                    /*************************************_\
                   /       M E T R O I D    F U S I O N     \
                  /                                          \
                  \                                          /
                   \        F A Q / W A L K T H R O U G H   /
                    \_************************************_/

     By Phediuk
     Okay, my ASCII is crap. So sue me.

>>>>>>>>>>>>>>>>>\
Table of Contents|
<<<<<<<<<<<<<<<<</

1. Preface
|_Introduction
|_Controls
|_Special Moves
|_Game Physics and Structure

2. Walkthrough
|_Story
|_Part 1: "The Investigation"
|_Part 2: "Old Friends"
|_Part 3: "The Showdown"
|_Cleanup
|_Ending(s)

3. Archives
|_Powerups
|_Easter Egg
|_1% Challenge
|_Speed Runs (with and without 100%)
|_Bosses
|_FAQ
|_Version History
|_Legal Stuff

>>>>>>>>>>>>>\
P R E F A C E|
<<<<<<<<<<<<</

><><><><><><|
Introduction|
><><><><><><|

Ah yes, Metroid. A classic series of side-scrolling adventure games, home to
some of the greatest games ever made.

After a mysteriously long absence, this fan-favorite series was resurrected on
November 18, 2002. We received not one, but TWO new Metroid games. Metroid
Prime took the series in a new direction, what with that first-person
perspective and all, while Metroid Fusion stayed true (sorta) to the series' 2D
roots. Does it live up to its predecessors?

...
...

No. But that does not stop Fusion from being an excellent game, and probably
the best piece of original software to hit the GBA. Hell, even without some of
the classic elements, this game is still good.

But enough rambling. I'm here to guide you through all the nuances of this
game. I have scoured the cart in search of every secret or little touch
possible. Heh, during Mission 2, you can even spot a GameCube in a pile of
trash...it's little details like that that keep Samus' fans returning time
after time to guide her through whatever predicament she's currently in. And
that's why I'm here writing this guide instead of playing the damn game. :P

><><><><|
Controls|
><><><><|

A Button:
|_Jump
|_Make selections
|_Speed up text

B Button:
|_Shoot gun
|_Hold to charge gun after acquiring Charge Beam
|_Cancel selections

Start Button:
|_Make selections
|_Pause the game and access Map Screen

Select Button: Absolutely nothing, unless you count getting out of Sleep
Mode...

L Button:
|_Aim gun diagonally
|_Access Sleep Mode

R Button:
|_Switch between beam and Missiles after acquiring Missiles
|_While in Morph Ball form, switch between Bombs and Power Bombs (must have
Morph Ball, Bombs and Power Bombs)
|_Access Status Screen

D-Pad:
|_Aim gun up
|_Aim gun down
|_Aim gun diagonally
|_Move
|_Dash after acquiring Speed Booster
|_Highlight selections
|_Move map on Map Screen

><><><><><><>|
Special Moves|
><><><><><><>|

Pseudo Screw Attack:

After acquiring the Charge Beam, you can do this move. Fully charge up a shot,
then spin jump into an enemy. You'll do an amount of damage to it equivalent to
the power of the charged shot. If you could normally kill the enemy with the
charged shot, you'll spin right through it. Samus will take damage if she could
not normally kill the enemy with a single charged shot. After hitting the
enemy, you'll lose the charge. This move is helpful during speed runs.

Wall Jump:

If you watch the demo at the title screen long enough, it'll show you this
move. Super Metroid vets will remember this; jump at a wall, and as soon as you
hit it, press in the opposite direction and press A, and Samus will kick off of
it. It's possible to link together Wall Jumps if you do it up a narrow passage.
Unfortunately, it's not possible to Wall Jump up one wall, as you could in
Super Metroid, making this move next to useless.

Shinespark:

After acquiring the Speed Booster, you can perform this somewhat cool move. Run
until the boost activates, then press down on the D-pad. Samus will crouch and
hold the Speed Boost. Now, if you stand still and press A (before the boost
deactivates after a few seconds), Samus will lightly jump into the air, at
which time you must immediately press in one of five directions: right, up-
right, up, up-left, or left. Samus will zoom across the screen at an alarming
rate in the specified direction, allowing you to access some pretty nifty
secret passages. To make the move even more complex, if you Shinespark into a
sloped area, Samus will break into a Speed Boost, thus allowing you to duck,
get another 5 seconds of boost, and perform another Shinespark. This move is
never required in the main game, but you will need it to access some tanks if
you want 100%. It's also required to get that bloody secret message (see
'Easter Egg' in the Archives.)

Well, that's pretty much it for special moves, unless I missed something
painfully obvious.

<><><><><><><><><><><><><>|
Game Physics and Structure|
<><><><><><><><><><><><><>|

Metroid Fusion is a somewhat linear game, and is thus divided up into several
'levels', which I will refer to as 'Missions.' Every time you go to a
Navigation Room and talk to Adam, Samus' ship's computer, he will give you a
new objective. After completing this objective, you will have completed the
mission (there are a few exceptions to this.)

So by my count, there are seventeen missions in the game. After completing a
mission, you will have to backtrack to a Navigation room to get a new one.
However, many times the route you came through the last time will be blocked
off, forcing you to find another way back. I will refer to these as
'Intermissions.'

The game, along with being divided into missions, is also divided into seven
areas. These are...

Main Deck
Sector 1, SR(-388)X
Sector 2, TRO(pical)
Sector 3, PYR(o)
Sector 4, AQ(u)A
Sector 5, ARC(tic)
Sector 6, NOC(turnal)

I added in the parts in brackets, because that's what they stand for...so, as
you can see, you have your traditional 'hub', rocky, jungle, fire, water, ice,
and dark areas. Pretty generic, if you ask me. Luckily, the areas don't rely on
area-specific gimmicks a whole lot.

That's pretty much all there is to the game layout. Now, without any further
adieu, onto the walkthrough!

>>>>>>>>>>>>>>>>>>>>>\
W A L K T H R O U G H|
<<<<<<<<<<<<<<<<<<<<</

><><>|
Story|
><><>|

Directly from the instruction booklet...

"HOVERING EVERGY ORGANISM: METROID.

In cosmic year 20X5, a Galactic Federation exploration vessel discovered an
unknown organism on SR388. The hovering creature was a Metroid, an entity that
exhibited frightening parasitic, energy-absorbing properties.

Some time later, gifted bounty hunter Samus Aran was dispatched alone to engage
the Zebesian Space Pirates who abducted the Metroid specimen for use as a
weapon. On Zebes, Samus also encountered the biomechanical Mother Brain, leader
of the Space Pirates, and dispatched her in a bitter fight. From then on,
Metroids were viewed as a highly dangerous life form.

Eventually, Samus Aran was sent to SR388 to exterminate the last remaining
Metroids-but only after an entire Federation platoon was wiped out in an
earlier attempt.

At the end of her battle on SR388, one Metroid hatchling was born before
Samus's eyes and it imprinted upon her as a mother figure. Samus took this
larval Metroid, the last in the universe, to the Galactic Space Academy for
observation and research.

This research revealed several possible applications of Metroid-based
technology for the betterment of humanity. The unique energy-absorption
properties of Metroids could be harnessed when they were artificially
reproduced in captivity.

Just when it seemed as if peace might prevail in the galaxy, Space Pirates
returned for the Metroid hatchling and took it back to Zebes.

Samus followed the Pirates back to Zebes and fought to exterminate their threat
and save the last Metroid.

In the final battle with Mother Brain, the hatchling saved Samus, giving up its
life in the process. Samus succeeded in defeating Mother Brain, but the
universe lost the promise of using Metroids for the power of good."

And now, for the current storyline...

"FROM THE JOURNAL OF SAMUS ARAN...

SR388. A vile planet, former home of the Metroids. After so many years, the
remaining creatures on this planet still seemed to be trying to recreate a
natural hierarchy, one without Metroids at the top.

Biologic Space Labs was hired by the Federation to observe this restructuring
of the ecosystem. And because of my experience of SR388, the Federation
governor for this sector hired me to provide field assistance on the planet.
So, once again I found myself drawn to that forsaken rock.

The biological sample collection was going smoothly on the planet's surface
when I came into contact with an organism I had never before encountered.

The organism was an undiscovered, unnamed parasitic life form, which the
researchers later called "X." Thinking little of it at the time, I boarded a
ship and set out for the next collection point. Suddenly I felt my entire body
seize up, and I lost consciousness. The ship began to drift away from planetary
orbit toward an asteroid belt.

Thankfully, an auto-escape pod jettisoned me from the craft before the ship was
destroyed. The researchers in the newly-constructed research station orbiting
SR388 sent a shuttle to recover the pod shortly thereafter. However, in my time
since the infection, the X had multiplied rapidly in my body and had even
infected my Power Suit.

My heart rate and blood pressure dropped rapidly as I fell into a deep coma.
The Onboard Medic Simulation predicted only a 0.873% prognosis for survival. I
was transported to Galactic Federation HQ for emergency medical treatment.

The fact that the Power Suit contained biological components and was also
integrally connected to my body seemed to worsen the matter. The Federation
surgeons were unable to remove the suit while I was unconscious. Their only
choice was to cut and remove parts of the infected suit from my
still-unconscious form; immediately after, they sent the suit parts to Biologic
Space Labs research station for study.

Even with the parts removed, however, the X infection was spreading rapidly
through my nervous system, and the researchers monitoring my deterioration knew
of no cure...

Someone proposed a desperate treatment: create a vaccine from Metroid cells.
Apparently the Federation had preserved a cell culture from the last Metroid.
The scientists quickly prepared and administered the vaccine. The symptoms of
the infection disappeared insantly, and all of the X parasites within me died
in moments. I am still amazed by the serendipity of this result...

When I awoke, the scientists told me that the hatchling had saved me once
again.

Almost immediately after I awoke, we received a distress call from from the
research station.

"Emergency! Explosion of unknown origin in the Quarantine Bay!"

The screams from the com receiver were loud enough for me to hear even from the
infirmary. I knew that something terrible was about to happen...it was already
happening. I immediately boarded the ship the Federation had provided me and
sent a reply message:

"Docking with Biologic Space Labs in 10 minutes. Prepare the landing bay!""

Remember, the above is NINTENDO'S story, not mine. Now we can finally get on
with the walkthrough...

<><><><><><><><><><><><><><|
Part 1: "The Investigation"|
<><><><><><><><><><><><><><|

After watching the intro, which is quite similar to the second section of story
from the inscruction booklet, you'll be given your first mission...

^^^^^^^^^^
MISSION 1:
"The Explosion"
^^^^^^^^^^
STORYLINE: There's been an explosion in the Quarantine Bay...Samus must
investigate. What could have caused it? We shall soon see...

Once you gain control of Samus, press Start to look at your map. See the
Navigation room just up ahead? Follow the completely linear and completely safe
path there. Adam will inform you that bio-signs have been confirmed in the
bay...

Go out the left door of the Navigation room. Go up the vertical shaft into the
top left door, then drop down the next shaft into the bottom left door. Voila,
we're in the Quarantine Bay. Kill the lone enemy in here with your gun (it'll
take three shots.) Grab the X parasite that appears upon the creature's death,
then backtrack to the Navigation room. Adam will give you some bad news: all of
the specimens in the Quarantine Bay were X parasites, it turns out. The X take
the appearance of their victim, so the researchers were easily fooled. Luckily,
Samus has the ability to absorb X parasites. Yellow ones restore health, green
ones restore Missiles, and red ones restore both. Remember that.

Anyway, go out the left door. Go up the vertical shaft, shoot the grey hatch
(that's how you open 'em) and go through to the right. Continue on to the right
and you'll end up at a Save Room. Save if you want. Now, go out to the right,
up the shaft, and through the top right door. You'll enter a Navigation room.
Adam will relay a message that the Federation sent: they can support you with
downloadable weapons. However, you must reach a Data Room in order to get these
weapons. Adam will send you to get the Missiles from the nearest Data Room.

Now, go out the right door, up the shaft, and through the top right door. Step
on the elevator and press Up to use it. During the ride, Samus will talk to
herself. Cool! Now, go out the right door, and you'll be in the Operations
Deck. The bottom left door leads to Recharge and Save Rooms, and the middle
left door leads to Navigation and Data Rooms. Save if you want. Now continue to
the Data Room. Step on the switch to download. Samus will now acquire ten
***MISSILES***. Go back into the Navigation room. Adam will say that the
power's been knocked out...meh. Looks like we can't use that elevator to get to
the target. We'll have to find another way.

Go out of here and jump over to the rightmost platform in the big room. Blast
the panel on the right wall with a Missile (hold R and press B) and it will
explode. Jump over to it and you'll find that it's a secret passage. Awright!
In the next shaft, blast the green pillar with three Missiles. It'll explode.
Step on the cracked floor behind it and you'll drop down. See the cracked wall
to the left? Blast it with a regular shot and it'll crumble away. Drop down and
kill the gooey scientist guy if you want, then step on the cracked floor and
tumble right on down. Go to the left, step on the cracked floor again. You'll
drop down AGAIN (kinda repetitive, ain't it?) Anyway, jump against the rungs on
the right wall and you'll grab on. Climb up 'em. Drop down the next two shafts
and you'll stumble across a ***MISSILE TANK***. Grab it, obviously (1/48, 15.)
Go through the bottom left passage. In here. Shoot the top block on the upper
ledge and it will reveal another ***MISSILE TANK*** (2/48, 20.) Now go back out
and to the right. In here, go up the shaft and into the top right door to save,
then go to the bottom left. You'll come across your first Boss Door. If the eye
is yellow, it's invulnerable and the yellow 'stuff' will shoot out at you. If
the eye is brown, blast it with a Missile. After three Missiles, the Boss Door
will be destroyed. Go through.

In this room, the music will change. You'll need to use the metal hangings to
navigate around here. Grab onto a hanging, press in the opposite direction and
jump to scale them. After two shafts, you'll stumble across your first
***ENERGY TANK*** (1/20.) Next, shoot a few Missiles up at the ceiling and some
blocks will break away. Climb up and go through the passage to the right to
grab another ***ENERGY TANK*** (2/20.) Now just drop down the pit in the room
to the left to engage our first boss...

----------
BOSS FIGHT|
ARACHNUS-X|
----------

Arachnus is a large creature that vaguely resembles a beetle. To win against
him, be as aggressive as possible. As soon as he appears, get right in his face
and empty your Missiles into him. He will use one of two attacks before he
dies:

1. He will use the Morph Ball and roll across the room. Easily jumped.
2. He will shoot blue waves at you. These cause minimal damage, so you can
ignore them and keep shooting Arachnus.

Once his HP reaches rock bottom, he'll attack more and leave behind a trail of
fire with the Morph Ball attack. You can see the attack coming a mile away,
though, so there's not much worrying about it. If you somehow come close to
dying during this battle, grab onto the hangings on either side and blast
Arachnus from there (hold L and press Down.)

If you happen to run out of Missiles before he dies (which is likely), you'll
have to slowly chip away at him with your peashooter. Eventually, he'll die and
a Core-X will appear. If you have no Missiles for the Core-X, fire your beam at
it to make it cough up some X, then grab the green ones to restock. Three
missiles will break the shell of the Core-X, at which point you can grab the
***MORPH BALL*** it leaves behind.

----------------|
MISSION COMPLETE|
----------------|

Now, morph into a ball (double-tap Down) and roll out of this hellhole. =D

Continue on to the left until you reach a wall with a ledge on it. Grab it and
press Up while hanging to roll up into a ball. Narrow passages are no obstacle!
Into the room on the left!

Continue through this room until you reach an odd-looking wall in front of a
grapple wall. See those cracked blocks in it? Two blasts from your beam will
clear them away. Now, head to the left (making sure not to hit the various
enemies hiding out in the dark) and you'll end up one room from a Save Room. Go
and save, yo! After you're done, go down and to the left into the Navigation
room. Adam will inform you that the worst possible scenario has happened: the X
have invaded other parts of the station. Looks like our efforts were for
naught...he'll send you over to Sector 1 and try to clean out the X for good.

Now, you can continue on to the Main Elevator, but in the vertical shaft
outside the Navigation room, roll into the narrow passage to pick up a
***MISSILE TANK*** (3/48, 25.) Now, roll into the narrow passage just inside
the next room and go down the Main Elevator once you reach it.

...
...

...What...the...all of a sudden, someone or something that greatly resembles
Samus will walk in (with quite an explosive entrance) and proceed to blow up
the elevator shaft. Ouch. But, what IS that thing? Eh, let's not worry about it
for now...now, just go to the left one room and down the elevator.

~~~~~~~~~~~~~~~~~~~
Sector 1, SR(-388)X
~~~~~~~~~~~~~~~~~~~

Into the Navigation room...

^^^^^^^^^^
MISSION 2:
"Atmospheric Stabilizers"
^^^^^^^^^^

STORYLINE: The elevator's been blown up, and we won't be able to use it
indefinitely. Bummer. But we have more important things to worry about. The X
have screwed around with the five atmospheric stabilizers in Sector 1, and it's
your job to unscrew them. If you don't, the X will rapidly reproduce and invade
other sectors...

Just beyond the Navigation room, there's Save and Recharge rooms. Use 'em if
you want. Now, in the first main room, proceed to the bottom right. In the next
room, watch out for the blue blobs, as they can and will suck your energy. At
the end of the corridor is a green pillar. Three Missiles will destroy it. Go
through the next door and you'll be in your first stabilizer room. Just wrap
around the room until you reach the big X 'blob' and shoot it with 3 Missiles.
In about five seconds, the smoke will clear and the door will unlock. Continue
on...

Now, in this somewhat drab room, there's a bunch of enemies. Use your Missiles
to dispatch of them quickly. The armored flying guys are vulnerable to Missile
shots to the purple 'eye', so I suggest that's what you aim for. There is a
ledge leading overtop a pipe near the right side of the room. Blast the base of
the ledge with a regular beam shot and the block will break away. Roll through
the pipe and grab the ***ENERGY TANK*** (3/20.) In the next vertical shaft, go
straight across into the top right door. Another stabilizer room...go to the
upper left corner and shoot up at the 'bridge' of blocks above. They'll break
away, allowing you to get up. Shoot up at the X 'blob' with three Missiles to
clear the room. Now get out of here, and back into the vertical shaft.

Drop down and go through the next door on the left. In the long horizontal
corridor, there will be rhinoceros-like enemies scattered about. You can jump
over them, or blast 'em. Your choice, tough guy. In the next vertical shaft,
jump straight across into the top left door. Monkey swing over the lava using
the rungs to grab a ***MISSILE TANK*** (4/48, 30.) Back to the vertical shaft.
Drop all the way down, taking care not to get hit by the Space Pirates along
the way. Through the bottom right door we go! You'll soon reach a stabilizer
room; jump over the ledge and use the rungs on the right wall to shoot the
'blob' with three Missiles; then continue on the main path.

Soon enough, after two boring one-screen rooms, you'll reach the fourth
stabilizer room. Make your way to the 'blob' using the metal hanging above you
and the rungs on the ceiling; you know how to destroy it, right? I should sure
hope so. >:) Go through the upper left door before leaving the room and grab
the ***MISSILE TANK*** (5/48, 35.) Now we just progress along the mostly linear
path through Sector 1.

In the vertical shaft, use the rungs to climb up. One Missile will dispatch any
Pirates that get in your path. Take care not to get hit by their lasers. Go
through the top left door, and in the next room, shoot the lamp to open the
gate. Now zoom along to the next room and monkey swing across the ceiling. Use
your Missiles on any baddies that get in your way. Once you reach a wall, shoot
four shots from where you're hanging to break open a passage. Now grab on and
roll through to the door, which you go through, yada yada. In the next room,
drop down the pit (there will be Crumble Blocks) and continue on to the left to
access a Save Point. Then head back to this room and climb up the ladder. Shoot
three Missiles into the brown eye of the Boss Door to destroy it. Continue
through...

---------------
MINIBOSS BATTLE|
CHOZO-X        |
---------------

At first, there doesn't appear to be anything in here. Upon closer inspection,
however, you'll spot a Chozo Statue in the corner. Shoot the item in its hand,
and the statue will transform into an Eye-X! Yikes!

Defeating an Eye-X is relatively simple, actually. After about three seconds,
an eye will appear on the Core-X, at which point you have approximately five
seconds to shoot it with a Missile, otherwise it will fire a Charge Beam and
close the eye. If you manage to hit an Eye-X, immediately jump, for it will do
a retaliatory attack as soon as it's hit. Then, wait another three seconds for
the eye to appear, and repeat. Four missiles will break the shell of the Eye-X,
at which point you can grab your ***CHARGE BEAM***. Now, go out the upper right
exit.

In the next room, shoot up at the out-of-place block int eh ceiling to make it
break away, then jump up. Grab onto the rungs on the ceiling, then fire three
Missiles at the left wall to open a secret Morph Ball passage. Grab it and roll
through. Grab the ***MISSILE TANK*** (6/48, 40) in the next room. Now go back
to the main path (ugh, how many times have I said that?) and go through the
door on the right. You'll end up in the final stabilizer room. Wrap around it
until you get to the center, then shoot the wall in front of the X 'blob'.
You'll reveal an opening that lets you shoot the 'blob' and clear the mission.

----------------|
MISSION COMPLETE|
----------------|

Now continue out of here until you reach a vertical shaft, at which point you
can continue to the top right and access a Save Room. Sure, you can save here,
but...what's that crack in the bottom right corner? Shoot it, and a secret
passage will open. To get in it, jump in the air, morph into a ball in midair,
then hug the right wall until you catch the lip of the secret passage. Now you
can roll through. In this room, you'll have to use the Wall Jump technique to
scale to a ***MISSILE TANK*** (7/48, 45.) If it's too difficult for you, then
you can get this tank later, but still, the Wall Jump is a pretty easy move to
pull off...check the Special Moves section if you need help.

After doing this, continue all the way back to the Navigation room. It's a
completely straightforward path back.

Adam will inform you that 'irregularities' have been detected in Sector 2.
Great, we were too slow in destroying the X! Now we have to chase them into
another sector...now, go out of here and up the elevator. Samus will talk to
herself again. Trippy.

~~~~~~~~~~
Main Deck
~~~~~~~~~~

Just go to the left and down the Sector 2 elevator...

~~~~~~~~~~~~~~~~~~~~
Sector 2, TRO(pical)
~~~~~~~~~~~~~~~~~~~~

Into the Navigation room, NOW!

^^^^^^^^^^
MISSION 3:
"You Da Bomb"
^^^^^^^^^^

STORYLINE: Adam has spotted that Samus clone we saw earlier. He's named it the
SA-X. He informs you that it has the Ice Beam and can freeze you, yada
yada...but that's not important. What's important is that we get the Bomb data
that HQ has ready. Unfortunately, we must activate Level 1 locks first...let's
move out!

Just like Sector 1, there are Save and Recharge rooms just beyond the
Navigation room. They should be helpful. Now, in the first main room, you'll
spot some slow-moving red guys on the wall. They're called Geemers, and they
cause an annoying amount of damage. Try to avoid them, as they also take an
annoyingly long time to kill. Now, make your way to the top right corner of the
room, ignoring the blue doors along the way At one point, you'll have to shoot
two blocks with your beam to break them away. Do so. In this next room, just
make your way to the right, jumping over the lone Geemers. You'll end up in a
vertical shaft. Make your way to the top left (there's more Geemers in here as
well) and in the next room, drop down and step on the switch. Voila, we've
released Level 1 locks! Blue doors are now active!

Now, make your way back to the main Sector 2 room (the one with the blue doors
we had to ignore.) Go through the bottom left blue door. Make your way to the
right until you reach the room just in front of the Data Room. Predictably,
just go through the top left door and download the ***BOMBS***.

----------------|
MISSION COMPLETE|
----------------|

Now, make your way back to the Navigation room...what's that, there's been an
explosion? The door to this area's been destroyed? Looks like we'll have to
find another way back...first off, bomb the cracked blocks on top of the ledge
in the upper right corner. Roll through and grab the ***MISSILE TANK*** (8/48,
50.) Now, go to the very bottom left corner and bomb the blocks there. You'll
open up a secret passage! Roll through the tunnel, then go through the right
door to save your game. Then proceed through the left door. In this room, bomb
the out-of-place block on top of the ledge, it'll look like this:
   _
__|_|_____|

When the bomb explodes, a metal pillar will rise up out of the ground. Now,
shoot your beam at the cracked block in the left wall, and roll through. In
here, bomb the odd-looking block three spaces to the left of the out-of-place
block. Another pillar will rise out of the ground, allowing you to access the
***MISSILE TANK*** (9/48, 55.) Now, go back to the vertical shaft. Make your
way to the bottom, bombing any blocks in your path (almost all of them are
breakable.) Go through the bottom left door. Drop down this shaft and go
through the bottom right door. You'll be in another big room. Go to the bottom
left and drop through the crumble blocks. You'll see a Super Geemer, AAAAAH! It
take about 20 Missiles to kill! I suggest you avoid it! Bomb the base of the
ledge to the right, and you'll open up a secret passage. Roll through and grab
the ***MISSILE TANK*** (10/48, 60.) Shoot the block directly above where the
tank was to get out of here. Then, hop up on top of the ledge and bomb the
block. Proceed to the bottom right door. In here, jump over the first ledge and
drop into the alcove. Destroy the two red enemies. Uh-oh, now it looks like
you're completely stuck. But fear not, there is a way out! Lay a bomb two
spaces to the left of the right 'tower' and a metal pillar will rise up,
allowing you to get out. Continue to the right, and you'll be in yet ANOTHER
vertical shaft. *sigh* Climb up the shaft until you spot a door on the right
(don't go in it yet) within an 'alcove' that you can jump into but cannot jump
out of. Again, DON'T go down to that door, go through the door on the left
instead. In this room (there will be a big pit of water), drop into the water.
Lay a bomb three spaces to the right of the left wall. A metal pillar will rise
up, allowing to jump up and roll through the small hole in that wall. Go
through the door on the bottom left. In this next room, lay a bomb four spaces
to the left of the door and another metal pillar will rise up. Shoot your beam
at the wall to make the odd-looking block break away, then roll through and
grab the ***MISSILE TANK*** (11/48, 65.) Return to the vertical shaft and go
through the door on the right. Now, make a beeline to the right and you'll end
up in a Save Room. Save if you wish, then keep going to the right. Soon enough,
you'll reach a room with an ***ENERGY TANK*** (4/20.) After you grab it, go to
the base of the ledge that the door is on and shoot the blocks below Samus'
feet. They'll crumble away, dropping you in front of a Boss Door. Shoot it with
three Missiles or two Charge shots to destroy it, then continue on to your
second boss...

-----------
BOSS BATTLE|
POGO-X     |
-----------

Pogo-X is a gigantic cyclops creature that does absolutely humongous jumps over
you. Ignore it when it does these jumps; you're waiting for it to do a 'little'
jump where it doesn't spring overtop of you. It will instead 'parachute' to the
ground, at which point you must shoot Missiles or charged shots at the exposed
area. If it latches on to you, lay some bombs to make it spit you out. Pogo-X
will get faster as more damage is done to it, and eventually only the 'eye'
will be left and every jump will be a parachute. However, as this time the
target area is halved in size, so you'd better have good aim! After about 15
Missiles (or 6 charged shots) the Core-X will appear. Four Missiles will break
its shell, enabling you to grab the ***HI-JUMP*** and ***JUMPBALL*** abilities.

Now just leave the room from the same way you came. It's time to FINALLY get
back to the Navigation room. Return to the vertical shaft that we trapped
ourselves in before. You can easily jump out of the little alcove now! Awright!
...uh-oh. The way back to that vertical shaft has been destroyed...looks like
we'll have to find another way around. Bomb the blocks in front of the wrecked
door and drop down into the next room.

What's that eerie music? What are those echoing footsteps? What's that beating
heart sound? It's...THE SA-X! AAAAAH! Wait, it's just going towards the door.
Ignore it, as it can't see you. Once the music fades, continue through that
door yourself. We're back in the vertical shaft. Go in the next door on the
left as you make your way up. Swing across the ceiling and grab the ***MISSILE
TANK*** (12/48, 70) on the other side. Back to the vertical shaft, at which
point you can make your way all the way to the top. Once you reach the narrow
passage near the top, bomb the block in your path, then use your Jumpball to
propel yourself up to another bombable block in front of the door. Continue
through the door. In this room, use the hangings to get to the top, but morph
into a ball on the right hanging. Bomb the block there, then roll through and
get a lovely ***MISSILE TANK*** (13/48, 75.) Now, roll through the passage at
the top of the room. FINALLY, we're back in the main room! Bomb the block in
front of you! However, we still have a few things to do before we get a new
mission. First off, go through the blue door directly above where you entered
from. In here, go up to the right wall, use the Jumpball, and at the top of
your jump, lay a bomb. Whaddya know, a hidden passage...go grab the ***MISSILE
TANK*** (14/48, 80.) Now go back to the main room. Go through the grey door
directly below the Navigation/Save/Recharge rooms. In here, jump over the green
pillar and grab yet another ***MISSILE TANK*** (15/48, 85.) Now, go back to the
Navigation room (YAHOO!)

Adam will give you the general jist that we were too late in destroying the X,
AGAIN. Since we released the Level 1 locks and took such a long time getting
back here, the X have had time to fully infest Sector 4. We've gotta get over
there. Up the elevator...

~~~~~~~~~~
Main Deck
~~~~~~~~~~

Just go to the right and down the Sector 4 elevator...

~~~~~~~~~~~~~~~~~
Sector 4, AQ(u)A
~~~~~~~~~~~~~~~~~

Navigation room, obviously.

^^^^^^^^^^
MISSION 4:
"Serris"
^^^^^^^^^^

STORYLINE: Looks like SA-X has released the resident monster here, Serris. It's
our job to kill Serris. Pretty simple. Oh yeah, and watch out for that
electrocuted water (it just HAD to be.)

Your standard Save and Recharge rooms are beyond the Navigation room, you know
the drill. In the first main room, go through the bottom left door. Continue on
and you'll soon reach another large room. In this room, carefully make your way
across the chained platforms, and go through the top exit. In this room, go
through the right door to save your game. Now, see that narrow passage right in
front of the door? I want you to Wall Jump up directly up it. If it's too hard
(which it shouldn't be), you can get these upgrades later, but I highly suggest
you get them now. Anyway, you'll end up on top of a ledge. Jump in ball form up
to the trail of blocks and blast 'em with a bomb. Bang, a secret passage! Roll
through, then bomb another trail of blocks. Roll into the one-block alcove and
lay a bomb to reveal a ***MISSILE TANK*** (16/48, 90.) Now, grab onto the rungs
and shoot Missiles at the left wall to break them away, then grab on and roll
through. Drop down. Continue to the right, then jump up and shoot the blocks at
the top of the right wall. Grab the ***MISSILE TANK*** (17/48, 95.) Now, get
out of this shaft and back to the room with the chained platforms. Go out the
left door. In the next room, go out the top left door (it's in the water.) Make
your way up here, and go through the left door to save your game. Now go to the
right and up, and finally through the top left door, and grab an ***ENERGY
TANK*** (5/20.) Now, backtrack until you reach the room with the submerged door
that you came through. Go out the bottom left this time. As soon as you enter,
shoot up at the block above you to break it away, then roll into the narrow
passage and bomb the blocks. Rungs are revealed, yee-haw! Swing across! Go
through the exit at the top. In this vertical shaft, climb to the top of the
rungs, but keep holding up and you'll morph into a ball. A hidden passage! Go
and grab your ***MISSILE TANK*** (18/48, 100.) Now, go back out of the vertical
shaft and into the room with the hidden rungs on the ceiling. Bomb the blocks
just to the left of you, and they'll break away. Continue through to the left.
Upon entering this FINAL vertical shaft, shoot the block above you. It breaks
away thus allowing you to climb up. Use all the rungs to swing across, because
there are plenty of Crumble Blocks in here. Shoot all the large blocks, because
they'll all break away. After swinging just overtop a row of Crumble Blocks,
lay a bomb to drop down. Then continue to the top right, which appears to be a
regular old Save Room. But if you look closely, you can see a crack in the
bottom right corner. Break it and roll through.

Phew, that musta been the longest paragraph on Earth. Now, in this room, you'll
see Serris' skeleton. Uh-oh, looks like the X killed it. Continue to the right.
You'll be in the same room where we got the Energy Tank earlier. Make your way
to the Boss Door, and destroy it as usual. Into the boss lair...just go on the
top platforms and walk to the right, and the battle will begin.

---------------
BIG BOSS BATTLE|
SERRIS-X       |
---------------

This battle will be pretty tough...there's not really much advice I can give
here. Shoot charged shots at Serris' head, and if you hit him, he'll activate
his Speed Booster attack, in which he will quadruple his speed and zoom around
the room. At this point, the best thing to do is to memorize Serris' pattern.
His movements are all predictable, but I can't really explain how he moves in a
walkthrough. You're kind of on your own here. Four charged shots or five
Missiles for the kill. Don't be surprised if you die a few times. The Core-X
takes five Missiles to break, at which point you can grab your ***SPEED
BOOSTER***.

----------------|
MISSION COMPLETE|
----------------|

Now, go out the top right door...In this next room, you can try out your Speed
Booster. Cool, no? Go all the way to the right side and bomb the blocks.
They'll break away, and also reveal some Speed Booster blocks. Go all the way
to the left, then run all the way back to the right and the speed boost will
activate as you travel over the blocks. Drop down the shaft, and grab the tanks
here if you missed them before. Continue down back into the main room (making
sure to save along the way.) Go all the way to the left side of the map, and
once you reach the vertical shaft that lead to Serris, run through the next
door and break into a speed boost. Your speed boost should activate long before
you reach the blocks in the Pump Control Unit. Once you break through them,
step on the switch to lower the water level in Sector 4. Now go down and grab
the ***MISSILE TANK*** (19/48, 105.) Now drop down, jump up on the platforms
and shoot at the bridge of blocks to break them open, then get out of here. In
the vertical shaft, continue to the right, and in the next room, roll under the
bridge and drop down to the floor. Go as far left as possible, then run all the
way to the right, and your Speed Booster should just barely activate as you
reach the blocks. Dash through and grab the ***MISSILE TANK*** (20/48, 110) in
the next room. Break into yet another speed boost as you go to the right.
Eventually you'll break through a wall of Speed Booster blocks near the right
door of the first big room. Continue through that door. Now, in the next room,
destroy the enemy, but wait for it to form into another enemy. It'll be golden,
which means that you must kill it to exit the room. Shoot it with two Missiles.
Now, continue back to the Navigation room.

Adam has some good news, and some bad news. The good news is that HQ has sent
the Super Missiles for you to download! The bad news is that both the Data
Rooms we've used so far have been destroyed. For this reason, we must venture
into Sector 3 to get this data. Now, up the elevator.

~~~~~~~~~~
Main Deck
~~~~~~~~~~

Go left until you reach the Sector 3 elevator...

~~~~~~~~~~~~~~~~
Sector 3, PYR(o)
~~~~~~~~~~~~~~~~

Time for a new mission...

^^^^^^^^^^
MISSION 5:
"Deja vu"
^^^^^^^^^^

STORYLINE: Almost identical to Mission 3. Release the security lock to access
the Data Room. Make sure not to enter any ultra-heated areas...

As soon as the briefing stops, back up to the locked door, then break into a
speed boost through the Save and Recharge rooms. By the time you reach the
first main room, you will have gathered enough speed to crash through the wall.
Keep holding Right, and you'll end up at the bottom of the room. Now, shoot all
the blocks in front of you (they'll all break away) and break into another
speed boost into the room on the left. You'll break through another wall of
Speed Booster blocks. Then, back up to the base of the ledge where you broke
through the blocks, and break into another speed boost to the left. As you go
over the second 'hill' in the room (just after the boost kicks in) jump, and
you'll break through some more Speed Booster blocks. Now, roll into a ball,
jump into the corner and lay a bomb. Roll into a next room and step on the
switch to activate Level 2 locks.

Get out of this room using the newly-activated door. Kill the blue enemies with
your Missiles (it's all they're vulnerable to) and roll into a ball. Now, lay a
bomb just to the left of the rightmost 'hill' in this room and a secret passage
will open. Drop down and shoot up at the ceiling two spaces to the left of the
right wall. You'll reveal a ***MISSILE TANK*** (21/48, 115.) Now, get out of
the hole, wait for the blocks you broke to materialize, then back up to the
left door. Break into a speed boost to the right, jumping just before you reach
the right wall. You'll break through the Speed Booster blocks again. Back in
the main room, break through the blocks in front of you again and go directly
across to the right door. Jump up to the first ledge in the vertical shaft and
dispatch the green worm with four Missile. Then walk over to the right wall and
you'll drop down. Hit the lamp by the gate to open it, back up to the entrance
you came in from, then break into a speed boost into the room on the right.
You'll break through some Speed Booster blocks on the floor. Walk over to the
left and you'll drop down (man, Nintendo needs to be a bit more original with
their puzzles...) Exit through the bottom right door. In the vertical shaft,
drop all the way down to the bottom right door. Go inside, then jump onto the
platform that takes up most of the room. Bomb the top of the platform and
you'll find a ***MISSILE TANK*** (22/48, 120.) Go right back into the vertical
shaft. Use the rungs to climb all the way to the top left door of the room
(kill the worms on the way if you feel the need.) In this room, morph into a
ball and bomb the upper block. Roll through the pipe and collect the
unavoidable ***MISSILE TANK*** (23/48, 125.) Bomb the block just past it, then
jump up and keep rolling through the pipe, bombing the blocks on the way.
Eventually you'll reach the top right door. Go through. From here, it's a
completely straight path to the Data Room, where you can download your ***SUPER
MISSILES***.

----------------|
MISSION COMPLETE|
----------------|

Try out your Super Missiles for a second. DAMN! Look at the POWER! Heh, after
you're done playing around with your new toys (which might be awhile), go back
out to the left. Soon enough, you'll witness a gigantic hole in the floor. Drop
down and go through the right door to save your game, recharge, and in the next
room, shoot the purple pillar three times (with your Missiles) to collect the
***MISSILE TANK*** (24/48, 130.) Go back to the room with the big hole and
inspect the top left door. Upon walking right beside it, an earthquake will
rock the room! What the-go through the top right door and see what happened!
Upon entering, a robot will pop out of the Data Room entrance...

-------------------
BOSS BATTLE        |
B.O. SECURITY ROBOT|
-------------------

This battle is absurdly easy if you know what to do. As soon as the battle
begins, hang on to the very right rung, and after three bounces, the robot will
stop, allowing to pump a few Missiles into its center. However, you only have a
second or two before it shoots out a grenade. At this time, swing over to the
very left rung and let the grenade do its stuff, as the flames will never hit
you. After three more bounces, the robot will open up, allowing to shoot it.
Swing over to the other side, wait for the grenade to explode, three bounces,
shoot Missiles, and repeat. You should have no trouble here.

Once it's defeated, the robot will run away like a sissy, and leave you some
debris platforms to use. Use 'em to get up and out of here. In this next room,
clear it of all the enemies inside, then back up and break into a speed boost.
Make sure it activates just as you reach the left door, and as soon as you
enter the next room, press Down. You'll hold the boost. Now do a Shinespark
(stationary jump then immediately hold left) into the left wall and you'll
crash right through it. Now, roll into a ball and lay some bombs in the little
pit. You'll reveal an ***ENERGY TANK*** (6/20.) Now, continue back to the
Navigation room (no more tanks or puzzles to worry about.)

Adam will permit you to destroy the security robot if you should ever meet it
again. In the meantime, releasing the Level 2 locks allowed the X to infiltrate
both of the remaining sectors. It wasn't especially intelligent to release
those locks after all...anyway, we have to go on another Data Room hunt, this
time in Sector 6. Get going.

~~~~~~~~~~
Main Deck
~~~~~~~~~~

Woah, what's that? A secret conversation behind Samus' back? What could this
mean? We shall never know...anyway, just go to the right and down the Sector 6
elevator.

~~~~~~~~~~~~~~~~~~~~~
Sector 6, NOC(turnal)
~~~~~~~~~~~~~~~~~~~~~

I don't need to tell you what to do here, do I?

^^^^^^^^^^
MISSION 6:
"The Blue X"
^^^^^^^^^^

STORYLINE: So, we just need to get to the Data Room at the bottom of the map.
But there's a catch: blue X have escaped Sector 5 and have come here; touch one
and you'll take 75+ damage!

There's your standard Save and Recharge rooms here, as usual. Now, once you
reach the first main room, continue to the bottom right. Drop to the bottom in
the next room, in front of the purple pillar. Go into ball form, jump up and
lay a bomb between the two 'rocks' on the wall. A secret passage will open up.
Roll through and grab the ***MISSILE TANK*** (25/48, 135.) Now, go back to the
large room and continue to the bottom right. Do the same thing that you did on
the left side of the room; jump up in ball form and bomb between the two
'rocks', then roll through. In this room, jump in ball form against the right
wall and lay a bomb two spaces from the top of the room. A passage will open
up. Now, roll through and lay another bomb at the end of the passage and drop
down to collect the ***ENERGY TANK*** (7/20.)Now get out of here and back into
the large room, and go through the top right door. In the next room, you'll
encounter your first blue X. Use your beam to stun it, then run to the door. In
the next room  (a vertical shaft), ignore the doors on either side and continue
to the bottom right. Go through the door, obviously. In this next room, there
are three large breakable blocks. The bottom one has a blue X under it, so
shoot the middle or top ones, or both. Drop down, and as you do, rapidly tap B
and hug the left wall. You should grab onto a ledge instantly after your beam
breaks it open. If you miss the ledge, take the long way around, but make sure
to avoid the two blue X waiting for you. Whatever the case, you have to take
the bottom left door out of here. In the next room, break into a speed boost
(if you keep running, the blue X won't get you.) You'll break through a wall of
Speed Booster blocks on the left side of the room. Now drop down, and go
through the bottom right door and a room filled with enemies (easily killed) to
save your game. Then continue through the bottom left door of the room. In the
next shaft, grab the ***ENERGY TANK*** (8/20) sitting out in the open, then
bomb the space right behind where the tank was. A secret passage will be
revealed. Continue to the bottom right door. In this corridor, morph into a
ball and lay a bomb against the right wall. A block will break away, allowing
you to drop down into the narrow passage. Roll all the way to the left side of
the room and...THE SA-X WILL APPEAR! OH NO! Although, seriously, avoiding it is
as easy as pie: just stay in that corner until the music, footsteps and
heartbeat all fade. Then go out the bottom left door. This room appears to be a
dead end, but a single shot to the bottom block of the left wall will break it
open. Continue through to the vertical shaft, where you can go through the left
door to save your game. I suggest you do so. Now, there are plenty of breakable
blocks in this shaft, but many of them just conceal blue X. Shoot down at the
block that's two blocks away from the left wall, then drop down, crouch, and
shoot at the block to the left. It'll break away. Now, go into ball from and
roll through the bottom left wall (no bombs necessary.) In this room, kill all
the enemies, then go into ball form in the tunnel at the top of the room. Go to
the left side of that tunnel and lay a bomb. A block will clear away. Go to
where that block was and lay another bomb. Grab the ***MISSILE TANK*** (26/48,
140) that appears. Roll back into the vertical shaft. Go through the bottom
right door, but try to avoid revealing any blue X. Now, in this room, just
continue to the right, where the Data Room entrance is, and you'll spot...a
Boss Door!? Weird...destroy it with one Missile or two charged shots, then go
through and download...AUUUGH, what's that on the switch!? SHOOT IT! It'll run
away...CHASE IT INTO THE NEXT ROOM! As soon as you jump onto the rightmost</pre><pre id="faqspan-2">
platform in the room, a miniboss battle will begin...

---------------
MINIBOSS BATTLE|
MEGA-X         |
---------------

All Mega-X is a gigantic Core-X, with several smaller X surrounding it. Use
charged shots to easily dispatch of this monster, as it is completely
impervious to Missiles. This is pathetically easy; just keep blasting it with
charged shots. Eventually, it'll change into a regular Core-X, who's shell you
can break with six Missiles. Collect the ***VARIA SUIT*** it leaves behind, and
then watch the funky cutscene in which your suit turns to a...mustard
yellow...color, then go out the door to the right.

----------------|
MISSION COMPLETE|
----------------|

Once you enter the vertical shaft, go through the right door. You'll encounter
some blue X in this shaft; luckily, they can no longer hurt you. In fact, they
will actually HEAL SAMUS FOR 30 ENERGY! NICE! Go through the right door to save
your game, then continue to the top left door of the shaft. Now, you can see
the tank here, but it's a trap. As soon as you step in front of it, you'll fall
through some crumble blocks. To grab the ***MISSILE TANK*** (27/48, 145) jump
from a few blocks away and land into it. As you fall, MAKE SURE TO HUG THE LEFT
WALL. You'll grab onto a ledge. Roll in and shoot the middle of the ceiling
with your beam to reveal yet another ***MISSILE TANK*** (28/48, 150.) Then go
to the previous vertical shaft and go through the top right door. Go up this
shaft into the top left door. In the next room, roll up into a ball into the
narrow passage and drop down through the Crumble Block; then, go up the middle
passage of this room and shoot the thin wall of blocks to your right. They'll
break away, allowing you to jump to the rungs. Get up and out of here. In the
vertical shaft, go into the first door on the left that you see. There's
literally a cloud of blue X in here; so this is naturally a good place to heal
yourself. Now, go back to the shaft and through the first door on the right
(you haven't gone through it yet.) Make your way through this room by shooting
the false blocks with your beam, then continue through the right door. Go and
grab the Missile Tank! What the-A FAKE!? Destroy it with a Missile! Now, morph
into a ball and bomb the right wall. Ah hah, a hidden passage! Roll through and
grab the ***MISSILE TANK*** (29/48, 155.) Now you can head straight back to the
Navigation room.

Upon your arrival, Adam will inform you that your next goal is to find a way to
damage the SA-X. Unfortunately, the only possibility, using the Plasma Beam,
will not be finished by HQ for a considerable amount of time. You also can't
freeze it with an Ice Beam due to the Metroid DNA in Samus' suit. Therefore,
we're going to go grab some freeze-tipped MISSILES instead. Aww, do we have to
part with our Super Missiles so soon? Unfortunately, the answer is yes. Now, go
up the elevator.

~~~~~~~~~~
Main Deck
~~~~~~~~~~

Go all the way to the right and go down the Sector 5 elevator!

~~~~~~~~~~~~~~~~~~
Sector 5, ARC(tic)
~~~~~~~~~~~~~~~~~~

You know the drill.

^^^^^^^^^^
MISSION 7:
"More Deja vu"
^^^^^^^^^^

STORYLINE: Go and grab the Ice Missiles, but once again, we have to release a
security lock, this time Level 3. Don't worry, we don't have to worry about any
X invading other sectors this time...however, it looks like the X are getting a
bit out of control...not good.

As with every other sector, there's a Save and Recharge room just beyond the
Navigation room. In the first main room, drop down one level, then jump up, and
at the top block (right under the upper ledge), fire two Missiles. The blocks
will break away, allowing you to roll through. Do so, and exit out the right
door. In this next room, make your way to the bottom right corner, destroying
or avoiding the blue X along the way. In the next room, make your way to the
bottom, making sure to shoot a false block on the floor to drop down. Go
through the door on the left. Go all the way to the left against the gate, then
break into a speed boost to the right. In the next room, you'll drop through a
bridge of Speed Booster blocks. Continue to the bottom right, and one you reach
the bottom, go into ball form and bomb the block in the passage. Continue
through to the right. Lay a bomb against the row of clocks in this room, and
then use your Missiles to dispatch the enemies in here. Continue to the right.
In the vertical shaft, drop to the bottom, then shoot down at the center of the
floor and drop down some more. Go to the left to save your game. Now, keep
going left until you finally reach the Security Room, in which you just step on
the switch to release Level 3 locks. Go out the left exit.

Go through the top right exit of this vertical shaft (you'll encounter your
regular false blocks, which are ridiculously easy to tell apart from the other
blocks. The top right door leads to a Save Room. Keep going to the right, shoot
the lamp to open the gate, and now you're back in the big room with the bridge
of Speed Booster blocks. Now, proceed to the Data Room. Download the ***ICE
MISSILES***, awright! ...Well, not really, considering that our Missiles' power
are now halved...but anyway, go back out to the left. D'oh, we locked ourselves
in! We'll have to find another way around!

----------------|
MISSION COMPLETE|
----------------|

So, go out the right exit instead. Drop down the vertical shaft (by breaking
open the blocks on the floor), but grab the rungs on the right wall before you
fall down. Freeze the brown enemies with your shiny new Missiles, and then use
them as platforms to reach the seemingly inaccessible grey door. In this room,
grab the Energy Tank...WHAT!? ANOTHER FAKE!? Just blast it with a Missile...
then, go up against the wall and lay a few bombs to reveal an ***ENERGY TANK***
(9/20.) Now, go back to the vertical shaft and drop aaaaaaall the way down. Go
through the left door. In this room, wait a few seconds for the X parasite to
infest the green pillar (and make it grow), then freeze it, shoot at the
ceiling blocks to make them break open, and then jump up and go through the
door on the left. In this room, go to the left side and kill the enemy on the
ceiling. Wait for the parasite to materialize into another enemy, and kill it
again. Then wait for the parasite to infest the green pillar, freeze it, and
use it as part of a runway for your speed boost into the room on the left. The
boost will kick in in the nick of time and you'll break through a wall of Speed
Booster blocks. Go through the top-right door from here. Go through the top
left door of the big room, and then go to the top left corner of the next big
room. Wait for the blue enemy to jump up, then freeze it with a Missile and
jump up to the next level. Freeze the blue enemy here once it jumps, and jump
up to the top left door and go through. Grab the ***MISSILE TANK*** (30/48,
160), then go back into the big room and into the bottom left door. In this
room, destroy the enemy on the ceiling, then jump in morph ball form up two
spaces to the left of the yellow door. Lay a bomb at the highest point of the
jump, then as soon as the bomb explodes, jump up and grab the ***MISSILE
TANK*** (31/48, 165.) Be quick about it, as the block you blow up will
materialize after about three seconds. Now go out the left door...AAAAAAAH!
EMERGENCY IN SECTOR 3! GET TO THE NAVIGATION ROOM RIGHT AWAY!

~end of Part 1~

<><><><><><><><><><><|
Part 2: "Old Friends"|
<><><><><><><><><><><|

^^^^^^^^^^
MISSION 8:
"Emergency in Sector 3"
^^^^^^^^^^

STORYLINE: The main boiler is about to explode in Sector 3. If you don't
activate the cooling unit within six minutes, the entire research station will
be destroyed! HURRY!

Quick, up the elevator!

~~~~~~~~~~
Main Deck
~~~~~~~~~~

Quick, down the Sector 3 elevator!

~~~~~~~~~~~~~~~~
Sector 3, PYR(o)
~~~~~~~~~~~~~~~~

As soon as you get off the elevator, break into a speed boost so that by the
time you reach the first main room, you'll crash through the wall and get to
the bottom of the room quickly, as you did in Mission 5. Go through the bottom
right door, and in the vertical shaft, destroy the green worm with your
Missiles, then drop down. Hit the lamp with your gun, back up to the left door,
and break into a speed boost into the room on the right. Walk to the right a
bit and drop through the Crumble Block, then drop all the way down and to the
left in the vertical shaft. In this room, swing across the ceiling, waiting for
the fireballs to pop out of the lava (if you get hit, you'll be bumped off and
take massive damage in the lava. Go through the door at the far left. Go up the
vertical shaft (destroying the purple worms along the way) and into the top
right door. Quickly jump across the one-screen room, then in the next shaft,
freeze the purple worms with your Missiles and use them as platforms to reach
the top left. In this next room, carefully make your way across the small
platforms, but take care not to shoot them, or you'll have to wait a few
seconds for them to materialize. Destroy any purple worms that get in your
path. When you make your way across the top portion of the room, beware: the
two-block bridge is false, and both blocks are Crumbles. Make your way to the
bottom left. In the one-screen room, the platform overtop the lava is also
false, so jump right over the whole thing. In the main boiler, make your way to
the top left and destroy...the BOSS DOOR!? Oh, please...not now...but fear not,
and continue on to the cooling unit!

---------------
MINIBOSS BATTLE|
HUMAN-X        |
---------------

Just shoot the scientist at the computer until it turns into an Eye-X...you've
battled one of these before. Wait until the eye appears, shoot a Missile at it,
then jump over the beam it shoot at you. Four Missiles break its shell, at
which point you can grab the ***WIDE BEAM*** it leaves behind. Step on the
switch to save the station! Awright!

----------------|
MISSION COMPLETE|
----------------|

From this room, go all the way back to the Navigation room. Well, not quite. Go
in the door directly below the Navigation room instead. Swing across the room
to the left using the rungs, making sure to avoid the ever-present fireballs
that pop out of the lava. Go through the door on the far left and grab the
***MISSILE TANK*** (32/48, 170.) Now, bomb the left wall, go through, and shoot
all the false blocks in the room. Now, back up all the way to the edge of the
ledge in front of the right door, and go left into a speed boost. Press Down to
hold the boost, then do a Shinespark up into the lone two blocks in the upper
left corner. You'll break right through and end up in a new room. In here, jump
up against the right wall and shoot the false blocks, then drop down to the
floor to the right of the wall. Lay a bomb two spaces to the left of the right
wall and a metal pillar will rise up. Use it to climb up onto the ledge, then
shoot some more false blocks and grab the ***ENERGY TANK*** (10/20.) Now, go
back to the Navigation room.

^^^^^^^^^^
MISSION 9:
"Reunited"
^^^^^^^^^^

STORYLINE: Adam has more good and bad news for you. The bad news is that it
turns out that the X can copy the memory and knowledge of their prey (that
explains how the scientist hacked into the boiler unit.) The good news is that
bio-signs have been confirmed on the Habitation Deck, a sub-area of the Main
Deck. Better yet, they turn out to be honest-to-goodly non-X-parasites. What
could this mean...?

Back to the elevator...

~~~~~~~~~~
Main Deck
~~~~~~~~~~

That's right, the Main Elevator's power has FINALLY been restored. Back up we
go...

One you go up the elevator, go out the right exit, back up all the way to the
grey door at the far right, then break into a speed boost to the left. You'll
go into a hidden room to the left of the Main Elevator and break through a wall
of Speed Booster blocks. Grab the ***MISSILE TANK*** (33/48, 175.) Go back to
the right and back the way you first came...from the Navigation room along the
way, go up the vertical shaft to the right of it and through the top left door.
Go up the elevator. In this room, go right to save your game, then go left to
end up in another vertical shaft. Freeze the worms in the right wall, then use
them as platforms to reach the top left door. Go through. In this room, go as
far left as you can and you'll reach a gate. Shoot down at the block just to
the right of that gate, then drop down. On this level, shoot away the wall of
blocks to the left with your beam, then open the gate, back up to the green
door on the right, and break into a speed boost to the left. You'll break
through a floor of Speed Booster blocks. On the bottom level, open the gate to
the right and grab the ***MISSILE TANK*** (34/48, 180.) Now jump up and into
the left wall. A hidden passage! In here, use a combination of freezing the
worms and using the rungs to make your way to the top of the room. Go through
the top right exit, then step on the switch in the main room. The gate will
open, and you'll free the Etecoons and Dachoras! Sweet!

----------------|
MISSION COMPLETE|
----------------|

Now, just make your way to the nearest Navigation room (Samus will talk to
herself on the elevator ride down, cool!)

Adam will talk about how unfortunate it was to save nonhuman survivors. Ah
well. On the plus side, HQ has sent some more data to the station. Our only
choice of Data Room is the one in Sector 5...get moving! Continue on to the
Main Elevator and go down to Sector 5...

~~~~~~~~~~~~~~~~~~
Sector 5, ARC(tic)
~~~~~~~~~~~~~~~~~~

Go into the Data Room and Adam will show you the location of the Data Room...

^^^^^^^^^^^
Mission 10:
"More Power!"
^^^^^^^^^^^

STORYLINE: Time to get the Power Bombs, that's all there is to it!

From the Navigation room, continue to the right into the first vertical shaft
and go through the bottom left door. Jump right through a block near the left
edge of the 'block' in the middle of the room and grab the ***MISSILE TANK***
(35/48, 185.) Go to the right and go straight to the Data Room, then download
the ***POWER BOMBS***. Pretty fast mission, eh?

----------------|
MISSION COMPLETE|
----------------|

Now, go back out to the left and to the Navigation room...what's that? We
locked ourselves in AGAIN? Ugh...then go right into the vertical shaft and drop
aaaaaaaall the way down, then go through the bottom left door. In this room,
drop a Power Bomb (go into ball form, hold R and press B) and drop down through
the hold that appears. Go through the bottom left door. In this room, the music
will change...IT'S THE SA-X! OH NO! Quick, climb over that wall to the left!
Now, go into ball form, jump up against the left wall and lay a few bombs
(DON'T LAY A POWER BOMB UNLESS YOU WANT THE SA-X TO NOTICE YOU) and a secret
passage will open. Roll through and head over into the far left door. In this
next room, lay a Power Bomb and collect the ***POWER BOMB TANK*** (1/32, 12),
then use the rungs to climb up to the next level. Once on top of the ledge, lay
another Power Bomb and use the rungs that appear at the top of the room to
climb up. Freeze the brown enemies with your Missiles and use them as platforms
to reach the top of the shaft, then go through the top right door. Collect the
***POWER BOMB TANK*** inside (2/32, 14.) Now, go back out into the vertical
shaft and drop down to the middle left door and head in. Go to the top of this
next vertical shaft (you've been in it before), and in the next room, shoot up
at the collapsible block and lay a Power Bomb near the green-orange pillar. Go
through the now-accessible door to the left. In this nest room, roll through
the small ball tunnels, then freeze the brown enemies when they get close and
use them to get over the two pits of Crumble Blocks. Before you drop off the
ledge to the tank, get out of ball form and do a spin jump to the left. You'll
just barely clear another set of Crumble Blocks, allowing you to grab the
***POWER BOMB TANK*** (3/32, 16.) Now, backtrack to the Navigation room to get
a new mission...

^^^^^^^^^^^
MISSION 11:
"It's Him!"
^^^^^^^^^^^

STORYLINE: Return to your ship. That's it. Really.

Go up the elevator...

~~~~~~~~~~
Main Deck
~~~~~~~~~~

Go up the Main Elevator, then continue to the right. Continue back to
your-what's that? The Main Elevator's stuck? Ouch. Lay a Power Bomb and roll
through the passage to the left to get out of here. Go through the right exit
of this simplistic room, and then morph into a ball and jump into the hidden
passage in the right wall...HOLY BEJEEZUS IT'S RIDLEY! OH! MY! GOD! AAAAAAAAH!
...err...and then he collapses. And a Core-X pops out of him. Bust. Drop down
the passage that appears underneath his remains...as soon as you drop down into
the next room, lay a Power Bomb and roll through the hidden passage in the left
wall. Once you reach the end of the passage, lay another Power Bomb and collect
the ***POWER BOMB TANK*** (4/32, 18) that appears. Go back out of this passage
to the right. Once you see a large group of goo-dropping enemies in the
ceiling, lay two Power Bombs to clear them away, then back up to the edge of
the ledge to the left and break into a Speed Boost to the right. You'll break
through a whole bunch of Speed Booster blocks. Lay another Power Bomb once you
boost through all the blocks and grab the ***MISSILE TANK*** (36/48, 190.)
that's revealed. Now, shoot at the grey blocks at the top of this passage, jump
up, and continue right back to your ship. Save your game once you're beamed up
into it.

----------------|
MISSION COMPLETE|
----------------|

Another mission will immediately begin...

^^^^^^^^^^^
MISSION 12:
"Power Outage!"
^^^^^^^^^^^

STORYLINE: The power is out...we've got to head over to the Reactor Silo and
activate the auxiliary power system. I wonder what caused the outage...? And
wouldn't you know it, the Etecoons and Dachoras are safe and sound aboard your
ship! Yay!

Once you get out of your ship, go left until you reach the first vertical
shaft. Lay a Power Bomb in here and enter the hidden passage at the bottom
left. Shoot the blocks in the bottom right corner of this room, then drop down
and proceed through the bottom right door. In this room,  shoot away some of
the overgrowth at the top of the room with your beam, then use it as a bridge
to get to the top right. Shoot down through the overgrowth here and drop down
to the door directly below. Go through. In the next room, use charged shots or
Missiles to vanquish the Pirates. Go to the right and grab the ***ENERGY
TANK*** (11/20.) Go through the exit to the right. In this next room, shoot
away a block in the far right floor, then drop down. Go to the far left and
shoot away a block in the floor there, then drop down so you're just above the
tank. Lay a Power Bomb, then get out of the alcove above the tank and shoot
away a block in the far right floor there, then drop down and kill yet another
Pirate. Shoot away the block in the far left WALL here (didn't see that one
coming, eh?), roll through and grab the ***MISSILE TANK*** (37/48, 195.) Shoot
a block in the floor just to the right of the tunnel entrance (where you got
the tank), drop down and kill ANOTHER Pirate. Far right floor. Shoot block in
floor. Drop down. Shoot a block in the floor five spaces to the right of the
left wall, roll through, and drop down. Once you drop down, lay a bomb and roll
through to the left. Climb to the top of the rungs and shoot your beam to the
right to break another block. Roll into the tunnel, and four spaces from the
end of the tunnel, lay a bomb, jump up, ad destroy the Boss Door. In we go...

---------------
BIG BOSS BATTLE|
ARACHNI-X      |
---------------

I am perfectly aware that this boss' official name is Yakuza-X. However, I hate
that name. So I'll call it Arachni-X instead, okay? (Don't confuse this boss
with the first one of the game, Arachnus-X.) This is definitely one of the
hardest battles in the game...

After a few seconds, three flames will shoot down from the top of the room, and
a gigantic spider will appear, shuffling diagonally towards the bottom. DON'T
HIT IT, or massive damage will be inflicted upon you. (You CAN shake out of its
grab, however, by mashing the buttons as fast as possible.) Every now and then,
when Arachni stops at the top of the room, it will open up its mouth. That's
your cue to fire Missiles as rapidly as possible directly up into it. After a
few seconds, it'll shoot three flames down at you. The middle one is guaranteed
to hit you, unless you were a sissy and ran out of the way after two Missile
shots. This flame's damage is dwarfed by the power of the grab attack, so don't
worry about it. All you've got to worry about is avoiding that grab. Roll into
a ball in the corner and it can't get you (but the flames can.)

After about 15 Missiles, Arachni will lose its legs and Space Jump around the
room. After each 'bob', it will spew out a piece of garbage, which you can
destroy with your beam. While it's spewing out the garbage, you have to shoot a
Missile into its open mouth. It can be quite tricky to hit it from an angle, so
I suggest you just follow Arachni around while it Space Jumps and shoot a
Missile directly up every time it opens up. Beware, though: sometimes Arachni
will try to 'ram' you into the floor by simply NOT Space Jumping for a few
seconds. Watch out for these attacks, and keep shooting Missiles into its
mouth. 15 more Missiles will turn it into a Core-X. Six Missiles will break the
shell, at which point you can recover your ***SPACE JUMP*** ability.

To properly Space Jump, you must remember: only hit the A button to 'bob' again
when Samus is beginning to fall to gain maximum height. You cannot Space Jump
while Samus is still traveling upwards; remember that also. Using these tips,
Space Jump all the way into the secret passage at the top left of this room. Go
through and hit the switch in the next room to activate auxiliary power.

----------------|
MISSION COMPLETE|
----------------|

~end of Part 2~

><><><><><><><><><><><|
Part 3: "The Showdown"|
><><><><><><><><><><><|

Well, now that the power's back on, continue directly to the left to access...A
Navigation room!? In the middle of nowhere!? Ah well, might as well get your
new mission.

^^^^^^^^^^^
MISSION 13:
"Green Thumb?"
^^^^^^^^^^^

STORYLINE: Simply put, the power's not back on. 'Auxiliary power' only powers
Save and Recharge Rooms, so we can use those, but all doors are still inactive.
We'd better get going and restore the REAL power source!

Now, go out the left exit, open the gate and go through the left exit again,
and you'll be back in the big room with all the overgrowth we saw earlier. Drop
to the bottom right to save your game, then go to the left side of the room.
Space Jump up the left side until you spot some overgrowth blocking a Morph
Ball tunnel and use a combination of beam shots to clear it away and Space
Jumps to keep you up. Roll through that tunnel, and lay a Power Bomb to rid the
passage of more overgrowth. Roll through to the left...

~~~~~~~~~~~~~~~~~~~~
Sector 2, TRO(pical)
~~~~~~~~~~~~~~~~~~~~

Once you enter this room, you'll hear the SA-X music, but you won't be able to
see it. There's no other route out of this place other than the bottom left
exit, and the SA-X is blocking it. You'll have to make your way past it AND
reveal yourself to it (not an easy task.) So, drop down through the Crumble
Blocks, and as soon as you land, ready your Missiles, and fire one at the SA-X
one it notices you to freeze it for about one second. Run towards it, freeze it
again, then jump over it. Turn around, freeze it, and run through the bottom
left exit. Immediately lay a Power Bomb in this room, morph out, and shoot Ice
Missiles towards the entrance. As soon as you see the 'freeze' graphic, rush to
the left exit. In the next room, shoot the lamps to open the gates and run to
the left exit again. Jump up, roll through and drop behind the wall in this
room to hide from the SA-X. It'll soon leave. Pretty tough, eh?

From here, go out the right door. Pump some Missiles into the floor three
spaces to the right of the left door and drop down. Exit through the bottom
left door.  In this room, jump up to the first ledge (avoid the bees, as they
can take away as much as a full tank of damage in one hit!) Blast away the
vines, then shoot down at the blocks near the left wall, drop down to the
bottom left door and go through. Go through the left door here. In this rather
large room, Space Jump up to the top until a you see a two space-wide wall and
a lay a Power Bomb in midair. You'll break away a whole bunch of blocks and
kill a whole bunch of enemies at the same time. Go to the right and grab the
***POWER BOMB TANK*** (5/32, 20.) Now, go through the top right door to save
your game. Run through the right door directly across from your entrance, and
as soon as you enter the next room, shoot up at the collapsible blocks above
you. Space Jump up to the top of the ledge and use your beam to clear away the
vines (kill any bees that are freed.) Go to the right, shoot the vines at the
top, and Space Jump up to the Boss Door. Destroy it and go through. You'll drop
down to a boss battle...

---------------
BIG BOSS BATTLE|
VETTORI-X      |
---------------

As with Arachni-X, I changed this boss' name a bit. It's actual name is
Nettori-X. However, I found that 'Vettori' rolled off the tongue better...eh,
enough nerdy quibbles, all Vettori-X is is a Torizo surrounded by vines.

As soon as you drop down, jump up onto the ledge closest to the Torizo (the big
yellow thing to the right.) Try not to get hit into the energy-sucking flowers,
as it can be extremely difficult to get out of them before your energy is
substantially or even completely depleted. Now, when you're on that ledge close
to the Torizo, fire Missiles non-stop into it to cause damage. You'll see the
vines gradually break off as you inflict more and more hurt on it. I suggest
you crouch while you shoot. Whenever one of the floating spores gets close, go
into ball form and lay a Power Bomb to clear all the spores away, then keep
firing at the Torizo until another spore gets close, and lay another Power
Bomb, etc.

Eventually, all of the vines will break off and the Torizo will ditch its head.
At this point, it will fire Plasma Beams rapidly at your platform. The key to
this form is just to keep firing Missiles. If it's about to fire high, duck and
keep firing Missiles. If it's about to fire low, jump and keep firing Missiles.
Whatever it does, just keep firing Missiles at that Torizo!

After about 30 more Missiles, the Torizo will FINALLY be killed and an Eye-X
will appear in its place. You know the drill (wait for the eye to appear, fire
a Missile into it, repeat.) Four Missiles will break the Eye-X's shell, at
which point you can grab the ***PLASMA BEAM*** it leaves behind.

----------------|
MISSION COMPLETE|
----------------|

Go out the door on the far right. In the vertical shaft, try out your Plasma
Beam on the bees. They die twice as fast, and your shots are MUCH closer
together with this beam! Even better, they pass right through every enemy and
hit the ones behind them! SWEET! Now, out the door on the bottom left, and
continue back to the Save Room. Save your game (I don't need to actually tell
you that, do I?) First, go out the door to the right and Space Jump all the way
to the top right door of the shaft and go through. Jump up against the right
wall and you'll grab a ledge. Roll through and lay a Power Bomb in the secret
room. Grab the ***ENERGY TANK*** (12/20) that appears. Now, return to the Save
Room, go out the left door and go through the bottom left door in the big room.
You'll be in the long vertical shaft we first saw in Mission 3. Space Jump up
the shaft and go through the first door on the left (it'll have an insect
skeleton in front of it, but insects don't have skeletons...weird. You also
have to go into ball form to get to it.) In this room, get onto the rungs at
the top and go to the very left rung. Freeze the brown enemy when it passes
under you. Then go a little to the right and aim your gun diagonally down. Your
Missile shot should just barely clear the block it passes by. Freeze the other
brown enemy when it lines up with your shot, then go into ball form and use the
two brown enemies as platforms to get to the ledge on the right. Grab the
***POWER BOMB TANK*** (6/32, 22.) After grabbing the tank, you will immediately
drop through a Crumble Block. Once you land, lay another Power Bomb and you'll
fall into another ***POWER BOMB TANK*** (7/32, 24.) Go up and out of this room
and back to the vertical shaft to the right of the Save Room you used earlier.
Go up to the top left door and go through. After you go through this corridor,
go into ball form and lay a Power Bomb in the next room. Drop down and proceed
to the Navigation room.

Adam, despite all the things you've done, has nothing but bad news for you.
Massive damage has been inflicted to Sector 5. You've got to hurry over
there...up the elevator!

~~~~~~~~~~
Main Deck
~~~~~~~~~~

To Sector 5, quick!

~~~~~~~~~~~~~~~~~~
Sector 5, ARC(tic)
~~~~~~~~~~~~~~~~~~

Into the Navigation room...

^^^^^^^^^^^
MISSION 14:
"Nightmare"
^^^^^^^^^^^

STORYLINE: Sector 5 has been annihilated by the creature BSL researchers knew
as 'Nightmare.' It is normally not this destructive, so we can safely assume
it's now an X host...we have to kill it right away!

Once your briefing's finished, head into the first vertical shaft and go
through the bottom right. Go through the right door in here. Wow, look at all
the damage that's been done in here...Space Jump to the top of the room. Open
the door on the top left, but don't go in. Instead, run all the way to the
right and kill the blue enemies, and when you reach the right wall, run back to
the left and as soon as the speed boost starts, duck to hold the boost, then do
a Shinespark through the open door on the left. You'll crash through a wall of
Speed Booster blocks, allowing you to grab the ***POWER BOMB TANK*** (8/32, 26)
in here. Go back to the big room and drop all the way down, then go through the
door on the bottom right. In this big room, go through the top right door (it's
been destroyed, so just walk through the hole instead.) In the one-screen room,
lay a Power Bomb and jump up through the hole you create. Go through the door
on the right. Run through the 5-3 airlock.

~~~~~~~~~~~~~~~~
Sector 3, PYR(o)
~~~~~~~~~~~~~~~~

Simply lay a Power Bomb in the airlock, grab the ***POWER BOMB TANK*** (9/32,
28) and go back to Sector 5.

~~~~~~~~~~~~~~~~~~
Sector 5, ARC(tic)
~~~~~~~~~~~~~~~~~~

Go through the door on the left of the airlock, and once you enter the previous
room, lay a Power Bomb and jump up through the hole in the right side of the
ceiling that appears. Shoot the lamp to open the gate, kill the Pirates, and
shoot through some blocks in the left side of the bridge above you. Jump up and
kill the Pirate, then shoot through some more blocks in the right side of the
ceiling, jump up, and shoot the lamp. Drop back down, jump up through the left
side of the ceiling, hit the lamp, and lay a Power Bomb. Roll through and grab
the ***POWER BOMB TANK*** (10/32, 30.) Now, drop back down to the bottom and go
into the bottom right exit. Go through the top right door of the Data Room.
Proceed to the far right door in this corridor, but know that the enemies on
the ceiling can only be killed with three Missile shots. Once you reach the
vertical shaft, shoot the blocks in the center of the room to break them away,
then drop through the Crumble Blocks all the way to the bottom of the shaft.
Kill the Pirate, then freeze the fish and use them as platforms to climb back
up the shaft. Shoot the block directly parallel on the left wall to the hole in
the right wall with a Missile, then roll through to the left once you break it
open. In this room, jump up onto the platform and hold Left. Every time you
fall through a Crumble Block, press A to get back up, keep going to the left,
drop through another Crumble Block, and once you get up, jump through a false
block two spaces to the right of the left wall. Now, do what you did on the
lower level, jus this time keep holding right and eventually you'll reach the
***ENERGY TANK*** (13/20) in the room. Go back to the vertical shaft and
through the bottom right door. In this next room, kill the Pirates and go
through the top left door. In the shaft, proceed to the top right door and go
through. Kill the enemies on the ceiling with Missiles, then shoot at the
blocks in their place. Jump up to the next level and go through the wrecked
door to the left. Lay a Power Bomb in here to cleanse the room of enemies, and
more importantly, reveal a ***POWER BOMB TANK*** (11/32, 32) that you can
collect. Go back out the wrecked door and through the top right of the previous
room to save, then lay a Power Bomb just outside of the Save Room door. Roll
through the secret passage, and jump up (in ball form) through a false wall
near the top left door (and near the end of the passage) and lay a bomb at the
end of the tunnel. You'll reveal another ***POWER BOMB TANK*** (12/32, 34.) Now
you can go through the top left door to access a Recharge room. Go back into
the large room and through the middle right door. Continue to the top of this
room and destroy the Boss Door. Go through, and in the next room, jump up
against the wall next to the Morph Ball tunnel and lay a bomb, and you'll open
up a secret tunnel that drops down to the ***ENERGY TANK*** (14/20) in the
room. Now just roll to the left and drop down...

---------------
BIG BOSS BATTLE|
NIGHTMARE-X    |
---------------

This is without a doubt the hardest battle in the game, but with 13 Energy
Tanks, you shouldn't have any problems beating this guy.

When the battle begins, Nightmare will simply shoot easily-jumped lasers at
you. It will move in synch with Samus, so jump up to make Nightmare go up, then
shoot charged shots up at the orb on its bottom. Once you hit it with a charged
shot, run back to the left and repeat the process.

After only a few hits, Nightmare will activate its orb, which has the ability
to manipulate gravity. Now it'll seem like you're underwater due to the way
Samus moves. The orb will automatically repel any Missiles you fire at it, so
hold the L button and shoot charged shots diagonally at the orb. The lasers
that Nightmare shoots are still pretty easy to evade. After about eight shots
or so, Nightmare looks like it's finished, but it's not, so don't be fooled...

You'll know you've moved on to Nightmare's third phase when it backs off to the
right of the room and the gravity returns to normal. Its orb will be destroyed
and its faceplate will be blown off. As soon as this happens, grab onto the
rungs on the left wall and rapidly fire Missiles into Nightmare's face as it
slowly hovers towards you. Don't bother trying to get out of the way when
Nightmare gets close, as the battle is much faster if you're 100% offensive and
0% defensive. Once Nightmare reaches the left wall, it'll fly around the room,
trying to hit you. Don't mind if it hits you, as you have 13 Energy Tanks to
waste. Once it goes back to the right side of the room and slowly hovers to the
left again, jump onto the rungs and fire another volley into Nightmare's face.
If you're fast enough, two volleys of Missiles SHOULD be enough to wipe him
out, at which point you can break the shell of the Core-X with six more
Missiles and recover the ***GRAVITY SUIT***. This suit looks MUCH better than
that disgusting Varia Suit...

----------------|
MISSION COMPLETE|
----------------|

Before you go out of this room, open up the door to the left, then back up to
the right end of the room. Break into a speed boost through the left door.
You'll boost in the nick of time through some Speed Booster blocks. Go back to
the Save Room near Nightmare's room and save. Now, from the Save Room, go out
the left door, then the bottom left door of the big room, then the bottom right
door of the shaft. Go to the bottom right corner of this room (it's fully
submerged in water and has Space Pirates in it) and break into a speed boost
into the far right door. Immediately after breaking through two walls of Speed
Booster blocks, crouch to hold the boost. Now, do a Shinespark up between the
two walls of blocks you broke through. Grab the ***POWER BOMB TANK*** (13/32,
36) sitting to the left. Walk a bit farther to the left and you'll drop through
some Crumble Blocks. Once you land, break into a speed boost into Sector 4...

~~~~~~~~~~~~~~~~~
Sector 4, AQ(u)a
~~~~~~~~~~~~~~~~~

As soon as you reach the top of the ledge in this room, jump (while boosting)
and you'll go through a wall of Speed Booster blocks. Go through the door on
the right. In the vertical shaft, go through the top right door to save, then
drop down to the next ledge down on the left. Go into ball form and jump
against the left wall, and you'll roll through a hidden passage. Acquire the
lovely ***POWER BOMB TANK*** (14/32, 38) inside. Roll back out and go through
the door to the right. Shoot the already-exposed blocks to break them, then
continue to the right and grab the ***MISSILE TANK*** (38/48, 200.) Backtrack
to the vertical shaft and go through the bottom left door. When you pass
through the giant galss tube, lay a Power Bomb to break a row of blocks. Shoot
Missiles at the Missile Blocks to break them (duh.) Jump up and continue to the
top. Shoot your beam at the top right corner to break open a hidden passage,
then roll through and collect the ***POWER BOMB TANK*** (15/32, 40.) Roll back
out and this time, go through the top left corner. Continue to the left exit.
Once you reach the left side of this corridor, it seems like a dead end, but
one Power Bomb will fix that. Drop down through the passage you create, and
upon landing, lay another Power Bomb to blow open some more blocks in the
floor. Go into ball form and drop into where the third block from the left was.
Jump up against the wall directly to the right and roll through the false
blocks. Lay a bomb on the grey block near the right wall to bust it open, then
drop down. Blow open the block beside the tunnel to the left with a bomb, then
roll through the false blocks and blow open the block in the bottom left
corner. Drop into the room below and step on the switch to release Level 4
locks! YAHOO!

Now, we REALLY need to get back to a Navigation room. Adam never gave us a
mission to release Level 4 locks...go out the door to the right. In the
vertical shaft, Space Jump up until you spot a narrow ledge on the right side
of the shaft. Go into ball form and jump against the wall there and you'll roll
through a false wall. Proceed to the bottom of this room and lay a Power Bomb
once you go as far as possible. Get out of the way so you don't collect any X
parasites, and wait for them to form into two golden enemies. Go into the
alcove on the right and use Missiles to kill the golden enemies. The door at
the bottom right will unlock. Go through that door. In this room, lay a Power
Bomb and roll through to the ***ENERGY TANK*** (15/20.) Return to the vertical
shaft you were in earlier, with the false wall. Proceed to the top right, then
go through the corridor to the far right door. Go directly across this shaft
into the bottom right door, and in the glass tube in the next corridor, lay a
Power Bomb. Drop through the hole that's created and grab the ***MISSILE
TANK*** (39/48, 205.) Go back up and continue to the right. Go to the top right
of the vertical shaft, through to the right of the one-screen room, and in the
next room, shoot the metal blocks in the wall directly in front of you to bust
them open. Roll through and go through the far right door to save your game. Go
into the previous room and continue to the top. Notice that, whenever you get
close to the spiky balloon guys, they puff up and block the passage they guard.
With this knowledge in hand, freeze the deflated one in the passage too the
right from afar and roll overtop of it in ball form. As soon as you drop down
from the ledge the balloon was on, break into a speed boost to the right. The
instant the boost activates, crouch to hold it. Now, immediately go into ball
form, jump into the air, morph out and press A the moment you see Samus in a
non-spherical shape. This will activate a Shinespark, at which point you just
direct it to shoot through the green pillar to the right. You'll crash into the
wall on the far right. Go back to just beyond the point where the green pillar
was and you'll find a ***MISSILE TANK*** (40/48, 210.) Go into ball form and
roll through the false wall on the right (the one you crashed into) and drop
down to the room below. Back up to the far left door of the room, then run back
to the right, and crouch when the boost activates. Go under the pit you just
dropped through and do a Shinespark up into it. Grab the ***POWER BOMB TANK***
(16/32, 42) to the right. Drop back down the pit and into the door to the
right. Space Jump up the vertical shaft and grab onto the rungs near the top.
Shoot a Missile at the tunnel above you to break a block, then grab on and roll
through to the top left door. Lay a Power Bomb in the one-screen room to clear
away all the blocks and enemies simultaneously, then continue through the left
door. Go into the bottom right door in this room to access a Data Room. It's
active! Weird...step on the switch and download the ***DIFFUSION MISSILES***.
Go back into the previous room and shoot a charged Missile against the wall to
the left. The wave of ice will freeze the spiky balloon guys, allowing you to
roll through. Run through the false wall on the bottom left. Use your Missiles
to clear away the purple pillar, then continue to the left. Shoot at the left
wall under the electrical cord to reveal a ***MISSILE TANK*** (41/48, 215.) Go
back out to the right. Go through the top left door, and in the next room, the
bottom left door. Run through the one-screen room, and as soon as you enter the
next room, lay a Power Bomb to reveal a hidden passage. Drop to the bottom, lay
a Power Bomb and acquire the ***POWER BOMB TANK*** (17/32, 44) inside the
hidden tunnel to the left. Now, go to the Navigation room.

Adam will inform you that a procedural error caused the Diffusion Missiles to
be sent to the Data Room here. And despite all the trouble you went through to
get here, you were not permitted to bypass Level 4 locks, and for that you will
be warned not to disobey your orders (what orders? We had no choice...) ever
again. Anyway, it looks like the B.O. Security Robot we battle in Sector 3 back
in Mission 5 has returned. It's in Sector 6, so you'd better get over
there...up the elevator!

~~~~~~~~~~
Main Deck
~~~~~~~~~~

To Sector 6!

~~~~~~~~~~~~~~~~~~~~~
Sector 6, NOC(turnal)
~~~~~~~~~~~~~~~~~~~~~

Navigation room, for a new mission...

^^^^^^^^^^^
MISSION 15:
"No Entry Without Authorization"
^^^^^^^^^^^

STORYLINE: The SA-X is tracking us...we had best complete this mission as soon
as possible. Find the robot and destroy it for good!

From the Navigation room, keep going right on the map until you reach the first
vertical shaft. Go down to the middle left door and go in. Go all the way to
the left wall in this room and lay a Power Bomb to clear it away. Continue into
the door on the left. Drop to the bottom right door in this room. Drop through
the Crumble Blocks in the next room, then head out to the left. Drop to the
bottom of this room and go through the bottom left door. Drop to the bottom of
this shaft and go through the right door to save, then shoot through the blocks
in the right floor of the shaft and drop down. Go through the bottom left door.
Continue to the left until you hit the gate and hear the voice ("No entry
without authorization"), then backtrack to the Save Room and save again.  Go to
the top of the shaft, through the top right door, then through the top right of
the next room and the battle will begin...

-----------
BOSS BATTLE|
B.O.X.     |
-----------

As soon as you enter the room, lay a Power Bomb to reveal some rungs on the
ceiling. Jump up and grab onto them.

This battle is like the first one on steroids. Take a pointer:

1. The ground is no longer safe, as it is now replaced by electrified water.
2. The robot jumps a LOT higher this time around.
3. It fires missiles instead of grenades, but these are absurdly easy to
destroy (just fire your beam.)
4. Diffusion Missiles have the same power as Super Missiles. However, a charged
Missile has the power of TWO Super Missiles. Add this into the fact that the
robot has barely more stamina than it did last time, and this battle should be
quite short (just as short as the first one, and almost as easy.)
5. It transforms into an Eye-X after defeat. Eight Missiles or four charged
Missiles to break the shell.

Use the exact same strategy in this fight as you did in the first one. You
shouldn't have too much trouble. Recover the ***WAVE BEAM*** from the Eye-X.
Look at how big those shots are! =D

----------------|
MISSION COMPLETE|
----------------|

Go out the door to the right. In this room, shoot right through the gate with
your Wave Beam (cool!) to hit the lamp and grab the ***MISSILE TANK*** (42/48,
220.) Now, continue back to where that locked gate was (where the voice started
up) and shoot the lamp from behind the gate, then roll through to the left.

~~~~~~~~~~
Main Deck
~~~~~~~~~~

Ooooooo...kinda spooky in here...follow the completely linear path throughout
the Restricted Zone. Eventually, after passing some evolved Metroid specimens
(!?), you'll come into the middle section of the vertical shaft. Walk over to
the right side of the room and you'll hear an explosion...see what it is!
Quick!

Upon returning to the bottom of the shaft, you'll see...THE SA-X!! This time,
it's busted, 'cause we got the Wave Beam. But wait...it's not interested in
Samus for now. It's destroying all the Metroid specimens! How dare it! Luckily,
a few larval Metroids will latch onto the SA-X before it does any serious
damage...but not before the detachment sequence is started. Get to the top of
shaft in 60 seconds, avoiding the Metroids along the way! Up we go...through
the top right door! You'll see the bottom section of the research station break
off and explode...uh-oh. This doesn't look good...but the SA-X WAS KILLED!
YAHOO! We don't have to worry about it anymore! Awright! Go into the door on
the right and you'll end up in a Navigation room.

^^^^^^^^^^^
MISSION 16:
"Disaster Strikes"
^^^^^^^^^^^

STORYLINE: Everything's gone wrong. Remember how the SA-X activated the
detachment sequence? Adam thinks Samus did it. Remember how the SA-X was killed
after the Restricted Zone exploded? There's ten more aboard the station.
Remember our goal of wiping out the X aboard the station? They have multiplied
to such great numbers that this task is now impossible, due to our own
carelessness. Remember how Samus was the good gal, and the reliable bounty
hunter? Not anymore in the eyes of the Federation, and they're coming to bust
her out. The only thing to do now is to accept defeat and return to your
ship...go out the right door and up the elevator.

~~~~~~~~~~~~~~~~~~~~
Sector 1, SR(-388)X
~~~~~~~~~~~~~~~~~~~~

Go out the right door of the elevator and Space Jump up the first shaft in the
next room. Land on top of the shaft wall and fire a charged Missile at the wall
on the right. Grab the ***ENERGY TANK*** (16/20) that appears. Continue to the
top right door. Go through the far right door of the next corridor. As soon as
you enter the vertical shaft, lay a Power Bomb and drop down through the hole
you create. Go to the left and fire charged shots at the shelled creature
inside the 'cage' to kill it, then wait for the parasite to form into another
enemy. Use a Missile to kill it, then wait for the parasite to transform into a
Golden Pirate. Walk up close to it to get it to jump over you, then fire a
charged shot into its back before it turns around. One or two hits should kill
it, and unlock the door to the right. Go through and grab the ***POWER BOMB
TANK*** (18/32, 46) inside. Go back to the vertical shaft and into the bottom
right door to save. Continue into the top left door of the vertical shaft. Lay
a Power Bomb in this room to clear away the wall in the center, then lay
another Power Bomb to kill the enemies. Wait for two Golden Pirates to
materialize, then kill them both by walking close to them, waiting for them to
jump over, and firing charged shots into their backs before they turn around.
After both are killed, the door to the left will unlock. Go through. It's a
vertical shaft. Go in the top left door to save. Ignore the bottom right door;
it leads to a trap room that's a pain in the ass to get out of. Go, instead,
through the bottom LEFT door. Fire a charged Missile at one of the brown
enemies, and the ice wave will freeze at least one other one. Now Space Jump to
the far left side of the room and destroy the Boss Door. In we go...

-----------
BOSS BATTLE|
RIDLEY-X   |
-----------

Walk in front of the Ridley statue and it'll come to life.

This battle is pretty easy; just ignore all of Ridley's attacks and keep firing
charged shots at him. Not much else to say here. Six Missiles to destroy the
shell of the Core-X, at which point you can get your ***SCREW ATTACK*** ability
back. Now just spin jump into enemies to kill them!

----------------|
MISSION COMPLETE|
----------------|

Actually, I don't really know where the end of Mission 16 is, because your</pre><pre id="faqspan-3">
objective wasn't to kill Ridley, but that seemed like a good place to end it.

This is a very significant point of the game, because you now have two choices:
proceed to the Navigation room and go right to the final mission, or skip ahead
to the Cleanup section to get the items we missed.

For you impatient ones, go back to the last Save Room and save, then continue
through the top right and go through the middle right door in the vertical
shaft (shoot the wall in front of the door with a charged Missile to access
it.) Shoot the lamp through the gate and go to the right again. Screw Attack
through the blocks in the center of this room and drop all the way to the
bottom right. In this corridor (it'll have acid on the bottom), Screw Attack
against all the walls to break the Screw Attack blocks, then just proceed
through the walls to the right. On the last wall, you'll need to shoot the lamp
to open the gate in order to get through. In the vertical shaft, Screw Attack
all the way to the top and break through the yellow bridge at the top. Now just
go through the door on the top left and backtrack to the Navigation room.

^^^^^^^^^^^
MISSION 17:
"Self Destruct Imminent"
^^^^^^^^^^^

STORYLINE: This is it. The Federation is coming to get Samus and capture the
SA-X. You must stop them. It's time to blow up the station and all the X within
it. Samus has been the Federation's puppet the whole time...

After an irritatingly long briefing, go up the elevator to the Main Deck. Go up
the Main Elevator, and proceed to the Operations Deck (it's the place with the
Data Room on the map, just to let you know.) I suggest you save along the way
(you can't use the Save Room in the Operation Deck, so you'll have to use the
one by the last Power Bomb Tank.)

Once you reach the Operations Deck, go to the top left door in the big room and
there will be an earthquake! AAAAAAAAAH, IT'S THE SA-X! RUUUUUUU-wait a minute,
we've got the Wave Beam now...we can hurt that bastard! It's time to show that
thing who's boss!

---------------
BIG BOSS BATTLE|
SA-X           |
---------------

This battle is easier than you'd expect: you should be able to beat this thing
on your second or third try, or even your first if you nail down my strategy
well enough. Remember, the SA-X can only be hurt with charged shots...

As soon as you hear the earthquake, go to the lowest ledge on the left-hand
side of the room. There will be a one-block ledge above it, and then above
that, the door leading to the Data Room. Stay on this ledge for the whole first
phase of the fight. SA-X will either Screw Attack onto the one-block ledge
above you, where you can easily pump a charged shot diagonally up at it, or it
will Screw Attack onto your ledge, directly in front of you, where you can also
easily hit it with a charged shot. After the first hit, if it was on the ledge
above you, it will either Screw Attack down to your platform (and most likely
hit you) or go directly in front of you on your ledge. If you hit it when it's
directly in front of you on your ledge, then it will either fall down and jump
right back up again, allowing another easy hit. If it doesn't jump right back
up to your ledge, then it will Screw Attack under your platform and begin
running to the right off the screen. Hit it with a diagonal down shot as it's
going off-screen, and it will either Screw Attack under your platform and run
to the right again, or jump up to your ledge. Pretty easy pattern, no? If you
don't shoot it before it runs off screen, then it will either instantly come
back onscreen and jump onto your ledge, or take three seconds off-screen and
then jump onto the ledge above you. Twenty or so charged shots will do SA-X in.

However, just when it looks like you've won, the SA-X will transform into a
giant monster! Although it looks intimidating, this guy is a joke. Three or
four charged shots will kill it, and the only attack it has is a jump, which is
easily dodged simply by moving out of the way before it lands.

After the monster dies, an Eye-X will appear. Watch out; this one shoots Ice
Beams, which can take off two whole Energy Tanks in one fell swoop! Five
charged Missiles or ten uncharged Missiles to kill the Eye-X. Grab that Ice
Beam! Hey, it's escaping! AAAAAAARGH! Once the Core-X floats off-screen, the
music will finally fade and the top left door will unlock. Go through and step
on the switch inside.

----------------|
MISSION COMPLETE|
----------------|

Unfortunately, a 3-minute timer has now been set. Get outta here, fast! It's a
completely linear path back to your ship (and no, you can't save along the way,
sorry.) Once you reach the Docking Bays, things will look a
bit...different...and once you finally reach your ship, it's...NOT THERE!!!
WTF!? Instead, you'll see a gigantic egg. Now if you try to go back to the
left, a big fugly guy will pop out.

-----------------
FINAL BOSS BATTLE|
OMEGA METROID    |
-----------------

Walk up to that guy and pump some shots into it! Heh, heh, it's a wimp-until it
SLASHES YOU AND BRINGS YOU DOWN TO 01 ENERGY! You can't move...and now the
Omega Metroid slowly lumbers toward Samus...this is the end...but, all of the
sudden, that Core-X that escaped earlier floats in, and the SA-X reappears.
It's using the last ounce of its strength to vanquish its natural enemy...but
it soon meets the same fate that we did, and is hit by Omega Metroid's slash
attack. It then reverts to a Core-X again. Wait a minute...you've regained
control of Samus! Absorb the Core-X to get the ***OMEGA SUIT*** and ***ICE
BEAM***!!! BOO YEAH!

This battle is just plain sad. Hold the L button throughout the whole fight,
and charge up your Ice Beam. You don't actually need to use charged shots, but
it's easier and quicker (as if the battle wasn't already quick and easy enough,
eh?) Now, just run up to it, release your charged shot into Omega Metroid's
chest, then run back to the left, charge up another shot, and repeat.
Obviously, don't get hit by the slash attack, because it takes off a full
Energy Tank with each hit and stuns you for a few seconds. Otherwise, this is
one of the easiest bosses in the game. Fifteen charged shots or so for the
kill. How anticlimactic...

You have now completed Metroid Fusion! Congratulations!

><><><>|
Cleanup|
><><><>|

So, you decided to get all the remaining items, eh? Good choice. Not only are
you guaranteed a good ending by getting 100%, but Samus will be an absolute
powerhouse with them. Let's get moving!

~~~~~~~~~~~~~~~~~~~~
Sector 1, SR(-388)X
~~~~~~~~~~~~~~~~~~~~

After killing Ridley-X, follow the same path through Sector 1 that I outlined
in the main walkthrough. However, once breaking through the yellow bridge in
the vertical shaft, go through the top RIGHT door instead. Go through the
bottom right door in the large room, then go through the top left door of the
vertical shaft. Shoot the lamp to open the gate and continue to the left. Go
through the far left door of this corridor. Drop through the Crumble Blocks in
the next room and lay a Power Bomb to open a secret passage. Continue to the
left. Once you reach the Save Room, save, then back up to the left wall and
break into a speed boost to the right. Shoot your gun frantically in the one
screen room so you don't hit the hopping enemies. The moment you enter the
hidden room to the right, duck to hold the boost, then drop down the pit, but
shoot your gun down to kill the enemy so you don't lose your boost. Once you
hit the bottom, quickly run to the right wall (make sure you're right against
it) and do a Shinespark upwards and you'll break through some blocks at the
top. Shoot the wall to the left to reveal a ***POWER BOMB TANK*** (19/32, 48.)
Backtrack to the Save Room, and once again, break into a speed boost to the
right. The instant the boost activates, duck to hold the boost, then Screw
Attack (make sure you're holding Left or Right while jumping, otherwise you'll
just do a Shinespark) onto the rungs. Immediately Screw Attack to the ledge in
front of the top left door. Shoot the hatch to make it open, then do a
Shinespark through the open door. In the next room, you'll hit a ledge and
break back into a speed boost. Boost to the left, and right before you reach
the slight drop (on the left side of the room), duck to hold the boost again,
then drop into the ledge. Do a Shinespark upwards and you'll crash through the
ceiling. Grab the ***ENERGY TANK*** (17/20) here. Drop back down and go through
the top right door. Go up through the top right door in this room. Go to the
right until you reach the vertical shaft. Save at the top right if you want,
then go through the top left. Go all the way to the top left until you reach
the first main room, the one that leads to the Save/Recharge/Navigation room
corridor, and go through the bottom left door. Drop to the bottom of the shaft,
then shoot through the blocks at the bottom. Drop down (don't worry, the lava
doesn't hurt you anymore) and go through the bottom right. In this lava-filled
room, roll through the bottom right wall to find a ***MISSILE TANK*** (43/48,
225), then Screw Attack up to the top right and grab the other ***MISSILE
TANK*** (44/48, 230.) Go back out the bottom left and back up the vertical
shaft. In the first main room, go through the top right door. Screw Attack
through the middle of the ceiling and grab the ***POWER BOMB TANK*** (20/32,
50) to the left. Now jump against the right wall and you'll grab onto a hidden
ledge at the top. Roll through and go through the door to the right. Into
Sector 2...

~~~~~~~~~~~~~~~~~~~~
Sector 2, TRO(pical)
~~~~~~~~~~~~~~~~~~~~

Screw Attack through the right wall once you go through the airlock and reach
the first actual room of this place. Go through the far right door of this
corridor. Now you're in the first main room of the sector. Go through the top
right door and proceed to the Security Room. Once you reach it, Screw Attack
through the wall on the top left. A secret passage! Go through the door on the
left. In this room, Screw Attack over to the top left, but DON'T LAND ON THE
PLATFORMS. Every block of every platform in the room is a Crumble Block. Ouch.
Once you DO reach the top left, acquire yet another ***ENERGY TANK*** (18/20.)
Screw Attack back over to the right and drop down the first pit you see. Before
you hit the platforms, Screw Attack some more, then go to the middle left to
find a ***POWER BOMB TANK*** (21/32, 52.) Now, press Start and look at your
map. See the skull in the bottom right corner, where you fought Pogo-X? I want
you to go there. It's a very long and boring path, and so simple that I don't
want to waste words describing how to get there. Note that you cannot take the
original path, however: eventually you'll reach a vertical shaft where you'll
have to lay a Power Bomb and then drop down, allowing you to continue on the
regular path. Once you finally reach the room where you fought Pogo-X, Screw
Attack through the blocks in the upper right corner. Go through the door to the
right. Ready for a challenge? This is probably one of the hardest tanks in the
game to get. Drop to the bottom, back up to the wall on the left and break into
a speed boost to the right. Duck to hold the boost once it activates, then go
into ball form, jump up to the next ledge, and do a Shinespark into the slope
beside you. Dash across the floor of Crumble Blocks, then go into ball form
before you hit the next wall, jump up to the next ledge, Shinespark into the
slope, and repeat until you reach the top, in which you'll have to hold the
boost instantly after going across the Crumble Block floor, jump up onto the
one-block ledge, and Shinespark one last time into the ledge, at which point
you'll break through a wall of Speed Booster blocks at the top left. Grab the
***POWER BOMB TANK*** (22/32, 54) and drop through the Crumble Block at the top
left. Go to the bottom right and break into another speed boost, but to the
left this time. As soon as the boost activates, go into ball form, jump, and at
the apex of your jump, morph out and immediately do a Shinespark to the right.
You'll break through two Speed Booster blocks. Now shoot the two blocks to the
right to reveal a ***MISSILE TANK*** (45/48, 235.) The next thing I tell you
may make you scream, but I want you to go all the way back to the vertical
shaft before the Security Room. I'm serious. Once you get there, Screw Attack
through the bottom right portion of the wall. Another secret passage! Go
through the door to the right and through the airlock to Sector 4...

~~~~~~~~~~~~~~~~~
Sector 4, AQ(u)A
~~~~~~~~~~~~~~~~~

Once you exit the airlock, Screw Attack all the way to the top of the shaft,
and grab onto the rungs on the right wall near the top. Shoot a charged Missile
at the ceiling, then roll into the narrow passage and jump into the alcove at
the top right. Jump against the right wall (in ball form) and you'll catch the
lip of a secret passage. Roll through and go into the door on the right.
Proceed to Sector 6...

~~~~~~~~~~~~~~~~~~~~~
Sector 6, NOC(turnal)
~~~~~~~~~~~~~~~~~~~~~

Once you go through the airlock, Screw Attack through the right wall, then go
to the right until you reach the first vertical shaft of the sector. Screw
Attack against the top right wall and go through the door on the right. We
return to Sector 5...

~~~~~~~~~~~~~~~~~~
Sector 5, ARC(tic)
~~~~~~~~~~~~~~~~~~

After going through the airlock, Screw Attack through the right wall, as usual.
Go to the bottom of the sector in the same fashion as you did in Mission 7
(boost through the floor of the second large room, and go through the bottom
right door.)  Shoot through the blocks at the bottom of the shaft and go
through the bottom right door, and in the next shaft, go into ball form and
jump up into a hidden passage in the bottom right wall. A hidden room! Screw
Attack to the top of the room, and shoot up at the indent in the ceiling to
reveal a ***MISSILE TANK*** (46/48, 240.) Now, backtrack to the second large
room of the sector and go through the wrecked door just above where the Data
Room is. Shoot through the ceiling, and jump up into the door on the right.
You've been in this airlock before...onto Sector 3!

~~~~~~~~~~~~~~~~
Sector 3, PYR(o)
~~~~~~~~~~~~~~~~

Once you go through the airlock, Screw Attack through the top right ceiling. Go
into the first main room and through the bottom right exit. As you've done
before, shoot the lamp to open the gate in the shaft, then back up against the
left wall and break into a speed boost to the right. You'll break through a
floor of Speed Booster blocks. Drop through the Crumble Block, and once you hit
the floor, lay a Power Bomb. Roll through the hole you create and grab the
***POWER BOMB TANK*** (23/32, 56) in the hidden room. Now, go to the bottom of
the long vertical shaft in the sector (you went down it during Mission 8.) Go
through the bottom left door, and then through the far left door of the
lava-filled room. Once you enter this shaft (there will be a shallow pit of
lava on the right side of the floor), lay a Power Bomb, go into ball form, and
drop through the broken block on the far right floor. Navigate through this
relatively simple maze (you'll have to go through false walls, so keep an eye
out for them) and grab the ***POWER BOMB TANK*** (24/32, 58) at the end. Go
back to the base of the long vertical shaft I told you to drop down when we
first entered. Go through the bottom right door. You've collected a tank in
this room before, so there should be a dot on the map here. Screw Attack
through the bottom right wall. Go through the door on the right (preferably the
bottom one.) Shoot the lamp to open the gate, but I don't need to tell you
that, do I? Now, Screw Attack to the right and hug the bridge above you and
you'll eventually reach a Morph Ball passage in front of an ***ENERGY TANK***
(19/20.) Roll through and grab it. Now roll through the passage above you and
grab the ***MISSILE TANK*** (47/48, 245) to the left. Drop through the Crumble
Block a bit further to the left, morph out of ball form and drop into the lava.
Crew Attack through the bottom right wall (make sure all the blocks that can be
destroyed are so), then go as far left as you can go and break into a speed
boost to the right. Shoot the door open as you run right and once you enter the
next room, duck to hold the boost, run up against the right wall and do a
Shinespark upwards. You'll go shooting up an excruciatingly long vertical shaft
and grab a ***POWER BOMB TANK*** (25/32, 60) along the way. Once you hit the
ceiling, drop back down the shaft until you reach the first ledge (there will
be a circle mark on your map.) Go against the wall to the left, Screw Attack
directly up and you'll break through the ceiling. Walk as far as you can to the
left, then Screw Attack back down through the ceiling. Grab the ***POWER BOMB
TANK*** (26/32, 62), then continue back up to the top of the shaft and go
through the top left door. Go through the far left exit of this room. Screw
Attack through the wall directly to the left of Samus in this room, then Screw
Attack through the ceiling. Shoot through the right wall and go through the
door on the top right. It's an airlock...

~~~~~~~~~~~~~~~~~~~~
Sector 1, SR(-388)X
~~~~~~~~~~~~~~~~~~~~

Go through the airlock and Screw Attack through the blocks in the next room.
Walk up against the right wall and break into a speed boost back into Sector 3.

~~~~~~~~~~~~~~~~
Sector 3, PYR(o)
~~~~~~~~~~~~~~~~

As soon as you exit the airlock, duck to hold the boost, then quickly Screw
Attack through the blocks to the left and immediately do a Shinespark to the
left afterwards. You'll break through a wall of Speed Booster blocks guarding
the last ***MISSILE TANK*** (48/48, 250.) Now drop back down to the bottom and
break into a speed boost to the left. Make sure the boost activates BEFORE you
go through the door at the far left, and as you go through it, hold Down and
you'll hold the boost the instant you enter the next room. Do a Shinespark into
the left wall and you'll crash through some Speed Booster blocks. Lay a Power
Bomb in the hidden room and roll through the narrow passage on the top left
wall. Grab the ***POWER BOMB TANK*** (27/32, 64.) Now, go back out of Sector 3
the exact same way you came in, from Sector 5...

~~~~~~~~~~~~~~~~~~
Sector 5, ARC(tic)
~~~~~~~~~~~~~~~~~~

Go back into the airlock that leads to Sector 6...

~~~~~~~~~~~~~~~~~~~~~
Sector 6, NOC(turnal)
~~~~~~~~~~~~~~~~~~~~~

Yes, there is a reason we're getting the tanks in this sector last, and a very
good one at that. But more on that later. In the vertical shaft (the first room
you enter after the airlock), go through the middle left door. In this
corridor, Screw Attack through the blocks in the center of the room. You now
have a runway for a speed boost to the right. Go as far left as you can and do
so. As soon as you enter the vertical shaft again, duck to hold the boost, then
do a Shinespark into the right wall. You'll find a secret door to the right. Go
through.

This is easily the hardest puzzle in the game. You must activate hidden
switches in the platforms to make metal bars pop out of the walls, thus
creating a runway for a speed boost to get to the tank at the far right.
However, if at any time you make a metal pillar rise out of the ground, you
won't have enough room to boost, and you'll have to reset the puzzle. So
without further adieu, here's the solution:

1. Lay a bomb four spaces to the left of the right end of the first platform.
2. Lay a bomb four spaces to the left of the right end of the second platform.
3. Lay a bomb three spaces to the left of the right end of the second platform.
4. Lay a bomb on the very left block of the third platform.
5. Lay a bomb on the very right block of the third platform.
6. Lay a bomb five spaces to the right of the left end of the fourth platform.

Once you're finished doing all that, go all the way to the left end of your
newfound runway, and break into a boost to the right. The instant the boost
activates, you'll need to crouch to hold the boost, then do a Shinespark to the
right. Through the Speed Booster blocks Samus goes, allowing you to grab the
final ***ENERGY TANK*** (20/20.) Now use the same runway you created to access
the tank to break through the wall back in the vertical shaft again. Go into
the door on the left and Screw Attack through the blocks in the middle of the
room again. Back up to the door on the right, then break into a speed boost to
the left. The moment the boost kicks in, hold the boost, go into a ball form,
jump up onto the one-block ledge, and do a Shinespark through the door to the
left. You'll break through multiple walls of Speed Booster blocks and
eventually you'll hit a wall on the left side of a large hidden room and drop
down. Shoot the blocks beneath you and drop the rest of the way down. Break
into a speed boost to the right, and immediately hold the boost once it
activates. Walk back to the last grey 'pillar' in the floor that you ran
across, position yourself on the rightmost space of the 'pillar', then do a
Shinespark upwards and you'll break through a wall of Speed Booster blocks
vertically. Hold Right once you hit the ceiling and you'll fall into the
***POWER BOMB TANK*** (28/32, 66.) Go back to the bottom left corner of the
room. Break into another speed boost to the right, but don't hold the boost
until just before you hit the right wall. Once you do hold the boost, however,
go into ball form, jump up to the ledge above you, and do a Shinespark into the
slope to the left. The instant you hit the slope, Screw Attack (while boosting)
three times and you should drop through a bridge of Speed Booster blocks
overtop a ***POWER BOMB TANK*** (29/32, 68.) Now, go on top of the bridge at
the top of the room, break into a speed boost to the right, and right before
you reach the end of the bridge, drop down to the door and Shinespark through
it. You'll crash through the top right door of the very shaft you Shinesparked
through earlier. Now, go to the bottom left BUT FOR THE LOVE OF GOD, HEED MY
ADVICE: DON'T MOVE ONCE YOU GO THROUGH THE DOOR. Once you go through the door,
you'll see what I mean: you're right beside a whole bunch of Crumble Blocks. If
you drop through them, it'll take at least ten minutes to get back here.
Actually, it'll take about ten seconds...heh, just scarin' ya. If you do happen
to drop through the Crumble Blocks, go through the right door and Screw Attack
against the ceiling. You'll find a way to this room just as easily. But if you
don't drop through the Crumblies, Screw Attack through the two walls to the
right. Either way, you'll end up in the same place. This tank is a doozy: lay a
Power Bomb to see what I mean. It's in a narrow passage, but there's a pit of
Crumble Blocks in front of it. It looks hard, but it's actually quite simple to
get: see, you have a split second to jump before you drop through a Crumble
Block. With this knowledge in hand, drop into the pit, morph out of ball form,
hold Right and frantically press the A button. After a few tries, you'll grab
onto the ledge to the right, allowing you to roll in and grab the ***POWER BOMB
TANK*** (30/32, 70.) Now, make your way to the Restricted Zone (yes, it's still
there.)

~~~~~~~~~~
Main Deck
~~~~~~~~~~

Once you enter here, go to the left and save. Now back up to the right and
break into a speed boost through the next few rooms. Once you enter the
partly-jettisoned room, hold the boost, then walk behind the 'bar' in the
center of the room (it's part of the foreground.) Do a Shinespark upwards at
that spot and you will zoom through the vacuum of space, grab a ***POWER BOMB
TANK*** (31/32, 72), and crash through some blocks at the top. Within moments,
those blocks will materialize. It takes a good ten minutes to get back down
there. See why I saved Sector 6 for last, now? Now check your map. See the room
at the top of the shaft that leads to the Habitation Deck? It's behind a green
door, and is only one screen in size. If you followed this walkthrough, it
should still be grey. It's also near a Save Room. The last ***POWER BOMB
TANK*** (32/32, 74) is in that room (roll through a false wall at the top right
to get it.) Unfortunately, you'll have to go through Sector 1 again and watch
the briefing for the final mission before you can grab it. Go get it!

Go back to the main walkthrough for the final mission...

><><><><>|
Ending(s)|
><><><><>|

Once you go into the ship, the game will switch to a cutscene where the BSL
research station crashes into SR-388 (and, presumably, blows the planet up.)
Samus' ship will narrowly escape the explosion, as always. After that, it'll
switch to a view of Samus in her brand-spankin' new Omega Suit. She will then
talk to herself:

"That perfect military mind...

The wisdom of Adam Malkovich continued to serve even after death. Until today,
I had no idea that the minds of leaders and scientists were frequently uploaded
to computers. My incredible reunion with Adam may have saved the universe...

But how will the beings of the universe view our resolve? I doubt they will
understand what we did...the danger we barely averted. They will hold tribunals
and investigations. They will hold us responsible. Adam understood this, and
spoke to me in my anger...

'Do not worry. One of them will understand. One of them must.'

I've reflected upon his words, and I see the wisdom in them. We are all bound
by our experiences. They are the limits of our consciousness.

But in the end, the human soul will ever reach for the truth...

This is what Adam taught me.

Just one detail still bothers me. This ship can only be started manually. Yet,
before I faced the Omega Metroid, the ship moved on its own, guided by
someone's hands. Is it possible? Adam...?"

Then it switches to the ship's computer, and Adam speaks...

"Lady, what's troubling you?

You wonder how I started the ship? Just think about it.

They lent me a hand..."

Then it switches to a shot of the Etecoons and Dachoras, sleeping on the floor
of Samus' ship...aww...

Then the credits scroll by, and then we get to the good stuff...

Depending on certain factors, you will see one of five different poses of Samus
after the credits, each one revealing more and more of her body...kinda like
strip poker, no?

Over 4 hours: You see a picture of Samus, completely in her suit, triumphantly
shaking her fist.

Under 4 hours w/o 100%: You see a picture of Samus without her helmet on,
looking back at you and giving you a thumbs-up.

Under 2 hours w/o 100%: Samus takes off her entirely and is left with nothing
but a blue bikini-like outfit. She's leaning on something, and her head is
tilted back...a somewhat suggestive pose, to be sure.

Over 2 hours w/100%: The bikini outfit again, but this time, you see much more
of her body, and the side view of this picture reveals a lot...

Under 2 hours w/100%: THE best ending. Samus is in the bikini outfit, but the
picture's zoomed out so you can see her whole body. Additionally, a blue, faint
image of Samus is on the left side of the screen. Quality stuff.

>>>>>>>>>>>>>>>\
A R C H I V E S|
<<<<<<<<<<<<<<</

><><><><|
Powerups|
><><><><|

Listed in alphabetical order, of course. Here's a sample profile for your
viewing pleasure...

(insert item name)
Location: Where/when/how it's found
First appearance: The first Metroid game it appeared in
Effect: What the powerup does
Use: What you can use it for
Comments: Just some little blurbs from the mouth of yours truly.
Usefulness Rating: 1-10, how useful is the powerup?

And off we go...

BOMBS
Location: Sector 2, during Mission 3. It's downloaded in a Data Room.
First Appearance: Metroid (1986)
Effect: While in Morph Ball form, press B to lay small explosives.
Use: Blowing secret passages open, revealing special blocks, attacking enemies,
and propelling you in the air.
Comments: Bombs are cool. If ever you're seemingly stuck in a room, you can try
bombing around to find your way out. Nifty.
Usefulness Rating: 8, possibly the most versatile upgrade in the game. They
plain suck for attacking enemies, however, despite being able to kill them.

CHARGE BEAM
Location: Sector 1, during Mission 2. It's recovered from an Eye-X after
defeating Chozo-X.
First Appearance: Super Metroid (1994)
Effect: It doubles your beam's regular power, and also gives you the ability to
charge up a shot by holding B.
Use: Beating the snot out of enemies, and breaking away some weak blocks.
Comments: The first beam upgrade. You can perform a Pseudo Screw Attack after
getting this, awright!
Usefulness Rating: 7, despite being somewhat limited, I don't know where I'd be
without those charged shots. Neat stuff.

DIFFUSION MISSILES
Location: Sector 4, during the Intermission after beating Nightmare-X (Mission
14.) It's downloaded in a Data Room.
First Appearance: Metroid Fusion (2002)
Effect: It doubles the power of your Ice Missiles, and lets you charge up a
Missile for quadruple power and a freezing wave of ice upon impact that, well,
freezes any enemies within its radius.
Use: Freezing an enemy in Sector 4 with a Diffusion blast.
Comments: Woah mama, this baby packs some SERIOUS power! Aside from freezing
enemies, a Diffusion blast can also break Missile blocks, so use 'em as often
as you can!
Usefulness Rating: 5, despite being a handy-dandy weapon, Diffusion Missiles
are required in ONE puzzle throughout the whole game. Kind of a waste, as I can
think of plenty of cool scenarios where it could've been put to use.

ENERGY TANK
Location: Various, and they're all pickups (walk into it to acquire it.)
First Appearance: Metroid (1986), as the Energy Box.
Effect: They give you 99 more max energy each, and each one appears as a pink
rectangle beside your current energy.
Use: They increase your vitality! Handy stuff!
Comments: There are 20 Energy Tanks in the game. None of them, however, are
required.
Usefulness Rating: 9, the only thing stopping these from getting a 10 is the
fact that some are a pain in the ass to get.

GRAVITY SUIT
Location: Sector 5, during Mission 14. Recovered from a Core-X after defeating
Nightmare-X.
First Appearance: Super Metroid (1994)
Effect: Allows Samus to move freely underwater, and reduces enemy damage
inflicted on you by 5%.
Use: Getting through Sector 4 (after beating Nightmare-X), and acquiring some
pickups that are submerged in lava. Yep, that's right, the lava can't hurt you
after you get the Gravity Suit.
Comments: No damage from lava? Sweet! =D Heh, not much else to say here, aside
from the fact that it makes your suit have a slick purple hue to it.
Usefulness Rating: 7, the no damage from lava and underwater movement is nice,
but if you're going to include something like a defense increase, make it MORE
THAN 5 F'ING PERCENT. Otherwise, no problems.

HI-JUMP
Location: Sector 2, during the Intermission after Mission 3. Simultaneously
recovered from a Core-X after defeating Pogo-X along with the Jumpball.
First Appearance: Metroid (1986), as the High Jump Boots.
Effect: Lets Samus jump twice as high.
Use: Reaching high ledges.
Comments: What an incredibly boring powerup.
Usefulness Rating: 3, it's just SO DAMN BORING, and has no combat value
whatsoever.

ICE BEAM
Location: Main Deck, during the Omega Metroid battle. Recovered from a Core-X
that was formerly the SA-X, until you beat the shit out of it.
First Appearance: Metroid (1986)
Effect: Gives Samus the power to beat that sorry-excuse-for-a-final-boss Omega
Metroid.
Use: Kicking the crap out of Omega Metroid, and looking cool while doing it.
Comments: If it weren't for the fact that you had this beam for about 45
seconds of the game, I'd have something to say about it.
Usefulness Rating: 1, because you can't use it on anything except the final
boss! What's up with that?

ICE MISSILES
Location: Sector 5, during Mission 7. It's downloaded in a Data Room.
First Appearance: Metroid Fusion (2002)
Effect: Your Missile's power is halved, but they can freeze most enemies with a
single hit.
Use: Freezing enemies to use as platforms, thus allowing you to scale passages
otherwise un-scale-able.
Comments: What? Halved power? Grr...
Usefulness Rating: 6, two points subtracted for the decrease in power, and
another two points for being a half-assed replacement for the Ice Beam (well,
until the end of the game, that is.)

JUMPBALL
Location: Sector 2, during the Intermission after Mission 3. Simultaneously
recovered from a Core-X after beating Pogo-X, along with the Hi-Jump.
First Appearance: Metroid II (1991), as the Spring Ball.
Effect: Lets you jump (with the A Button) a reasonable height in Morph Ball
form.
Use: It isn't required ANYWHERE in the game, to my knowledge. Still, it looks
pretty cool.
Comments: The Jumpball has traditionally been a flashy, yet useless powerup in
the Metroid series. The tradition continues in Fusion.
Usefulness Rating: 3, it get the points for looking so funky!

MISSILES
Location: Main Deck, during Mission 1. It's downloaded in a Data Room.
First Appearance: Metroid (1986)
Effect: Lets Samus shoot Missiles by holding R and pressing B.
Use: Defeating Core-X's, Eye-X's, and roughing up enemies in general.
Comments: The classic power weapon of the series! Use 'em when your beam just
doesn't cut it!
Usefulness Rating: 9, because most of the time, your beam DOES cut it. Aside
from that, they're actually necessary in some puzzles. Trippy.

MISSILE TANK
Location: Various
First Appearance: Metroid (1986), as the Missile Box.
Effect: Increases your maximum Missile capacity by 5.
Use: Hey, it's more Missiles! 'Nuff said.
Comments: As a little trivia note, the only pickup in the game you're forced to
get is in Sector 3, during Mission 5. Guess what it is? There are 48 Missile
Tanks in the game, as a side note.
Usefulness Rating: 8, because some of them aren't worth the trouble they take
to get.

MORPH BALL
Location: Main Deck, during Mission 1. Recovered from a Core-X after defeating
Arachnus-X.
First Appearance: Metroid (1986), as the Round Ball.
Effect: Lets Samus roll up into a little ball by tapping down on the D-pad
twice.
Use: Rolling throught narrow passages, evading enemy attacks, and laying Bombs
and Power Bombs.
Comments: THE Metroid powerup! Classic!
Usefulness Rating: 10, there's never a mission where you don't have to use it.

OMEGA SUIT
Location: Main Deck, during the Omega Metroid battle. Also recovered from the
Core-X formerly known as SA-X.
First Appearance: Metroid Fusion (2002)
Effect: Makes your suit mimic the colors of Samus' old armor, and lets you
withstand Omega Metroid's swipe attack.
Use: Uhh...unless you're careless and actually get HIT by Omega Metroid's swipe
attack, it doesn't have one.
Comments: It may LOOK like the Power Suit, but it's NOT the Power Suit. It's
the inner layer of the suit mimicking the outer layer, the orange-red armor...
Usefulness Rating: 1, at least it looks cool.

PLASMA BEAM
Location: Sector 2, during Mission 13. Recovered from an Eye-X after beating
Vettori-X.
First Appearance: Metroid II (1991)
Effect: Lets your beam travel right through enemies, and gives it a minty-fresh
green color. Also doubles your beam's power.
Use: Kicking the living piss out of enemies, and that's about it...it isn't
required anywhere.
Comments: I love this beam, 'cause it packs so much 'tude, yo! =P
Usefulness Rating: 8, because it SHOULD be necessary somewhere.

POWER BOMBS
Location: Sector 5, during Mission 10. Downloaded in a Data Room.
First Appearance: Super Metroid (1994)
Effect: Lets Samus lay Power Bombs by holding R and pressing B while in Morph
Ball form.
Use: Endowing mass destruction upon enemies, sweeping the screen for any hidden
passages, and making an extremely loud hissing noise.
Comments: AAAH! My ears! Oh, it's just a Power Bomb...anyway, these things
effectively replace the X-Ray Scope from Super Metroid. Bummer.
Usefulness Rating: 9, the only thing limiting these babies is the fact that
they aren't expendable like your standard Bombs.

POWER BOMB TANK
Location: Various
First Appearance: Super Metroid (1994)
Effect: Increases your max Power Bomb capacity by 2.
Use: Eh, not much, considering that you'll never need more than your starting
10 Power Bombs.
Comments: Who needs 74 Power Bombs?
Usefulness Rating: 2, for the reasons outlined above...

SCREW ATTACK
Location: Sector 1, during Mission 16. Recovered from a Core-X after defeating
Ridley-X.
First Appearance: Metroid (1986), as the Spin Attack.
Effect: Lets Samus destroy any enemy in one hit simply by spin jumping into it.
Use: On top of making mincemeat out of enemies, it can also break through Screw
Attack blocks.
Comments: Booya! Screw Attack ro><orz! Not much else to say here...
Usefulness Rating: 10, as it's helpful AND necessary. A rare combination. It's
a shame you get it so late in the game.

SPACE JUMP
Location: Main Deck, during Mission 12. Recovered from a Core-X after defeating
Arachni-X.
First Appearance: Metroid II (1991)
Effect: Lets you spin jump infinitely in midair!
Use: Jumping up long vertical shafts.
Comments: There is a special technique for Space Jumping; rapidly tapping the A
button will get you nowhere. You can only 'bob' up while Samus is going down,
so the most efficient way to Space Jump is to press A when Samus reaches the
apex of her jump, as she is beginning to come down. You should be able to
master it in no time at all. :)
Usefulness Rating: 6, because it isn't worth dick on offense, unless you use
the Pseudo Screw Attack (see Special Moves.)

SPEED BOOSTER
Location: Sector 4, during Mission 4. Recovered from a Core-X after defeating
Serris-X.
First Appearance: Super Metroid (1994), as the Speed Boots.
Effect: Running uninterrupted in one direction for about four seconds will
cause Samus to turn pink and move at double speed.
Use: Breaking Speed Booster blocks, using the Shinespark (see Special Moves),
ramming enemies (fun.)
Comments: Is it just me, or is this powerup just plain fun to use? One o' my
favorites.
Usefulness Rating: 10, you need it A LOT.

SUPER MISSILES
Location: Sector 3, during Mission 5. Downloaded in a Data Room.
First Appearance: Super Metroid (1994)
Effect: Triples your Missile power!
Use: Destroying a purple pillar in Sector 6. That's it.
Comments: It's a shame you have these for such a short time...two missions, to
be exact.
Usefulness Rating: 4, because you need them in one puzzle. ONE PUZZLE. And you
only have them for two missions. Still, those two missions are a breeze with
them...

VARIA SUIT
Location: Sector 6, during Mission 6. Recovered from a Core-X after defeating
Mega-X.
First Appearance: Metroid (1986), as the Varia.
Effect: Reduces damage inflicted from enemies by 5%, and allows Samus to enter
extreme temperatures without being affected.
Use: It makes your suit look ugly, and lets you go through Sector 5 without
being damaged (assuming, of course, you don't get hit by enemies, heh. =)
Comments: Eww...mustard yellow...I despise the Varia Suit. Too bad you have it
for 8 missions of the game...
Usefulness Factor: 5, as with the Gravity Suit, why include a defense increase
if it's only 5%? Of course, the Gravity Suit actually looks COOL...

WAVE BEAM
Location: Sector 6, during Mission 15. Recovered from an Eye-X after defeating
B.O.X.
First appearance: Metroid (1986)
Effect: Doubles your beam's power for the fourth time (thus making the Wave
Beam sixteen times more powerful than the starting peashooter.) Aside from
that, the shots are absolutely huge and can travel through walls.
Use: Getting one Missile Tank in Sector 6, and accessing the Restricted Zone.
But only one forced puzzle. WHADDYA KNOW, ANOTHER ONE-HIT WONDER.
Comments: As with the Diffusion Missiles, I can think of plenty of scenarios
where the Wave Beam could be used in a puzzle. Too bad it's used in ONE, or TWO
if you feel like grabbing the Missile Tank.
Usefulness Rating: 6, it may pack a serious punch, but you ALMOST NEVER NEED
IT.

WIDE BEAM
Location: Sector 3, during Mission 8. Recovered from an Eye-X after defeating
Human-X.
First Appearance: Metroid II (1991), as the Spazer Beam.
Effect: It make you fire three shots instead of one, thus doubling your beam
power (the Charge Beam is 1 and a half shots.)
Use: NOTHING, except beating the snot out of enemies. BLASPHEMY!
Comments: What IS the point of putting a forced, yet unnecessary item in a
game? I just don't get it...
Usefulness Rating: 3, 'cause you never need it. At least it's a handy weapon...

><><><><><|
Easter Egg|
><><><><><|

Oh. My. God. You're actually interested in doing this useless and frustrating
task? You're insane.

If I've said it once, I'll say it a million times: the Easter Egg isn't worth a
TENTH of the effort it takes to get. But if you're still intrigued, I'll tell
you how, where, and when to get it. But I won't tell you in detail, as Zauron's
excellent Metroid Fusion walkthrough at GameFAQs will do just that.

After beating Nightmare, and releasing Level 4 Security Locks, it's possible to
get back to the Navigation room without getting the Diffusion Missiles. You
must start in the area to the upper right of the giant glass tube near the
Security Room, start a boost, and then keep the boost until you reach a wall of
Speed Booster blocks that you broke through when you first entered the sector.
The only way to keep the boost that long is to do a long string of Shinesparks
into slopes placed haphazardly around the area. However, you can't make a
single mistake, or you have to start from the boost runway again. Obviously,
this is very frustrating and absolutely not worth your time to do.

I'm not even going to post the Easter Egg here; it would basically suck any
last glimmer of worthiness from this task. Just do it for yourself and find out
how disappointing it is. Besides, I've already erased the file where I got the
Easter Egg, and I don't plan on getting it again.

><><><><><><|
1% Challenge|
><><><><><><|

To start with, this walkthrough is NOT the place to come if you want help with
the 1% Challenge. If you need help, I'll refer you to Super Saiyan's excellent
1% Challenge Guide at GameFAQs. I've just included this section for the sake of
completion.

For starters, what is the 1% Challenge? Well, as you should know, there are 20
Energy Tanks, 48 Missile Tanks, and 32 Power Bomb Tanks in the game. Add those
up and you get 100. Your percentage at the end of the game depends on how many
of these 100 tanks you got throughout. While some of them are cleverly hidden,
others are directly in your path, and some of them quite difficult to actually
avoid. However, only one of these tanks is absolutely impossible to miss. It's
a Missile Tank in Sector 3, during Mission 5. That's the tank that gives you
the 1%, hence the 1% Challenge.

The 1% Challenge is quite difficult and entirely optional, and you get no
reward for completing it aside from the satisfaction of doing so.

But how difficult IS the 1% Challenge? Actually, it's surprisingly easy, for
the most part. In fact, you could just about use my walkthrough for every
section of the game, and skip all the tanks I tell you to pick up. There are
just a few major trouble spots in the game, where my strategies are entirely
inneffective...

1. Nightmare-X. The hardest part of the 1% Challenge. The strategy I use will
get you nowhere against this guy.
2. Arachni-X. Due to the shortage of Missiles, you'll need to use a 'camping'
technique to beat it. Charged shots are the way to go, but good luck with the
second form...
3. Ridley-X. This battle was a joke in the regular game, but turns out to be
one of the oughest parts of the 1% Challenge. You must be MUCH more defensive
this time around, and learn to avoid his tail hammer.
4. To a lesser extent, Serris-X. You MUST memorize his pattern, or you'll die
quickly.

That's all I'll cover in this guide, because SSZ's guide will tell you all of
this and more. Go and use it, it's awesome.

><><><><><><><><><><><><><><|
Speed Runs (w/ and w/o 100%)|
><><><><><><><><><><><><><><|

Not much to say here but a few tips...

-A Pseudo Screw Attack is a man's best friend during a speed run. Use it-often.

-Only get tanks in your path. NEVER get tanks that force you to sidetrack into
another room.

-Be on full aggression against all bosses. Period.

-Only kill enemies in your path, and when you do so, use a Pseudo Screw Attack
for maximum efficiency.

-Avoid using Missiles unless you must.

-Only save once after each mission. Don't use any others.

-Know the game. Play through each mission twice to fully familiarize yourself
with every false block, enemy location, etc., so that on the second time
through, you will know the fastest and most efficient path.

My fastest times are:

w/o 100%: 1:13
w/100%: 1:51

><><><|
Bosses|
><><><|

This may seem like filler to you hardened FAQ vets, for this section is just
C+P'ed boss strategies from the walkthrough. Easy reference for those who just
need help with a specific boss. It's in alphabetical order, of course.

---------------
BIG BOSS BATTLE|
ARACHNI-X      |
---------------

(The Spider)

After a few seconds, three flames will shoot down from the top of the room, and
a gigantic spider will appear, shuffling diagonally towards the bottom. DON'T
HIT IT, or massive damage will be inflicted upon you. (You CAN shake out of its
grab, however, by mashing the buttons as fast as possible.) Every now and then,
when Arachni stops at the top of the room, it will open up its mouth. That's
your cue to fire Missiles as rapidly as possible directly up into it. After a
few seconds, it'll shoot three flames down at you. The middle one is guaranteed
to hit you, unless you were a sissy and ran out of the way after two Missile
shots. This flame's damage is dwarfed by the power of the grab attack, so don't
worry about it. All you've got to worry about is avoiding that grab. Roll into
a ball in the corner and it can't get you (but the flames can.)

After about 15 Missiles, Arachni will lose its legs and Space Jump around the
room. After each 'bob', it will spew out a piece of garbage, which you can
destroy with your beam. While it's spewing out the garbage, you have to shoot a
Missile into its open mouth. It can be quite tricky to hit it from an angle, so
I suggest you just follow Arachni around while it Space Jumps and shoot a
Missile directly up every time it opens up. Beware, though: sometimes Arachni
will try to 'ram' you into the floor by simply NOT Space Jumping for a few
seconds. Watch out for these attacks, and keep shooting Missiles into its
mouth. 15 more Missiles will turn it into a Core-X. Six Missiles will break the
shell, at which point you can recover your ***SPACE JUMP*** ability.

----------
BOSS FIGHT|
ARACHNUS-X|
----------

(The Beetle)

Arachnus is a large creature that vaguely resembles a beetle. To win against
him, be as aggressive as possible. As soon as he appears, get right in his face
and empty your Missiles into him. He will use one of two attacks before he
dies:

1. He will use the Morph Ball and roll across the room. Easily jumped.
2. He will shoot blue waves at you. These cause minimal damage, so you can
ignore them and keep shooting Arachnus.

Once his HP reaches rock bottom, he'll attack more and leave behind a trail of
fire with the Morph Ball attack. You can see the attack coming a mile away,
though, so there's not much worrying about it. If you somehow come close to
dying during this battle, grab onto the hangings on either side and blast
Arachnus from there (hold L and press Down.)

If you happen to run out of Missiles before he dies (which is likely), you'll
have to slowly chip away at him with your peashooter. Eventually, he'll die and
a Core-X will appear. If you have no Missiles for the Core-X, fire your beam at
it to make it cough up some X, then grab the green ones to restock. Three
missiles will break the shell of the Core-X, at which point you can grab the
***MORPH BALL*** it leaves behind.

-------------------
BOSS BATTLE        |
B.O. SECURITY ROBOT|
-------------------

(The Rogue 'Bot)

This battle is absurdly easy if you know what to do. As soon as the battle
begins, hang on to the very right rung, and after three bounces, the robot will
stop, allowing to pump a few Missiles into its center. However, you only have a
second or two before it shoots out a grenade. At this time, swing over to the
very left rung and let the grenade do its stuff, as the flames will never hit
you. After three more bounces, the robot will open up, allowing to shoot it.
Swing over to the other side, wait for the grenade to explode, three bounces,
shoot Missiles, and repeat. You should have no trouble here.

-----------
BOSS BATTLE|
B.O.X.     |
-----------

(The Insane 'Bot)

As soon as you enter the room, lay a Power Bomb to reveal some rungs on the
ceiling. Jump up and grab onto them.

This battle is like the first one on steroids. Take a pointer:

1. The ground is no longer safe, as it is now replaced by electrified water.
2. The robot jumps a LOT higher this time around.
3. It fires missiles instead of grenades, but these are absurdly easy to
destroy (just fire your beam.)
4. Diffusion Missiles have the same power as Super Missiles. However, a charged
Missile has the power of TWO Super Missiles. Add this into the fact that the
robot has barely more stamina than it did last time, and this battle should be</pre><pre id="faqspan-4">
quite short (just as short as the first one, and almost as easy.)
5. It transforms into an Eye-X after defeat. Eight Missiles or four charged
Missiles to break the shell.

Use the exact same strategy in this fight as you did in the first one. You
shouldn't have too much trouble. Recover the ***WAVE BEAM*** from the Eye-X.
Look at how big those shots are! =D

---------------
MINIBOSS BATTLE|
CHOZO-X        |
---------------

(The Wimpy Statue Guy)

At first, there doesn't appear to be anything in here. Upon closer inspection,
however, you'll spot a Chozo Statue in the corner. Shoot the item in its hand,
and the statue will transform into an Eye-X! Yikes!

Defeating an Eye-X is relatively simple, actually. After about three seconds,
an eye will appear on the Core-X, at which point you have approximately five
seconds to shoot it with a Missile, otherwise it will fire a Charge Beam and
close the eye. If you manage to hit an Eye-X, immediately jump, for it will do
a retaliatory attack as soon as it's hit. Then, wait another three seconds for
the eye to appear, and repeat. Four missiles will break the shell of the Eye-X,
at which point you can grab your ***CHARGE BEAM***.

---------------
MINIBOSS BATTLE|
HUMAN-X        |
---------------

(The Scientist)

Just shoot the scientist at the computer until it turns into an Eye-X...you've
battled one of these before. Wait until the eye appears, shoot a Missile at it,
then jump over the beam it shoot at you. Four Missiles break its shell, at
which point you can grab the ***WIDE BEAM*** it leaves behind.

---------------
MINIBOSS BATTLE|
MEGA-X         |
---------------

(The Big Orb Guy)

All Mega-X is a gigantic Core-X, with several smaller X surrounding it. Use
charged shots to easily dispatch of this monster; as it is completely
impervious to Missiles. This is pathetically easy; just keep blasting it with
charged shots. Eventually, it'll change into a regular Core-X, who's shell you
can break with six Missiles. Collect the ***VARIA SUIT*** it leaves behind.

---------------
BIG BOSS BATTLE|
NIGHTMARE-X    |
---------------

(The Guy Who Sounds Like a Cat)

When the battle begins, Nightmare will simply shoot easily-jumped lasers at
you. It will move in synch with Samus, so jump up to make Nightmare go up, then
shoot charged shots up at the orb on its bottom. Once you hit it with a charged
shot, run back to the left and repeat the process.

After only a few hits, Nightmare will activate its orb, which has the ability
to manipulate gravity. Now it'll seem like you're underwater due to the way
Samus moves. The orb will automatically repel any Missiles you fire at it, so
hold the L button and shoot charged shots diagonally at the orb. The lasers
that Nightmare shoots are still pretty easy to evade. After about eight shots
or so, Nightmare looks like it's finished, but it's not, so don't be fooled...

You'll know you've moved on to Nightmare's third phase when it backs off to the
right of the room and the gravity returns to normal. Its orb will be destroyed
and its faceplate will be blown off. As soon as this happens, grab onto the
rungs on the left wall and rapidly fire Missiles into Nightmare's face as it
slowly hovers towards you. Don't bother trying to get out of the way when
Nightmare gets close, as the battle is much faster if you're 100% offensive and
0% defensive. Once Nightmare reaches the left wall, it'll fly around the room,
trying to hit you. Don't mind if it hits you, as you have 13 Energy Tanks to
waste. Once it goes back to the right side of the room and slowly hovers to the
left again, jump onto the rungs and fire another volley into Nightmare's face.
If you're fast enough, two volleys of Missiles SHOULD be enough to wipe him
out, at which point you can break the shell of the Core-X with six more
Missiles and recover the ***GRAVITY SUIT***.

-----------------
FINAL BOSS BATTLE|
OMEGA METROID    |
-----------------

(That Wimpy Thing At The End)

This battle is just plain sad. Hold the L button throughout the whole fight,
and charge up your Ice Beam. You don't actually need to use charged shots, but
it's easier and quicker (as if the battle wasn't already quick and easy enough,
eh?) Now, just run up to it, release your charged shot into Omega Metroid's
chest, then run back to the left, charge up another shot, and repeat.
Obviously, don't get hit by the slash attack, because it takes off a full
Energy Tank with each hit and stuns you for a few seconds. Otherwise, this is
one of the easiest bosses in the game. Fifteen charged shots or so for the
kill. How anticlimactic...

-----------
BOSS BATTLE|
POGO-X     |
-----------

(The Big One-Eyed Thing)

Pogo-X is a gigantic cyclops creature that does absolutely humongous jumps over
you. Ignore it when it does these jumps; you're waiting for it to do a 'little'
jump where it doesn't spring overtop of you. It will instead 'parachute' to the
ground, at which point you must shoot Missiles or charged shots at the exposed
area. If it latches on to you, lay some bombs to make it spit you out. Pogo-X
will get faster as more damage is done to it, and eventually only the 'eye'
will be left and every jump will be a parachute. However, as this time the
target area is halved in size, so you'd better have good aim! After about 15
Missiles (or 6 charged shots) the Core-X will appear. Four Missiles will break
its shell, enabling you to grab the ***HI-JUMP*** and ***JUMPBALL*** abilities.

-----------
BOSS BATTLE|
RIDLEY-X   |
-----------

(The Screaming Dragon)

This battle is pretty easy; just ignore all of Ridley's attacks and keep firing
charged shots at him. Not much else to say here. Six Missiles to destroy the
shell of the Core-X, at which point you can get your ***SCREW ATTACK*** ability
back. Now just spin jump into enemies to kill them!

---------------
BIG BOSS BATTLE|
SERRIS-X       |
---------------

(The Serpent)

This battle will be pretty tough...there's not really much advice I can give
here. Shoot charged shots at Serris' head, and if you hit him, he'll activate
his Speed Booster attack, in which he will quadruple his speed and zoom around
the room. At this point, the best thing to do is to memorize Serris' pattern.
His movements are all predictable, but I can't really explain how he moves in a
walkthrough. You're kind of on your own here. Four charged shots or five
Missiles for the kill. Don't be surprised if you die a few times. The Core-X
takes five Missiles to break, at which point you can grab your ***SPEED
BOOSTER***.

<><><|
F A Q|
<><><|

Q: How many missions are in the game?
A: Seventeen.

Q: Help! I'm stuck in a room in Sector 2! There's towers on either side of me
that I can't get around! Am I screwed?
A: Nope. Lay a bomb two spaces to the left of the tower on the right, and a
metal pillar will rise up. Use that to continue out of this room.

Q: Help! I'm stuck in Sector 4 after beating Nightmare! I released Level 4
locks, but now I can't get back through that wall of Speed Booster blocks!
AUUUGH!
A: It IS possible to get through those Speed Booster blocks, but all you get
for it is a cheesy secret message. Instead, just look at your map. Continue
into the other grey areas on it.

Q: Where is the item required for the 1% Challenge?
A: It's in Sector 3, during Mission 5. It's in the room where you have to in
morph ball form, bomb the upper block and make your way to the top right door.
There is absolutely no way around the Missile Tank there.

Q: Okay, so I've beaten the game and want to try and get 100%. Whenever I enter
the file that I beat the game with, it asks me if I want to Continue or Start
Over! If I wanted to start over, wouldn't it be just as easy to select 'Delete
a File'?
A: Actually, there are some pretty nifty benefits for selecting Start Over from
a completed game.
1. After Mission 16, you're free to go ANYWHERE in the station, no locked
hatches will block your path.
2. At any time, when looking at your map, you can also see your current play
time, and your number of Energy, Missile, and Power Bomb Tanks.
3. Whenever you get all the Energy, Missile, or Power Bomb Tanks in an area and
look at your map, a little Energy/Missile/Power Bomb icon will be at the top
with a little check mark beside it. The best bonus, in my opinion.

Q: Where can I contact you?
A: My e-mail is fedfive@monarch.net. My AIM is PhediukTheBlaarg. Pick your
poison.

Q: What IS the point of that conversation between Adam and the Federation guy?
A: I wish you could tell me. In all my times through the game, I still haven't
figured out what the hell they're talking about.

Q: Why does the sound suck so much?
A: Because of the POS GBA speaker. Wear headphones, always.

Q: Why does the Headphone option in the menu make the game so quiet?
A: Because it's switching the sound from mono to stereo. When it's mono, the
exact same sounds are pumped through both speakers. But with stereo, you have
different sounds coming through the speakers, and for this reason, since you're
hearing most sounds with only one ear, it effectively makes the game half as
loud.

><><><><><><><>|
Version History|
><><><><><><><>|

Ver. 1.0
02/08/03
Completed every section that was originally planned.

><><><><><>|
Legal Stuff|
><><><><><>|

Metroid Fusion FAQ/Walkthrough Copyright (c)2003 Cameron Fediuk

Feel free to use this walkthrough for personal use or on the Internet. However,
if you wish to post this document for public view, I, Cameron Fediuk, must be
given proper credit. Additionally, this document may not be altered, changed,
or rewritten in any way. Otherwise, this walkthrough is free for use.

~end of document~