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    FAQ/Walkthrough by Split Infinity

    Version: Samus | Updated: 02/28/11 | Search Guide | Bookmark Guide

                                SPLIT INFINITY PRESENTS
    Don't forget to click on 'RECOMMEND' button at the top of this guide!
    My YouTube channel: www.youtube.com/user/SplitPlaythru
                        Come! Subscribe to my videos for better games' experience!
    Name of game:   Metroid Other M / [NTSC-U/C]
    Type of guide:  Complete Walkthrough / FAQ
    Platform:       Wii
    Version:        Samus, released on 27th February 2011
    Authors:        Damir Kolar (Split Infinity) <lifearmor(at)gmail(dot)com>
    Copyrighted to: (c) Damir Kolar (Split Infinity) - All rights reserved
    Made in:        MS Word, Courier New, Font Size 10, Chrs/Line 79
    Best viewed:    MS Word, Courier New, Font Size 10, Chrs/Line 79
    If you like this guide, be sure to drop me an e-mail and tell me about it.
    The only thing this guide cannot do is play the game for you.
    On SplitPlaythru's youtube channel you can find the entire video walkthru!
    01.)                         LATEST UPDATES - G0100
    - Version Samus (27th February 2011)
    # Features complete walkthrough from start to end, coverage of all 100% items,
      and covers post-credits exploration part as well.
    02.)                       LEGAL INFORMATION - G0200
    This document is copyrighted to me, Damir Kolar (Split Infinity). It is
    intended for *PRIVATE* use only. It cannot be used in ANY form of printed or
    electronic media involved in a commercial business, in part or in whole, in any
    way, shape, or form. It cannot be given away freely, as bonus or prize, it
    can't be given away with the game and so on. It cannot be used for profitable
    or promotional purposes, regardless of the situation. Breaking any of these
    rules is in direct violation of copyright law.
    This document is protected by copyright law and international treaties.
    Unauthorized reproduction and distribution of this document, or any portion
    of it, may result in severe civil and criminal penalties, and will be
    prosecuted to the maximum extent possible under the law. Any characters,
    names, places, or miscellaneous objects are copyright of their respective
    If you are a webmaster of the site that wishes to post this document, you may
    do so under one condition - you must e-mail me first for permission. If
    permission is granted, you cannot change a single character of this document,
    and you must leave it in txt format.
    *ONLY* following sites can host this guide:
    - www.gamefaqs.com
    - www.neoseeker.com
    - www.supercheats.com
    - www.eurogamer.net
    - wii.mmgn.com
                                   TABLE OF CONTENTS
    If you need to find something quickly, press and hold CTRL (Control), then
    press F button. This will bring up 'Find and Replace' box. In it type the
    word you're looking for and you should be taken to it immediately. This is
    much faster than scrolling through entire guide.
    For your convenience I've inserted special search codes near every section to
    help you easily hop on to that section by using search code provided. Each
    search code will appear only twice in whole guide - thus getting stray hits
    will be impossible.
    01.) Latest Updates       | G0100  | Read what was added in last update.
    02.) Legal Information    | G0200  | Copyright protection and legal info.
    03.) Introduction         | G0300  | A bit about myself and this guide.
    04.) Video References     | G0400  | Video walkthru.
    05.) Walkthrough          | G0500  | Guide from start to finish.
                              | WLK01  | Game basics
                              | WLK02  | Main Sector guide, part 1
                              | WLK03  | Sector 1 guide, part 1
                              | WLK04  | Sector 3 guide, part 1
                              | WLK05  | Sector 2 guide, part 1
                              | WLK06  | Sector 3 guide, part 2
                              | WLK07  | Sector 1 guide, part 2
                              | WLK08  | Bioweapon research center guide, part 1
                              | WLK09  | Sector 1 guide, part 3
                              | WLK10  | Sector 2 guide, part 2
                              | WLK11  | Sector Zero guide
                              | WLK12  | Sector 2 guide, part 3
                              | WLK13  | Sector 1 guide, part 4
                              | WLK14  | Bioweapon research center guide, part 2
                              | WLK15  | Main Sector guide, part 2
                              | WLK16  | Sector 2 guide, part 4
                              | WLK17  | Sector 1 guide, part 5
                              | WLK18  | Bioweapon research center guide, part 3
                              | WLK19  | Sector 3 guide, part 3
                              | WLK20  | Main Sector guide, part 3
    06.) After credits...     | G0600  | Samus has more things to do on BS.
    07.) Credits              | G0700  | All who contributed... Thank you.
    08.) Contact Info         | G0800  | Find out how to reach us.
    03.)                          INTRODUCTION - G0300
    Hello! This is my first Metroid project ever, and a debut FAQ for Wii platform.
    I hope you'll like this guide, as I'll try to make your journey through the
    game to be the least painful.
    Here's explanation of some things:
    - Spoiler issue - I'm the player of the game, just like you (who is reading
      this guide) are. First time I've played through the game was completely by
      myself - therefore nothing was spoiled for me. All the story elements that
      were supposed to surprise me had such effect. Hence why I will not include
      any spoilers (except names of places and NPCs you must address to continue
      the storyline).
                     ___   ___  _  _   _ _____ ___ ___  _  _ ___
                    |   \ / _ \| \| | /_\_   _|_ _/ _ \| \| / __|
                    | |) | (_) | .` |/ _ \| |  | | (_) | .` \__ \
                    |___/ \___/|_|\_/_/ \_\_| |___\___/|_|\_|___/
    If you found the guide useful and would like to support me in future endeavours
    of covering the titles you enjoy playing, then perhaps you would like to
    consider making a donation.
    You can do so through Paypal, the account is: lifearmor@gmail.com
    Thank you for reading this guide. I hope it meets your expectations in
    completing the game fully in order to provide maximum enjoyment.
    04.)                        VIDEO REFERENCES - G0400
    For those who require help in getting thru the game further than what the
    walkthru covers, here's something you could definitely use. I've made a video
    playthru of the entire game from start to finish. It's available here:
    05.)                          WALKTHROUGH - G0500
    The official names of enemies were provided by SolidHaseo.
    CHAPTER 01 ========================================================= CHAPTER 01
    WLK01                             GAME BASICS
    CHAPTER 01 ========================================================= CHAPTER 01
    Enjoy the introduction scene. After Samus dons Power Suit, it's time to get
    accustomed to controls.
    Hold Wii remote sideways - your left thumb will be controlling Dpad and A
    button, while your right tumb will be controlling buttons 1 and 2.
    Dpad is used to move Samus around.
    A is used for Morph Ball mode.
    B is used for looking around when in 1st person view mode.
    1 is used for shooting Power Beam.
    2 is used for jumping.
    CHARGE BEAM - Press and hold 1 until fully charged and then release to shoot a
    charged beam at the glowing ball. Repeat the exercise on two glowing balls.
    MORPH BALL - With the Wii remote held sideways, press A. This will cause Samus
    to morph into a ball.
    NORMAL BOMB - Press 1 while in Morph Ball mode to release a bomb. You can lay
    up to three bombs at once (or five at once if you morph ball at the moment when
    Samus' beam is fully charged).
    DEACTIVATE MORPH BALL - Press A while in Morph Ball mode to return to normal,
    standing position.
    Now you need to get inside the glowing square in the room. Doing so will cause
    you to fall into a pit.
    KICK CLIMB - Press and hold Dpad toward a wall and press 2 with good timing to
    consecutively kick your way up. Make sure not to change direction with Dpad.
    ATTACK - Press 1 to fire your beam at crab-like enemies. Keep killing them to
    move onto next part of the training.
    SENSEMOVE - At the right moment, press Dpad just before being hit. Use
    Sensemove while pressing 1 to quickly reach full charge. Dodge Zebesian's beam
    a couple of times and you're done.
    CONCENTRATION - Hold Wii remote vertically and press and hold A to replenish
    your missiles. You start the game with 10 missiles.
    SEARCH VIEW - Point Wii remote at the screen and press and hold B to look
    around. Zebesian is found on the ceiling in far right corner. When you do so...
    LOCK ON - Press and hold B and point at your target to lock on.
    NORMAL MISSILE - Press A and release immediately while locked on.
    Zebesian will fall down from ceiling and engage in combat. Use the basics
    you've learned and shoot the baddie with couple of charged beams. Once
    sufficiently weakened, jump on its head. Once the enemy is grounded, you can
    LETHAL STRIKE - Press Dpad toward a downed enemy while pressing 1. Once fully
    charged, you'll launch a strong attack. Whoa...
    POWER BOMB - Press A to change into morph ball, then press and hold 1 and
    release when fully charged.
    PRO-TIP - It is possible to sensemove while in 1PV. As you're about to get hit,
    shake Wiimote and Samus will jump out of harms way.
    CHAPTER 02 ========================================================= CHAPTER 02
    WLK02                      MAIN SECTOR GUIDE, PART 1
    CHAPTER 02 ========================================================= CHAPTER 02
    W(est) means go left.
    E(ast) means go right.
    N(orth) means go into background.
    S(outh) means go into foreground (that is, move Samus towards the screen)
    Okie dokie, we're at the Bottle Ship, which I'll call BS for short. When the
    scenes are finished, you can't move. Wut? I call that PIXEL HUNT. Point Wii
    remote at the screen and search around for something interesting in order to
    proceed. The point of interest is on the ship in front of you - look for the
    emblem on its nose. To examine stuff while in this mode, press and hold B on
    things of interest.
    Afterwards go E into next area (man, I really hate it that areas don't have
    names like they did in Prime series), or go W to return to your ship if you
    want to save the game.
    Screen will shake momentarily, then go N. It appears you're not alone on BS,
    there's six other people who appear to have business here.
    PIXEL HUNT - Point Wii remote at the door, hold B to lock on, and press A to
    shoot a missile to open the path ahead.
    For some incredibly stupid reason, Samus decides she wants to tag along with
    Adam's orders and decides not to use any of cool upgrades she collected on
    Zebes. They must be authorized first.
    Go N into next area, then E into next area. Some annoying Reo (enemy resembling
    a fly) will ambush you on the bridge and make Samus drop down from the ledge,
    where Reo's buddies are having a party. Make a mincemeat out of them with your
    trusty Power Beam.
    After you dissipate all enemies, your minimap will beep a couple of times and a
    blue dot will appear inside it. This means that the room you're in contains
    some kind of power-up - those are:
    70x Missile Tank
    16x Energy Part (4 energy parts award one Energy Tank)
    6x Accel Charge
    5x Energy Tank
    3x E-Recovery Tank
    Once uncovered in this way, the item you have not yet collected will remain
    marked on your map (which you can open with +). You cannot collect this
    particular item yet, cos you need to get Normal Bombs auth'd.
    Blue dot will also appear on the map if you scan the area and happen to lock on
    collectable item.
    K, so how do we get out of here? Look towards the right for a grating with some
    type of switch on it. Go to 1PV and shoot the switch repeatedly until it
    charges or deliver a charge beam into it to get the grating up a bit. Go morph
    ball, roll under the grating and jump up. Continue going up, getting rid of two
    Geemers (foe resembling a spiked crab) and several Reos, until you reach the
    door leading E into next room.
    This is a dark corridor, so be careful as you advance as there are Skrees
    plastered on ceiling that will get a drop on you when you get close. When you
    get past them, turn N into next area.
    Three Reos will emerge from W door and attack you, so promptly delete them,
    then take the door they attacked from. Hm, a loo, but nothing of interest here,
    so return to previous room. Go up the stairs, and examine the terminal to open
    N door. In order to operate the terminals, all you need to do is stand close to
    In next room go N and step into broken elevator shaft. Kick climb your way up
    and go N to next room. Doors will lock behind you - defeat four Geemers and go
    N to next room. Advance N across the bridge, kicking off four Geemers, then
    take W exit to next room.
    A large elevator area, with six Geemers presiding here. Get rid of them and
    then work your way up the ledges to top of the room. At the top take N exit.
    You have found game's first NAVIGATION BOOTH - NAV-B 01. These allow you to
    replenish your health, restore missile ammo (like you need to) and open path
    forward. Just stand on the platform and your game will be saved.
    Exit N into long corridor, and keep going until a scene kicks in.
    Listen for boss emitting a sound that resembles beeping, as this telegraphs
    boss using tentacle smash up to four times in your general direction (sometimes
    it'll go after you allies). Use sensemove to avoid being hit (you can just tap
    directions on Dpad). Its weak point is obviously the eye, but how can you hit
    Once Brug stops the current slapping business, go 1PV and lock on boss' eye
    with B for a scene. Your allies will now use freeze guns...
    Aaand you get to shoot missiles at last. Remember, 10 missiles is your starting
    count - to use a missile, you need to press A while locked on.
    You can shoot the eye in two ways - either you wait for Brug to bury its
    tentacles into the ground and start to grovel for few seconds and then missile
    the eye, or you deliver missile justice between the slight pause boss offers
    before next slap attack.
    Either way, once a missile is shot in its eye, Adam will order his team to
    concentrate fire in single location, while you attack the frozen spot with a
    missile. Aim at the frozen tentacle and missile it to shatter it for good. Brug
    will now attack by sweeping the remaining tentacle around it on the floor. Did
    you get the drill by now? Missile its eye, then wait for other tentacle to get
    frozen, then missile it.
    Now Brug will attempt to jump on you, which is still easily avoided by
    sensemove. Shooting another missile into its eye will allow your allies to
    freeze it again, letting you get a third shot in. Now a big beetle will jump
    out of the remains and start scurrying around. Missile its ass too and boss is
    You need to go to System Management room in order to restore power to the area.
    A yellow diamond shape will now appear on your map, marking your next
    destination. Okies, looks like we need to exit S.
    As you go down the corridor, five Geemers will attack, so promptly dismiss
    them. One of them jumped out of a vent, so go to that spot and morph ball into
    the vent. Roll S, use normal bomb at broken grating and then collect MISSILE
    TANK (01/70) to increase your missile ammo by 1 unit.
    Go S to navigation booth and save your progress if you want. There's a lot of
    NAV-Bs scattered thru BS, so don't worry about not being able to save often.
    BTW, when your minimap in upper right has red flashing strips at the edges, it
    means there are still some enemies left in the area.
    Go S again into large elevator area and jump to the bottom - smash Geemers if
    you want, and exit E. Cross the bridge (kill Geemers) and exit S. Along with
    four Geemers there are two Skrees spacing around, so erase them all.
    Now the door you need to take is locked, so we need a detour... along the left
    side of the corridor is a broken down pipe, so morph ball into it and roll up.
    Seems you can't go on? Use normal bomb to blast the grating, grab ENERGY TANK
    (1/5) and blast another grating away.
    Drop down and examine the terminal, which fails to power up. Instead you're
    attacked by a swarm of Reos, and they keep coming from two hives at the walls.
    Eventually they stop spawning for a while, so this is your cue to go 1PV and
    shoot three missiles at each hive to destroy it. Once they're history, examine
    the terminal again and power is restored (this will cause some of earlier areas
    to get populated by baddies).
    Take W exit, and go two rooms S. Don't take the stairs down, instead go along
    left wall and look for a vent blowing out air. Missile it, and morph ball thru
    the tunnel until you're back at the first area of BS. Collect MISSILE TANK
    (02/70) on the catwalk and check the terminal at far end to unlock E door. Go E
    twice to end up in a room where you met Adam and his team. While at top of
    stairs, enter 1PV and look S to spot two ledges. Get up there and use a bomb to
    open the grating, then morph ball thru the tunnel to grab MISSILE TANK (03/70).
    Return thru the tunnel, and go N, then E. Jump off the bridge and scan the
    floor for a tile that can be bombed. Morph ball into the hall, roll N and
    collect MISSILE TANK (04/70), then avoid four Geemers with some bombs.
    Make way to destination marker... when you get to the room with retractable
    bridge, Samus will fall down and have a party with three Side Hoppers (purple-
    grayish and green biped). Avoid their stomps and attempt to jump on their heads
    to perform OVERBLAST (jump on enemy to climb on it and press 1 when fully
    charged). Killing all three, go S and use kick climb to bounce up to MISSILE
    TANK (05/70). Jump down and go N, then kick climb up the shaft... Damn, an
    obstacle! Use 1PV and lock on to the plating in the ceiling, then missile it.
    Now you can jump out and use the terminal to extend the bridge.
    Continue to destination marker... in the big elevator room the elevator itself
    is now operational. Take it to the top and examine terminal on the right - this
    will raise the ledges at sides of the room. On left side look for a vent with
    yellow outline - roll into it to collect MISSILE TANK (06/70).
    Proceed to NAV-B 01, save your game and go N twice to get a briefing from Adam
    about you being destined to clear Sector 1. Oh joy... exit E.
    In corner of the room is a door that needs a Power Bomb to open (POWER BOMB
    DOOR ALERT). You won't be able to open these until faaar later in the game. Use
    the elevator to go up... I wanted to kick Adam's ass by taking W door, though
    poor fool locked himself in... exit N.
    Proceed down the corridor and check third vent on the ceiling to find a Reo
    hive - missile it three times and then kick jump up the shaft to find an item
    box with MISSILE TANK (07/10). Exit N.
    Begind the elevator are two vents - morph ball into left one, bomb the grating
    and then bomb item box for MISSILE TANK (08/10). Board the elevator to go down,
    and snipe with little eye an item as you go... Before leaving the room, go to
    right side of the room to get necessary footing for climbing up using the
    ledges. Watch out for Bulls (foe that looks like a little meteor) as you go and
    blow them up with beam shots. At the top of the ledges you can nab ENERGY PART
    (01/16). Exit N.
    Kill three Bulls and then five Side Hoppers (latter can also be disposed by
    charged beams, though Overblasts kill them the quickest). POWER BOMB DOOR
    ALERT, then exit N.
    Weeee, roll into Sector 1 elevator.
    CHAPTER 03 ========================================================= CHAPTER 03
    WLK03                       SECTOR ONE GUIDE, PART 1
    CHAPTER 03 ========================================================= CHAPTER 03
    Exit E to NAV-B 02, save your game and exit E.
    Exit N to a huge plant-covered room. In the distance you'll see two Reo hives
    and Gripper (basically a flytrap) in front of each hive. Gripper will keep
    eating Reos being spawned, so take your sweet time and missile the hives from
    the distance, then clean up any remaining Reos and make sure to dismantle
    Grippers as well. N exit is blocked by some vines - make the exit appear by
    using a missile on the vines, then exit N twice.
    Two Ghalmanians (a foe that resembles a chameleon) will attack you. Press
    direction on Dpad to avoid initial attack. If Ghalmanian turns invisible, it'll
    be spitting out some goo that travels in an arc, and when visible, it'll
    attempt to grab you with its tail, or it'll appear behing you and try to impale
    you with the tongue. It can also try to ram you.
    When Ghalmanian is invisible, you'll need to lock on to it and missile it to
    force it to appear. As Ghalmanian is losing health, you'll see a brief image of
    it whenever it goes invisible allowing you to gauge its approximate location.
    As Ghalmanian is just about ready to go, you can perform a LETHAL STRIKE (hold
    Dpad towards the downed enemy while holding 1, and when fully charged, let go
    of 1 to deliver a finishing strike).
    GRAPPLE BEAM HOOK ALERT - when the glass gets shattered, you may see a red
    light. That denotes a Grapple Beam hook being present, though it's gonna be a
    while before you can use it. I'm just pointing it out for future reference.
    Exit N when both Ghalmanians are gone.
    Missile the fly hive at N end of the corridor, then advance a bit, destroy Reos
    that appeared behind you and missile another hive to clear the corridor. Exit
    Hm, a giant beanstalk? Approach it and dismantle Geemers on lower level (this
    includes crossing the small catwalk towards N exit), then climb the path around
    beanstalk... careful though as there are several Grippers poised along the way.
    Keep pressing Dpad towards a possible Gripper and you'll sensemove as one
    attempts to grab you. At the top take the catwalk, cleaning up Geemers, Reos
    and another damn hive. Shoot the door with missile to remove the vines, then
    exit N (but in relation to + map you actually exit W).
    Note: Damn, the game takes a turn for the worse with directions. Ah, Samus
    it... I'll just be using directions as they come up when you look at gameplay
    Save at NAV-B 03, exit N. Proceed thru the corridor when suddenly Wavers (foe
    that resembles a clam) come to life and start flying around, trying to divebomb
    you. Smack them away with beam shots, and exit N.
    Uproot two Grippers ahead and then slide down the slope. Try to augment your
    descent past spiked vines and jump over the third. SUPER MISSILE LOCK ALERT n
    the ceiling of the slope. At the bottom eradicate all Geemers and Wavers as you
    go N... AAAAARGH...
    A new enemy will attack Samus - this is Griptian (it resembles an armadillo).
    It has a couple of attacks - rolling into you, lunging at you, striking at you
    from the ground, punching you, or jumping onto you. It is most vulnerable when
    it lunges at you, as it goes thru several moments of weakness with its claws
    being stuck, and at this time you can deliver lethal strike. After you smash
    first one, two more emerge for you to deal with.
    N door is locked, you can't go S, so exit E. SUPER MISSILE LOCK ALERT - Super
    Missile blast door bars your progress E, so let's look for another way. There's
    some shattered glass thru which you can fit as morph ball - smack Wavers away
    only for nothing to be found. But there's an item in ceiling's vent... Roll
    back out in the corridor and look near top of the screen for entries into vents
    - the right one is open, so jump up in order for Samus to grab on, then press
    jump button again to have Samus morph ball into the vent. Collect MISSILE TANK
    (09/70) and keep rolling until you fall down on other side of Super Missile
    Exit N into what appears to be an observation room. Nothing of interest here
    yet, so exit S, then go downstairs and exit E. Take the far N door.
    Walk thru it for a scene, then exit S. The door locks behind you, exit W, go
    upstairs and exit N into observation room. Something's changed here - a Geemer
    test subject has appeared in center of the room in some tube. Missile it for a
    way out of here. Enter morph ball and jump into the hole where the tube used to
    be. Hold down to roll out of the vents, and exit W.
    Here N door is still locked, so attempt to go S...
    PIXEL HUNT - Point Wii remote at the screen and tilt your view a bit left. Look
    near the ground and watch for the moving leaves of a plant in front of what
    appears to be a big red fruit. Haha, you think that thing is cute?
    Adam will now unlock N door, which you promptly take. Aw, heck, why lock the
    door behind me then? Go thru the forest, swatting Reos and smashing two hives
    for ITEM BEEP. No way out? As you backtrack, you'll see small creatures with
    red light falling out of a hole. Morph ball into it and you'll end up on a
    ledge with semi-visible terminal. Examine it and the layout of the area will
    change, revealing N exit. Um, the item? Backtrack even more and you'll find a
    couple of stone steps - jump up them to nab MISSILE TANK (10/70).
    Exit N into a corridor full of Geemers that keep coming after their brethren
    are slain. Above N exit is a charge switch - pump it full of beam shots or use
    single charged beam to activate it. The room will fill with some gas,
    incapacitating your foes and unlocking N exit.
    Now you're in an area with a waterfall. Behind the waterfall is Reo hive to
    destroy, then snipe some Reos in the distance. Enter the waterfall and roll
    into the hole you'll find here. While in morph ball, you can use 2 to jump.
    Near the exit you'll be blocked by a rock, so bomb it.
    Now walk around the room, past the sleeping beauty, and on other side operate
    the terminal. Sleeping beauty will wake up, and three Side Hoppers will appear
    close to you. Overblast them, then take care of Dragotex (dinosaur-like foe).
    Three missiles should do it in. Changing the room's layout revealed an elevator
    shaft in NE corner, so kick jump up the shaft.
    Exit N, clear nine Geemers from the corridor and roll into open vent along left
    side for MISSILE TANK (11/70). Exit N, smosh about twelve Wavers and slide down
    the slope, jumping over spiked vines when necessary. Exit N into much needed
    NAV-B 04.
    Aim at the crack in W wall and missile it, then morph ball thru it. Walk thru
    long corridor, ignoring two Groganch freaks outside (they can be killed later
    in the game, but serve no significant purpose I could find), and exit N.
    Take W door into ladies room, and examine one of the stalls for ACCEL CHARGE
    (1/6), exit E into previous room and exit N. Kill three Bulls in the corridor
    and exit N, kill five Geemers and take E door into elevator shaft. As you're
    jumping up the ledges, clean away prowling Geemers. Also take note of two
    ledges you can stand on at right side of the shaft. Go as far high up as you
    can on left side of the shaft. Now get ready...
    Once you can't go any higher, enter 1PV and missile the sparking junk holding
    the elevator in place. Elevator will lower a bit, but be stopped by another
    junk piece, and a Ghalmanian will appear all the way down below. Quickly
    descend to the higher of two ledges on the right, enter 1PV and missile the
    junk piece that stopped the elevator.
    Elevator now falls, squishing the Ghalmanian. Work your way up and jump left to
    get out of elevator shaft. Snipe away five Geemers. Hm... get back to elevator
    shaft and go 1PV. Near the top ledge you'll see a tunnel - morph ball into it
    to get MISSILE TANK (12/70). Finally, exit N.
    SUPER MISSILE LOCK ALERT. Blast. But wait, something else is here. There are
    little openings in all corners of the room. Morph balling into any opening on
    right side leads to item box with MISSILE TANK (13/70). Exit N into what
    appears to be a control room for that waterfall scenery down below.
    At NE corner of control room is a vent that can be missiled to produce an exit.
    Roll into it, fall down, and keep rolling right. Bomb the three blocks, then
    careful... bomb two blocks and immediately deploy more bombs to disintegrate a
    Geemer. Keep moving right and look for another block in the wall that can be
    bombed. Roll thru the opening to end up in waterfall area at some ledges. You
    cannot claim the item in the corner yet, cos you need Grapple Beam auth'd
    (GRAPPLE BEAM HOOK ALERT). Roll back into the hole, and continue right. As you
    go down the second slope, slow down! Jump over the hole ahead to collect
    MISSILE TANK (14/70), then score the hole in one.
    Roll right into room full of Wavers, and shoot them all. You can also destroy
    all strange rocks by messaging them with a missile. In upper left corner near
    the floor is a tunnel which leads to a bombable grating, awarding you with
    MISSILE TANK (15/70). Roll back out, go upstairs and exit N.
    Go thru the tunnel, shoot the vines with missiles, roll thru the hole. Now
    avoid the deeper parts of the ground or a Gripper will eat you up. As you steer
    past second pit, Sandfang (foe that resembles a worm) will break thru N wall
    and come screeching in your direction. Mash Dpad to avoid getting damaged.
    Ahead is Gripper roomful... meh. Altogether there are six killable Grippers,
    three of them are already moving, and other three spring to life as you get
    closer (sensemove to avoid being eaten). Finally missile the vines to the E and
    get a move on for a dead end? Missile a part of the ceiling to collapse it,
    then missile a rock blocking access to a pipe you can roll thru towards E.
    Dispose of two Ghalmanians, then exit E into NAV-B 05, save your game and exit
    E. You'll have to fight three FG-1000s. The metal menaces can only be damaged
    when they try to shoot you with diffusion beam. First you need to deal with two
    FG-1000s. They'll attempt to ram you a couple of times before switching to
    shooting mode. Deliver charged beams up their rears or missile them for
    instakill. When one droid goes kaputt, another one appears. Smash all three and
    last one will drop DIFFUSION BEAM upgrade.
    Once collected, N wall will move away, revealing two Reo hives. Destroy Reos
    with charged beam (now a cinch since shots scatter after hitting initial
    target) and missile both hives to kingdom come. Examine the terminal to unlock
    N door in NAV-B 04. Exit W into NAV-B 05, save your game and exit W.
    Duo of Sandfangs will make five holes, three in the ceiling and two on N wall.
    When a Sandfang appears in any of the holes, it'll charge up an electric ball
    and send it towards you after couple of seconds. If you can missile it during
    the time Sandfang is charging the shot, it will fall out of the hole.
    If that happens, Sandfang will try lunging at you and attempt to devour you.
    Deliver a charged shot to it to make it rise up, exposing its belly which is a
    weak point. Before it crashes back down, shoot another charged shot at its
    exposed belly, and finish it off with lethal strike once weakened. When first
    Sandfang becomes bait, remaining Sandfang will make two more holes on S wall,
    making it harder for you to locate it. It may also need two missile shots to
    get it to fall out.
    When killed, exit W into morph ball tunnel. Bomb slot is now active, so fall
    into it, deploy a bomb and get shot away. You'll end up in the waterfall room,
    with a Dragotex charging at you. Avoid it, and take it away with three
    Make your way to NAV-B 04, save your game and take N exit. Assassinate all
    Geemers and Wavers (may take a while), then go morph ball and check near left
    side of the room to find a pipe. Enter it, bomb the debris to clear it away,
    and morph ball jump into next part of the pipe. When you get out on a balcony
    overlooking the corridor... SUPER MISSILE LOCK ALERT (look in the far NW corner
    of the room). Examine the terminal to change the room's layout into forest-
    A single portion of metal wall can be seen on N end of the corridor. If you
    examine it from close up, you'll also spot a crack in it. Enter morph ball,
    morph ball jump and deploy a bomb to destroy the crack. Roll into the hole and
    you'll end up somewhere underground.
    Carefully advance down the tunnel... missile the weblike barrier, kill two
    Reos, then Gripper, missile the weblike barrier, kill two Reos, then Gripper,
    missile the weblike barrier, kill two Reos, and missile final weblike barrier
    which holds Griptian. Kick its butt, and exit N.
    There's nothing of interest at the bottom, so start climbing the circular path.
    You'll encounter Frondanas and Poison Grippers here. Frondana is plant on wall
    or ceiling that tries to shoot you with energy ball, or attempts to grab you
    with a vine. And Poison Gripper is a smaller version of Gripper, except that it
    can move and it can't eat you up the same way Gripper can. Frondanas can only
    be damaged when open, so take note of that. Squish first Frondana, then
    continue onward, sniping Poison Grippers outta the way. Missile second and
    third Frondana, then drop on a ledge below your current one to get MISSILE TANK
    (16/70). Continue the climb (wave sayonara to fourth Frondana) and at the top
    jump into the hole and get ready.
    PIXEL HUNT - Point Wii remote at the screen and look to the right. Examine the
    larvas crawling around...
    A crapload of Kihunters will attack you. Use sensemove in combo with charged
    shots to take them out. Watch out for those without wings - if one grabs hold
    of you, it'll self-destruct for huge damage. Once enough Kihunter have been
    slain, some flowers at the ceiling will open and start shooting you with energy
    balls. Avoid the barrage and once they stop for a while, missile as many as you
    When you destroy two flowers (or you dawdle around for too long), another bee
    wave will arrive - after killing them, flowers open up again, but this time
    with no breather between shots. When only one remains, you have to deal with
    both Kihunter and evading flower's shots. Eventually Kihunter wave will
    temporarily subside, allowing you to shoot the final flower.
    The hive at the ceiling will now collapse, revealing King Kihunter along with
    its subjects. Destroy the followers, then missile the King a couple of times
    before new ones appear. About six missiles will finish it off.
    After the scene you're supposed to go to the Exam center. Zeros (basically a
    larval stage of Kihunter) can be killed by bombs, and they mutate into
    Kihunters if not killed fast enough. There's also Side Hopper to be killed.
    Just before the side path meets with main corridor, there's a vent you can roll
    thru to get to ENERGY PART (02/16). Now exit N into NAV-B 06 and save your
    game, then exit N.
    Shoot Reos in the distance and then bomb remaining Zeros. Take a right at the
    junction and exit N.
    Jump into the water and work your way E, shooting Skulteras (dried fish, heh)
    as you go. Missile Frondana and then morph ball into the tunnel it was blocking
    to collect MISSILE TANK (17/70). Roll back out and continue towards E, shooting
    more fish. At the end shoot charged beam to the wall switch to activate a lift
    platform above the water surface (SPEED BOOSTER BARRIER ALERT). As you go back
    W, stop every so often and look up to find some more Frondanas on the ceiling
    (there's three in total). When you're fairly close to one, it'll open up and
    flail its tentacle around, meaning you can missile it. Climb out of the water
    and hang onto lift platform to carry you back all the way to E exit.
    This room is divided into two 'ponds', left and right one. Jump into the water
    of left pond and mutilate all Skultera below surface, then climb back out and
    shoot two Bulls. Jump across the little islands and shoot charged beam into
    charge switch on N wall. This will cause the water level to rise, allowing you
    to jump further E. Get below water in right pond and shoot all the Skulteras,
    then walk towards SE end to find a hole. Morph ball into it to collect MISSILE
    TANK (18/70). Get out of the hole and look up - on lower side of one of the
    islands there's a charge switch, so shoot it with charged beam to lower the
    water level. Climb out of the water and jump over to E-most island (shoot all
    Bulls buzzing around). Look up for a charge switch which needs to be shot with
    charged beam as well. This will now cause water level to alternate between
    rising and lowering. While still standing on E-most island, wait for water
    level to rise. When it does so, jump right towards the side of the cliff and
    then kick jump your way up. Exit N.
    Now you're in large area with lots of trees, and rain keeps pouring down. Shoot
    a couple of Poison Grippers that are closing in on your position, then go all
    the way W as far as you can. Along the left side of the room are two trees - N
    one has some platforms for you to use, which eventually lead to a pipe you can
    morph ball into. Roll thru two pipes (careful, second one is littered with two
    Geemers), then jump across to third pipe, fall down two ledges to fourth pipe,
    jump up to fifth pipe (three Geemers inside). At the end of plumbing work
    you'll land on a ledge where a terminal can be examined to change room's layout
    and wake up another enemy.
    This is Groganch. The weak spot is orange bulb, which can be either on its
    belly or its back - in this case it is on its belly. The sicko will be
    launching two types of purple projectiles. One homes in on your position, and
    the other is simply shot in an arc. The easiest way to dispose of boss is to go
    1PV from fair distance and missile the weak spot. If your missiles run out,
    just use concentration and you'll be raring to go.
    If homing purple projectile gets past your missiles too close for comfort,
    shake Wiimote to perform sensemove. After about four missile hits Groganch will
    screech and move the weak spot on its back. Missile it some more and it'll
    revert back to its belly. At this point it is close to defeat, so couple more
    missile hits will permanently put it on ice.
    A lift door opens and N exit unlocks as well. Kick wall up the shaft and exit N
    into NAV-B 07. Save your game and exit N.
    Kill hatched Kihunters, Zeros and whatever else you find in the room, then drop
    down the ledge to some crates, and exit N.
    Look toward the ceiling and missile the crate up there. When it pops, it'll
    reveal MISSILE TANK (19/70), then walk into elevator shaft and jump up using
    the ledges on the sides. At the top enter 1PV and shoot charge switch with
    charged shot to activate bomb slot at the bottom. Roll into it and bomb it to
    be shot up to higher floor. Exit S.
    Kill five Kihunters infesting the corridor, exit S. Doors will lock behind you
    and three Griptians will roll in for the fun. Smash them with overblasts when
    they lunge at you, leaving them defenseless for a few moments. Exit E
    Kill four Reos, exit N. Shoot two Frondanas as you near them, exit N. Now
    you're in a huge area (formed as a quarter-circle when looked at + map). You'll
    need to kill another Groganch. Along left wall of the area is a red line -
    follow it north to find a platform lift (SPEED BOOSTER BARRIER ALERT). Grab
    onto it, enter 1PV and shoot Reos coming out of the wall. When it stops, hold
    right on Dpad and press 2 to grab onto another ledge. Roll into the the pipe
    (careful of several Geemers residing here), and don't pass up ENERGY TANK
    (2/5). Roll out of the pipe and operate the terminal to open up N door. Exit N
    into NAV-B 08.
    Exit N (POWER BOMB DOOR ALERT), and exit N again.
    Samus auto-moves to the building in distance.
    Exit N into the elevator, then move S. Exit N into NAV-B 09 to save your game,
    then exit N. At junction go right, and get stumped at locked door... go morph
    ball and bomb E wall to make a hole. Roll thru the tunnel, and exit N into the
    room with terminal for the locked door we passed. Check the terminal to unlock
    the door, exit S, roll thru the tunnel again and exit N.
    Take N exit twice into a big computer room and a scene pops. While somebody is
    busy hacking the computer, you need to check out the building. Go upstairs,
    exit N into NAV-B 10 to save, then follow your nose. Eventually you'll pop into
    a sort of cryo chamber, and then you'll find a room with five doors. Examine
    middle door...
    PIXEL HUNT - Point Wii remote at the screen and search around corpse's chest.
    Samus returns to the computer room. So we need to search for possible survivor
    now. Go upstairs into NAV-B 10 and then keep going straight (a new door will be
    unlocked)... when you end up in a room with five corridors, enter any of them.
    PIXEL HUNT - Point Wii remote at the screen, aim up and examine any foe.
    Defeat all Zebesians (three onscreen max, with three coming as reinforcements),
    then return to computer room. Don't pass up saving in NAV-B 10! When you exit
    the room, go a bit downstairs for several scenes...
    Samus is pinned to the ground, and you have to missile the foe's tail before it
    impales you. Its tail will keep moving faster and alternate positions more
    often the lower its health. After sustaining nine missile hits you're saved.
    PIXEL HUNT - Point Wii remote at the screen, and turn right. In front of the
    vehicle there's some green puddle on the ground. Examine it.
    All right! Finally we can move to another sector... To the left of entrance to
    exam center is another door. Take it and jump down the elevator shaft.
    CHAPTER 04 ========================================================= CHAPTER 04
    WLK04                      SECTOR THREE GUIDE, PART 1
    CHAPTER 04 ========================================================= CHAPTER 04
    Go E, shooting Skrees, Heat Bulls (same as Bull foe, except it's on fire) and
    Mellas (fly enemy on fire, can spit fireballs). Observe the background for an
    image of a lava monster, which will eventually try to eat you up by suddenly
    lunging from below. When it does so, tap right on Dpad to do sensemove. The
    portion of the walkway is now gone, and if you turn around, you'll see a
    Grapple Beam hook in the air (GRAPPLE BEAM HOOK ALERT). Exit E.
    Kill two Heat Bulls, exit E into NAV-B 11 and save your game. Exit W into
    previous room, and look at the background to spot three small fireflies (these
    usually denote an item is nearby). Jump into the opening, and spot a tunnel
    towards the left. Morph ball thru it to nail ENERGY PART (03/16). Roll back out
    and (SUPER MISSILE LOCK ALERT) take lower W exit into a giant lava-covered
    While in rooms with lava, or when near lava pool, Samus takes continuous damage
    over time. It's best to avoid fighting baddies at this time until we get Varia
    Suit. Go W until that lava monster attempts to eat you again. Perform sensemove
    and then point of view changes temporarily.
    Run S, jumping when necessary and doing sensemove when appropriate. Two times
    you'll need to grab onto a ledge in order to move forward. If by chance you
    fall into lava, don't dawdle in taking too long to get back onto the rocks. And
    if you perish, simply choose to restart. At one point the lava monster will
    shatter some rocks - this is a POWER BOMB SPOT ALERT.
    At the end exit S into a room with the doors locking behind you. Several
    Zebesians will attack you - deal with them appropriately, only to have more
    join in the fun, as well as Mellas being spawned at their hive in the corner.
    Ice Beam has higher damage output, and is excellent against heat-based foes.
    Now we're talking! Use the upgraded beam to swiftly kill all remaining foes.
    Then bomb the three circles on the floor, one of them revealing a bomb slot.
    Roll into it and bomb it to claim ACCEL CHARGE (2/6). Exit E, clear the room of
    Mellas and Sovas (foe that looks like beetle on fire), then exit E.
    Dessgeegas will emerge from the sand. It looks like Side Hopper, but is
    purplish and has spikes on the legs. Shoot it with charged beam to freeze up
    its leg, then jump on its head and perform overblast. You'll need to do it
    twice to defeat it. There are four Dessgeegas in the room. Also, one of the
    vents blowing out fire is damaged - aim at it in 1PV and shoot it with charge
    beam, then roll into the vent and bomb the item box for MISSILE TANK (20/70).
    Take the other E exit.
    Kick jump your way up the shaft, shooting away three Sovas. SUPER MISSILE LOCK
    ALERT in the ceiling, then walk thru the corridor, blow away some more Sovas,
    and drop down the other shaft, making sure to grab on one of the ledges along
    the left side (at the bottom is a lava pool and it'll drain your health
    slowly). Enter 1PV and shoot charge switch just above the doors to raise them a
    little, so you can fit thru as morph ball. Remove another Sova and exit E into
    NAV-B 12. Save your game and exit E into giant lava area again.
    Trek E and be careful of Magdollites (resebmles a lava giant). Smaller ones
    will be spitting rocks at you, while larger ones rely on surprise tactics of
    suddenly popping out the lava swiping at you. Pass three large and one small
    Magdollite, then you'll need to jump in order to climb a ledge. As you drop
    down on other side, go morph ball and roll into the hole near where you landed.
    Bomb the grating and collect ENERGY PART (04/16). Roll back out and continue E.
    Note of couple of stone platforms leading N to some Grapple Beam hooks in the
    Clean the corridor of Sovas, Mellas and their hive, then take the other W exit.
    As soon as you get to center of the room, a new enemy attacks. Use sensemove
    immediately to avoid initial strike. Asborean is heavily armored, and has a
    weak point on its belly. Weak point is exposed just before Asborean tries to
    hit you with (double) swipe, so charge up a beam and let it rip. After second
    swipe it also takes the Asborean a few moments to regain the stance, offering
    you a good chance at striking it.
    Every so often Asborean will go into ramming mode. It can also release several
    small blobs which track you along the ground and then explode in your face. The
    crucial moment to look for is the following - while Asborean is in ramming
    mode, it may open up its pincers and protrude its head from the shell. This is
    your cue! Shoot it with charged beam to stun it momentarily, then run up close
    for lethal strike - Samus will pull Asborean's body out of the shell,
    destroying the latter in the process. Deliver final charge shot to Asborean,
    though be careful of letting it grab you. It'll seppuku for some big damage.
    Brandon comments: If you blast it with a charge shot while it is discharging
    its little friends that will destroy them as well as stunning it and allowing
    you to yank it out of its armor. I hit it with a missile when I first entered
    the room, granted I kind of knew it was there since I died to it the first time
    I entered, but avoiding it was a piece of cake because it doesn't rush you from
    off the wall like it does if you just stroll in.
    Go morph ball and roll under the stairs leading to monitor showing a volcano to
    nail MISSILE TANK (21/70). Exit W, then N.
    Uhoh, the volcano is active. How uncouth. Run for it, since your energy is
    slowly being drained, but advance with caution. Volcano rocks will fall at the
    spot which is highlighted on the ground, giving you advance warning of where
    not to stand. Some rocks will spawn Sovas, so dispose of them if you so desire.
    At the end of bridge is NAV-B 13.
    Save your game and exit N. A terminal is on other side, and some Zebesians are
    waiting in ambush. Smash them all (lethal striking them is cool looking), then
    examine the terminal. Doing so drains the lava, and opens up two vents on sides
    of the room. Roll into right one for ENERGY PART (05/16), then roll into left
    one to advance and fall down into...
    Ah, damn energy draining lava crap. At the spot you landed is a bomb slot which
    you can use to return to previous room if you ever need to. Avoid any
    confrontations until you get Varia Suit (which is coming up shortly)! Go right
    and not long afterwards lava begins to rise, so step on it. Again, fighting
    Sovas at this point is waste of time. Two times during the run a tentacle will
    attempt to smack you, so avoid that with sensemove. Near the end morph ball
    thru the tunnel, then kick jump to a higher one, roll thru that tunnel, and
    kick jump again to end the chase.
    Varia Suit negates damage from heat, and reduces damage from enemy attacks.
    About time we got Varia Suit. Here are boss' attacks:
    a) Slam tentacle into the ground, and sweep it along the ground in semi circle,
    then repeat with other tentacle - jump to avoid.
    b) Dunking tentacles in the lava, following up with throwing three lava rocks
    at you - jump to avoid.
    c) Diving into lava with neck frozen, then emerging later with ice removed and
    tossing lava rocks at entire area you can move on - jump to avoid.
    d) Once the weak point in the neck is gone, it sets tentacles on fire and
    begins pounding the ground for lava eruptions - keep mobile to avoid.
    e) Slam flaming tentacle into the ground, and sweep it along the ground in semi
    circle, and sweep again two times - jump to avoid.
    f) Slam flaming tentacle into the ground for lava eruption, and then sweep the
    ground twice - keep mobile for initial attack, jump to avoid the rest.
    The weak point is in the neck. Charge some beam shots towards it until it gets
    frozen, and then missile it. Repeat it once more and weak point is gone. Hey!
    Goyagma will set its tentacles on fire and start slamming on the ground, with
    each slam making lava erupt under you, so keep mobile to avoid at. Eventually
    one of the tentacles gets stuck, revealing a weak point. Shoot it with charged
    shot to freeze the tentacle and then run up it to perform overblast on the
    head. Do it two more times and you win.
    Now make your way back down. Dessgeegas will impede your progress, so get rid
    of them by freezing their legs and doing overblast. Use the bomb slot to return
    briefly to NAV-B 13 to save, and return here afterwards. Continue left and keep
    going left until you fall down ledge, then you have to go right. Finally exit
    Squish five Sovas in the short corridor, exit E into the room with elevator
    leading to main sector, exit E again. Clean away some Heat Bulls and Sovas,
    exit E. Kill three Zebesians (GRAPPLE BEAM HOOK ALERT), kick jump up the shaft,
    Kill four Mellas and two Dessgeegas in the corridor, exit E into NAV-B 14 to
    save your game, and exit E. Hmm, nowhere to go... GRAPPLE BEAM HOOK ALERT. Meh,
    return to NAV-B 14 to get an update from Adam about going to Sector 2. Exit E,
    then S, drop down the ledge, kill four Sovas, and try to leave by W exit. Kill
    another Asborean for doors to unlock. Exit E twice and board the elevator to
    Main Sector, then board the elevator to Sector 2.
    CHAPTER 05 ========================================================= CHAPTER 05
    WLK05                       SECTOR TWO GUIDE, PART 1
    CHAPTER 05 ========================================================= CHAPTER 05
    Exit N, SUPER MISSILE LOCK ALERT, exit N to access NAV-B 15 for saving, exit N.
    Move thru the area, sniping down Snomers (spiked crabs) and Himelias (ice
    flies) along with their hive... wait! When you destroy the hive, turn around
    and go 1PV, then look below the broken stalagmite to spot MISSILE TANK (22/70).
    Waltz further E and climb up two ledges (SPEED BOOSTER BARRIER ALERT), then
    drop down and continue further E for a trio of Volfons to attack (Volfon
    resembles a goat). It cab esaily disposed of by shooting it with charged beam,
    and while frozen to the ground, deliver a missile or two in its head. Defeat
    four of them (one comes as reinforcement when first is defeated) and climb
    another ledge to exit E.
    There's a Fumbleye plastered at ceiling in middle of the room. It's protected
    by a barrier which you cannot damage at this moment. Fumbleye will shoot
    projectiles moving in arc on your position, or grab you with its tentacle if
    you get too close, though it is docile at this moment. It's accompanied by few
    Joulions (some kind of flying robot fish) that shoot electricity at you. Kill
    Joulions with charged shots. Jump into the water and kill Skulteras lurking
    around, collect MISSILE TANK (23/70), then step on NE platform suspended in the
    water and look for charge switch on N wall. Shoot it to raise platforms above
    the water, with you on the one closest to N exit. Make a dash for it.
    Kill Snomers in next area, and follow up with three Joulions. Then missile two
    ice blocks to remove them, and exit N.
    Attempt to cross the bridge, and a little Snomer will make it crash. A
    Gigafraug (a biped with armor on head and a couple of antlers) will pop out to
    play with you in a rough manner. Gigafraug will attempt to ram you, and can try
    to jump on you in same manner as hoppers do. Multiple people sent me info on
    how to remove its armor - shoot the armor with a missile and then Overblast it.
    The beastie can also be shot with charged beams in the back when you have the
    chance. Also, you can climb onto the ledge on N end of the area and missile
    Gigafraug from up here without any reprisal from the enemy.
    When it's gone, missile any remaining ice blocks on the ground. If for any
    reason you need to return to the entrance of the area, jump up several ledges
    along N side and look for an opening on E side. Morph ball into it and roll
    thru the long tunnel until you're dropped close to S exit. While here, check
    out the Energy Tank and another door in the distance. You'll get that Energy
    Tank later. For now, drop down and take N exit for NAV-B 16 and save your game.
    Exit N, kill Himellas and their hive in the corridor, then missile... oops,
    SUPER MISSILE LOCK ALERT. Backtrack a bit and look for an opening to the vent
    on left side of the corridor. Jump to grab onto the edge, then roll thru it to
    fall down in the room on the other side of Super Missile lock.
    Go N, and short scene occurs when a part of frozen scenery breaks, prompting
    the entrance of Kyratian. It likes to jump around and side-tackle you, as well
    as shoot energy balls in your direction. When it turns orange, it can only be
    damaged by missiles, and it gains a new attack where it tries to power stomp
    you. Deliver lethal strike when sufficiently weakened, then exit N.
    Some Volfons disposal is needed, then brush off the assault of Gigafraug and
    stay stumped at frozen wall on far end of the area. Missile it to make it
    crack, and then jump to grab the ledge, go morph ball and bomb the crack to
    make it shatter, then exit N.
    Squish five Snomers in the area, go morph ball and morph ball jump on a little
    elevation, kick jump up the wall, squish more Snomers and drop down for
    Dessgeegas rodeo. When you kill them, look for a vent above N door. Jump into
    it and roll thru to end up in small niche with MISSILE TANK (24/70), then exit
    Kyratian will show you how to advance by shooting a stalactite and causing it
    to fall down creating a path for you. Jump on first shot stalactite to force
    Kyratian to retreat, smacking another stalactite in the process. Missile one
    more stalactite at the ceiling, and then jump over to where Kyratian is and
    defeat it. As you advance towards next pond, another Kyratian will appear and
    shoot down necessary stalactites for you. You need to missile one more
    stalactite on the ceiling, then jump over to it and nail its as well. Before
    you take the door, you may have seen two holes below the ledge. It is possible
    to jump off the ledge and then turn Samus in midair to have her face the hole
    so she grabs on. Roll thru it for MISSILE TANK (25/70). Exit N into NAV-B 17,
    save your game and exit N.
    Kill Snomers and Himellas in the corridor, exit N. A scene occurs, then we
    continue the search. Jumping up N ledge will lead you to a door that is locked
    with five Normal Missile locks. You need Seeker Missile upgrade to open this
    door. Memorize it for later. Drop back down, and stop at the corpse of
    Gigafraug. Aim charged shots at the vents on N wall to freeze them, then
    examine the right vent for item box with MISSILE TANK (26/70). Exit N, then
    exit N again.
    Clear the area of Snomers, run past Gigafraug, and shoot two Himellas (so they
    stop aiming at you with icicles). Gigafraug should feel lonely on other end, so
    meanwhile shoot both vents with charged shot to freeze them up. Behind the left
    vent is Himella hive, so go morph ball and jump close to its base, then bomb iz
    until its destroyed. Finally dispose of Gigafraug. At south side of the
    corridor is a platform lift which is encased in ice. Missile it to destroy the
    ice, and move along the left side, noting that the path is obstructed on two
    spots with some ice. Missile these ice blockades as well. Then, a bit S from
    the two fans you've frozen is a little indentation in the ground. Look up and
    lock on to a rock that can be missiled. And finally, POWER BOMB DOOR ALERT. Now
    jump on platform lift and let it carry you to the end, then jump into the
    little control room and examine the terminal to unlock the door. Take E exit.
    Jump down and clear away Snomers and Skulteras, then navigate the path until
    you're stopped by huge ice block. Missile it to crack it, and then bomb it to
    break it and continue on your path, killing more Snomers and some Joulions in
    the way. Take E exit.
    Get wet and snipe all Skulteras. The ledges are too high to jump to... scan the
    area and lock on to water drainage pipe, then missile it. Morph ball jump into
    the opening and bomb it to crack it open. You'll be pulled in previous area
    where you shot down the ice block.
    Go left and use the ledges in the shaft to get back to surface, then use the
    floating ice piece to get back to water tank.
    Two Kyratians will appear as you jump down into the drained area. Fight them or
    not, when you climb up on right side of the room, go towards SE corner and look
    for an opening in the wall. Jump to grab on the ledge, then morph ball into it
    for MISSILE TANK (27/70). Take N exit and N exit again. Aaaah, SPEED BOOSTER
    BARRIER ALERT. All the work for nothing? Turn around and try to go to water
    tank again.
    To use Speed Booster, you need to run for a while in one direction, without
    sustaining damage or hitting obstacles. You will then cause damage by running
    into enemies and can climb steep ascents. Get back to the locked door and start
    running N - speedboost thru the barriers and exit N while still in speedboost.
    You'll break two more barriers and finish in dead end with E-RECOVERY TANK
    (1/3). The next item will perhaps require a couple of tries. Face S and start
    running. Just as you're about to exit thru S door you'll enter into speedboost.
    Count to two, then press 2 and hold, while holding down on Dpad. Let go of 2
    and you'll shinespark to an item box with MISSILE TANK (28/70). We'll go back
    for two more items like this... drop off the ledge, exit S into water tank
    room, exit W, jump across floating ice piece to reach other shore, exit W.
    Now you're in the long corridor where we fought Snomers, Himellas and
    Gigafraug. Two Snomers are back, so kill them, and then stand at S end of the
    corridor. Go into speedboost and when you hit that indentation in the ground,
    hold 2, let go of Dpad and release 2 to shinespark straight up. When Samus hits
    the ceiling, hold up so that she grabs on. Morph ball into the pipe to collect
    MISSILE TANK (29/70), then get close to the hole. Lay a bomb and hold down as
    it goes off - the force should be enough to make morph ball jump across the
    hole, allowing you to roll into item box with another MISSILE TANK (30/70).
    Okay, drop down, take E exit, jump across floating ice piece to other shore,
    exit E into water tank room, exit N, and exit N again, go into speedboost, exit
    N. In case you don't remember, now you're in the area where you met Volfons
    enemies for the first time.
    Drop down to the right and exit E into the room with Fumbleye, which is now
    pretty active. Run around the perimeter, getting ready to jump when it tries to
    grab you with the tentacle. Shooting Joulions isn't worth the time, and they'll
    likely miss, anyway. Exit N.
    When you see next N door in the distance, go into speedboost, charge thru N
    exit and press 2 when on the bridge. Hold up on Dpad, let go of 2 and
    shinespark across the chasm. The Energy Tank below? Go morph ball and roll into
    a hole hiding behind a stalagmite to your right. This leads you to ENERGY TANK
    (3/5), then roll back into the tunnel, bomb the bomb slot and take upper N exit
    into NAV-B 18.
    Save your game, exit N, kill four Snomers, exit E.
    Shoot all Snomers you see from entrance point and then get to business. There's
    a huge pillar with three segments slowly turning clockwise. To its right is
    another pillar with charge switch on it. (Kick) jump on the pillar and grab on
    its middle segment, then enter 1PV and activate the charge switch. Doing so
    will extend the pillar it is on and create a platform on the top. Grab onto
    highest segment of the pillar and then jump off to the right. Quickly run
    across the platform so that Fumbleye doesn't get hold of you. Jump towards
    another pillar on the right and you'll grab onto lower of rotating segments
    (these ones go counterclockwise). Kick jump off the nearby wall to grab onto
    higher of rotating segments and then jump off towards S. Collect MISSILE TANK
    (31/70), then cling onto higher rotating segment again and jump off towards W.
    Finally take N exit.
    Exit N again. Shoot all Snomers, then missile three ice blocks to clear the
    path. Exit N into a room full of tubes... go left and drop down. Find three
    gratings in the ground and bomb them. One of them will lead you to ENERGY PART
    (6/16). Destroying test subjects in the tubes will make something good appear,
    but you don't have the means of doing so yet. Kick jump back up and exit S into
    previous room to gain some distance. Speedboost thru N door and hold 2 as you
    reach the end of bridge. Hold up on Dpad, let go of 2 and shinespark across for
    battle against Kyratian, and then another one.
    Exit N, kill Himellas and their have, then exit E into NAV-B 19. Save your game
    and exit E.
    Kill Groganch, and then scale the cliffs after it's been assimilated.
    PIXEL HUNT - Aim Wii remote at the screen, and search the spot on the building
    between the two windows exactly in front of you.
    Go S a bit, and then missile the snow pile for ACCEL CHARGE (3/6), exit N.
    Head down the corridor, SUPER MISSILE LOCK ALERT, exit N.
    Go downstairs and walk between the containers until few scenes kick in.
    Here are boss' attacks:
    a) Shoots an energy beam, which travels straight, across the room or around the
    boss, resulting in eruption afterwards - stay mobile to avoid.
    b) Rams into you - stay mobile or sensemove to avoid.
    c) Stopping close to you, then lowering pincers to the ground and doing
    360degree spin - stay away to avoid.
    d) Begins spinning one of the pincers and attempts to grab you. If successful,
    slams Samus into the wall for more damage - stay mobile or sensemove to avoid.
    e) When both pincers are destroyed, deploys some spikes on its front, and
    attempts to nab you - stay away to avoid.
    Not much room to move for this battle. The first point of interest are robot's
    pincers, which are also its the most deadly weapon. Shoot either pincer with
    couple of charged beams, while avoiding its energy beam and attempts to grab
    you. After sustaining enough shots, the pincer will get frozen, which is your
    cue to missile it. Repear for the other pincer, and now boss deploys the spikes
    on the front.
    Robot will keep trying to run you over, so sensemove a lot to avoid being
    damaged. Next weak point are boss' wheels at the back. You also need to freeze
    them with some charged shots. Doing so will stop it dead in its tracks and
    cause a radiator to become exposed on its back. Missile the radiator until it
    retracts back into the robot. Freeze the wheels again as necessary and finish
    off the radiator by delivering more missiles into it.
    An update from Adam wants us to return to Sector 3 to deal with the menace that
    eluded us earlier. Kick jump up the shaft, take N exit, and step E into
    elevator. Exit N into NAV-B 20, save the game and exit N again.
    Walk around the containers and nail MISSILE TANK (32/70), then take W exit.
    Kill three Volfons, then go as far N as you can. We'll be using the blue dot
    that appeared as a sign for when to shinespark. Face S and go into speedboost,
    then when you find yourself below the blue dot, hold 2, let go of Dpad and
    release 2 to shinespark straight up. Hold up to have Samus grab on the ledge
    and collect MISSILE TANK (33/70). Now stand as far S as you can, face N and go
    into speedboost, then when you find yourself just before the wall, hold 2, let
    go of Dpad and release 2 to shinespark straight up. Hold up so that Samus lands
    on a ledge.
    Morph ball into the bomb slot, and bomb it to be shot upward in small morph
    ball baze. Be careful of electrified panels which will briefly shine before
    sparking you, and there's Snomers grazing around as well (bomb them for
    disposal). Only drop down the holes that lead into pipes, dropping down any
    other hole will bring you back to the bottom of the wall where you
    shonesparked. Eventually you'll land on a circular platform with another bomb
    slot. Roll into it, bomb it and be shot into another small morph ball maze.
    Same advice as earlier applies (there're no electro-panels though). The second
    set eventually leads you to a small corridor with locked door on S, an ENERGY
    TANK (4/5) and a switch that cannot be shot.
    Once you collect Energy Tank, the door unlocks, so exit S and slide down the
    slope, avoiding obstacles if you can. Take E exit.
    Some Zebesians will drop in uninvited and trap Samus behind glass walls. While
    you cannot shoot them, they sure can. Sensemove their shots for a while...
    Wave Beam can penetrate materials that are semi/transparent. Wave Super
    Zebesians into other existence, then take W exit again. Now stand as far S as
    you can, making sure you face the N wall in the distance. Go into speedboost,
    then when you find yourself just before the wall, hold 2, let go of Dpad and
    release 2 to shinespark straight up. Hold up so that Samus lands on a ledge.
    Morph ball into the bomb slot, and bomb it to be shot upward in small morph
    ball baze. No electro-panels this time, but Snomers are here as welcoming
    party. Only drop down the holes that lead into pipes, dropping down any other
    hole will bring you back to the bottom of the wall where you shonesparked.
    Eventually you'll land on a circular platform with another bomb slot. Roll into
    it, bomb it and be shot into another small morph ball maze. This time around
    you have Snomers and a lot of electro-panels, which make navigation difficult.
    Stay away from holes that don't lead into pipes, though. The second set
    eventually leads you to that small corridor with charge switch we couldn't
    shoot. Remedy the mistake by shooting the switch now.
    Exit S and slide down the slope WITH HUGE AVALANCHE ON YOUR ASS. Don't get
    buried, Samus! When you get off the slope, hold down on Dpad to run for it.
    Samus will autoshinespark at appropriate moment...
    Exit N, shoot Joulions away, then start climbing the ledges. Missile the frozen
    ones, and there are a couple of ledges which give up under Samus' weight. Those
    ledges you'll need to shoot with charged beam to freeze them up. Destroy two
    Kyratians at the top with charged beams; you no longer need to missile them
    when they glow orange, as Wave Beam upgrade allows you to punch thru their
    shield. Exit N into NAV-B 21, save your game and exit N.
    Oh boy... step on the lift, operate it and get ready to duke away with lot of
    Super Zebesians; first wave consists of three, and then four Supers. You get a
    breather for a while, and then a new enemy attacks. This is Rhedogian, annoying
    SOB you'll learn to hate during the game. Avoid its missile barrage by
    sensemove, and keep pelting it with charged shots while its airborne. When it's
    on the ground, it's very hard to land a shot at it, since Rhedogian moves out
    of the way 99% of the time, sneaks behind you and impales you with couple of
    swings. It also shoots two different types of beams; yellow one can be avoided
    by sensemove, and the other needs some time to charge. You'll know so by the
    'eye' on its stomach turning yellow. This beam cannot be avoided, but you can
    stop it from charging by using a missile on the 'eye'. You can freeze its
    tentacle-like arms in place thus preventing it from flailing them around too
    often (I think); this may also prompt Rhedogian to use red 'eye' beam, at which
    point you can missile it and possibly stun it for a while for a lethal strike.
    When it takes enough damage, it'll fly off.
    Exit N, kill Snomers, exit E. POWER BOMB DOOR ALERT... umm, what do we do here?
    Immediately after you came into the room, there were three green pipes along N
    wall. One is broken, so morph ball into it. Bomb two switches in the vent to
    drain the tubes, then roll back out. You can shoot charged beam thru the tubes
    to power up charge switch. Another vent opens up, so morph ball into it and
    roll thru all the way to Sector 2 elevator. Hop into it, then board Sector 3
    CHAPTER 06 ========================================================= CHAPTER 06
    WLK06                      SECTOR THREE GUIDE, PART 2
    CHAPTER 06 ========================================================= CHAPTER 06
    Exit W, kill Sovas, exit W into crater interior, go left and dispose/avoid
    Dessgeegas, kick jump up the wall, go right and roll into bomb slot, bomb it to
    be shot upward, exit S into NAV-B 13, save your game, exit S.
    Now you're on the bridge below the volcano, which was tossing rocks at you
    sometime ago. The bridge is now ruined, and you'll need to do speedboost &
    shinespark combo to jump across the large gap.
    Exit S, kill Sovas and Cyborg Zebesians in the corridor, exit E into floor
    observation room (to refresh your memory, it is where you fought Asborean for
    the first time). Kill another Asborean that enters the room, and then use the
    terminal which unlocks E door at Sector 3 elevator.
    Return to Sector 3 elevator thru NAV-B 13, then crater interior. When at the
    elevator, take E exit, kill Heat Bulls and Sovas... take E exit.
    One of your teammates is in trouble! Get near the lava pool for another scene
    of Rhedogian grabbing your teammate, then go 1PV and aim up towards Grapple
    Beam hook.
    When you latch onto Grapple Beam hook, press A or 2 with good timing to jump to
    the place of battle. Kill Sovas first and then focus on Rhedogian using same
    tactics as when you fought it for the first time. It'll fly away when it takes
    enough damage. Exit N, then E into NAV-B 14, exit E.
    Kill Magdollite, and then swing across using Grapple Beam hooks. Before taking
    N exit, jump off the ledge towards S and enter hidden path leading to ENERGY
    PART (07/16), then exit N.
    Drop down the hole, and shoot Grapple Beam hook to be able to grab onto the
    vent, then morph ball into it and roll into bomb slot. Bomb it for a power
    trip, and roll thru the pipe bombing the clamps in order to release Grappling
    Beam hooks. The pipe ends with you dropping in next to a terminal. Operate it
    to open the door below, leading into the room where you released those Grapple
    Beam hooks. Drop down the hole again, and exit N.
    Aim at the first Grapple Beam hook...
    Boss' attacks:
    a) Looks at you from the lava and spits out some fireballs, then screams a
    little revealing Grapple Beam hook in its mouth
    b) Leaps out from lava doing bombing runs.
    c) Lunges at the platform you're on and scurries along trying to devour you.
    Weak points are purple gems on its body. First part of the battle is quite
    easy; wait for Vorash to peek out from lava and spit some fireballs, then
    grapple the hook in its mouth to fish it out. While its stunned, deliver two
    charge shots to the gems. Repeat again to remove about 60% of its health, at
    which point Vorash devours the hook, so no more fishing. Now Vorash will be
    doing the scurry-to-devour attack. Sensemove to avoid it in order to come
    behind its back, meaning you get to shoot at the purple gems. Shoot charged
    shots to remove a good portion of its health and keep at it to defeat it.
    Lava level will lower, hook onto Grapple Beam hooks and jump towards N hole in
    the wall. Go left, jump kick up the walls, and take N exit to NAV-B 22.
    Exit N, and grapple onto the hook to jump across (otherwise Sandfang will eat
    you up), and exit N.
    Kill two Dessgeegas, and then exterminate all Sandfangs. There's a crane in NW
    corner of the area. Currently it is set in such a way that part with Grapple
    Beam hook is turned E. Aim up at the other part and missile it until Grapple
    Beam hook is turned W. Grapple onto it to land on W catwalk - examine the
    terminal to change the area's layout revealing N exit. Missile the crane so
    that Grapple Beam hook is turned NE; at this point you can reach N exit. Kill
    some Mellas and exit N into...
    This is a battle heavy portion; scale the catwalks fighting Heat Bulls and
    Super Zebesians as you go. When you can't go any further, aim up and grapple
    the hook to jump on ledge above. Squish more Heat Bulls and Sovas on the walls.
    A similar setup to the one from before...
    Left segmented pillar moves clockwise, and right segmented pillar moves
    counterclockwise. Kick jump between wall and right pillar to get access to
    catwalk with the terminal that unlocks N exit, then kick jump between the wall
    and left pillar to get access to said exit.
    FG-1000s and FG-IIs litter the area. Scrap them all, then do speedboost &
    shinespark combo at end of the walkway to get to the vent leading W. At the
    vent junction go right to nail MISSILE TANK (34/70), then take a left to N exit
    leading into NAV-B 23.
    Head N into another walkway guarded by FG-1000s and FG-IIs. At the top exit N
    and tap sensemove to avoid Rhedogian's attack. It retains most of the moves
    from before, but it can now also rise up in the air and release missile salvos
    with slight homing ability. Once severely weakened, it'll fly up to a specific
    point in the air. Missile it a few times and it'll fall down somewhere. Step on
    the elevator to be taken down.
    Go N and kill Dragotex, then cross the chasm by using three Grapple Beam hooks,
    then exit N.
    Drop down the ledge in the area, take E exit. Squish Sovas, kick jump up the
    shaft, swat down Mellas and their hive, blow up Heat Bull and more Sovas, then
    drop down the other shaft, then morph ball below the door and take E exit into
    NAV-B 12.
    Exit E, and progress past four Magdollites. Remember the two N platforms I told
    you about when you first went thru the area? You'll come across them now, and
    since you have Grapple Beam, can now swing across. Simply follow the trail of
    Grapple Beam hooks which take you to an elevated portion of rock leading to E
    Walk thru rocky corridor, icing up five Magdollites, take N exit into NAV-B 24,
    save your game, exit N.
    PIXEL HUNT - Point Wii remote at the screen and aim at the thing above the
    Exit N into a walkway with FG-IIs creating some barriers. They cannot be
    destroyed yet, but shooting them with charged beam will freeze their laser
    ports, allowing you to pass. Repeat two more times and exit N.
    SUPER MISSILE LOCK ALERT. Climb the stairs, and turn around to find ENERGY TANK
    (5/5), then grapple the hook to swing across into S niche to find ACCEL CHARGE
    (4/6). Drop down and exit N.
    PIXEL HUNT - Aim Wii remote at the screen, and lock on to Anthony. Now without
    lowering or raising your crosshairs, keep looking left until you lock on the
    What exit?
    STAND AT THE EDGE OF THE PLATFORM, in order to avoid Ridley's flame breath.
    Enter 1PV and look around for a while to get a hint from your ally about some
    magma port being blown to smitheerens. Find it on the wall and lock on it.
    Super Missiles are used in same way as regular missiles. When locked on, hold A
    to charge and release when fully charged to deliver a devastating blow. It
    takes five missiles per shot, though.
    Plasma beam's secondary effect is passing thru enemies.
    Boss' attacks:
    a) Flies up in the air and charges a fire bomb, which falls at center of the
    platform, releasing a shockwave.
    b) While flying, tries to impale you with its tail.
    c) When finished with being airborne, swoops down into the ground, delivering
    devastating blow at landing.
    d) While grounded, performs sweeps across the area with its tail.
    e) While grounded, performs punching/grabbing combos, also possible to attack
    with sweeping tail.
    f) While grounded, breathes fire in an arc before it.
    g) Enters invincibility mode (gains a blackish color). Get rid of it with Super
    h) Performs dash grabs. If successful, smashes Samus against the wall
    delivering huge damage. Samus' charged blast inflicts damage to Ridley as well
    if it isn't invincible.
    Sensemove will become your best friend for the battle. Ridley spends some
    moments in the air, then comes down to get close and personal, and takes to the
    air again. When Ridley is in the air, keep shooting charged beams at it to take
    out chunks of its health. Jump over fire bombs and do sensemoves if it tries to
    tail-impale you or land on you.
    Ridley's melee attacks are deadly and you must do your best to avoid getting
    hit or grabbed (though latter isn't so bad as Ridley takes some damage too). At
    one point in the fight Ridley becomes blackish in color, resisting all attacks.
    Jeremy R. was first one who mailed me with the tip on destroying its armor -
    Super Missile it. Or wait and it'll eventually wear off. Dispose of Ridley...
    Grapple onto a hook towards S, and drop down. Go downstairs and remove Super
    Missile lock. Enter corridor behind the lock, and drop down the shaft to the
    right. Kill some Sovas, and drop down another ledge. Slide down via left wall
    and Samus grabs onto vent's ledge eventually. Roll into it for MISSILE TANK
    (35/70), then return to the shaft. Kick jump up the shaft and spy for charge
    switch on right side. Opposite to it is a ledge you can grab on, then enter 1PV
    and deliver charged shot to that switch. This opens up a door above, so morph
    ball under it, fall into bomb slot, bomb it and away we go.
    Kill Sovas and exit E into Sector 3 elevator. Exit E, kill Heat Bulls and
    Sovas, exit E. Grapple the hook and remove Super Missile lock on left wall to
    open up a niche with a terminal. Operate it to open the door on S side. Grapple
    S-most hook to land in a niche with ENERGY PART (08/16). Drop down, exit W
    twice and take Sector 2 elevator.
    Follow the person into Sector 1 elevator.
    CHAPTER 07 ========================================================= CHAPTER 07
    WLK07                       SECTOR ONE GUIDE, PART 2
    CHAPTER 07 ========================================================= CHAPTER 07
    Exit E into NAV-B, exit E, then N thrice. A new enemy attacks; this is Mighty
    Griptian (basically same as Griptian, but is green in color and has a red eye).
    Exit N twice into the tree area.
    Person you're following escapes thru N exit... Mighty Griptian will roll down
    the path. Kill it along with Geemers that gimp your position, then scale the
    circular path and enter speedboost. Shinespark straight up at the end of the
    path to land on a ledge with MISSILE TANK (36/70). Drop all the way down and
    exit N twice.
    The area is infested with Grippers, so advance with caution. Near the hill you
    can grapple on a hook to swing up on a ledge. As morph ball enter the hole on
    this ledge, bomb the rock and then item box for MISSILE TANK (37/70). Continue
    over to the left and take N exit.
    Kill three Side Hoppers, exit N into NAV-B 06. Save your game, exit N twice.
    PIXEL HUNT - Aim Wii remote at the screen and check out terminal behind you.
    Space Jump allows Samus to continue jumping in mid-air. You can reach great
    distances with good timing. And Screw Attack sends energy waves out from Samus'
    body while spin-jumping; it causes great damage to nearby enemies.
    First drop down below, go morph ball and search around right side to find a
    vent thru which you can roll. It leads to item box with MISSILE TANK (38/70).
    Return thru the vent, and now space jump across to other side of the bridge.
    Operate the terminal to extend the bridge, then exit N twice into an elevator.
    CHAPTER 08 ========================================================= CHAPTER 08
    WLK08                  BIOWEAPON RESEARCH CENTER, PART 1
    CHAPTER 08 ========================================================= CHAPTER 08
    Exit E into NAV-B 25, save your game, exit N twice for a scene.
    CHAPTER 09 ========================================================= CHAPTER 09
    WLK09                       SECTOR ONE GUIDE, PART 3
    CHAPTER 09 ========================================================= CHAPTER 09
    Exit S twice, kill Super Kihunters, exit S into NAV-B 06, exit S, kill Super
    Kihunters, exit S, grapple the hook to land on a hill, and stop. Turn left and
    space jump to a ledge above N exit to reach item box with ENERGY PART (09/16).
    Space jump to the S and exit S twice to reach the tree area. Dispose of Mighty
    Griptians and Geemers, then exit S thrice.
    Careful now... tap Dpad to avoid Rhedogian's initial attack. Smash it up for
    good this time! When defeated, it drops SEEKER MISSILE UPGRADE. Seeker Missile
    launches multiple rockets simultaneously; first you need to charge up Super
    Missile, and when multiple targets are locked, release to fire!
    Exit S thrice, then W once into NAV-B 02, exit W and board Sector 1 elevator,
    then board Sector 2 elevator.
    CHAPTER 10 ========================================================= CHAPTER 10
    WLK10                       SECTOR TWO GUIDE, PART 2
    CHAPTER 10 ========================================================= CHAPTER 10
    The purpose of this visit to Sector 2 is the Seeker Missile door that we
    spotted in the room with a corpse of Gigafraug. To get there, go like this...
    exit N, kill Barisute (a new version of hopper), and then destroy Super Missile
    lock on right wall. Morph ball into the vent for MISSILE TANK (39/70), exit N
    into NAV-B 15, exit N, and advance until you get on the ledge in middle of the
    area. Now go S, slide down the slope, exit S twice into water tank room, exit
    W, jump over floating ice piece to other shore, exit W, kill Gigafraug (now a
    cinch with Screw Attack), exit S thrice, clean away two Barisutes, and jump up
    the ledge leading to Seeker Missile door.
    Shoot away the Seeker Missile lock, exit N, exit W. Kill two Snomers, and a
    gravity field will activate, forcing Samus to stand on ceiling. Left and right
    directions remain unchanged, but now up becomes down and down becomes up. Climb
    back up towards right, and space jump across to W exit.
    Here kick jump up the shaft, then look for a vent with a blue square around it.
    Use the platforms to space jump to the opening and morph ball into it to
    collect MISSILE TANK (40/70). Roll back out and use the platforms to get as
    high up as you can, followed by space jumping to reach W exit.
    Screw attack three Barisute in the room and jump to W exit. Jump down the ledge
    and the gravity now pulls you down; controls return to normal, but you can't
    jump as high, you can't speedboost, and missiles don't work as well. Exit N,
    smash some FG-IIs, and watch for Cyclaws around middle of the corridor, exit N.
    Screw attack two Kyratians to kill them, exit E. Kill Snomers and Barisute,
    then grapple the hook and kick jump up the wall, kill another Barisute and some
    Snomers on ledge above, and stand close to ledge on the left. Space jump across
    and MASH THAT 2 BUTTON to make it across. Grapple another hook to pull yourself
    higher, exit E.
    Gravity pull disappears once you drop down the ledge towards N, exit N twice
    into NAV-B 26, save the game, exit N.
    Hmm, smells like boss battle... Kick jump your way up to exit at the top, but a
    TV comes to life...
    Boss' attacks:
    a) Gravity pull. Dissipates when generator is frozen.
    b) Fires 360degree or 720degree beam sweeping along the ledge Samus is on.
    c) Fire energy balls with some homing ability. Number of projectiles increases
    as Nightmare's HP is depleted.
    d) Crashes on a ledge Samus is on and tries to ram her.
    Immediately lock on to it to get its HP gauge, then run left and jump over the
    edge to the ledge below. STAY BETWEEN THE WALLS here, as it's the safest spot I
    found. Boss can't reach you when it tries to ram you, its energy balls are
    avoided by tapping Dpad for sensemoves, and beam sweep is made stupid by kick
    jumping between the two walls.
    Shoot some charged shots, which will be pulled towards Nightmare's gravity
    generator on its tail. After sustaining enough its, the generator will get
    frozen and gravity pull subsides. Lock on to Nightmares screen and super
    missile it. Screen has to be facing you, or else your Super Missile will get
    deflected. Deliver four or five direct hits and generator starts working again.
    Repeat by shooting charged shots which get puller towards generator until it's
    frozen, and then super missile Nightmare's screen until it's defeated. It's
    possible you may need to repeat the procedure for the third time.
    Tzuskany comments: I found it alot easier to deal with him if I stayed in one
    of the areas where you would kick jump up to the next level, as he couldn't ram
    me if I was in there. The way I did it was - I stayed in the kick-jump nook,
    and sense-moved to charge my beam when he fired the energy balls at me. This
    quickly froze the Gravity Generator, which easily allowed me to pump many
    missiles into his face. When he attempted to ram me, he couldn't, as he cannot
    travel through walls. When he did the 360 lasers, I jumped against the wall,
    and held on while the beam passed beneath me.
    Return to the top, exit S, exit N twice to board the elevator.
    CHAPTER 11 ========================================================= CHAPTER 11
    WLK11                          SECTOR ZERO GUIDE
    CHAPTER 11 ========================================================= CHAPTER 11
    Exit N into NAV-B 27, save your game, and keep on going N. Eventually...
    PIXEL HUNT - Aim Wii remote at the screen, and look left to spot a Metroid.
    Some spectacular scenes occur, which I'm not spoiling. When done, start going S
    and screw attack into Super Zebesians you come across. Suddenly the corridor
    will start breaking apart and Samus will be drawn into open space...
    Gravity Suit negates the effects of water and gravity and further reduces
    damage of enemy attacks. The longest a Super Zebesian was able to hold its
    breath was three minutes. None lived to tell the tale though. Ignore Super
    Zebesians ahead and worry about getting to S exit. Exit S twice to NAV-B 27,
    exit S, exit W to board Sector 2 elevator.
    CHAPTER 12 ========================================================= CHAPTER 12
    WLK12                       SECTOR TWO GUIDE, PART 3
    CHAPTER 12 ========================================================= CHAPTER 12
    Exit S, exit N, drop all the way down, attempt to leave...
    a) Gravity pull. Has no effect on your movement.
    b) Deploys its generator as a black hole, causing your beams to be sucked into
    it. Black hole dissipates after a while.
    c) Fire black energy balls with some homing ability. Number of projectiles
    increases as Nightmare's HP is depleted.
    d) When generator is frozen, it falls to the ground, and will now attempt to
    ram you.
    e) Fires an energy beam across the room.
    Stay on the ground and pour charged shots out, they'll autohome on the
    generator, eventually freezing it, causing Nightmare to lose the momentum and
    crash to the ground. Find a suitable spot from which you can target its face
    and super missile it. You'll likely have to sensemove to avoid getting rammed.
    Wait for Nightmare to get airborne, avoid its black energy balls until boss
    falls down to the ground again, super missile its face and continue until
    defeated. If boss deploys gravity pull again, just freeze the generator.
    In the rare event that black hole is deployed, get on one of higher ledges and
    position yourself in such a way that Nightmare will be between you and black
    hole. That way your beam shots have a chance of scoring.
    Exit S into NAV-B 26, exit S twice and we're back to gravity portion of Sector
    2. Can't touch me this time, heheh. Exit W, go left and stop at the ledge.
    Grapple the hook and when you jump off, kick jump your way up to reach MISSILE
    TANK (41/70). Drop all the way down past Snomers and Barisutes to W exit.
    Kill two Kyratians in the room, and then collect E-RECOVERY TANK (2/3) located
    in a niche on N wall. Exit S and gain speedboost to destroy two pillars
    (Cyclaws are around these two pillars) with nothing to gain from it. Exit S,
    exit E four times, exit S, drop down the ledge, kill two Barisutes. Take the
    other N exit, exit N, exit E, jump across the lake to other shore (or use
    floating ice piece), exit E into water tank room, exit N twice, speedboost up
    the slope, exit N, drop down to the left, exit S into NAV-B 15, exit S twice,
    board Sector 2 elevator, and then hop into Sector 1 elevator.
    CHAPTER 13 ========================================================= CHAPTER 13
    WLK13                       SECTOR ONE GUIDE, PART 4
    CHAPTER 13 ========================================================= CHAPTER 13
    Exit E into NAV-B 02, exit E, exit N thrice (room where you obtained Seeker
    Missiles), grapple onto the hook thru broken glass, and jump on the ledge to
    bomb item box with MISSILE TANK (42/70). Now, morph ball into the pipe above
    you and roll thru it until you fall out. Go left and drop down the ledge.
    To your right is a pipe that leads to Subterranean control room (this is my
    reminder to where you are). Go left to gain some distance, turn right, go
    speedboost and shinespark straight up at the same spot where you fell down from
    the ledge. Samus will break the ceiling and land on another ledge above with
    MISSILE TANK (43/70). Drop all the way down, go left and then S. Exit S into
    scrap block room, destroy Wavers and morph ball into the tunnel on W wall.
    Roll left, then use the help of morph ball bombs to jump higher, roll left some
    more until you come to short passage leading to waterfall room. Grapple across
    the chasm via two hooks to collect ENERGY PART (10/16). Drop down to the right,
    kick jump up the elevator shaft, exit N thrice into NAV-B 04, exit N.
    Demolish enemies, then morph ball into the tube on left side to reach the
    platform with the terminal. Operate it to change room's layout, then remove
    Super Missile lock in far corner of the room. Space jump across to get MISSILE
    TANK (44/70). Drop down, morph ball thru the hole to fall further down, exit N
    to biological experiment floor.
    Climb the circular path and at the top jump into the hole, then exit N twice
    into NAV-B 06. Exit N, at junction go right, exit N. Get wet and go right
    eliminating Skulteras and Frondana underwater. With Frondana removed,
    speedboost to the right thru the grating to nab MISSILE TANK (45/70). Jump out
    of the water and exit E, then exit N into a forested area. This is the room
    where you fought first Groganch in the game.
    Get up on the ledge where the terminal is located, and then look towards W to
    find a charge switch; space jump over there. Shoot a charged shot into the
    switch which will cause three platforms behind you to pop out from a wall. Use
    space jump to get access to ENERGY PART (11/16).
    Drop down and kick jump up the shaft, exit N into NAV-B 07, exit N, kill Zeros
    and Kihunters. Don't drop down! Instead space jump to the right to nail MISSILE
    TANK (46/70). Drop down, exit N, roll into bomb slot, bomb it, exit S, clean
    away Zeros and Kihunters, exit S, exit E, clean up Reos.
    Behind one of glass screen you'll see a charge switch. Since we have Wave Beam
    upgrade, shoot a charged shot into the switch to lower a portion of another
    glass screen. Enter it, smoosh three Poison Grippers and collect MISSILE TANK
    (47/70). Exit N, destroy two Frondanas, exit N.
    Circle around the area and go as far SW as you can. See the yellow stripe on
    the ground? Stand on it and speedboost N, breaking thru a barrier and taking
    some Geemers for the ride as well. Exit N twice to end up on a balcony with
    MISSILE TANK (48/70).
    To get back to objective at hand... exit S thrice, kill two Frondanas, exit S,
    kill Reos, exit W, exit N, kill Zeros and Kihunters, exit N, fall down the
    shaft, exit S, kill Zeros and Kihunters, exit S into NAV-B 07, exit S twice,
    exit W, exit S, at junction go S, exit S into NAV-B 06. Finally go N thrice to
    enter elevator bound for bioweapon research center.
    CHAPTER 14 ========================================================= CHAPTER 14
    WLK14                  BIOWEAPON RESEARCH CENTER, PART 2
    CHAPTER 14 ========================================================= CHAPTER 14
    Exit N into NAV-B 25 to save game, exit N, scrap down FG-1000s and FG-IIs, exit
    PIXEL HUNT - Aim Wii remote at the screen and examine dead body slightly to the
    Climb the stairs and take upper N exit, collect MISSILE TANK (49/70), then kill
    about 15 Super Zebesians to unlock the door, exit S, take lower N door, and
    exit N into the elevator.
    Exit N to find what remains of Ridley. From ashes to ashed, indeed. Exit N, fo
    downstairs, and shoot charged beam into charge switch above the door.
    Activating the switch will unlock the door, but at the same ring lasers in the
    walls will activate. Sensemove to avoid them, exit N twice, shoot Seeker
    Missile at next door, exit N, shoot Seeker Missile at next door, exit N into
    NAV-B 28 to save your game.
    Exit N twice.
    Approach the cell in NE corner, go 1PV and lock on the girl inside. Doing so
    will open another door... enter!
    Boss' attacks:
    a) Spawns Metroids. Begins with one, then two more, then three more.
    b) Slams the ground to shatter the ice off frozen Metroids.
    c) Attempts to ram you.
    d) Metroid can attach to Samus and rapidly drain her health. Change into morph
    ball and lay bombs to shake them off.
    I hate the first part with a passion. As soon as first Metroid is hatched,
    shoot it with charged beam to freeze, then use a Super Missile to kill it. When
    next two Metroids are hatched, switch to regular shots. You may become angry at
    how skilled Metroids are at dodging your shots - I think the best time to shoot
    them is after sensemoving their attacks. About 2~3 regular shots will freeze
    the Metroid, making it ripe to go away with Super Missile. Queen will
    frequently pound the ground to emit a shockwave which frees frozen Metroids.
    Kill all of them to move on to second part of the fight.
    Barachat comments: When Queen sends them at you, I actually charged up a shot
    when they were all (5 of them, the first I got rid of easily) grouped up, it
    froze them all, then fired a single super missile and the whole bunch died at
    once. It was not intentional, but it worked out just fine.
    Boss' attacks:
    a) Breathes fire in about 180degree arc, for 200 HP damages if it hits!
    b) Attempts to land on you.
    c) Attempts to ram you.
    Queen's weak points are purple crystals on the head. I think the best way to
    kill it is to lock on to any crystal and charge up Super Missile. Due to
    multiple targets being present a Seeker Missile will be used, hehe. Keep
    sniping the boss with Seeker Missiles until it's defeated (about five Seeker
    Missiles will do the job). Make sure to always stay to Queen's side in order
    not to get caught by its flame breath. Onto the next part!
    1PV only for a moment. Shoot charged beams at Queen's belly until it rears back
    on its feet. Now remain calm and aim at Queen's mouth! As soon as it opens,
    shoot your Grapple Beam to be devoured. Once in Queen's stomach, your HP will
    rapidly begin to decrease. Press + to access map in order to take a breather.
    This is the point in the game that I've seen most players have problems with.
    The only weapon that can defeat the boss, but the game doesn't 'give' it to you
    because of some silly reason.
    To use a Power Bomb, enter morph ball mode, hold 1 to charge and release when
    fully charged to emit a wide area blast. Metroid Queen is defeated.
    The girl you saw in the cell will escape thru W exit, so follow suit. Now take
    E exit (wonder what's with angle change), and take the unlocked N exit. Exit N,
    then exit W. You're almost done.
    1PV scene will issue, in which some Desbrachians are attacking you. Lock on to
    the one closest to you and shoot it with Super / Seeker Missile. Once enough
    damage is dealt to Desbrachians, aim Wii remote in the direction where MB is
    standing (it's roughly in middle of the screen). Target crosshair will appear,
    so LOCK ON TO IT to end the scene.
    I hope I was able to provide you with enough info to complete the game without
    hassle. Following this to a T should have given you 71% in item completion.
    Completing the game will unlock GALLERY MODE (various pictures of stuff) and
    THEATER MODE (check all already viewed movies). The more % you have in item
    completion, the more stuff is added to Gallery.
    Watch the credits now.
    06.)                     AFTER CREDITS... - G0600
    After credits have rolled, Samus will appear next to her ship at the very start
    of BS. An innocent message about being able to use Power Bombs will appear as
    well. Your objective is to get to the room where Adam was controlling the
    operation, since something important to Samus was left there.
    Let's check + map for amount of items left...
    Main Sector - 3
    Sector 1 - 7
    Sector 2 - 7
    Sector 3 - 10
    Bioweapon research facility - 2
    As an added bonus all not-collected items are marked as blue dots on your map.
    CHAPTER 15 ========================================================= CHAPTER 15
    WLK15                      MAIN SECTOR GUIDE, PART 2
    CHAPTER 15 ========================================================= CHAPTER 15
    Unless you enter completely new area of BS, I will now stop mentioning which
    enemies you fight, except in the rooms where items are to be collected.
    From your ship, exit E, exit N twice, exit E twice, exit N twice; kill Reos and
    Geemers in the room, then stop. An item is hidden here, and you get it by
    speedboost & shinespark straight up combo up the elevator shaft. Backtrack S a
    bit so you have enough running distance to go speedboost. Collect MISSILE TANK
    (50/70), then drop all the way down.
    Exit N twice, exit W; kill Geemers in the big elevator room. Ride the elevator
    to the top, step out from the elevator and look E thru 1PV. Shoot charged shot
    at the charge switch thru the window to raise nearby door, getting access to
    ACCEL CHARGE (5/6).
    Exit N into NAV-B 01, exit N twice (this is area where you fought Brug Mass,
    exit E. Door will lock behind you, the elevator isn't usable, and it appears
    you're stuck.
    Game will point out Power Bomb door in the corner, so go morph ball and deliver
    a power bomb near the door. Desbrachian will deploy from the shell and try to
    mutilate you. It can teleport, can attempt to jump on you and has a vicious
    combo of melee moves. As its energy is depleted, it becomes more and more red
    in color. Eventually it'll keel over as in pain, so this is your cue to run up
    to it and perform a lethal strike, otherwise Desbrachian curls into a shell and
    recovers all energy.
    When you kill it, exit E, then exit N.
    Kill all Super Kihunters until they stop spawning, then stand close to glass
    fence in center of the area, and press down on Dpad twice to get some distance
    from the fence. Hold right on Dpad and go into speedboost, then shinespark
    straight up. When Samus loses shinespark momentum, hold up on Dpad and start
    pressing 2 to space jump towards little platform in the middle so that Samus
    grabs on the ledge. Pull up to get ENERGY PART (12/16), then drop down and
    leave thru the other corridor. Snipe some Cyclaws on ceiling, exit N into NAV-B
    Save your game, exit N, kill Cyclaws on ceiling, exit N twice into the elevator
    bound for Sector 2.
    CHAPTER 16 ========================================================= CHAPTER 16
    WLK16                       SECTOR TWO GUIDE, PART 4
    CHAPTER 16 ========================================================= CHAPTER 16
    Power bomb the door in SE corner and squish Desbrachian. Afterwards exit E, and
    you're in already explored area of Sector 2. Your aim is to return to other
    Sector 2 elevator which connects to Main Sector, but we need to collect 7 items
    here first.
    Exit N, jump all the way down, exit S into NAV-B 26, exit S twice, exit W
    twice, exit S twice, exit E four times, exit S (room with corpse of Gigafraug,
    which is now gone strangely). Drop down the ledge, go right and exit N twice.
    Power bomb the door along left side of long corridor and kill Desbrachian. Exit
    W and nail ENERGY PART (13/16). Exit E thrice into water tank, exit N twice,
    speedboost up the slope, exit N.
    Drop down to the right, exit E (Fumbleye can now be easily killed since you
    have Wave Beam), exit N twice (room where you fought first Gigafraug), jump
    down, exit N into NAV-B 16, exit N, super missile the block of ice barring the
    exit, exit N (room where you fought first Kyratian).
    Before you tackle the exit, morph ball into the little opening to the right of
    the door and roll thru it for MISSILE TANK (51/70). Meh, I missed this one on
    the playthru I used to make this guide. Roll back out, exit S twice into NAV-B
    16, exit S, make your way to the top, and then space jump across to upper N
    exit, leading into NAV-B 18, exit N, exit E, exit N thrice.
    This is the room with a big load of test tubes with specimens inside. Fumbleye
    has taken up residence here as well, so dispose of it. Then deploy power bomb
    which will destroy all specimens; doing so will drop a barrier guarding MISSILE
    TANK (52/70). Space jump into little niche to claim it.
    Kick jump back up, then exit N, exit E into NAV-B 17, exit E (big snowy area),
    exit N. Shoot Super Missile lock in the ground of the corridor further on to
    collect MISSILE TANK (53/70).
    Exit N into materials storehouse room. Before going downstairs, space jump
    across to little platform with a hole leading to MISSILE TANK (54/70). Drop
    down and go to the area with containers. On some containers there are item
    boxes; one is hiding ENERGY PART (14/16).
    Jump over to where maintenance robot used to be, kick jump up the shaft, exit
    N, exit E into the elevator, exit N into NAV-B 20, exit N thrice into NAV-B 21,
    exit N into materials transfer lift room (you fought Rhedogian here for the
    first time), examine the terminal to go up, exit N, exit E.
    In this room you had to empty four tubes to be able to shoot charge switch.
    Deploy power bomb and kill Desbrachian. Exit E and collect ENERGY PART (15/16),
    exit W, then morph ball into tunnel on N wall and roll thru it to end up at
    Sector 2 elevator, connecting to Main Sector. Board it, and then board Sector 1
    CHAPTER 17 ========================================================= CHAPTER 17
    WLK17                       SECTOR ONE GUIDE, PART 5
    CHAPTER 17 ========================================================= CHAPTER 17
    Exit E into NAV-B 02, exit E, exit N thrice, grapple the hook thru broken
    glass, morph ball into the vent and roll thru it. Drop down the ledge, turn
    right and morph ball into the pipe, roll thru it to end up in subterranean
    control room.
    Power bomb the N door and kill Desbrachian, exit N and claim ENERGY PART
    (16/16), exit S, morph ball into pipe you just used, roll until you get to bomb
    slot, fall into it, and bomb it to end up in waterfall room. Exit S thrice.
    This is the room where you spot the cute thing for the first time. Kill all
    Wavers and Geemers, then go to the slope. Turn N and find the unobstructed
    running line - speedboost up the slope to destroy spiked vines, and at the top
    turn around. Look down the slope's ceiling and you'll see Super Missile lock in
    the ceiling. While you're sliding down, go 1PV and super missile the lock. It
    may take you a few tries; when the lock is shot, Grapple Beam hook descends.
    Grapple onto it, wait until it pulls you up far enough, destroy item box and
    collect MISSILE TANK (55/70).
    Drop all the way down, exit E. Blow away Super Missile lock on E door, then
    stand as far W as you can in this room so you have a good running distance. Go
    into speedboost and as soon as you exit E, shinespark straight up. Hold right
    on Dpad to land on a ledge with item box hiding MISSILE TANK (56/70). Drop all
    the way down and exit E.
    Take the left of two N exits, and kick jump up the shaft to collect MISSILE
    TANK (57/70). Drop back down, exit S, then exit E thrice, exit N three times to
    end up in waterfall area.
    Kick jump up the shaft on N side, but don't take the door. Space jump over to
    the ledge in NW corner, then grapple across using two hooks and morph ball into
    the tunnel you'll find. Roll in, and go left at T-junction, fall into bomb
    slot, bomb it and you're in control room for waterfall area.
    Exit S, destroy Super Missile lock on left wall, and enter small room with
    MISSILE TANK (58/70), exit S.
    This is the area where the elevator squished one of Ghalmanian enemies. Squish
    all Geemers crawling around on upper level, drop down the shaft and kill more
    Geemers in lower level (in this part of the room look and you'll see a shaft
    above you). Exit S and kill three Bulls, then go S some more to gain some
    running distance. Turn N, speedboost into lower level of elevator room and then
    shinespark straight up. Samus will break thru the metal plating on upper level.
    Drop back down into the hole and hold left or right on Dpad to grab onto the
    ledge somewhere around the middle of the fall. Morph ball into the hole on left
    side and bomb the item box for MISSILE TANK (59/70).
    Return to lower level of the elevator room, exit S three times, morph ball thru
    S exit into NAV-B 04. Exit N, morph ball thru N exit, exit N into biological
    experiment floor, climb the circular path, at the top jump into the hole. Now
    you're in the room where you fought King Kihunter, exit N twice into NAV-B 06.
    Exit N, go right at T-junction, exit N, exit E, exit N twice into NAV-B 07,
    exit N twice, roll into bomb slot, bomb it to be shot upwards, exit S twice,
    exit E, exit N thrice into NAV-B 08, exit N.
    Power bomb the door along N wall and kill Desbrachian, then take the right of
    two N exits and claim E-RECOVERY TANK (3/3). Exit S twice into NAV-B 08, exit S
    thrice, exit W, exit N twice, jump into the hole in the shaft, exit S twice
    into NAV-B 07, exit S twice, exit W, exit S, take the other N exit, exit N
    twice into the elevator for bioweapon research center.
    CHAPTER 18 ========================================================= CHAPTER 18
    WLK18                  BIOWEAPON RESEARCH CENTER, PART 3
    CHAPTER 18 ========================================================= CHAPTER 18
    Exit N into NAV-B 25, exit N twice, take lower N exit, exit N into elevator.
    Exit N, go upstairs and exit W, exit N.
    This room has upper and lower level; on upper level you'll notice a pillar with
    holograms on it. But there is hologram on the back side of the pillar. Enter it
    and kick jump up, then morph ball into the tunnel to get MISSILE TANK (60/70).
    Fall thru the hole into lower level of the room. There are three octagon-shaped
    tiles on E side of the floor. Missile middle one for MISSILE TANK (61/70).
    Now return to Bioweapon research facility elevator connect to Sector 2. From
    there return to Sector 2 elevator connected to Main Sector. And from there take
    Sector 3 bound elevator.
    CHAPTER 19 ========================================================= CHAPTER 19
    WLK19                      SECTOR THREE GUIDE, PART 3
    CHAPTER 19 ========================================================= CHAPTER 19
    Exit E twice.
    This is the area where one of your allies was attacked by Rhedogian. Power bomb
    the door in E wall and kill Desbrachian. Exit E to collect MISSILE TANK
    (62/70). Back to Sector 3 elevator, and exit W.
    Roll into bomb slot, bomb it. Go left, roll under the door (don't fall all the
    way down, there's nothing but lava there) and kick jump your way up to emerge
    in the room close to where you fought Ridley, exit S.
    In the walkway kill all FG-IIs, then speedboost thru S and immediately
    shinespark straight up. Hold right on Dpad start tap 2 to start space jumping
    in order to land or grab onto the ledge above. Collect MISSILE TANK (63/70),
    then drop down. Exit S into NAV-B 24, exit S, exit W into big lava room.
    Walk left to the edge and go 1PV. Look down to spot path, so jump down there.
    This was actually the path you took when certain monster was chasing you and
    you needed to be fast on your feet. Anyway, go left until you get to the spot
    where that same monster broke down few rocks. Power bomb the area to shatter
    remaining rock formation, revealing MISSILE TANK (64/70). Now go right until
    you exit E.
    Kill Heat Bulls in the area, and then remove Super Missile lock in the ground
    to gain MISSILE TANK (65/70). Take the higher W exit.
    Go thru the walkway until you see Mella on other side of the glass. Shoot it,
    then go 1PV and find a charge switch. Shoot it with charged shot, which will
    remove the barrier in the ground a bit left. Morph ball into the tunnel and
    claim MISSILE TANK (66/70).
    Roll back out, go left, grapple across to other side and exit W. Power bomb the
    door in W wall and kill Desbrachian, exit W and claim ACCEL CHARGE (6/6).
    Exit E, grapple across to other side, exit E, take lower W exit into big lava
    room. Go all the way left and exit W. Exit W twice, then kill three Dessgeegas
    in the room (this is just a reminder of where you should be). On N end of the
    area use the two ledges to get up into higher corridor (space jump will help),
    then exit S.
    Go near the fence and space jump over it by holding down on Dpad. As soon as
    you're across the fence, press up on Dpad and try to land in the opening with
    MISSILE TANK (67/70). Drop down and drown all Magdollites, then morph ball into
    the tunnel in SE corner. When out, kick jump up the hole, and grapple across to
    other side using three hooks.
    Exit N, drop down the ledge, take immediate E exit, and kick jump up the left
    shaft. When on higher ledge, kill Mellas and their hive on the right, then
    return to the edge and aim up. Remove Super Missile lock and kick jump further
    up to get MISSILE TANK (68/70). Now go past deceased Mella hive and drop down
    the right shaft (kill Heat Bulls and Sovas along the way).
    Stand close to the egde of lava pool and space jump with good timing to the
    left, so that Samus grabs onto the ledge. Pull yourself up and collect MISSILE
    TANK (69/70). Kick jump up the right shaft and roll under the door, exit E into
    NAV-B 12.
    Exit E into big lava room, and keep going right until you exit E. Go down the
    corridor and exit W into floor observation room, exit W again.
    Clear Sovas and Cyborg Zebesians from the corridor, then look along right wall
    to find a vent with yellow edges. Morph ball into it to collect MISSILE TANK
    (70/70). Yeah, this was also an item I failed to notice to collect during the
    playthru I used to make this guide. Oh well.
    These are all items and your completion is now 100%. Now make your way back to
    Sector 3 elevator and board it.
    CHAPTER 20 ========================================================= CHAPTER 20
    WLK15                      MAIN SECTOR GUIDE, PART 3
    CHAPTER 20 ========================================================= CHAPTER 20
    I advice that you go down to Sector 1 or Sector 2 and use nearby NAV-Bs to save
    your game. When / If done so, return here.
    Exit S, power bomb the door along E wall and kill last Desbrachian, exit E,
    exit N twice into the elevator.
    Exit N into a long corridor featuring series on increasingly harder battles.
    1st segment - 2x Mighty Griptian and Ghalmanian, then again 2x Mighty Griptian
                  and Ghalmanian
    2nd segment - 2x Asborean (screw attack), then 4x Cyborg Zebesian
    3rd segment - 4x Kyratian (screw attack), then 4x Kyratian
    4th segment - 8x Super Kihunter, then 4x Super Zebesians
    5th segment - Rhedogian, then Rhedogian
    Bluehog submitted following suggestion: Before opening a door and triggering
    enemies, charge up a power bomb. When the enemies appear, release it. If the
    second wave can be killed in one hit with the screw attack, use it on them and
    repeat for the next door. If however the second wave isn't instantly killed by
    the screw attack (such as Rhedogian) then just use the screw attack to stay out
    of the way and airborne until you can use another power bomb to instantly kill
    them. In all cases, have a power bomb charged when activating the next group of
    With this the mad rush ends, so exit N into NAV-B 30. Save the game, exit N.
    Drop down the ledge and try going somewhere.
    Boss' attacks:
    a) Shoots blue energy balls with some homing ability.
    b) Summons three little Phantoon hands, that punch you or slam you against the
    ground. Just screw attack them.
    c) Sweeps across the ground with tentacles. Stay on S end of the room to
    completely avoid them.
    d) Summons a black vortex, which emits energy if you happen to stand in middle
    of it. Move away from them if Phantoon happens to summon one below you.
    Phantoon will first summon three little hands, so promptly delete them with
    screw attack. Then patiently wait until Phantoon destroys entire glass part of
    control bridge, and use sensemove to avoid blue energy balls. Lock on to
    Phantoon's big eye to get its health gauge and start shooting. The eye is its
    weak point, by the way.
    Despite being an optional boss, I didn't find Phantoon to be particularly hard.
    At no time did I bother by locking on to its eye in order to Super Missile it.
    And it's not like I had ample time to do so, heh; there was just too much crap
    flying at me. All I did was kept being mobile, sensemoving when necessary,
    screw attacking little hand buddies, and tapping 1 to shoot the eye.
    Aubrey comments: I just wanted to mention to you that in the optional boss
    fight with Phantoon I found using the power bomb to be extremely helpful. I
    died twice before giving them a try and found they take a decent amount more
    off Phantoon's lifebar than a charged plasma beam. I would usually roll towards
    Phantoon and try to drop it nearby. If it had created the hand guys it would
    have the bonus effect of killing them off while damaging the boss. Once I put
    those bombs in play I beat it in one shot.
    With Phantoon gone, grapple the hook that appeared to exit S. Exit E, then exit
    N twice to find an elevator. Board it to be taked down, and it stops suddenly.
    Go morph ball and deploy a Power Bomb to blow everything to smitheerens.
    Drop down and exit S twice. The view will switch to one behind Samus; go thru
    the door leading to Adam's location, which is now finally unlocked.
    OMG, a self-destruct sequence. Samus is armed with a pea-shooter, which stuns
    the target for few seconds. Her Power Suit and all upgrades are gone, and you
    have only 99 HP, hehe. Exit E for the showdown.
    Glass will shatter, at the same time 5 minute countdown timer appears, and a
    woman's voice tells you nicely that it would be about time to evacuate.
    Drop down towards S, exit W, exit S thrice to end up in big elevator room. A
    Cyborg Zebesian is latched onto the elevator's door, and it'll start to shoot
    you. Sensemove its shots, and shoot it yourself to stun it. Drop all the way
    down (another Cyborg Zebesian here) and exit E.
    Cross the bridge and when you reach half point, two Cyborg Zebesians appear,
    each on one side. Stun the one to the S, and run past it, exit S.
    Exit S again, drop down the ledge, two Cyborg Zebesians are lathched onto a
    wall, but just ignore them, exit S, go downstairs and exit S.
    As you run left around the corner, an emergency door will be lowered. Press 2
    to slide under it; if it closes completely, keep shooting it with pea-shooter
    to force it to rise. Then you'll encounter a wreckage blocking your path; press
    2 to slide under it. Slide under / shoot two more emergency doors, exit W.
    Make your way to W exit; if you by chance fall all the way down, two Cyborg
    Zebesians will appear. To get out, slide under the grating with charge switch,
    and jump up.
    Slide under the wreckage, shoot the emergency door, stun Cyborg Zebesian that
    falls down and shoot the emergency door behind it, slide under the wreckage,
    slide under / shoot the emergency door, exit S.
    Navigate your way past the debris (don't touch flaming debris, as it hurts) and
    ignore two Cyborg Zebesians taking potshots at you, exit S.
    Exit W and keep running left towards your ship.
    Doing so unlocks the Hard Mode, and adds all pictures to Gallery.
    BTW, on hard mode you don't get any item collectibles. Additionally, completing
    hard mode has no rewards.
    07.)                            CREDITS - G0700
    Bluehog - suggestion for clearing out the corridor before Phantoon
    Jeremy R. - tip on destroying Ridley's armor with super missile
    08.)                         CONTACT INFO - G0800
    Send your comments, ideas for improvements, additional info, correction of
    mistakes we may have made, and anything else via e-mail at:
    lifearmor (at) gmail (dot) com
    Guidelines are as follows:
    - as a subject of e-mail please include Metroid Other M, or MOM
    - make sure your e-mail is readable
    - don't ask me to send you updated versions of my guide
    - *make sure* to check if your question is already answered within these pages
    - when crediting contributors, I won't disclose their e-mails
    2. Damir Kolar's Contributor page
    3. Damir Kolar's homepage/s
    End of Document

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