Metroid: Other M Walkthrough :
This walkthrough for Metroid: Other M [WII] has been posted at 11 May 2010 by slayer2deth and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up slayer2deth and share this with your freinds. And most important we have 3 other walkthroughs for Metroid: Other M, read them all!
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Walkthrough - FAQ/Walkthrough****************************************************************************** _________ _ ,-´\_______ `-,-´/ _____ _____ __________ ___,´___;\ _____`;´ ,`. ______ ______ ________ `. `. ,´ .´ `. ____ || __ __ |\ __ `.´ \´ __ `. `. .´ `. _ `. | . ` . | | |____`''´/ | | `'| | ) | | / \ | | | | | \ | | |`. ,´| | | ____| | | |,-´¯| |,´ ,| | | | | | | | | | | | | ` | | | | | | |`-. | |`. `| | | | | | | | | | | | | | | | '----´| \ | |_,´ | |,´`. `.\ `--´ / | | | '-´ / ´----` ´----` ´---------' ´.--;´ _;---` ´-,---``------´ ´----` ´-------´ _}´ _,-´\____,\´ ,´ /_,-´-._________\-´ ______ _ _ ___ ___ / __ \ __| |__ | | ____ _ __ | \ / | | | | ||__ __|| |____ / __ \ | /__| | | \/ | | | | | | | | | __ \| ___|| | | |\ /| | | |__| | | |_ | | | || |___ | | | | \ / | | \______/ |___| |_| |_| \____/ |_| |_| \/ |_| Title Art by: bananagirl and CyricZ ****************************************************************************** A FAQ/Walkthrough by CyricZ Version 1.0 E-mail: cyricz42@yahoo.com ****************************************************************************** Table of Contents 1. Introduction 2. FAQ 3. Basics 3A. Controls 3B. Menus/Displays 4. The World of Samus 4A. Basic Moves 4B. Special Moves 4C. Beams 4D. Missile Systems 4E. Morph Ball Systems 4F. Suit Upgrades 4G. Misc. Systems 4H. Collectibles 5. Walkthrough 5A. Part 1 - "Baby's Cry" 5B. Part 2 - Feral Wildlife 5C. Part 3 - Perilous Research 5D. Part 4 - Beating the Heat 5E. Part 5 - Survivors 5F. Part 6 - Out of the Frying Pan 5G. Part 7 - Vendetta 5H. Part 8 - Objections 5I. Finale - Mothers 5J. Epilogue - Ghosts 6. Collectibles 6A. Missile Tanks - Main Sector 6B. Missile Tanks - Sector 1 6C. Missile Tanks - Sector 2 6D. Missile Tanks - Sector 3 6E. Missile Tanks - Other 6F. Energy Tanks 6G. Energy Parts 6H. E-Recovery Tanks 6I. Accel Charges 7. Enemy Database 7A. Crawlers 7B. Fliers 7C. Stationary 7D. Predators 8. Extras 8A. Examine Search Answers 8B. Unlocks 9. Standard Guide Stuff 9A. Legal 9B. E-mail Guidelines 9C. Credits 9D. Version Updates 9E. The Final Word ****************************************************************************** 1. INTRODUCTION ****************************************************************************** Hello, and welcome to my FAQ/Walkthrough of Nintendo's 2010 foray into the Metroid series, Metroid: Other M! Designed by Metroid co-creator Yoshio Sakamoto with programming supplement from members of Tecmo's Team Ninja, this adventure puts Samus in a Federation ship overrun with Metroid's standard of vicious beasts and machinery gone haywire. In this guide, you'll find a walkthrough for completing the game's events, as well as lists for finding all the hidden pickups, and strategies for dealing with enemies. Please enjoy. ****************************************************************************** 2. FAQ ****************************************************************************** Q: What is Metroid: Other M? A: This game is the 2010 edition of the vaunted Metroid series, starring female bounty hunter and space warrior Samus Aran. Q: Where does this take place in the Metroid timeline? A: This game takes place between Super Metroid and Metroid Fusion. Here is the timeline, for those interested: - Metroid (NES) or Metroid: Zero Mission (GBA) - Metroid Prime (GCN) - Metroid Prime: Hunters (DS) - Metroid Prime 2: Echoes (GCN) - Metroid Prime 3: Corruption (Wii) - Metroid II: Return of Samus (GB) - Super Metroid (Metroid 3) (SNES) - Metroid: Other M (Wii) - Metroid Fusion (Metroid 4) (GBA) Q: Was this game developed by Team Ninja, the same guys who did Ninja Gaiden and Dead Or Alive? A: From an art and programming aspect, yes. Credit for the main design and story can be lain at the feet of Metroid co-creator Yoshio Sakamoto, for better or worse. Q: What has been changed in this game? A: The game is largely controlled from a third-person perspective, in a 3D variation on the classic Metroid 2D style. A feature exists so the player can switch to a first-person view for precision firing and exploring, although the player is largely unable to move in this situation. More will be explained in the Basics section about the control scheme. Q: Does Samus really talk in this game? A: She does indeed. Again, this is for better or worse. Q: I'm stuck in a first-person mode! What does the game want me to do? A: I call these "Examine Search". The game wants you to look at a particular object in the environment and focus on it for a couple of seconds to move the story forward. The problem is that your aiming crosshair doesn't gravitate towards this hot-spot, and needing to stare at it for a moment means random searching is difficult. I provide a list of Examine Search moments late in the guide if you're stuck on any one in particular. ****************************************************************************** 3. BASICS ****************************************************************************** ============== 3A. Controls = ============== It's important to note that there are two separate control schemes for Samus. The first is Normal View, which requires you to hold the Wii Remote horizontally and is used for basic movement. The second is Search View, which requires you to point the Wii Remote at your TV and allows you to look through Samus' perspective. Normal View - Control Pad - Move Samus in any direction relative to the camera 1 Button - Fire your weapon 2 Button - Jump A Button - Activate Morph Ball + Button - Access Pause Screen/Map Search View - Pointer - Move the crosshairs A Button - Fire your weapon B Button - Hold and you will adjust your view in the direction you point the crosshair. If your crosshair passes over a target of interest while holding B, you will focus on that target. + Button - Access Pause Screen/Map More detailed descriptions on specific actions can be found in Section 4. ==================== 3B. Menus/Displays = ==================== Main Menu - When you first begin the game, you'll automatically be put into a New Game. You'll be given the options of what language you'd like the game to be in (English, French, Spanish), and whether or not to have subtitles turned on. After you establish your game and save file, starting the game up again will take you to the Save Files screen. From there you can choose your file, copy/delete current ones, and access the same two Options as before. Main Display - The majority of the HUD that exists in this game is at the top of the screen. - The upper left corner has your Energy Meter. As you collect Energy Tanks, they will be represented by squares beneath the current energy. Each Tank corresponds to 100 Energy Units. If you're at a critically low level of energy, this will turn red. - The Charge Meter is directly below the energy meter. This fills with color as you charge up your beam, illustrating how charged you are. Also, when you release a Power Bomb, this area will be completely red, then will gradually decrease. When it is fully empty, you can use a Power Bomb again. - The Missile Stock is to the right of the Energy Meter, and it monitors your current and maximum number of Missiles. - The upper-right corner houses your Radar. This gives you an outline of the area you're currently standing in (which is more detailed than what is presented on the Map Screen). Doors to exit the area will appear on the periphery as colored lines, green for unlocked doors and red for locked. If there are threats in the room, you will see flashing red bars on the edge of the radar. If there is a visible collectible in this room, you'll see a blue circle pointing to its general location. Note that this will not always appear, especially if the item is well-hidden. Pause Menu - The Pause Menu begins by bringing up the Map Screen, which I'll describe shortly. Pressing 1 while on the Map Screen will bring up three tabs: Status, Characters, and Story. Status lets you see Samus' currently equipped items, as well as the number of collectibles she has. Characters gives you quick bios on any you have met in the game. Story gives you a quick update on what has happened so far in the game. Map Screen - The Map is a non-rotatable perspective on your current sector. It gives you the general shape of major rooms, but specific details are better seen in the in-game radar. There are a few icons that pop up that you might be interested in: - Yellow Square: Your current objective. Oftentimes, this will be a Nav Room that will fill in your map with what lies ahead. - Green "N": A Navigation Room, where Samus can restore her levels and save her game. - Yellow Double Arrow: This refers to an elevator. Elevators may be labeled with their destination if it's another sector. Otherwise, it's simply an elevator in the same sector. - Blue Circle: A collectible item. There are times where these appear on your map upon you clearing the area of enemies. This does not always appear, however, so exploration is still encouraged. ****************************************************************************** 4. THE WORLD OF SAMUS ****************************************************************************** The Bottle Ship is a dangerous place. Since it fell into ruin, it has been overrun with a host of creatures, many familiar to Samus and her trips on Zebes. Samus will have to use several classic and many new abilities to stay in one piece while untangling the mysteries. ================= 4A. Basic Moves = ================= Basic Movement: - While in Normal View, press the Control Pad to run in the desired direction relevant to the camera view. - Samus will automatically climb over small obstacles in her path. - Samus will not automatically run off ledges if it leads to a significant drop. Jumping: - While in Normal View, press 2 to leap into the air. - If not moving the Control Pad when you push 2, Samus will jump straight up. - If moving the Control Pad, Samus will perform a "spin jump". - During either kind of jump, pressing the Control Pad while in the air will adjust Samus' movement somewhat. Weapon Firing: - While in Normal View, press 1 to fire your weapon. While in Search View, press A to fire. - In Normal View, you will fire your shot in front of you. If there is an enemy in front of you, Samus will generally automatically attempt to aim for it. - In Search View, you will only fire straight at where the crosshair is pointing. - More information on weapons fire can be found in the Beams and Missiles sections. Targeting/Locking On: - While in Search View, hold B and you will be able to move your viewpoint around by moving the crosshair using the Wii Remote pointer. - While holding B, if you pass your crosshair over a target, you will lock on to that target. - Targets can be enemies, objects that can be destroyed with a certain weapon, collectibles, or points of interest. - There are points in the game where you will be forced into Search View and required to point out something peculiar in the environment. Power Grip: - When jumping towards a ledge, it is sometimes possible for Samus to grab onto it with her free hand. This happens automatically. - In addition to the ledge of a platform, several shafts have ledges along their length, marked by stripes. - You cannot move while hanging from the ledge, but you can switch to Search View at any time to fire behind you. - Press 2 while on the ledge to disengage and jump. If you hold in the direction away from the ledge, you will kick off the wall as you jump. - If hanging from a vent, or any area where the clearance is small, pressing 2 will cause Samus to roll into it as a Morph Ball. Concentration: - Hold the Wii Remote vertically and Samus will raise her weapon arm. Hold down the A button and Samus will concentrate. - This is a means for Samus to replenish energy and missiles while in the field. - Missiles can be restored to their maximum at any time. - Energy can ONLY be restored when Samus is in "emergency" health status. The energy bar will turn red when this is in effect. The amount of energy Samus will restore is dependent on how many E-Recovery Tanks you have. - Aside from Navigation Stations, there are no other means of restoring energy or missiles. Enemies will NOT drop free-floating powerups to restore these reserves. =================== 4B. Special Moves = =================== Kick Climb: - Also known as a "wall jump", this is a means for Samus to ascend somewhat small vertical shafts. - Spin jump towards a wall and push towards it to stick to it. You'll begin to slide down. - Press the 2 button and you'll kick off the wall in the opposite direction. - Not all walls can be climbed in this manner, but most small shafts can. - Practice is key for mastering this. If you find yourself having trouble, take the jumps more slowly, and make sure you stick to the wall before trying to make the next jump. Sense Move: - Also known as a "dodge" move, this is a new technique that allows Samus to avoid incoming damage. - When an enemy attempts either a melee or a ranged attack, quickly tap the Control Pad in any direction and you will perform a quick dodge in that direction. - This move can also be used in Search View, and is activated by moving the Wii Remote pointer off the screen. - This move is essential to master for survival, so get familiar with it quickly. - If you are holding the 1 button down (charging) while you perform a Sense Move, then you will come out of the Sense Move with an automatically charged weapon. Overblast: - This is a devastating manuever that allows Samus to deliver a charged blast on an enemy from above. - Jump onto the desired enemy and you will begin charging your weapon. Press the 1 button to fire. - This is mainly done on large or "fighter" types of enemies. The small fliers or crawlers usually move too fast or cannot support Samus' weight. - If you take too long to charge or fire your weapon, the enemy may throw you off and you may take damage. - Experiment when this is a good tactic. Some enemies are too skilled to be caught by this move. Others may need to be disabled for a moment before it will be effective. Lethal Strike: - This maneuver allows Samus to take a stunned enemy and finish it off with a charged blast. - If an enemy is noticeably prone on the ground or otherwise stunned, hold down the 1 button to charge and move into the enemy using the Control Pad. Release the charge to blast your foe. - This move is almost always an instant kill, but not all foes will give you the opportunity to use it. =========== 4C. Beams = =========== Power Beam/Charge Beam: - Samus begins her mission with these beams available to her. - The Power Beam is a simple straight shot of energy. - The Charge Beam is a function where Samus can increase the power of her beam several-fold. Hold down the 1 button in Normal View or the A button in Search View to charge, and release the button to fire. - You must charge the beam completely to fire a charged shot, otherwise you will fire a normal shot upon release. - Collect Accel Charges to decrease the amount of time required to fully charge. Also, performing a Sense Move while holding down the fire button will automatically charge the beam completely. Diffusion Beam: - Samus will find this weapon after defeating the FG-1000s in Sector 1. - With this module, when Samus fires a fully charged shot, the shot will spread out on impact, causing splash damage to the surrounding area. - Samus can use this to quickly cause damage to multiple enemies grouped together. Ice Beam: - Samus will activate this weapon while fighting Zebesians in Sector 3. - This beam fires a super-cooled blast that causes more damage than the straight Power Beam. - Several enemies can be frozen in some manner with this beam. Some will be completely frozen. Others may only have certain parts frozen (like the arms in the case of Zebesians). In some cases you may need to charge the beam for it to have the proper effect. Wave Beam: - Samus will activate this weapon while fighting Super Zebesians in Sector 2 not long after battling the Ferrocrusher. - This beam fires a purple undulating shot that causes more damage than the previous Ice Beam. - Also, this beam can travel through glass windows, which can be used to hit enemies or beam switches on the other side of them. - Just as an aside, the Ice Beam will still be in effect with this active, so you haven't lost the ability to freeze enemies with enough firepower applied. Grapple Beam: - Samus will activate this beam during her second trip to Sector 3 once she notices Anthony in trouble. - This tether-like beam can be fired at Grapple Points, which look like floating circular machines that are lit red when you're out of range, and green when you're in range. - Target the Grapple Point using Search View, then press A to attach to it. - While tethered, press A or 2 to leap off the Point. Time your leap so you either jump forward or backward. - Grapple Points will only allow to swing back and forth in one line; you cannot adjust the direction of your swing. Plasma Beam: - Samus will fire up her strongest beam during that big fight at the very end of Sector 3. - This beam fires a very quick green sparky shot that causes considerably more damage than the previous Wave Beam. - The beam can also travel through enemies that it destroys. - Enemies that were a problem earlier in the game will suddenly become a lot more trivial with this puppy in town. ===================== 4D. Missile Systems = ===================== Normal Missile: - Adam will authorize the use of the Normal Missile during the battle with the Brug Mass. - A Missile can only be fired from Search View. Pass your crosshair over an enemy or an object that requires a Missile to destroy and you will lock on to it. Press A to fire the Missile. - Missiles cause ballistic damage which can be very damaging to some foes and can destroy certain barriers. - You begin with a stock of ten Missiles. Collecting Missile Tanks will increase this stock by one, up to a maximum of 80. - Missiles can be replenished at any time by performing Concentration for a few moments. Super Missile: - Samus will activate this just before the big fight at the very end of Sector 3. - While in Search View, charge up your beam, select a legitimate target while holding B, and release the A button to fire a very powerful missile. - Using this consumes five Missiles. - This is probably Samus' most singularly damaging attack, particularly against enemies immune to the Screw Attack. - Certain gray plates with red and blue circles on them can only be destroyed with Super Missiles. Seeker Missile: - Samus will find this weapon in Sector 1 late in the game after fighting a particularly persistent enemy. - While in Search View, charge up a Super Missile on a target as normal. If there are any other targets in your view, they will also be selected once the charge-up is complete. Release to unleash death. - Using this consumes the same five Missiles a Super Missile uses, regardless of all that extra stuff flying around. - The effectiveness of this technique is debatable, except for specifically tailored situations. It is, after all, difficult to get every enemy in the room in one consolidated group to blow away. ======================== 4E. Morph Ball Systems = ======================== Morph Ball: - Samus begins her mission with this iconic module. - Press A while in Normal View and Samus will roll into a ball about one meter in diameter. - Move in this form using the Control Pad and jump using the 2 button. - In this form, Samus can roll into small passages and under low ceilings. Normal Bomb: - Adam will authorize the use of Normal Bombs following the fight with the Brug Mass. - While in Morph Ball form, press the 1 button to lay a Bomb. - Bombs are small packets of explosive energy. They can be used to damage enemies or destroy certain barriers. - Samus can lay three Bombs at any one time. A small delay is needed to replenish more Bombs. - If Samus charges her beam and then enters Morph Ball mode, she will drop a cluster of Bombs on her location. - A Bomb can also lift Samus in the air. While Bomb Jumps are not all that necessary in this game, there are some instances where they could prove useful. Power Bomb: - Samus will allow herself to use these only at the endgame sequence, and in the epilogue thereafter. - While in Morph Ball form, charge up with the 1 button and release to drop a very nasty bomb explosion. - After laying a Power Bomb, you will face a down time of roughly twenty seconds before you can use it again. - Power Bombs can roast most enemies caught in their blast. There are a few that are immune or do no worse than take a bit of damage. - The main use for these is in the epilogue, where you find dormant Desbrachians lodged into the wall. They look like black spheres until you wake them up with a Power Bomb. After you defeat the Desbrachian, you can access the door behind them. =================== 4F. Suit Upgrades = =================== Power Suit: - Samus begins her mission with her basic suit. It's yellow in color and offers no special protection apart from the basic elements and the vacuum of space. Varia Feature: - Samus activates this feature on her suit just before fighting the Goyagma in Sector 3. Her suit will adopt a predominantly orange color at this point. - This prevents Samus from taking damage in heated areas and reduces the speed energy falls when she touches magma. - The feature also reduces the general damage taken from enemies. Gravity Feature: - Samus activates this feature on her suit late in the game in a hidden sector following an encounter with vacuum. - The main feature of this suit is to always keep Samus firmly planted on the ground regardless of whether she's in water or in an area with messed- up gravity. - The feature also further reduces the general damage taken from enemies, and further slows damage taken from touching magma. =================== 4G. Misc. Systems = =================== Speed Booster: - Samus activates this system once she finishes exploring the southeeastern portion of Sector 2. - This system allows Samus to run at great speeds with enough of a running start. To use it, simply run in any one direction for about five seconds. Samus will run at increased speed and generate a shockwave that will damage enemies she comes into contact with. - In addition, Samus can smash certain walls down while running, and can run up inclined slopes that would otherwise lead to her sliding down them if moving at normal speed. - You must maintain a single direction when running. Changing direction even slightly will cancel the Booster's buildup. Also, any obstructions in your path, even as small as a bump in the ground, can arrest your momentum. - That said, while you have to be holding the Control Pad in a particular direction at all times, it's possible for Samus to not always be *travelling* in one direction and still intiate this. For example, in certain circular rooms, the camera will stay at the perimeter focused on the center of the room, and you can run around the room itself holding to the left or right and still build up the proper momentum. Shinespark: - This function comes with the Speed Booster. - Once you initiate the Speed Booster, you may hold down the 2 Button at any time during your run to stop where you are and store the energy of your momentum. - Release the 2 Button and you will launch straight up in the air, about 100 scale feet. - Alternatively, if you push the Control Pad in any direction and hold it there and then release the 2 Button, you will launch in that direction. - This technique is perfect for reaching incredible heights and crossing large horizontal expanses. Space Jump: - Samus activates this function just before entering the Bioweapon Research Center. - This function allows Samus to jump again while in midair indefinitely. - Samus must be spin-jumping for this to work. - Samus gains a small bit of height from this, but unlike previous games, there is a rather low limit to how high she can go. This is mostly used for jumping over long horizontal gaps. Screw Attack: - This function comes with the Space Jump. - When Samus spin jumps, she will generate a whirling dervish of energy- powered death. - A vast majority of enemies caught in the Screw Attack will be instantly destroyed. Most others will be at least damaged. - This attack tends to trump many other strategies I've put forth in the game for defeating enemies, so don't feel like you have to e-mail me saying it's a better option. I feel that all goes without saying. ================== 4H. Collectibles = ================== Missile Tank: - Collecting this blue conical object will increase your missile stock by one. Yes, just one. - There are 70 of these in the game, giving you a maximum of 80 on top of the ten you begin with. Energy Tank: - Collecting this red cylinder will give you an extra "square" in energy, increasing it by 100. - There are five full Energy Tanks to be found in this game. Energy Part: - Collect four of these smaller pink cylinders and you will you have an extra "square" in energy, increasing it by 100. - The energy is only applied once you get the fourth part. One, two, or three on their own are effectively useless. - There are 16 Energy Parts in the game, which give you four Energy Tanks. Combined with the five Energy Tanks you can find will give you a total of nine extra tanks by the game's end. E-Recovery Tank: - This purple cone will extend your energy recovery. - For each one of these you find, you will be able to restore an extra Energy Tank worth of energy when you perform Concentration. - Also, each one of these you collect will increase the threshold of the "emergency mode", that allows you to restore energy by Concentration. - There are three of these to be found in the game. Accel Charge: - This yellow cylinder will reduce the amount of time it will take Samus to reach full charge when she uses her Charge Beam. - There are six of these in the game. ****************************************************************************** 5. WALKTHROUGH ****************************************************************************** Directions in this game will be a bit squirrelly. I'll be offering them based on your perspective from the camera for the most part as opposed to compass directions. While compass directions would work given that the map is in a fixed perspective, the constant camera angle changes will get you all turned around. Also, naming rooms is going to be a bit tough, because they don't have names like in the Prime series, and several rooms look similar to others. I'll try to provide compass direction in this case, such as "Southern Passage" and the like. There are some rooms that definitely have names, and I'll be using those, of course, and presenting them in ALL CAPS as they come up. Lastly, we will be picking up items as we go and most likely will not be wandering around backtracking for them until the end, so if you feel like you need to break away from my walkthrough to go collect some items, do so, but be wary that this game likes to seal off areas it doesn't want you to go to, especially in the first half of the game. In my opinion, this game doesn't get so hard that you absolutely need as many items as you can get. You'll find that employing proper use of Samus' skills will be more helpful than stocking up on ammunition and energy. So, okay. Enough logistics. Let's get started! =========================== 5A. Part 1 - "Baby's Cry" = =========================== Examination Room - Your tutorial with Samus will be in an exam room in a Federation Base. Follow the tech's instructions as you practice with your Charge Beam, Morph Ball, Bombs, Kick Climb, Weapon Fire, Sense Move, Concentration, Search View, Missile Launching, Lethal Strike, and Power Bomb. From here, you will watch some more cutscenes, and then enter your mission, proper. --- == Main Sector == Main Hangar - As you enter, you'll begin your first EXAMINE SEARCH, where you will be locked into Search View until you find a particular point of interest. In this case, focus on the Federation Emblem on the side of the ship in front of you. Once you regain control, head to the right. Hangar Access - Run to the end of the corridor and you'll trigger a cutscene. Demonstrate your abilities to your friends by locking on to the blast door and firing a Missile to open it. Follow the team through the door. Hangar Shaft - As you enter this room, you'll be assaulted by a Reo and knocked off the ledge you're on. You'll face a large swarm of them, but don't panic. Despite their numbers, Reos are weak and slow to act, and normal shots are more than enough to destroy them. Once the room is clear, head over to the right and note the green light on the grating. Target this using Search View and fire several beams (or one charged beam) at it and you will partially open the grating. Roll under it using the Morph Ball, then hop up the series of ledges to the point where you were before. Blast the Geemers crawling around, and continue climbing. You'll have to deal with another swarm of Reos before you reach the door at the top. Note the blue circle on your map. This means there's an item to be found here. Unfortunately, you cannot access it, yet, so continue on. Checkpoint Access - This corridor is populated with Skrees, ceiling-dwelling pests that divebomb you. You can either dodge and blast them or simply run past them at top speed and to the next area. Checkpoint Room - A small bunch of Reos will swarm out the left-hand door. As a curiosity, you can go through that door to find something I'll bet you never expected to find in a Metroid game: a restroom. Samus, of course, can only enter the ladies' room, and there's nothing inside, but it's an interesting bit of color. In the main room, head up the stairs and stand in front of the red terminal to activate it, which will open the door. Checkpoint Shaft - Kick Climb up the broken elevator shaft to the upper area. Electrical Access - The door will lock behind you. Blast the Geemers in this room, then head through the only unlocked door. You can't do anything about that item in the shaft above at the moment. South Bridge - Blast the Geemers that crawl towards you and head through the door at the far end. South Lift - With the power down, you can't use the lift in the middle of the room, so climb up the ledges to the top, then head around to the left door. Main Sector Nav Booth 1 - Use this to save your game and restore your energy. Simply stand in the booth for a moment to activate it, then press on. Observation Access - Follow this tunnel to the end. Observation Deck - Shortly after you enter, you'll face your first major enemy: BRUG MASS - This collection of tiny purple Brugs is focused around an eye-like Emperor Brug. Peck away at it with a few shots and you'll find that your Power Beam will be ineffective. Aim at the eye and the Mass will take a swing at you, so use a Sense Move to dodge (move the Wii Pointer outside of the field of view). After you do that once, Adam will have his troops use their Freeze Guns and will authorize you for the use of the NORMAL MISSILE. Avoid the thrashing arms as best as you can. You can either get a lock on the eye for a Missile shot, or you can jump up onto the Mass to fire a charged shot via Overblast. Once you connect, the GF folks will manage to freeze one of the "arms". Target the frozen arm and let fly a Missile to shatter it. With one arm gone, the Mass will next attempt to swing its remaining arm in a circle, which will be tougher to avoid. Connect another shot on the eye (Missile or Overblast) and the other arm will be frozen. Shatter it with a Missile. Now the Mass will start hopping around. Get another shot on the eye and the Mass' base will be frozen. Another Missile, and the eye will be separated. Blast the eye repeatedly to destroy it. Following the battle, you'll be given your mission orders; to head to Systems Access and turn on the power. He'll also authorize the use of NORMAL BOMBS. Head back the way you came. Observation Access - Geemers now populate this area. Note that one will pop out of a light-colored hatch. Once you deal with the Geemers, roll into the hatch. Bomb the mesh at the end and take the MISSILE TANK behind it. Now, head out through the south door and through the Nav Room. Drop down the South Lift and head right, then head across the South Bridge to... Electrical Access - Deal with the Geemers in this room. Now, take note of the rather obvious tunnel on the left wall. Roll up it as a Morph Ball, then blast the mesh blocking your way to the ENERGY TANK and continue to the right. SYSTEM MANAGEMENT ROOM - Walk up to the terminal and you'll discover why it's been so difficult to turn the power on. There are two Fly Pods on the back wall that are spewing out Reos. You can fend off the Reos, but what you really need to do is target the pods and fire three Missiles at each one to destroy them. Now, you can access the terminal again, which gets the power back up. Okay, let's backtrack just a little to pick up a couple of items. They're very local, so it won't be too out of your way. Exit the System Management Room and head down a couple of rooms to... Checkpoint Room - You'll know you're in the right room because you can't go further south. On the upper floor, behind the glass wall, you'll see a vent spewing steam. Target it with a Missile and roll inside the tunnel to the far end... Main Hangar - Hey, we're back here, only on a back catwalk. Grab the MISSILE TANK, then use the terminal to open the door. Follow this passage back to... Hangar Access 2 - Use Kick Jumps to hop up onto the crates at the front end of the room, then hop onto the ledge on the left wall. Bomb the grate away and roll into the tunnel to find another MISSILE TANK. Now, head back to the main room, and leave by the door on the back wall. Pass through the next passage into... Hangar Shaft - Drop down to the very bottom of the shaft. Near the front wall is a small square covering that can be bombed away. Roll inside to fine another MISSILE TANK. Be careful leaving, as Geemers will suddenly show up. Climb up to the top and retrace your steps all the way to... Electrical Access - Let's resume our mission. Head out the back door. South Bridge - Whoops! As you get dropped down the pit, you'll be attacked by three Sidehoppers. The game instructs you to use Overblast on them, so oblige it, as it is one of the better means of dealing with these guys. After they're defeated, head to the front wall as far as you can go. Kick Jump up the walls and you'll find a small platform with a MISSILE TANK. Now, head to the back wall and note the shaft on the left side. Look to the top and blast the top off the shaft with a Missile, then Kick Jump to the top. You can use the terminal to restore the bridge, but it's unnecessary at the moment. Head through the back door. South Lift - With the power on, you can use the lift in the center of the room, so do so. You can also use the terminal to your right, which will extend some ledges below, including one that will let you enter a small yellow-marked tunnel on the left wall, which has a MISSILE TANK inside. Head through the back left door at the top, then pass through the next tunnel. Observation Deck - Adam will open the door to your right and task you with surveying Sector 1. Observation Lift - Ride up the lift and head through the door on the back wall. North Passage - Note the vents above you. Later in the game, Reos will spill out of these, but look up in the second one to find a dormant Fly Pod. Blast it away with Missiles, then Kick Jump up to the top to find a crate. Blast it open and take the MISSILE TANK, then drop down and exit by the far end. North Lift - Before entering the lift, notice the squares bracketing it. That's a ball tunnel, so grab onto it and press A to roll up into it to find a crate that you can bomb away for a MISSILE TANK. Now, enter the lift to be lowered. You can leave by the door on the back left wall, but let's explore a bit. Head to the right to find a small ledge you can hop onto, then begin climbing up the ledges in this room. Watch out for the Bulls in this area, which are creatures that release toxic gas when excited or destroyed. Once you reach the very top, you'll discover an ENERGY PART. Elevator Hub Access - There are some more Bulls here, but what you really should be prepared for is an ambush by about five or so Sidehoppers. You'll have to move up and down the hallway to scare all of them up, and you can't leave until they're all dead. MAIN ELEVATOR - Only one elevator is open to you, the one to Sector 1, so hop in. ============================= 5B. Part 2 - Feral Wildlife = ============================= Missiles: 18 Energy Tanks: 1 Energy Parts: 1 == Sector 1, Biosphere == Elevator to Main Sector - Head to the right to find a Nav Room. Use it, then continue to the right through the next tunnel. South Jungle Path - You'll find several Reos and a couple of Fly Pods in this room. Also in here are a couple of "Grippers", plant-like enemies. If you ever get munched by one of them, turn into Morph Ball and lay a Bomb to minimize the damage. At the far end of the path, blast the vines with a Missile to exit. South Greenhouse - As you enter this enclosed room, you'll be attacked by a cackling Ghalmanian. These purple chameleon-like foes can make themselves invisible and will spit globs of acid at you. The easiest way to defeat them is to switch to Search View. You'll find you can still target them for Missiles, so blast them and then you can rush in for a Lethal Strike. Note that there are two Ghalmanians in this room, although you initially see only one. Take care as you exit this room, because the next passage has some Fly Pods on the ceiling. Circle Ramp South - Geemers, Reos, and Grippers populate this room. Now, although you can easily stay on the ground floor and head for the door at the other end of the room, you'll find you can't go far into that room before having to turn back, so instead head up the central ramp. Although some Grippers are background on the main plant and can't be interacted with, there are others that will attack you, so watch for them on the ramp itself. As you near the top of the ramp, a yellow platform will note your stopping point, so cross it to find a door covered with vines that you'll need to Missile away. You'll find another Nav Room beyond the door. Western Slope - Before you enter the room proper, you'll be in a passage with a bunch of Wavers. These guys can divebomb you as they float, making them rather annoying. I suggest ignoring them and pressing on to the main room. Blast the Grippers, then head down the slope. You'll slide down it and will need to avoid the purple thorns so you don't take damage. At the bottom, you'll be attacked by a Griptian, a creature that can roll into a ball to attack, as well as jump and slash. One of my favored ways of dealing with these guys is to nail them with a charged blast while they're in a ball, then hop onto their backs for an Overblast, then finish them off with a Lethal Strike. You'll have to deal with a total of three Griptians before the door to the right at the far end unlocks. Specimen Observation Passage - Although the broken window by the floor seems obvious, that just leads to some Wavers and Poison Grippers (a weaker version). Your actual destination (since you can't go through the door on the right) is on the upper part of the back wall. The green-lined vent on the right is open, and leads to a MISSILE TANK. Continue past it to enter the next room. Specimen Observation Lobby - Drop down to the lower floor and head right. Specimen Observation Labs - Head to the far right door. BREEDING ROOM - Head inside this room for a cutscene, then leave. Return to the Lobby. Specimen Observation Lobby - Head up the stairs and through the door on the back wall. Use a Missile to blast the tank in the center of the room, then hop in as a Morph Ball to be returned to the Passage. Head back left and out. Western Slope - Head back the way you came and you'll enter an EXAMINE SEARCH. Your target is the rustling bushes to your left. Aww. Cute little guy, huh? Head through the back door that Adam just unlocked. Western Jungle Path - Two Fly Pods are in this room. You'll notice as you reach the end that you'll slam into an invisible wall. Take a look at the west wall of the room and see if you can spot a hole in a log that you can climb up into. Roll through the tunnel and you'll find a terminal, which you can use to remove the jungle holograms on the back wall. This also removes some holograms further back down the path, so head back that way and climb up some metal steps to grab a MISSILE TANK. Now, head through the back door. Steam Tunnel - Your friendly neighborhood Geemers infest this place. There's another beam switch on the back wall that you need to blast with your beam. Once you fill up its charge, it will release steam that will incapacitate the Geemers and open the back door. Western Plateau - Reos are coming out from under the waterfall. If you know the golden rule of video games, there's always something hidden behind a waterfall. Blast the Fly Pod behind it and you'll find a tunnel allowing you to roll to the upper area of the plateau. There's another holo-wall at the back, so head to the right and back down to find the terminal to disengage it. Unfortunately, this wakes someone up. The Dragotix may seem like a fearsome enemy, but just keep your distance, use Sense Moves, and fire Missiles at its underbelly and you should be okay. Kick climb up the back shaft and head through the door. Plateau Access North - I say, what's with the Geemers under the floorboards? Roll into the little space they're occupying after cleaning them out to find a MISSILE TANK, then proceed to a curvy corridor with a whole bunch of Wavers and a slope. Don't forget to jump over the thorns! Nav Room - This is one of the few location-important Nav Rooms. Note that recording your stuff doesn't open that door at the far end. Instead, use a Missile to blast open the door on the left and enter the hole as a Morph Ball. Observation Corridor - Note the cool creatures outside the windows. You can't fight them yet, but I'm sure you know that you will be eventually. Break Room - The door on the left leads to another restroom. Cool thing about this one is that it has an ACCEL CHARGE module behind one of the doors. Head out the back door. Ruined Elevator Shaft - You'll come across a couple of corridors with Bulls and Geemers, then head right to a shaft that you'll need to climb. Note the striped ledges that you can cling to. Also note that there are Geemers all over the place, so take a moment at certain ledges to look up in Search View and peck at the Geemers. Once you near the top, you'll see some sparking stuff close to the ceiling. Blast it with a Missile. Whoa, the lift above just dropped a bit, exposing some more sparks. Even more pressing is a Ghalmanian below you that just showed up. Now, before you blast the other set of sparks, drop down to the part of the ledge that allows you to stand up inside it. This will prevent the incoming lift from smashing you as well as the Ghalmanian when you blast the sparks. Having done so, crisis averted. Continue your climb to the top, and blast any more Geemers in the area. Before hopping over the exit on the left, climb to the highest ledge on the right, then press 1 to roll up into the tunnel here to find a MISSILE TANK. Now, you can hop over to the left and exit through the far door. North Plateau Observation - The door on the left requires a Super Missile, so you'll need to head through the far door, BUT FIRST, drop into Morph Ball and scour the right wall for an easy-to-miss passage leading to a crate with a MISSILE TANK inside. Now, head through the far door to get a nice view of the plateau below you. Use a Bomb near the yellow lights on the far right side to blow open the vent and drop in. Western Vents - Roll through these vents, blowing apart any blocks that get in your way. There's a MISSILE TANK at the far right end of the first tunnel, but you may drop into the little hole beforehand. If that happens, set Bombs repeatedly to boost yourself up to it. Anyway, continue to the right. SCRAP BLOCK - Wavers populate this room. Once cleared, set Bombs around all the scrap to remove it. Roll up the small tunnel on the left side of the back wall to find a MISSILE TANK, then head up the ramp through the door. Overgrown Tunnels - Move through these tunnels, burning away the vines in your path and-- HOLY HECK what was that? Don't worry about it for the moment. Just continue on the path, watching out for the Grippers. Near the end of the tunnel is a Fly Pod to blow up, and more debris which leads to a metal tunnel. Roll on through to the next room. SUBTERRANEAN CONTROL ROOM - Two Ghalmanians get all in your face in this room, so teach them the meaning of loss. Head through the Nav Room next door, then continue on to the next room where you will face a total of three FG-1000's. These are floating security bots that are only vulnerable when their turrets open up, so use that opportunity as best as you can to pump a Missile into them, which will blow them up pretty quickly. Once they're all trashed, you will be awarded with a new weapon: the DIFFUSION BEAM. Your opportunity to use it will come right away when the back doors open revealing two Fly Pods and a lot of Reos. Blast everything, then access the terminal to open that locked door in the Nav Room waaaay back to the north. Remember that? Okay, retrace your steps and on your way back you will face two unique worm monsters: FUNE and NAMIHE - These may seem like a proper boss fight, but I only consider them minibosses, because the means to beat them is actually quite simple. Back into a corner and enter Search View. Scan the walls to see where either one of them will pop out, then fire a Missile at them (use Sense Move to dodge by shaking the Wii Remote if you need to). If you hit one of them enough times, it'll completely come out of the hole. At this point, wait until it rears up in front of you, then blast it with a charged shot, which will stun it. Rush in for a Lethal Strike and boom, done. Do the same for the other monster and this fight will be over in short order. You may now leave by the left hatch. Overgrown Tunnels - You'll notice that a launch module has opened up in this tunnel. Hop in and set a Bomb to blow yourself back to... Western Plateau - There's a Dragotix here, but it's not necessary to fight |
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