Metroid Fusion spoiler-free FAQ/Walkthrough (2/24/4) by Zauron TABLE OF CONTENTS: ==================================================================== INTRODUCTION I. METROID FUSION VS SUPER METROID A. Improvements B. Negatives II. GENERAL GAMEPLAY INFORMATION A. Basic Controls B. Advanced Techniques C. Upgrades D. Obstacles E. Parasites & Enemies III. WALKTHROUGH A. First mission (main deck) B. Second mission (sector 1) C. Third mission (sector 2) D. Fourth mission (sector 4) E. Fifth mission (sector 3) F. Sixth mission (sector 6) G. Seventh mission (sector 5) H. Eighth mission (sector 3) I. Ninth mission (main deck) J. Tenth mission (sector 5) K. Eleventh mission (main deck) L. Twelfth mission (sector 2) M. Thirteenth mission (sector 5) N. Fourteenth mission (sector 4) O. Fifteenth mission (sector 6) P. Sixteenth mission (sector 1) Q. Side mission - getting 100% R. Final mission (main deck) S. Getting missed items IV. SECRETS V. CREDITS VI. VERSION HISTORY VII. CONTACTING THE AUTHOR VIII.LEGAL STUFF ==================================================================== INTRODUCTION ==================================================================== Hi. Welcome to my Metroid Fusion guide! :) This guide attempts to be as spoiler-free as possible, however, since it IS a full walkthrough it probably WILL spoil things for you in terms of gameplay. It will not spoil plot, names of enemies and bosses, cutscenes, or anything else of that nature. The walkthrough assumes that you are trying to get 100% of the items and pass the game fairly quickly (not doubling back too much). However, note that there are multiple ways you can get through the game, so if you haven't been following the walkthrough the whole time it is likely you might have missed an item the guide mentioned, or already have something the guide hasn't yet. Fortunately, the game is set up so that if you ignore all the side things like Energy Tanks, Missile Tanks, and Power Bomb Tanks then you should be able to start using the guide just fine at any part of the game. Due to the attempts to make the guide spoiler-free, it may not be very easy to find a particular part you are stuck on right away. The walkthrough is organized by mission. Note that each mission lists which sector it takes place in. Looking through the list of missions in the table of contents, note which sector you are in and find the mission that pertains to it. If this is your second or third visit to this sector, go to the second or third mission that lists that sector. Once you find the mission you are stuck on, take a look at your map screen and just start skim reading from the beginning of that mission. With the map screen up you can quickly see where the guide is heading (up, right, down the shaft, through the bottom door, etc.) and follow it up to the point that you are stuck on. If you are stuck on a boss, just scan for the ****BOSS FIGHT**** line in the mission you are on. My personal record on this game is 100% in 1:45 (1 hour 45 minutes). ==================================================================== I. METROID FUSION VS SUPER METROID ==================================================================== Metroid Fusion is Metroid 4, whereas Super Metroid was Metroid 3 (and Metroid Prime is before either of them, in case you were wondering). The question on every Metroid fan's mind is, does Metroid 4 meet the standards set forth by Metroid 3? Below is my opinion on the matter. If you aren't familiar with Super Metroid (shame on you!) don't bother reading this. Even if you are, you are probably just here for the guide so go ahead and skip on down to the next section. ------------------------------------------- I A. Improvements ------------------------------------------- These are the things I think are better about Metroid Fusion over Super Metroid. I will refer to Metroid Fusion as MF and Super Metroid as SM. - Don't have to hold down a Run button all the time. Run is on automatically at all times. This was the only real complaint I had about SM, you always played with Run held down at all times so it was just another button to deal with that wasn't really necessary. - Quicker weapon swapping - instead of toggling between alternate weapons, in MF you can switch from beams/bombs to missiles/power bombs by just holding R. Release R and you are back to normal shots again. Less fumbling around with the weapon swap buttons to use your different modes of fire! - Hanging on ledges - when you hit the edge of a ledge while jumping, Samus will grab the ledge and pull herself up. Not only that, but if you pull up into a small tunnel she will automatically go into morph ball form to get in there. SM didn't have this feature, and it is pretty useful (not to mention nifty!). - It is easier to Space Jump in MF than it was in SM - you can still Space Jump even after falling a long distance. - The Speed Booster warp move doesn't drain your energy anymore. - Can climb certain walls and across certain ceilings, and shoot from them. Adds to the variety of the gameplay. - Improved graphics and graphical effects. - When missiles hit something they can't hurt, they bounce off it and fall down rather than just exploding - I just think that's a neat effect. - More in-depth story and characters. - Improved mini-map - now shows more data than the one in SM. For example, any time an item is available in a map square, it will show up as a circle before you get it, then shrink down to a small dot after getting it. There is never more than one item in the same map square, so this makes finding items a bit easier. Also there is some color coding to show which areas are unexplored, explored but known about beforehand, or completely new areas you found yourself (i.e. "secret" areas). - It's portable! Perfect for long plane trips and car rides! ------------------------------------------- I B. Negatives ------------------------------------------- Metroid Fusion is a great game that I suggest everyone play, and Super Metroid fans will surely enjoy it. However, there are some ways I feel that Super Metroid was better. These are the complaints I had about MF when compared to SM. - The game play feels more linear because you are told your basic objective for the next section. It's not as bad as some would have you believe, since you have plenty of opportunity to explore and go off to side areas, and honestly if you were playing SM "normally" you have to do the same thing - it's just in SM nothing tells you what you are supposed to be doing which leads to a lot of aimless wandering around the first time through. Also you often deviate from the stated objective in MF, sometimes going against it out of necessity. Still, I consider this a negative mostly for how it ruins the atmosphere of the game for me. You no longer feel like it's just you in this big, strange, scary planet trying to figure out how to get to your main goal. Now there's someone else with you (a computer that gives you the objectives) and you don't know the main goal from the beginning but are instead given individual goals one at a time. The game still has plenty of atmosphere and mystery, but I think a bit of it was lost with this change. - The linear gameplay complaint from above also makes the game take less time the first time through compared to SM. This game is just as long, however, since you generally know what your current goal is you'll spend less time just aimlessly wandering around trying to figure out what to do next like you would the first time playing SM, so your play time is lower (but possibly less frustrating). - You can't turn off a new ability once you get it. This means you can't, for example, see what a Wave Beam looks like by itself, because by the time you get it you already have other beams that it automatically combines with. This also means the trick in SM where you would turn on just the Charge Beam and one other beam to do the secret shield move is not in this version (not that it was really used much). - AFAIK, the secret trick to heal Samus up all the way when she was just about dead using items (Power Bombs, Missiles, and Super Missiles), called the Crystal Flash, is not in this version. - There is no Grappling Beam, X-ray scope or Reserve Tanks in this version. - The Speed Booster takes longer to activate and doesn't seem as fast to me. It is used in a lot more puzzles than it was in SM though (some really difficult ones too!). - The wall jump isn't as useful. You can't wall jump off of just one wall to make your way up it, because when you wall jump you are sent quite far in the opposite direction. This means you can only use it to get up a tunnel with 2 walls that are close enough together to wall jump back and forth between them. Thus it can't really be used all that much compared to how useful it could be in SM. - The smaller GBA screen makes it harder to see than a TV screen, although this is definitely one of the best looking GBA games yet, and it's not as hard to see as many other GBA games. - The small GBA speaker doesn't produce as nice sound as SM on the TV. However, if you turn on the Headphones mode on the main menu and use headphones, it sounds great! It's also better sounding then just about any other GBA game anyway. - The game takes place on a huge space station instead of a planet. This also isn't as bad as it sounds, since the space station is supposed to simulate the environments of SR388. Thus you have all the traditional Metroid environments - rocky, lava, icy, underwater, technological, plant-covered, etc. It's just odd to have a Metroid game that's not on a planet. ==================================================================== II. GENERAL GAME PLAY INFORMATION ==================================================================== ------------------------------------------- II A. Basic Controls ------------------------------------------- NOTE: Not all of these controls can be used at first, many require you to gain certain abilities by playing through the game. Anytime: Start - Goes to map screen Start then L - Sleep mode Start then R - Samus status screen While on the ground: Left/Right - Run left or right Down - Duck Down while ducked - Roll into a morph ball Up - Aim straight up with gun B - Fire beam weapon Hold B - Charge up beam weapon (release to fire) A - JumpA+left/right - Spin Jump/Screw attack Hold L - Aim slant up at 45 degrees with gun Hold L then tap down once - Aim slant down at 45 degrees with gun Hold L then tap up while aiming slant down - Aim slant up again Hold R - Switch to Missile mode. Hold to charge up Diffusion Missile. Hold R then tap B - Fire current Missile weapon While in morph ball form: Left/Right - Roll left or right Up - Return to normal mode B - Drop a bomb A - Ball jump Hold R then tap B - Power Bomb While in the air: Left/Right - control jump Up - Aim straight up Down - Aim straight down Down twice - Roll into a morph ball in mid air B - Fire beam weapon Hold B - Charge up beam weapon (release to fire) A - Space Jump (if spin jumping) Hold L - Aim slant up at 45 degrees with gun Hold L then tap down once - Aim slant down at 45 degrees with gun Hold L then tap up while aiming slant down - Aim slant up again Hold R - Switch to Missile mode. Hold to charge up Diffusion Missile. Hold R then tap B - Fire current Missile weapon Left/right against climbable wall - Attach to wall Up while touching grabable ceiling - Attach to ceiling While on wall: Up/Down - Climb wall Left/Right - Aim away from wall A - Drop off wall A+left/right - Spin Jump off wall B - Fire beam weapon Hold B - Charge up beam weapon (release to fire) Hold L - Aim slant up at 45 degrees with gun Hold L then tap down once - Aim slant down at 45 degrees with gun Hold L then tap up while aiming slant down - Aim slant up again Hold R - Switch to Missile mode. Hold to charge up Diffusion Missile. Hold R then tap B - Fire current Missile weapon While on ceiling: Down - Aim straight down Left/Right - Move along ceiling A - Drop off ceiling B - Fire beam weapon Hold B - Charge up beam weapon (release to fire) Hold L - Aim slant down at 45 degrees with gun Hold R - Switch to Missile mode. Hold to charge up Diffusion Missile. Hold R then tap B - Fire current Missile weapon ------------------------------------------- II B. Advanced Techniques ------------------------------------------- NOTE: You can see most of these in action by watching the demo mode. Just turn the game on and wait at the Press Start screen (go ahead and skip the story sequence whenever it pops up). It will show you scenes from the game. Some of the scenes show off these advanced tricks. Wall Jump: To Wall Jump, spin jump into a wall then tap the direction opposite the wall and press A at the same time. You have to be actually touching the wall while spinning when you do this. You will bounce off the wall and jump in the opposite direction. If you touch another wall, you can jump off that one and keep alternating between walls making your way upwards. It's all about timing and finding the right place to do it. Speed Booster Space Jump: Run until the Speed Booster activates (you start flashing and trailing ghost images of yourself) then press A to jump. Keep pressing A to space jump (if you have the Space Jump ability). You will still be moving at Speed Booster speed and still able to break speed booster blocks until you hit an unbreakable wall or land on the ground. Speed Booster Warp: Run until the speed booster activates (you start flashing and trailing ghost images of yourself) then press down to duck. You now have a speed booster warp charge for a few seconds. You can move left or right and you can spin jump or space jump and continue to hold the charge. However, if at any time before the charge wears off you are not spinning and you tap A (jump) without pressing any directions at all, you will begin the warp sequence (NOTE: To do it in mid air, spin jump then tap up or B to break out of the spin, then tap A again without pressing any directions). Samus will hover in the air for a second before warping. During this second you can press up, left, right, slant up+left or slant up+right. Samus will then fly in the direction you pressed (or straight up if you didn't press a direction) until she hits an unbreakable surface. You will break through any speed booster blocks while doing this warp move. Speed Booster Warp-then-run trick: Do the Speed Booster Warp as above going straight left or straight right. If Samus hits a sloped edge while doing this, she will drop back into a run but still be moving at speed booster speed. This is useful because it allows you to run at speed booster speed across surfaces that you normally wouldn't have enough room to get up to speed on. You run along a surface below it to charge up, press Down to charge, Spin Jump up to the other surface, then speed booster warp straight across and when she hits the slope, she's running again. Then while running you can do a Speed Booster Space Jump or you can tap down to charge it up again and do it on another surface. You have to use this trick to get a few hard-to-get items. Charge Beam Screw Attack: Charge up your charge beam to full power, then do a spin jump. If you touch an enemy you will do damage to them just like with the Screw Attack. However, it only does damage once, then you have to charge up the beam again before you can do it again. You can also protect yourself from damage from certain things while doing this. It will not break Screw Attack blocks. If you touch an enemy and this move isn't powerful enough to actually kill them, you will take damage as well. ------------------------------------------- II C. Upgrades ------------------------------------------- These are the various upgrades Samus can gain throughout the game to increase her power. Missiles --- Found in a data room during the first mission (main deck) Allows you to fire missiles by holding R and pressing B. Requires you have some missiles in stock. Can destroy certain obstacles normal beams and bombs can't. Super Missiles --- Found in a data room during the fifth mission (sector 3) Makes your missiles 3 times as powerful. Can destroy certain obstacles other missile types can't. Ice Missiles --- Found in a data room during the seventh mission (sector 5) Missiles will freeze enemies they hit, allowing you to use them as platforms until they thaw. Diffusion Missiles --- Found in a data room during the fourteenth mission (sector 4) Hold R to charge up energy. When it gets full, press B to fire a missile. When the missile hits, ice power will flow out from it in a wide radius freezing every enemy and destroying every missile block it touches. Morph Ball --- Found from defeating a boss during the first mission (main deck) Allows you to morph into a small rolling ball form by pressing down twice. Can roll through small tunnels. Bombs --- Found in a data room during the third mission (sector 2) Allows you to drop small bombs by tapping B while in Morph Ball form. Power Bombs --- Found in a data room during the tenth mission (sector 5) Allows you to drop a powerful bomb that damages all the enemies on the screen (and destroys all bomb blocks and reveals any other types of blocks) by holding R and tapping B while in Morph Ball form. Requires you have Power Bombs in stock. Can destroy certain obstacles. Varia Suit --- Found from defeating a boss during the sixth mission (sector 6) Reduces damage taken and allows you to enter very hot and very cold areas without taking damage. Also makes you immune to the damage from blue X parasites. Gravity Suit --- Found from defeating a boss during the thirteenth mission (sector 5) Allows totally free movement while under water, and further reduces damage taken. You'll also be able to move around under lava with this suit without taking damage. Charge Beam --- Found from defeating a boss during the second mission (sector 1) Increases beam damage and allows you to charge up your beam by holding B, then release the button to fire a powered-up shot. Wide Beam --- Found from defeating a boss during the eighth mission (sector 3) Makes your beam wider and more powerful by splitting each shot into multiple beams. Plasma Beam --- Found from defeating a boss during the twelfth mission (sector 2) Greatly increases beam damage, and allows beams to move through many enemies to hit other enemies behind them. Also allows you to damage some enemies that could previously only be hit by missiles. Wave Beam --- Found from defeating a boss during the fifteenth mission (sector 6) Increases beam damage, and allows beams to move through walls and shutters. High Jump --- Found from defeating a boss in the third mission (sector 2) Makes your maximum jump height higher, and allows you to jump while you are in morph ball mode. Speed Booster --- Found from defeating a boss during the fourth mission (sector 4) When running for a long distance without interruption, you will start to move super fast, smashing through enemies and certain obstacles. Also allows you to do the Speed Booster Warp move (see above section). Space Jump --- Found from defeating a boss during the eleventh mission (main deck) While spin jumping you can continuously jump over and over again in the air, gaining as much height as you need. Screw Attack --- Found from defeating a boss during the sixteenth mission (sector 1) While spin jumping you are practically invincible, and will destroy any normal enemy you touch. Can also smash certain blocks that no other move can. Energy Tank --- Found in many different locations. 20 total. Increases maximum Energy (life) by 100 points. Missile Tank --- Found in many different locations. 48 total. Increases your missile capacity by 5. Power Bomb Tank --- Found in many different locations. 32 total. Increases your Power Bomb capacity by 2. ------------------------------------------- II D. Obstacles ------------------------------------------- There are several types of special blocks in the game that can be destroyed by various means. You can reveal what type of block it is by blasting it with a Bomb or Power Bomb. Note that most destroy-able blocks in the game will regenerate if left alone for a while or you leave that section and come back. Some will stay destroyed forever however. Which ones regenerate and which ones don't is just dependant on the individual block, not on what type of block it is. Here is information on each of the blocks you will encounter: Normal block Appearance when revealed: no change Destroyed by: nothing Note: Most of the blocks in the game are like this - just normal floors, walls, and ceiling that you can't affect. Illusion block Appearance when revealed: no change Destroyed by: nothing Note: This block looks just like a normal block, but you can move right through it as if it wasn't there (technically you are moving behind it). Some hidden tunnels are like this, and since it doesn't do anything with a Bomb or Power Bomb it is easy to miss these. The only way to locate one is to jump against that wall and hope you catch a ledge. Sometimes you must use the ball jump in order to be able to squeeze into a small tunnel made from these blocks. Pit block Appearance when revealed: gray box with stones in it Destroyed by: standing on it Note: These blocks are completely indestructible unless you stand on them. When you do stand on them, they immediately disappear and you will fall through them quickly. If they reform once you are beneath them, there is no way to get past them. They do take a split second to reform though, so if you are really quick you can sometimes jump back up before you are trapped. Also note that enemies do not fall through these. If you freeze an enemy and stand on the enemy, you won't fall through. You can also run across the top of them without falling if you are moving at full speed booster speed. Beam block Appearance when revealed: looks like weak cracked concrete Destroyed by: Beam, Missile, Bomb, Power Bomb, Screw Attack, Speed Booster (but not from running over top it) Bomb block Appearance when revealed: gray block with pink circle in the middle of it Destroyed by: Bomb, Power Bomb, Screw Attack, Speed Booster (but not from running over top it) Power Bomb block Appearance when revealed: gray block with a power bomb icon on it Destroyed by: Power Bomb Missile block Appearance when revealed: gray block with a missile icon on it Destroyed by: Missile or the blast radius of a diffusion missile Speed Booster block Appearance when revealed: gray block with a < icon. Destroyed by: Touching it while in Speed Booster mode or using a Speed Booster warp move. Screw Attack block Appearance when revealed: gray block with a pink circle in the middle and yellow lines coming out from the circle. Destroyed by: Screw Attack In addition to blocks there are other obstacles blocking your path: doors and X parasite barriers. L0 Gray door: Accessed by your ship's computer very soon in the game. Shoot to open. L1 Blue door: Accessed by finding the level 1 security room. Shoot to open. L2 Green door: Accessed by finding the level 2 security room. Shoot to open. L3 Yellow door: Accessed by finding the level 3 security room. Shoot to open. L4 Red door: Accessed by finding the level 4 security room. Shoot to open. Locked door: Sometimes a normal gray door will look different and be unopenable. Usually this means that you need to either destroy a gold colored enemy (formed from killing an enemy and NOT getting the parasite but instead letting it reform) or that you need to do a story event of some kind (like talk to the ship's computer in a navigation room) before it will unlock. Shutter: You have to shoot the button in the ceiling with your beam to raise these doors out of your way. If the button is on the other side of the door you need to find another way around or use the Wave Beam (since it can go through walls) to shoot it. Melted door: This door has been destroyed by some powerful force, and has melted shut. You cannot open it, find another way around. Boss Door: This looks like a huge eye where a door should be. Wait until it opens its eye. It will show either a solid yellow color or an actual eyeball. If it is solid yellow, you can't harm it and it will shoot you, so just jump out of the way. If it is an eyeball, shoot it with a missile. 3 missiles or 1 super missile will destroy it. Small yellow X Parasite barrier: Use missiles or screw attack to destroy it. Large blue X Parasite barrier: Use super missiles or screw attack to destroy it. Large orange X Parasite barrier: Use a power bomb or screw attack to destroy it. Plant pillar X Parasite barrier: You can either freeze them and jump over them, smash through them while jumping with a Speed Booster charge, or use a Screw Attack to kill them. If you don't have the Screw Attack and they are completely blocking the path, you'll have to find another way around. Also sometimes these don't grow until an X parasite from another enemy touches the smaller form, so if you are quick you may be able to get past it before this happens. There are times when you actually want them to grow, however (to freeze them and use them as platforms). In this case you should find a nearby enemy, kill it, and not collect the parasite but instead wait for it to merge with the small plant thing so it will grow. ------------------------------------------- II E. Parasites & Enemies ------------------------------------------- When you destroy enemies, X parasites will fly out of them. If you touch the parasite you will absorb it. If you don't, they will either fly off, form into an enemy again, or possibly combine with other parasites or existing enemies to make a new type of enemy. Thus you should try to absorb them quickly (note: there are certain puzzles in the game where you need to purposefully NOT absorb the parasite so that it forms into a new enemy that can be used to solve the puzzle - such as one that makes a better platform for freezing). If a parasite is flashing then you can't absorb it, and it is about to form into an enemy. If you use a Power Bomb to destroy an enemy, the parasite will be drawn to where the Power Bomb was dropped at the end of the explosion animation. This means if you drop a Power Bomb and just wait at the point where you dropped it, a bunch of parasites will fly into you to be instantly absorbed when the explosion is done. How convenient! These are the parasites you will see: Yellow parasite - restores some energy (health) when absorbed. Green parasite - gives you some missiles (up to your current max). Red parasite - restores large amounts of energy, missiles, and power bombs. Blue parasite - hurts you when absorbed unless you have the Varia Suit. Note: Blue parasites will be stunned momentarily if shot. Boss parasite - grants a new ability or upgrade when absorbed. Needs to be extracted from a Core-X that appears when a boss is defeated. As for the enemies themselves, I won't go into detail about individual normal enemies in this guide. I'll assume you can take care of the enemies yourself, and instead focus on where you are supposed to be going. Here's how to kill any non-boss enemy: 1) Try not to let the enemy or its projectiles touch you. 2) Shoot it with a beam. If it gets hurt, keep shooting it until it dies. If it doesn't, try shooting it in the back instead. 3) If a beam didn't work, try a charged beam if you have them. 4) If a charged beam didn't work, shoot it with a missile. 5) If a missile didn't work, try shooting it in the back with a missile. 6) If a missile still fails, try a power bomb. 7) If it still isn't hurt, try freezing it when you are far away from it with an ice missile or diffusion missile. This may allow you to at least get past it or use it as a platform. 8) If you still can't kill it or use it, you need a Screw Attack or full Speed Booster speed to kill it. If you can't manage that, you will just have to avoid the enemy for now. There, now you know how to defeat all the normal enemies in the game. The only really tricky ones are the ones you have to shoot in the back or freeze from a distance, but they are rare. Also note that sometimes you will encounter "gold" enemies. These are formed from killing an enemy but not collecting the parasite that comes out. The parasite will then usually combine with another enemy or another parasite to form the gold enemy. This is important because certain locked doors will only open after killing a gold enemy in that room, and sometimes you have to make the gold enemy appear on purpose by letting parasites combine. ==================================================================== III. WALKTHROUGH ==================================================================== This is probably NOT the fastest path through the game, but it tries to eliminate backtracking or going way out of your way while still collecting 100% of the items. It also focuses on getting items as soon as they are available (if you happen to be in the area already). You may actually be able to achieve a faster total time by saving a lot of them for the last item run before the end. There are some items that are very hard to get at the point the walkthrough mentions them. These are marked with a >>>>>Side Path>>>>> symbol. The rest of the really hard ones are in a separate section at the end (because that's the only time you can get most of them) called "III Q. Side mission - getting 100%" that you can skip if you don't care about getting 100%. ------------------------------------------- III A. First mission (main deck) ------------------------------------------- From your starting point follow the only path you can really take (ignore that red door, you can't open it) and head towards the N room marked on your mini-map (press Start to see the map) - these rooms are called Navigation rooms and from them you get maps and info on what to do next. Here you will get further briefing instructions. Head left then go up and through the top door. Then go down to the bottom door and left again. You are in the quarantine room now. Kill the bad guy here and absorb the yellow floating parasite. Make your way back to the nav room. After another briefing you are asked to investigate another room and the gray doors will now be open to you. Head right, up to the top of this room, and right again (shoot blinking doors to open them). This should be your first save room. Stand on the floating platform for a bit to save your game. Head right, then up to the top and right to another navigation room. In this one you are given another objective, to go get Missiles. Head right, up, right and push up to ride the elevator up. Head straight left and you can check out the Recharge room. These things refill your life and weapons. To the left of that is another Save Room. Now use the door above these ones to get to another nav room (just run on past it) and then your first Data room. Data rooms usually give you a new ability of some kind. In this case, you will be granted the ability to fire Missiles by holding R and pressing B. Head back to the nav room to learn that the elevator isn't working any more. Go back to the large room. In the middle of the right side of the room is a red glowing piece of metal. Jump on the small platforms until you are next to it, then blast it open with a missile. Go all the way right and shoot the X parasite barrier with some missiles. Fall down through some pit blocks beyond it, then shoot the weak section of the wall to your left and drop down. Keep dropping down through the weak sections until you hit the bottom and collect the Missile Tank. Head left and shoot the left wall until you reveal another Missile Tank. Head back right until you pop out into a regular section of the station again. If you need to you can head up and use the save room here. Then continue right and you will encounter your first Boss Door. This looks like a huge eye where a door should be. Wait until it opens its eye. It will show either a solid yellow color or an actual eyeball. If it is solid yellow, you can't harm it and it will shoot you, so just jump out of the way. If it is an eyeball, shoot it with a missile. 3 missiles will destroy it. With the constantly regenerating enemies nearby this can be a bit challenging - go save at the save room again after you are done if you don't want to have to repeat it (just in case). Continue through the eye door. To make it through here, you need to jump and push toward the small nooks and you will grab on to them. Then jump again and grab the next one up. Doing this, make your way right snagging the Energy Tank to increase your maximum energy. Don't drop down the pit just yet though. Stand on the left edge of the pit, aim straight up in the air and fire a missile. This will open a secret path in the ceiling. Jump up there and go right to get another Energy Tank. Then go back and drop down the pit to face your first boss. ********BOSS FIGHT************************** To defeat this boss, make use of the 2 nooks on either side of the room. Blast him with missiles only when he's facing you - if his back is turned then they won't hurt him. You can usually get about 4-5 missiles to hit him before he has a chance to react if you are quick. When he fires at you or starts to roll toward you, jump and grab on to the nook to get out of the way. Then jump off the nook and over to the other side of him. Be sure to jump off before he actually hits the wall or he'll knock you down into him and hurt you. When you have only 3 missiles left start using regular shots instead until he turns into a big spiked ball called a Core-X. Shooting the Core-X will make parasites pop out - yellow ones will heal you a bit and green ones will restore some missiles. Anyway, shoot it with a missile to damage it. It will start to flash. You can't hurt it while it is flashing, so just dodge it until it stops flashing. Hit it with another missile and it will flash again. Repeat until it dies. A large parasite will float out of it. Absorb it to gain a new ability - the Morph Ball. ********BOSS FIGHT************************** Use your new Morph Ball (press down twice) to roll under the tunnel to your left. Make your way continuously left. When you get to a blocked off part, use the climbable wall to shoot the weak blocks out, then climb on through. Keep going until you pop back out into a main section of the station again. Head up a little bit to encounter another X parasite barrier. Blast it with missiles to access the room behind it, a Recharge room. Use that then enter the nav room above it, where you will be asked to head to sector 1. Go left, down, left through the save room, down, and left through the other nav room. There's a door straight to your left that you haven't been in, but it leads to a freezing room where you will take damage and there's nothing to collect in there right now. Instead head up and use your Morph Ball to go through the tunnel on the right and get a Missile Tank. Go through the upper left door and use the Morph Ball to roll your way past the wreckage and left. Use the main elevator here to go down to the sector selection area. Follow the arrows to find the elevator for sector 1 and head on down. Use the nav room to get a new map and learn your next mission. ------------------------------------------- III B. Second mission (sector 1) ------------------------------------------- Head right, ignore the green and blue doors, you can't open them yet. Go through the gray door at the bottom right. Continue right, blast the X parasite barrier with missiles, and on to the next room. Make your way up and around through this area, and down to the fan thing. Blast it with missiles until the air clears. Continue right - you should see an Energy tank below you. Just duck and shoot out the brick in front of the gray tube, then roll in using ball form to get it. The next area is a vertical shaft going down. Ignore it for now and continue right to the door here. Shoot the wall out of your way then go right, up, left, shoot the ceiling, and up. Before going right, note that the thin line of blocks are pit blocks. Be sure to jump over them as you continue going right. Get under the fan and shoot your missiles up into it until the air clears. Now go back to the vertical shaft you skipped earlier and head down. Take the first door you see on your left and go to the end of this path to another vertical shaft. If you go on to the door to the left, you can climb across the ceiling (jump and hold Up to latch on) then go over and snag a Missile Tank. You can't do anything more here though so head back out the way you came and drop down to the bottom of the vertical shaft, then go right and through a small room to another chamber. Use wall climbing or ceiling climbing to get to the right side of the room. Climb up the far right wall and from the wall aim left to fire your missiles into the fan. Drop down and continue going right. Eventually you'll come to another room with a fan. Use the nooks in the walls to make your way up, then latch onto the ceiling and head right. From your perch on the ceiling you can fire missiles right into the fan. After it's gone, head left and go into the upper left door and snag the Missile Tank. Now go back out and through the bottom right door. Use the climbable walls and platforms to get to the top of this tunnel and go left. Shoot the button in the ceiling to open the shutter and continue on. In this watery tunnel you'll need to get to the left side while dangling from the ceiling, so you can shoot out a path in the left wall. Then jump up in there to continue on. In the next room use the bottom door to get to a handy Save point, then go back and face the top door - another Boss Door. Defeat it and go through (or go save again if you are nervous). Head left and attack the small ball to reveal a Core-X. This is different than the previous one though. You need to wait until it opens an eye thing on its side then shoot a missile into the eye. It will also shoot back at you from this same eye when you hit it, so jump as soon as you release the missile to jump over its counter-shot. You'll only get one shot in before the eye closes again, then you need to wait for it to reopen. Keep at it and you will earn the Charge Beam. Use the upper right door to exit. Shoot the ceiling then go up to the area above. Grab on to the ceiling and face left and fire missiles at the wall to reveal a hidden tunnel. Jump and grab the ledge and roll into the tunnel. In the room beyond is a hidden Missile Tank. Now go back and use the door on the right to get to another fan room. In this one you need to go right, down, and roll to the left underneath the fan. Then go up and shoot at it through the wall. When it's taken care of take the bottom right door then head up to the top and right to the save room. >>>>>Side Path>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Shoot the right side of the wall in the save room to reveal a tunnel. Jump in the air above the tunnel and while in mid air quickly tap Down twice to roll into a ball in mid air. While falling as a ball hold right and you will roll into the tunnel. On the other end of the tunnel, use the Wall Jump technique (see the Advanced Techniques section) to make your way up this shaft to a Missile Tank. <<<<