blast that with a Missile, then roll up inside it. #2 - Location: "Floor Observation Room", a room that looks like a control room with a bunch of monitors, where you fight an Asborean. Required: Sector 3 Access In the back of the room is a small staircase leading up to a terminal. Roll under the stairs to find the tank. #3 - Location: "Floor Observation Room", see above. Required: Sector 3 Access Head one room to the left of the observation room. In this next passage, keep an eye on the right-hand wall to find a vent you can jump up to so you can roll to the tank. #4 - Location: "Lava Lake", the big lava lake in the north end, specifically in the glass tube, which can only be reached by going through the northwest door. Required: Wave Beam In the right-hand side (west side) of the glass tube, look out to the north and you'll see a beam switch on one of the rocks. Charge it up and a panel will open in the floor of the tube. Roll into it. #5 - Location: "Refinery Maintenance", this small area is in the desert refinery area on the east side of the sector. It basically consists of a ball tunnel halfway up. Required: Grapple Beam The tunnel you initially roll into splits into two. Take the right hand fork to reach the tank. #6 - Location: "Power Plant Shaft", a shaft that you end up in after the fight with Ridley, shortly before returning to the entrance to the sector. Required: Super Missile Slide down the left side of this shaft. Not far from the bottom is a ball tunnel that has this tank inside. #7 - Location: "Western Lake Access", this room is to the west of the lava lake. It has ramps and leads up to a glass tunnel above the lake. Required: Super Missile On the lower ramp is a plate to bust open with a Super Missile. #8 - Location: "Eastern Shafts", a room just east of the lava lake, from the southeast door (which would be back left given the perspective). Required: Super Missile The left-hand shaft in this room has a plate at the top. Blast it away, then Kick Climb the rest of the way up the shaft. #9 - Location: "Eastern Shafts", see above. Required: Space Jump Fall down the right-hand shaft, and Space Jump across the magma to the left. #10 - Location: "Refinery Depths", this is the room below the Refinery in the northeast corner, which you get to by climbing all the way to the top of it and taking the elevator down. Required: Space Jump Below the Grapple Points is a hatch with the tank in it. This MAY be grab-able the first time with just the Grapple Beam, but I've never managed to get it. #11 - Location: "Power Plant Entry", in the west part of the sector, where you found the shell of the larval Ridley stuck to the wall. Required: Space Jump Go one room ahead (the tube) and take out the Grahams making the laser barrier. Run back into the entry room and Shinespark up. You'll need to Space Jump to the right so you can reach the ledge with the tank. #12 - Location: "Furnace Entry", a room not far east from the main elevator. It has a Grapple Point above you. You saved Anthony's butt here. Required: Power Bombs Use a Power Bomb to wake up the Desbrachian. Defeat it and enter the door behind it. #13 - Location: "Lava Lake", the big lake of lava with Magdollites. Required: Power Bombs On the northern path (front from your perspective), there is a spiky rock about halfway down the path. Blow it away with a Power Bomb to find this. =========================== 6E. Missile Tanks - Other = =========================== I say "Other", but really this is just to avoid spoiling. They're all in the Bioweapon Research Center. #1 - Location: "Communications Room", this room is one of the first big ones in the research center, and you find a body in it late in the game. Required: Gravity Feature Head on up the stairs in this room to the door on the back wall. The tank is sitting right there waiting for you. Just mind the bad guys that pop up. #2 - Location: "Bioweapons Ops", after completing the story, return to the Bioweapon Research Center. Take the second lift down to the lower level, then in the next room, take the stairs up to the left and you'll reach this room full of computers and monitors. Required: Power Bombs On the upper floor, note the cylindrical display on the left side. Walk inside it from the back and Kick Climb up the shaft. Roll through the ball tunnels and you'll reach the tank in the cells on the west side. #3 - Location: "Bioweapons Ops", see above. Required: Power Bombs On the lower floor, on the right side, are three octagonal panels on the floor. Bomb the middle one. ================== 6F. Energy Tanks = ================== #1 - Location: Main Sector - "Electrical Access" in the walkthrough, just outside the System Management Room. Required: Normal Bombs This tank is stumbled over automatically as you roll up into the tunnel that leads to the System Management Room. No way to miss this. #2 - Location: Sector 1 - "Maintenance Track", the large curved room in the northeast where you fight your second Groganch. Required: Diffusion Beam Once you enter the ball tunnels, you'll come to a junction where you can drop down to a lower tunnel, where this tank is quite visible. #3 - Location: Sector 2 - "Frozen Pit", a room with a large pit in the center where you fight your first Gigafraug. Required: Speed Booster Once you Shinespark to the far end, head to the right edge of the platform. There's a ball tunnel behind an ice pillar, which you can drop into the area with the tank. #4 - Location: Sector 2 - "Mountain Slope", a large slope at the north end of the sector, not long after the Ferrocrusher fight. Required: Speed Booster At the top of the slope, you'll find this in plain sight behind the next door. #5 - Location: Sector 3 - "Geothermal Power Plant", a room just before the fight with Ridley. Required: Grapple Beam This is very obviously placed right in front of the door to the next room. ================== 6G. Energy Parts = ================== #1 - Location: Main Sector - "North Lift", a room with an elevator in the center, ledges all around it, and Bulls floating all over the room. Required: Power Restored to Main Sector When you first enter this room, you ride down the lift, past all the ledges. Go to the right side of the room to find a low ledge so you can climb up. The part is found on the left side of the lift near the very top of the room. #2 - Location: Sector 1 - "North Junction", the room right after the Kihunter boss fight. Has several doors to connect to different areas. Required: Diffusion Beam After the Kihunter fight, you should see this behind a window in the next room. Go up the nearby ramp and use a Bomb to blast away the vent cover near the top and roll into the tunnel. #3 - Location: Sector 3 - "Western Lake Access", a room to the west of the big lava lake (which is the right side from your perspective). The room itself has Heat Bulls and ramps. Required: Sector 3 Access There's a little alcove about halfway down this room that has little bugs floating around in it. Roll into it and find the ball tunnel which will end at the part. #4 - Location: Sector 3 - "Lava Lake", the big lava lake in the north with all the Magdollites. Required: Sector 3 Access This is found on the southern edge, the one with the Magdollites. There's a spot with a smaller Magdollite in your path that you have to jump over to reach a higher rock ledge. On the right side of this rock is a small tunnel which has this part inside it. #5 - Location: Sector 3 - "Crater Control", a small control room found very soon before entering the crater and facing Goyagma. Required: Sector 3 Access After you hit the terminal to lower the lava below you, two ball tunnels open up on either side of the room. Take the right-hand one. #6 - Location: Sector 2 - "Specimen Storage", a room in the northeast end of the sector that you normally Shinespark across. There are tanks full of critters lining the walls. Required: Speed Booster Drop down to the lower floor of this room. There are three gray squares on the floor. Bomb the lowest square and roll into the ball tunnel. #7 - Location: Sector 2 - "Materials Storehouse", the room where you fought the Ferrocrusher in the northeast corner of Sector 2. Required: Ferrocrusher defeated The bad news about this one is that you can't get it right away after beating the Ferrocrusher, because there's a big wall of crates blocking you. You have to circle around and come back to this room from the original entrance. Hop up onto the big crates in south half of the room. There are several small supply crates here. One contains the part. #8 - Location: Sector 3 - "Molten Passage", a room not long after you meet up with Anthony. It has two Grapple Points, and two pools of magma. Required: Grapple Beam At the far right side of the room, move towards the front wall and you'll spot a small blue passage in the lower right corner. Jump off and roll into that passage. #9 - Location: Sector 1 - "Western Plateau", the open area with the river, waterfall, and Dragotix enemy. Required: Grapple Beam You actually need to go to the Western Vents area (those tunnels on the west side). Somewhere in the tunnel is a grayish block on the back wall, which you can Bomb away and roll out onto an upper ledge in the plateau room. Grapple across to the part. #10 - Location: Sector 3 - "Furnace Entry", a room not far east from the main elevator. It has a Grapple Point above you. You saved Anthony's butt here. Required: Super Missile Blast the plate away on the left-hand wall and access the terminal, which will open the way to the south end, which you can Grapple to. #11 - Location: Sector 1 - "Blocked Passage", a room just north of Circle Ramp South, it has Grippers and a couple of Grapple Points, plus a big rock in the middle that can only be crossed with the Grapple Beam. Required: Space Jump Stand on the rock in the middle, then start Space Jumping to the left, then to the back of the room to the crate. #12 - Location: Sector 1 - "Rainy Field", a room full of rain that you first fought the Groganch in, in the northeast part of the sector. Required: Space Jump Go to the upper level in the back left, then Space Jump around the wall to the right and land on the ledge with the beam switch. Charge it up, then quickly cross the platforms to the part. The jumps are tricky, and require you to get the most height out of your jump. #13 - Location: Main Sector - "Bottle Ship Residential Area", pretty much the first new room you go to in the epilogue, a large cylindrical room with a bunch of Kihunters and a bunch of monitors in the center. Required: Power Bombs Hold Right or Left in the to run around the perimeter and start Speed Boosting. Shinespark up and quickly Space Jump to the center platform. You'll have to grab its edge. It's very difficult, but keep trying. #14 - Location: Sector 2 - "Freezing Transit", this room is in the central south area of Sector 2. It has a track on the wall that you had to grab onto and ride to the terminal to exit. Required: Power Bombs Use a Power Bomb to wake up the Desbrachian. Defeat it and enter the door behind it. #15 - Location: Sector 2 - "Storage Tanks", this is a room in the southwest that you entered shortly after going up that big maintenance lift. It has some tanks that you need to shoot through with the Wave Beam. Required: Power Bombs Use a Power Bomb to wake up the Desbrachian. Defeat it and enter the door behind it. #16 - Location: Sector 1 - "Subterranean Control Room", the room near where you got the Diffusion Beam in the southwest corner. This is also the room you fought Fune and Namihe. Required: Power Bombs Use a Power Bomb to wake up the Desbrachian. Defeat it and enter the door behind it. ====================== 6H. E-Recovery Tanks = ====================== #1 - Location: Sector 2 - "South Frozen Path", the earliest snowy path at the south end of the sector, full of Snomers and Himellas, and the first place you find Volfons. Required: Speed Booster You should stumble right across this as you exit the Speed Tunnels after your first Speed Booster run. You'll slam into the ice walls, uncovering this. #2 - Location: Sector 2 - "Heavy Corridor 2", in the southeast area are some corridors where gravity is screwy. This is the second one you come across where you're weighed down instead of upside down. Required: Gravity Feature This is placed tauntingly out of reach the first time you enter the area, but after you come back with Gravity on, it's no problem. #3 - Location: Sector 1 - "Research Center", this is the room at the far end of the east path. Or rather, it's the farthest you will end up being able to go after the first visit, as the door to go fruther is sealed off later. Required: Power Bombs Use a Power Bomb to wake up the Desbrachian. Defeat it and enter the door behind it. =================== 6I. Accel Charges = =================== #1 - Location: Sector 1 - "Break Room", a room in the northwest corner of the Sector. This room is two rooms after the "three-exit" Nav Room. It has a restroom inside it. Required: Sector 1 Access Head into the restroom and walk up to the stall with the partially open door. Samus will automatically open the door as you approach. #2 - Location: Sector 3 - "Eastern Lake Access", a room just east of the Lava Lake. It has three yellow circles on the floor. Required: Sector 3 Access The left-hand yellow circle is concealing a launch module. Bomb away the cover, then drop inside and launch yourself up. #3 - Location: Sector 2 - "Snow Cliffs", a large snow field where you fight a Groganch. Required: Speed Booster After defeating the Groganch, climb up the snow ledge and head in the direction of the exit door. You should spot a rock nearby which you can Missile away. #4 - Location: Main Sector - "South Lift", a room with a lift in the middle and platforms all around it. Populated with Geemers. Required: Wave Beam On the top right side of this room is a glass window with a beam switch behind it. With the Wave Beam you can charge up the switch through the glass to open the door. #5 - Location: Sector 3 - "Geothermal Power Plant", a room just before the fight with Ridley. Required: Grapple Beam Use the Grapple Point in this room to swing over to the blue-lit alcove where this charge lives. #6 - Location: Sector 3 - "Sector 3 Entry", a room just off the lava lake. You have to go through the glass tube at the north end of the area. It's where you first entered Sector 3 from Sector 1. Required: Power Bombs Use a Power Bomb to wake up the Desbrachian. Defeat it and enter the door behind it. ****************************************************************************** 7. ENEMY DATABASE ****************************************************************************** Let me start by stating one simple thing: you get almost nothing from defeating enemies in this game. There are no health or missile pickups to be gleaned from the corpses, and there's no point total at the end of it all. The only time that you must fight is when there's a locked door that won't open until your foes are dead. That said, if the option presents itself, running through an area and not stopping to fight is a very viable strategy, and may be preferable considering that going toe to toe with some bad guys may end up with you worse for the wear. Something to keep in mind as we go through the list. ============== 7A. Crawlers = ============== Geemer - Appearance: A blue spiked turtle-like creature Location: Main Sector and Sector 1 These guys are wall-crawlers. Unlike previous incarnations of this foe that just wandered around, they will now notice you and crawl towards you with intent to ram. A couple of Power Beam shots are enough to kill them. Sidehopper - Appearance: A two-legged creature about Samus' size, blue and yellow in color Location: Main Sector and Sector 1 The Sidehopper archetype is characterized as an enemy that bounces around and attacks by slamming into the ground. They are rather vulnerable to Overblasts, and the game wastes no time in reminding you of this. Zoro - Appearance: Small brown-shelled larva Location: Sector 1 Despite sharing a similar name with a Mexican folk hero, these are nothing more than Kihunter larvae. The shell is decent armor, though. Beams and Missiles will be ineffective against it. The simplest way to destroy a Zoro is to roll up into a ball and lay Bombs near it. If you repeatedly blast a Zoro, it may hatch into a full-grown Kihunter, so be careful. Nova - Appearance: Flaming ground crawler Location: Sector 3 Basically a Geemer for the fire area. The only thing that's different about this guy (except for the obvious "on fire" part) is that it may decide to quickly charge you. Dessgeega - Appearance: A two-legged creature about Samus' size, purple and red in color Location: Sector 3 The Sidehopper variant for the fire area is more durable than its predecessor. The Ice Beam can be used to freeze its leg to the floor for an easy Overblast. Beyond that, watch out for its kicks, ground pounds, and the gunk it shoots out its mouth. Snomer - Appearance: A spiked turtle covered in ice Location: Sector 2 This is the icy version of the Geemer. This species is unique in a couple of ways. For one, it can hide in the ground, then spring up to surprise Samus as she approaches. For another, it can launch itself at Samus pretty quickly. Still, it's not particularly durable. Volfon - Appearance: A lithe predator with two large curved horns Location: Sector 2 Sort of a cross between a ram and a wolf. These creatures bound around the snow, charging into Samus, or leaping into the air and slamming down on her. Hitting them with a charged ice blast will freeze them to that spot, after which you can hammer at them with more beams to finish them. Sandfang - Appearance: A large sand worm Location: Sector 3 Found in the sandy desert areas, the Sandfang is known for hiding in the ground until Samus gets close, then leaping out and attacking. They can bite, swing their bodies, or fling sand balls. They're pretty durable, but they do have a slight weakness in that if they take a good amount of damage, they'll be knocked out to the surface of the sand, where they will squirm for a few moments, having trouble moving when not lodged in the ground. Baristute - Appearance: A two-legged creature with a large head, mostly green in color Location: Sector 2 This is the strongest Sidehopper variant. Mostly more durable, otherwise sharing the same characteristics as its weaker cousins. ============ 7B. Fliers = ============ Reo - Appearance: A green fly-like creature Location: Main Sector and Sector 1 Reos have a habit of hovering around before trying to attach to you. They are considered mostly a weak nuisance and even one shot from the base Power Beam is enough for them. Skree - Appearance: A dark green drill-like creature Location: Main Sector and Sector 2 Skrees begin life on the ceiling, and as soon as Samus gets close, they dive-bomb her like a rabid fan. Either dodge their incoming charge and retaliate with a few Power Beam shots, or simply run underneath them without stopping and they should overshoot you. Bull - Appearance: A floating bluish ball that spews gas Location: Main Sector and Sector 1 These creatures excrete toxic gas. Generally speaking, the float around lazily, but when agitated, they'll charge and explode, releasing a cloud of damaging gas. They also explode when shot, so it's more of a game of avoiding the inevitable cloud. Waver - Appearance: A small creature with a shell on its left and right sides. Location: Sector 1 A bit of an annoyance. These beings float around the room, and when the mood strikes them, they'll start spinning and launch themselves towards you. They cannot be harmed while spinning, so dodge out of the way before attacking. FG-1000 - Appearance: A floating robot with a boxy turret mechanism on the bottom. Location: All Sectors These defense drones are considered a miniboss early in the game. They will attempt to charge you as well as fire their beam weapon. During early fights, the only way to damage them is when their beam mechanism is deployed. Either blast with charged shots, or take the risk of aiming for a Missile. Later in the game, you'll find them more frequently, but by then your equipment will have improved enough that a few shots will take care of them easily. Kihunter - Appearance: A four-limbed man-sized wasp-like creature Location: Sector 1 This agressive species of insect can attack melee style as well as fire junk from its proboscis. Blasting it can sometimes knock off its wings and drop it to the ground, where it's a slightly lesser threat. Also, if Samus performs an Overblast on it, she will rip off its wing by hand, which is actually quite satisfying. There is a "Super Kihunter" variant that appears late in the game that is green as opposed to the standard blue. It's a bit more durable, but at the point in the game you face it, you should be more than powerful enough to handle it. Skultera - Appearance: A ravenous-looking fish Location: Sector 1 and 2 Psyche! These guys are not air fliers but actually water swimmers. That said, they are the ONLY swimmers in the game so I'm just tossing them here, because dealing with them is similar to dealing with a flying foe. These fish dart around the water before attempting to bite your face off. They're not too durable, but they may be difficult to hit unless they're close, given their speed. Mella - Appearance: A flaming flying bug Location: Sector 3 The variant on the Reo for the fire area. The same tactics apply for this version. Naturally, once you get the Ice Beam, putting them down will be easy. Heat Bull - Appearance: A floating ball of red fiery stuff spewing flame. Location: Sector 3 Whereas the regular Bull is "merely" toxic gas, the Heat Bull is full of flammable stuff. Blasting it enough will result in a nasty explosion, so hang back while you shoot. If that weren't enough, while active, the Heat Bull will ride its fire jets to crash into you at high speeds. A charged Ice Beam can plug those jets to stop it zipping around, but won't stop the explosion. Himella - Appearance: Icy flying bug Location: Sector 2 The ice variant of the Reo. The Himella is unique because it can actually shoot icicles at you. It's no more durable, though. Joulion - Appearance: Fat floating seahorse Location: Sector 2 These odd critters store energy inside them. They can either shoot this energy at you or release it in one big explosion when they croak. Shoot them down from a distance. FG II-Graham - Appearance: Floating robot without a large turret beneath it. Location: Sector 2 and Sector 3 These robots are far more fragile than the FG-1000. They fire beams like any good robot, and only take a few hits before going down if they're flying solo. In certain locations, though, you'll find two of them working together to create a purple plasma barrier. To stop this barrier, blast one with a charged shot. This won't destroy the bots, but it will lower the barrier for a few seconds so you can pass. Cyclaw - Appearance: Black drill-like creature Location: Sector 2 A bit of a rarity, but these are a hardier form of Skree. They are different from their cousin in that they can make a second lunge after their first dive-bomb. If they latch onto Samus, they can detonate. Take them out from a distance or just run past them. Rinka - Appearance: Ring-shaped lasers Location: Bioweapon Research Center These are mostly in the game as a throwback to the old Metroid games, and are the ring lasers that fire at you while in Tourian on Zebes. They're pretty weak given you fight them late in the game when you're really powerful, but there they are. ================ 7C. Stationary = ================ Fly Pod - Appearance: An undulating sphere fused to a wall Location: All Sectors Fly Pods are not living enemies, per se, but nests for the sector's resident fliers. They will continue to pump out Reos, Mellas, or Himellas, depending on what sector they're in. The standard means of dealing with them is to pump three Missiles into the pod. Once you gain more powerful beams, they will become effective, as well. Gripper - Appearance: Basically a plant that looks like a large Venus Flytrap Location: Sector 1 Sometimes these plants will appear as innocuous as the background, which is of course, part of their plan. Their attacks mostly consist of munching on your tastiness. If they swallow you, you will need to set a Bomb in them to escape. Some variants hide in the ground and travel around underneath to pop up under you. There is still another variant (commonly called the "Poison Gripper") that simply walks around and is considerably weaker than its normal counterpart. Whipvine - Appearance: A purple plant affixed to the wall with an orange pod Location: Sector 1 These plants mostly remain dormant until Samus gets near, whereby it will snake out a vine to grab and damage Samus. The pod cannot be damaged unless the vine is loose, so you have to get kind of close before you can attack. Fire a Missile at the plant to destroy it. Magdollite - Appearance: A human-shaped pile of lava Location: Sector 3 These beings seemed to be formed from the very magma itself. While they can't move from the spot they sit, they will swing their arms at you, cause shockwaves, and breathe fireballs. A charged Ice Beam can fill their mouths with ice, stunning them momentarily. They take a fair amount of hits to destroy (you'll know that happens when they sink into the lava amidst flames), so it may behoove you just to run and jump past them rather than wasting time fighting. Fumbleye - Appearance: A purple blob with a big tentacle, all attached to a ceiling Location: Sector 2 There are only a couple of these odd things to be found in the game. When you first come across them, you will be unable to defeat them due to an apparently naturally occuring shield on them that blocks incoming fire. All you can do is avoid their tentacle attacks. Once you activate the Plasma Beam, you will now be able to destroy these things. =============== 7D. Predators = =============== Ghalmanian - Appearance: Purple chameleon-like biped Location: Sector 1 Looks like a chameleon and acts like one. This fiend will start the fight invisible. Good news is that being out of sight doesn't mean that your Search View targeting can't find them. Poke around until you lock on something that isn't there, then fire a Missile to knock the Ghalmanian for a loop. Once it's stunned, you can rush up for a Lethal Strike, or simply keep pounding it with beams now that it's visible. Griptian - Appearance: An armadillo-like lizard Location: Sector 1 Griptians are known for rolling into balls and being rather speedy with their attacks. They can burrow underground, but their shadows tend to remain visible. A fully charged shot or laying Bombs in their path can stun them, opening them up for a Lethal Strike. There is a variant later in the game called the "Mighty Griptian", which is considerably stronger and is covered in spikes. Dragotix - Appearance: A lizard with a head at each end and a glowing belly Location: Sector 1 This rather odd creature is treated as a miniboss fight early on. One head is used for biting on Samus (the big one), while the other head spits out a jet of flame. If the creature swallows Samus, lay a Bomb to escape. The glowing belly is a rather obvious weak point, so killing a Dragotix is a trivial matter of hanging out of range and pounding it with firepower. Groganch - Appearance: Tall giraffe-like creature that seems to be made out of wood Location: Sector 1 and Sector 2 Despite its size, this creature is actually quite simple. It mostly lumbers around on its tall legs, and fires purple shots at you. These purple shots can be destroyed in midair by firing at them, so if you're far enough away, there's no reason to spend an entire fight with these guys in Search View. Its weak spot is an obvious glowing belly, so hammer that with Missiles. The only other gimmick it has is that after some damage, it may flip itself over, putting its weak spot on its back. This shouldn't change your tactics any. Zebesian - Appearance: Man-sized insect-like alien that fires lasers from its claws Location: All Sectors The rank and file soldier of the Space Pirates, these grunts generally know how to fight. They pretty good at dodging and running around, and their shots are quite accurate. Still, doing some dodging of your own and superior firepower will ultimately help you more. If you freeze their hands with an Ice Beam shot, you'll stop them from shooting momentarily, and open them up for an Overblast shot. Asborean - Appearance: A metal stingray that swarms about on land Location: Sector 3 This nasty fellow is actually just a worm with a face, but he's riding around in rather stylish robot exosuit resembling a stingray that gives him speed and power. Watch his scooting about closely and take shots whenever he stands up, or whenever he pokes his head out of the armor. His attacks, besides just running around, include tossing out little spawn to harrass you, as well as standing up to take strikes at you. If you connect a shot while he pokes his head out, you may stun him enough to get a Lethal Strike in. Instead of an outright kill, you will tug him out of his armor. At that point, he'll try to wrap himself arund you to explode for serious damage, so blast him to death before he gets close. Gigafraug - Appearance: A large two-legged creature with an armored front Location: Sector 2 "Physical attack" is the name of this beast's game. It makes good use of the armor on its front side to charge and ram you. You have the option of blasting away at its relatively unprotected rear, but there's an even better tactic. Blast a Missile into its front armor to destroy it. The Gigafraug will now be vulnerable to Overblasts and Lethal Strikes, making it a much easier kill. Kyratian - Appearance: Whitish skinned humanoid with tentacles on it shoulders. Location: Sector 2 These intelligent beings control electricity. In normal circumstances, they'll try for some melee attacks or hang back and fire electric balls at you. If you damage them a bit, or freeze their tentacles with your Ice Beam, they may charge themselves up with electricity, making themselves invulnerable to your current beams. At that point, you'll want to fire a Missile at them to disengage that status. Once you get better beams, you'll be able to penetrate their electric shield, so that won't be as much of a worry. Rhedogian - Appearance: Wiry purple-skinned humanoid with a single eye in its midsection Location: All Sectors This creature is treated as a recurring miniboss. It's very quick and agile, capable of even dodging your beam shots. Attacks are many and include swiping with its arms, charging into you, a cluster missile strike, and a focused eye laser. Causing damage is largely a matter of getting lucky and tagging him with charged shots when he can't dodge, which is usually right after he attacks. One of his most exploitable points is when his eye turns red as he charges up his eye beam. Fire a Missile at him and he'll take good damage and be stunned. You can follow this up with a Lethal Strike. Although this won't always be a confirmed kill, it will do significant damage. Desbrachian - Appearance: Black beetle-like organism Location: All Sectors You will not face these creatures until the endgame sequences. They are the most ferocious non-boss enemies in the game. They're attacks are largely physical, but they're quite fast, regularly dodging charged beam shots much as a Rhedogian would. It takes several hits to weaken them, and once drained of health, they will enter a green light cocoon which will restore them. You can disrupt this cocoon by laying a Power Bomb, but there is an easier way to finish them. Just before they enter the cocoon state, they will crouch on the ground in exhaustion. It's a small window, but at that point they're vulnerable to a Lethal Strike. Practice will make perfect with these foes, and you'll have plenty of chances. ****************************************************************************** 8. EXTRAS ****************************************************************************** ============================ 8A. Examine Search Answers = ============================ The whole Examine Search thing is a feature where you're put in a forced first-person perspective and tasked with finding something in the environment before you can move on. While this is kinda neat, it can be frustrating when you have a full 360 degree view to look in and don't know what the heck you're looking for, so here's a list of all the searches in the game. Hopefully I won't be spoiling too much by giving you these answers. #1 - Situation: Game has just begun. You're in the hangar looking at the GF Ship. Target: The Federation logo on the side of the ship. #2 - Situation: You're in Sector 1. You just went down a slope and examined an abandoned lab. Target: The rustling bushes slightly to your left. #3 - Situation: Sector 1, the room called "Biological Experiment Floor", which is a complicated way of saying Kihunter Nest. You've just climbed a spiral ramp and slid down the center. There's a purple cocoon nearby. Target: The brown larvae crawling around on the ground to your right. #4 - Situation: Sector 1, the room called "Exam Center". You've just met up with your team and are exploring the building. You've just had a scare by a falling corpse. Target: The GF logo on the body. #5 - Situation: Exam Center, same basic area as before, only now you just heard some monster spittle drop behind you. Target: Those Zebesians hanging from the ceiling. #6 - Situation: Biosphere Test Area, just after you fought the weird purple creature while pinned down. Target: Behind you, the green ichor on the ground. #7 - Situation: Much further into the game, Sector 2, on the snow cliffs area after you beat a Groganch and discover a frozen body. Target: The woman behind the windows of the observation area. #8 - Situation: Sector 3, you just saved Anthony from a monster and are now heading to the power plant out in the west. Target: The purple creature stuck to the wall. #9 - Situation: Sector 3, the core of the power plant, after meeting up with Anthony again. He asks where the way out is. Target: Kinda tough to see, but the green lights mark the exit, which is what you're looking for. #10 - Situation: Immediately after #9. Target: A large rectangular hatch in front of you on the wall. #11 - Situation: Sector 1, some jerk just lowered a bridge in front of you. Target: The busted terminal behind you. #12 - Situation: Sector Zero Target: Just look to one side or the other. The target will pop up in view. #13 - Situation: Bioweapons Research Center, on your second visit to the place. Target: The body on the ground. ============= 8B. Unlocks = ============= Hard Mode - Complete the game with an item collect rate of 100% and you'll unlock this mode. In Hard Mode, enemies are slightly tougher, but the big news is that there are NO COLLECTIBLES. No Missile Tanks. No Energy Tanks. No nothing. You have to survive the game on one Energy Tank and ten Missiles. There is no particular reward for completing the game on Hard Mode, in case you're wondering. --- Theater Mode - This is unlocked once you beat the main story. This is kind of set up like a DVD movie, actually. Instead of just viewing each of the disjointed cutscenes separately, the game actually tries to connect them with some amounts of gameplay being shown. Select any chapter and the "movie" will start from there. You can press A at any time during the presentation to return to the chapter select. Chapters 1-26 are unlocked after completing the main story. Chapters 27-30 are unlocked after completing the epilogue. --- Gallery Mode - This is also unlocked once you beat the main story. These are simple production stills from the game with concept art and models. Pages 1-4 are unlocked after completing the main story. Pages 5-7 are unlocked after completing the epilogue. Page 8 unlocks with 100% item collection. Here are what you find in each gallery still. Some you can probably guess by looking at them what/who they are, but I'm feeling generous, so here are brief descriptions: 1) Samus Aran (Face and Zero Suit) 2) Adam Malkovich 3) Anthony Higgs 4) Ian Malkovich 5) Lyle Smithsonian 6) Maurice Favreau 7) James Pierce 8) K.G. Misawa 9) Madeline Bergman 10) Melissa Bergman (MB) 11) The Colonel 12) Quarantine Officer 13) Bull 14) Waver 15) Gripper 16) Sidehopper 17) Kihunter and Zoro 18) Skultera 19) Dragotix 20) Joulion 21) Volfon 22) Gigafraug 23) Nova 24) Magdollite 25) Bottle Ship Exterior 26) Main Sector 27) Biosphere 28) Cryosphere 29) Pyrosphere 30) Elevators 31) Terminal 32) Holographic Terminal 33) Grapple Point 34) FG-1000 35) Federation Medic 36) Federation Tech (and generic Federation workers) 37) Griptian 38) Mighty Griptian 39) Ghalmanian 40) Kyratian 41) Asborean 42) Rhedogian 43) Energy Tank 44) Missile Tank 45) Energy Part 46) E-Recovery Tank 47) Accel Charge 48) Supply Crate 49) Samus in Federation Fatigues 50) GF Power Armor 51) GF Power Armor 2 52) GF Assault Rifle 53) GF Submachine Gun 54) GF Assault Rifle w/ Launcher 55) GF Freeze Gun 56) GF Plasma Cannon 57) GF Troop Transport 58) Civilian Shuttle 59) Drive Engine 60) GF Frigate 61) Brug Mass (Brug, Emperor Brug) 62) Groganch 63) Fune and Namihe 64) Goyagma 65) Fumbleye 66) Ferrocrusher 67) Vorash 68) Nightmare 69) Specimen Lab 70) Kihunter Nest 71) Pyrosphere Furnace 72) Desert Simulation Area 73) Samus in Power Suit (Morph Ball) 74) Samus' Gunship 75) Samus' Gunship Interior 76) Mother Brain (Evolved Form) 77) Zebesian 78) Cyborg Zebesian 79) Desbrachian 80) Little Birdie (Larval Ridley) 81) Mystery Creature (Larval Ridley) 82) Mystery Creature Shell 83) Ridley 84) Ridley (collapsed) 85) Storyboards 86) Picture of Samus and Ian 87) Zero Suit Samus carrying Adam's Helmet 88) Samus' Paralyzer 89) Child Samus 90) Samus (Younger, during Ian's incident) 91) Samus (Civilian Clothes) 92) Phantoon 93) Sector Zero 94) Metroid (Metroid Eggs) 95) Queen Metroid Battle 96) Queen Metroid (Detail) ****************************************************************************** 9. STANDARD GUIDE STUFF ****************************************************************************** =========== 9A. Legal = =========== This FAQ was made 100% by me, and is Copyright © 2010 Scott "CyricZ" Zdankiewicz. You may not take it in whole or in part and claim it as your own. You may not alter it in any way, even if you ask me first, and that includes putting it in HTML format. Please don’t post this on your site unless you have express consent by me. I’ve put a lot of time into this. Give me some credit. Currently, the following sites have permission to post my FAQ: www.gamefaqs.com www.gamewinners.com www.ign.com www.cheatplanet.com www.neoseeker.com I'm not going to allow people with small personal sites to post this FAQ. They may post the link on GameFAQs with all the Other M guides, but, trying to keep updates, well, updated, I'll only allow large committed sites that I trust. ======================= 9B. E-mail Guidelines = ======================= If you wish to e-mail me, be sure to follow these guidelines: - Make ABSOLUTELY sure I haven't already answered your question in the guide. - Make sure it has something to do with Other M. I don't want spam, chain letters, offers for friendship. Compliment me on the FAQ all you want, though... - Make sure you say "Other M" at one point in your e-mail. I have more than one FAQ, and asking a generic question such as "How do I kill the last boss?" doesn't tell me much. - Spell correctly and use proper grammar, please. If I can't understand your e-mail, it'll go to the junk pile. ============= 9C. Credits = ============= CJayC, SBAllen, and all webmasters for allowing this on their sites. My buddy bananagirl for an uber-sexy ASCII title. Nintendo and Team Ninja for, well, keeping the series alive, at least. ===================== 9D. Version Updates = ===================== Version 1.0 - 9/20/2010 - The vast majority is complete. Some adjustments may be made if any collectibles can be collected earlier or if there are better enemy strategies, but I consider this to be pretty complete. ==================== 9E. The Final Word = ==================== Okay. I had fun with the gameplay setup and new takes on 3D third-person shooting. That's some enjoyable stuff and made this game worth playing on its own. Which is good, because honestly I severely disliked the story presentation. The story on its own is... passable, but the writing, acting, and direction are just woefully subpar. Mr. Sakamoto, it's obvious from the inclusion of Theater Mode that you wanted this game to feel like a movie. I say that if you want to do that, make sure you have the proper skills to make a movie in the first place. Show, don't tell. Cut back on the inner monologue. If you want the characters to have believable emotion, then don't have them robotically delivering exposition without a shred of it, then expect us to relate to the characters when they suddenly get all vulnerable. I've said my piece. This game still has plenty to carry it, but it just could have been so much more with the right application of effort. See you next mission, everyone!
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