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AM2R - Walkthrough

The document provides a walkthrough for the AM2R game, beginning with the Surface Area section. It describes the player's starting location and goals of learning basic abilities like shooting, morph ball, and wall jumping. It outlines navigating the area to find the first Metroid enemy and triggering an earthquake by defeating it. The walkthrough then continues to the Golden Temple section, describing reaching this area, obtaining new power-ups inside like bombs and missiles, and having to defeat 4 Metroids in the breeding ground to lower the lava level.

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100% found this document useful (1 vote)
2K views

AM2R - Walkthrough

The document provides a walkthrough for the AM2R game, beginning with the Surface Area section. It describes the player's starting location and goals of learning basic abilities like shooting, morph ball, and wall jumping. It outlines navigating the area to find the first Metroid enemy and triggering an earthquake by defeating it. The walkthrough then continues to the Golden Temple section, describing reaching this area, obtaining new power-ups inside like bombs and missiles, and having to defeat 4 Metroids in the breeding ground to lower the lava level.

Uploaded by

nelson amora
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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AM2R/Walkthrough

From StrategyWiki, the video game walkthrough and strategy


guide wiki
< AM2R

The goal of AM2R is to eliminate all 55 Metroids which remain on


the planet. However, two things will prevent you from
accomplishing this task in any fashion you please: your abilities,
and the very planet itself.

In terms of abilities, it is important to locate and obtain items


which enhance the capabilities of Samus by increasing her
firepower or her mobility. For example, some regions of the game
are inaccessible to Samus until she obtains the Speed Boost item.
While it's possible to get around certain limitations with other
items, some items are absolutely required, and you will not be
able to progress in your mission until you obtain them.

With regard to the planet, SR-388 has a molten lava core. When
Samus first arrives, that lava has traveled very close to the surface
up a long tunnel that leads to the center of the planet. At the
beginning of the game, lava is a significant threat to Samus, and
she won't last very long submerged in it. However, it's possible to
trigger earthquakes which cause the lava to recede and sink back
down to the core, exposing new areas for Samus to safely explore.
In order to trigger these earthquakes, she must eliminate a certain
number of Metroids. Once that number has been reached, the
quake will occur, and Samus can travel to, and explore, the newly
revealed area.

Ultimately, Samus will become so powerful, that the presence of


lava won't even deter her, but by that time, you will be close to
eliminating all of the Metroid in the game. The walkthrough
provided by this guide is by no means the only way to progress
through the game, but it tries to do it in the most efficient fashion
with the least amount of backtracking and revisiting possible. You
start out in the Surface Area.
SR-388 map. Click this map to view the full sized version.

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title=AM2R/Walkthrough&oldid=793930"
AM2R/Surface Area
From StrategyWiki, the video game walkthrough and strategy
guide wiki
< AM2R

Samus' task to eradicate the Metroid menace on SR-388 begins


here in this canyon. The early sections of the map are
designed to help you become more familiar with Samus' basic
abilities, such as shooting diagonally or downward, using the
Morph Ball ability to squeeze through narrow pathways, and
grabbing hold of ledges from below. Only the simplest enemies
are present, and one Metroid must be defeated until more of
the planet becomes accessible.

Goals

Learning the ropes (A → D)

Your ship arrives on the surface of SR-388 in room A of the map


above. At any time, you may return to your ship to save your game
and refuel on energy and ammunition. A cliff wall prevents you
from going left, so head to the right.

The next few rooms are designed to teach you about several basic
techniques which you should master, as you will rely upon them
for the rest of the game.

Aim Up: In room B, you encounter two basic species that occupy
the surface of SR-388, a small insect and a venom spitting frog. As
you run to the right, you can shoot the insects out of the sky by
holding the Aim Up button as you shoot.
Squat down: To clear away the frogs, press down to squat and
shoot closer to the ground.
Shooting debris: To access the underground path below the rocks,
you must shoot them to clear them away.
Morph ball: When you drop to the bottom, press down twice, or
press the dedicated Morph Ball button to shrink into a ball and roll
through the narrow gap. On the other side, aim up to blast a hole
through the ground above you, and then jump up to continue on to
the right.
Shoot down: You must drop to the bottom of the pit in room C. To
do that, you must shoot out the ground below you. You can either
jump into the air, hold down and press fire, or you can hold the
Aim Down button to shoot ahead of your feet.

The first Metroid (D → I)

Once you reach the bottom, you'll find the first split in the path in
room D. You can go to the left or the right. However, if you proceed
all the way to the right, you will eventually encounter a pool of
lava with no end that will ultimately destroy you. Your only choice
at this time is to head to the left. Note that there is a hidden
passage along the floor that connects the left and right passages. It
is narrow, so you must roll through it using the Morph Ball.

Run and jump your way up and to the left


through room E to reach room F. Once again,
you must drop to the bottom of a pit. While you
can descend from platform to platform, the
room actually provides a hidden shortcut. If
you jump over to the ledge on the left across
from the entrance, and shrink down to a ball,
you will find a narrow shaft which drops all the
way down to the floor below. You won't be able
to take advantage of this shortcut on your way
back up, but it can cut down on the time it takes
to reach room G.

Three frogs occupy the wet subterranean cave


The shortcut in room F.
in room G. Shoot them from afar, or let them
hop into the small pools that dot the floor, and
jump over them. The door on the left side is
red, and you must shoot it open with one missile. Beyond this door
is a save station where you can save your progress and restore lost
energy.

Continue left to room H Drop down to the floor below, where you
will encounter some lava along the ground. Stay out of the lava to
avoid taking unnecessary damage. When you get to the left, jump
up to the platforms above you. They should be just high enough
that you grab the ledges with your hand. With one hand on the
ledge, hold forward while pressing Jump to pull Samus up onto the
ledge. This is an ability which was introduced in Metroid: Zero
Mission as the Power Grab. Unlike in Zero Mission, you begin the
game with this ability, it is not something you obtain. Jump up to
the next ledge, and then over to the exit on the left.
Upon setting foot in this room, the first Metroid
encounter will begin, as the larva finishes
molting into an Alpha Metroid. Your battle will
begin immediately. Switch to missiles as you
and the Metroid approach one another. To
defeat the Alpha Metroid, you must shoot in its
green underbelly with five missiles. All the
while, you must preserve the energy you have
by avoiding contact at all costs. If the Metroid
gets too close and you need more space to fire,
jump as high as you can to lure the Metroid
higher off the ground, and then be prepared to
fire up at it when you land.
The first Alpha Metroid battle.
Once the Metroid is defeated, the planet will
begin to quake. This is an indication that
somewhere around the planet, the level of lava
has descended, and a new pathway has opened up for Samus to
explore. Indeed, if you now travel along the pathway to the right
of room D, you will be able to explore further than was previously
possible. Make your way back to D, and save your game in the
station to the right.

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title=AM2R/Surface_Area&oldid=791143"
AM2R/Golden Temple
From StrategyWiki, the video game walkthrough and strategy
guide wiki
< AM2R

The Golden Temple is a remarkable structure left behind by


the Chozo. Hidden away in its halls are the first power-ups
that Samus must obtain for her Power Suit, including more
firepower, and the ability to cling to walls in Morph Ball form.
In addition, she will increase her arsenal of missiles, and her
capacity to store energy. Then she must set out to defeat the
Metroids waiting in the breeding ground beneath the temple.
She must eliminate four Metroids to trigger the earthquake
that will allow her to proceed deeper into the planet.

Contents
1 Reaching the temple
2 Investigating the temple
2.1 Goals
2.2 Item Gathering
2.3 Return visit

Reaching the temple

After you return to the save point beyond the first fork in the road,
continue on to the room marked room A on the map above. You'll
encounter a new bird-like enemy. When you reach the end of the
path to the right, you'll now be able to descend below, thanks to
the earthquake that drained the lava to a lower level. Follow the
path as it drops and heads to the left, and then drops again and
continues to the right. You'll encounter two new enemies, one
which clings to whatever ground it's moving along, and another
which drops straight down out of hatches in the ceiling.

Continue to room B, where you must carefully hop across a series


of platforms which lie just above where the lava has come to a
rest. If you happen to fall in the lava, don't panic, but make every
effort to jump and climb out of it as soon as possible. Note that you
can move faster through lava, and all liquids, in Morph Ball form.
Continue on to room C, where you must continue to carefully jump
over more lava. Two more new enemies appear, one which leaps
into the air and wafts back and forth as it drops down, and
another insect-like creature which bears a strange resemblance to
Samus' helmet. When you reach the far right side, begin climbing
up to the top. Walk through the small empty room on the right,
and you will have arrived.

Investigating the temple

Goals

Obtaining Bombs (A → E)

When you first arrive in the Golden Temple, you will have the
choice to drop down to the bottom of Room A, or head to the top. If
you do investigate below, you will find that you can't proceed
through room M in your current state, so your only real option is
to head up. Run through the corridor in room B, shooting any
enemies that rise from the pipes if they get in your way.

Once you reach room C, you will be at the foot of a long expanse
that stretches to the temple. Room C is actually a very large cavern
that encompasses the temple. There's actually more space than
physical platforms. Run straight across the bridge, and through the
door on the right to reach the next save station. Save your game,
and continue right.

You'll enter the top of room D, which is a long vertical room


containing no enemies, only platforms. Some of the platforms are
more of an orange than a yellow. They can be shot and destroyed
with your gun. Drop down to the very bottom, and pass through
the door on the left. The next room, room E, contains a number of
fire-breathing security statues attached to the walls. Destroy them
from a safe location, and continue to the left. When you reach a
solid wall, you can shoot the upper bricks to remove them.
The door beyond the bricks is red, so you must
shoot it with a missile to open it. Beyond the
door, you will find a Chozo statue offering an
item. Shoot the orb to reveal the item, and you
will discover the Bombs. Collect them in order
to give your Morph Ball form a lot more
offensive power. While you're in the room,
you'll probably notice the Missiles below the
floor. See Missile Tank A below to learn how to
obtain it.

Note that once you obtain the Bombs, you can


use it to reveal a shortcut beneath the floor of
room E. Just bomb the orange block on the floor
Bombs let you access this shortcut.
to discover the pathway, and roll to the right to
bypass the security statues.

Obtaining the Charge Beam (E → H)

Leave room E and return to room D. You won't be able to jump up


and climb off the floor without bombing the orange blocks to the
right. Use a bomb to clear them away, and climb up to the right
door in the middle of the room. Head through the door to reach
room F.

Above the security statue is a broken block which can be removed


with Bombs. Then roll through the passage behind the block,
bombing any blocks that get in your way as you proceed to the
right. The map will indicate that there's an item in the room on the
right side of the passage. See Energy Tank A below to learn more
about it.

Continue to the right. Room G is a vertical room like room D, only


longer and containing security statues. Once again, drop to the
bottom. You will notice an interesting object on the floor, but no
matter what you do, you won't be able to interact with it at this
time. Likewise, if you bomb the blocks on the right, they will
reveal a gray inactive door, and nothing will open it. Both the
object and the door will remain a mystery for later in the game.
Instead, head through the door on the left to room H.

When you enter, you will be forced to shoot the orange block at
the top, which will have a chain reaction and expose a hidden
passage above the ceiling which you can take to bypass the
security statues. Use a missile to open the red door on the left, and
step inside to discover another Chozo statue. This one holds the
Charge Beam in its hands. With the Charge Beam enabled, a few
things become possible.

1. You can hold down the fire button and release it to fire a more
powerful charged shot.
2. If you hold down the fire button and shrink into a Morph Ball, you
will simultaneously release five bombs. These bombs have a
longer detonation time than normal.
3. You can hold down the fire button and somersault jump through
the air to inflict damage to one enemy. (Note that this won't
necessarily kill the enemy if it would normally take several shots
to defeat.)
4. Carried over from the Metroid Prime series, while the fire button
is held down, any items such as energy or missile refills that are
close enough to you will be drawn to you like a magnet.

Obtaining the Spider Ball (H → K)

Exiting from room H, you'll return to vertical room G, and begin


climbing up. The first passage to the right leads to room I. There
are a series of Missile expansions that you can collect here. See
below for more information about them. Room I will ultimately
dead-end, and you will be forced to return to room G and continue
your climb up to the next door.

The next door that leads to the right will return


you to the cavernous room C. You must cross
another bridge to the right. You'll see a shed
Metroid skin on the ledge above the entrance to
room K. Enter the room and you'll find a Save
Station. Continue to the right, and use the
Morph Ball to squeeze through the narrow gap.
Use bombs to propel you through if necessary.
Proceed to the hole in the floor and fall in.

Once you reach the bottom, navigate the


narrow passages as a Morph Ball until you can
reach the floor below. Avoiding the energy-
sapping thorns on the ground, collect the
Collect the Spider Ball to cling to walls.
glowing green item to obtain the Spider Ball
power-up. With the Spider Ball, you can cling to
any surface in Morph Ball form. You move
considerably slower, but you can investigate areas that are
otherwise unreachable. To activate it, you must press the Aim Up
or Aim Down buttons while in Morph Ball form.

Finding the first Metroid (K → L)

Now that you have the Spider Ball, you can use
it to escape your location and climb back out of
the hole to return to the Save Station above.
(Alternatively, you can use Samus' wall-
jumping abilities instead). Save your game, and
exit back out to room C. Power grab the ledge
by the shed Metroid skin, and pull yourself up.

From here, shrink down to Morph Ball form


and activate the Spider Ball. Use it to cling to
the wall and climb all the way up to a ledge
above. Once you reach the ledge, deactivate
Spider Ball, and stand up to enter room L.
Avoid the spikes and proceed to the right to
You need the Spider Ball to access this Metroid.
encounter your second Alpha Metroid. Fighting
this one will be identical to fighting the first;
aim your missiles at the green underbelly, and
leap into the air to lure the Metroid higher to get a better shot at
him. If you get pushed to the ground, be sure to get out of the
damaging spikes as quickly as possible.

Invading the Metroid nest (C → N)

With one Metroid defeated, you must locate the


remaining three in order to proceed. To do that,
you must exit room C and return to the vertical
corridor in room A. On the way, it's worth
visiting a few more locations to collect some
items. One can be found if you Spider Ball your
way along the ceiling of cavernous room C (see
Missile Tank F below). The rest can be found in
room J, which is worth paying a visit to before
you make your way back to A.

Once you make it back to room A, drop all the


way down to the bottom, and head through the
door. After saving your game at the Save
There are three Metroids to defeat.
Station, proceed to the right to room M. Not far
into the room, you will find the passage along
the floor blocked by some rocks. You can use
bombs to blast your way past them. From there, you must
continue right. You can either fight your way past the circling
enemies, or Spider Ball up to the passage in the ceiling to bypass
them.

Either way, make your way to the next room on the right, room N.
From here, you have access to three more rooms, and you will see
a few shed Metroid skins and thorns along the ground. All three
rooms, O, P and Q, are pretty much the same. They are long
corridors featuring thorns on the floor, and Alpha Metroids
waiting for you at the far ends. You must defeat all three of them
to trigger an earthquake that will allow you to proceed. The
strategy to defeat each Alpha Metroid remains unchanged. You
must simply make sure that you're standing on solid ground, and
not on any damaging thorns throughout the fight.

One more thing before you leave... (N → R)

Once you trigger the earthquake, that is your cue to exit from the
Golden Temple and make your way back to the surface tunnels
which lead you there. Climb back up to the top of room N, head
left through room M, and save your game. Then return to room A,
and climb up to reach the door to room R on the left.

You'll begin running through what still appears to be an empty


room. However, before you make it all the way through, blocks
will drop down and block your exit on either side. The ceiling will
open up and spikes will appear along both sets of blocks. Then the
Ancient Guardian will descend and hover above you. The
guardian floats left and right above the floor. It is normally yellow
and vulnerable to attack, but when it stops, it turns gray and is
invincible. While gray, its eyes will glow one of four different
colors, indicating the attack it is about to perform.
Blue eyes indicate lasers that fire straight down.
Green eyes indicate a series of six fireballs that
fan out to the left and right, but not directly
below the guardian. Yellow eyes indicate a
single fireball that drops straight down, and
then fans out along the ground in either
direction. And purple eyes indicate six purple
fireballs which fan out from the center, but
never reach the ground (so you're safe if you
morph).

To escape, you must damage the guardian will


any attack available. Use your missiles first, and
only use your regular gun if you run out of
The boss will prevent you from escaping.
missile ammunition. As you damage the
guardian, the walls will close in, giving you less
and less room to get away from the guardian's
attacks. However, you will destroy the guardian before the walls
close in on you completely. Once the guardian is destroyed, the
blocks will disappear, and it will leave a large cache of items
behind for you to collect before you move on. Although you can in
theory investigate the area above the ceiling, you won't be able to
collect every item contained there without power-ups that are
collected later. Return to the left to start making your way to the
Hydro Station.

Item Gathering

Missile Tank A (room E)


The first missile tank can be found in the
same room as where you obtained the
Bombs. Bomb a portion of the floor to the
left of the door to find a way through to
the bottom. Collect the missiles, and
return to the floor above.

Missile Tank B (room I)


Approach the first block on the floor from
the right side, and walk into it. The block
will disappear to reveal the missile tank
inside.
Use Bombs to access this Missile Tank.
Missile Tank C (room I)
You can see the next Missile Tank on the
floor. Shoot the orange blocks above the
tank to gain access to the tank.

Missile Tank D (room I)


This tank is directly above Missile Tank C. Shoot the orange block
near the right side of the platform that the tank rests on to gain
access to it, and power grab your way up into the narrow ledge to
collect the tank.

Missile Tank E (room I)


This fourth tank is easy to miss. Room I
doesn't end at the wall. There is a narrow
passage that you can climb into and roll
down as a Morph Ball. You will come to a
complex set of pockets in the wall above
the passage. You must use bombs to break
open holes in the walls along the left side
until you can climb up to the ceiling and
roll over to the Missile Tank. Use the
spaces along the way to stay up and bomb
the higher blocks. Once you collect the
tank, you will drop through the floor to
the bottom.
Bomb your way up the left side.
Missile Tank F (room C)
After defeating the lone Alpha Metroid in
room L, return to room C, but don't drop
down to the floor. Instead, latch yourself to the wall above the
entrance (this can be done several ways including bombing
yourself up in Morph Ball form and attaching, or jumping up
against the wall, pressing the Morph Ball button and attaching.)
From here, simply follow the wall all the way until you are in the
middle of the ceiling. You have to watch out for a few enemies who
fly in circles. If you get hit by them, the Spider Ball will deactivate,
and you will drop to the floor. Once you encounter the ledge with
the Missiles, drop down to collect them.

Missile Tank G (room J)


On the far right side of the room, the Missile Tank is in a low
narrow passage along the floor guarded by two orange blocks.
Destroy either one to gain access to the missiles.

Missile Tank H (room J)


On the left side of the room, the Missile Tank can be seen on the
floor. Shoot the large orange block to the left of the tank to gain
access to the missiles.

Missile Tank I (room U) Without Power Bombs + Space Jump


It is possible to get this missile tank without Power Bombs or the
Space Jump, but it will require a little work. In room R, head
towards the side of the room near a door where the ceiling is
lower. Double-bomb-jump yourself up and Spider Ball onto the
ceiling. Roll into the hole on the ceiling. From there, Bomb-jump
and Spider-Ball onto one of the vertically placed columns, being
careful not to bomb the column. Then, while on the column, place
a bomb and roll very slightly towards the horizontal column. The
bomb should launch you onto the horizontal column, while
destroying the vertical one you were on. Place yourself towards
the right of the column, so that if you screw up from here on you
wont fall through the hole and start all over. One you are
positioned above solid ground, Bomb-Jump and Spider Ball up
onto the ceiling. Your column will be destroyed, but you should be
snugly attached to the ceiling (If you were unsuccessful, simply
Spider Ball onto the floor and go through the hole in the floor.
Then re-enter the hole again and all the columns should be
refreshed). Then, while Spider Ball-ing, bomb the 3 horizontal
columns, making sure you get clear of the blasts. Finally, Spider-
Ball to the Chozo Statue, and claim your Missile Tank.

Energy Tank A (room F)


After you bomb the brick that blocks the
small narrow passage through the room,
you have to bomb another damaged block
along the way. There happen to be a few
more damaged blocks lining the top of the
passage, which you can bomb as well. It
will reveal an opening to a small room
above with a mechanism on the ceiling. If
you shoot the mechanism, it will cause a
block to rise off a platform, revealing the
Energy Tank beneath it.

Shoot the mechanism to reveal an Energy Tank.

Energy Tank B (room J)


You can see the Energy Tank near the
middle of the room, but access to it
appears to be prevented by a large gray
block. On the left side of the room, above
Missile Tank H are three mechanisms on
the ceiling. Shooting them causes a blue
energy field to appear for different
lengths of time. The left one lights up for
about two seconds, the middle one for less
than a second, and the right one for about
three seconds. The goal is to get all three
of them lit at once. To do this, you must
You must shoot these mechanisms in the right
shoot the right one first, then the left one, order.
and the middle one last. If performed
correctly, the gray block will move out of
the way, and actually create a platform for
you to use to reach the energy tank.

Return visit

After finding the transportation chute in the Distribution Center,


you may return here and arrive in room S. Head to the right and
use the Screw Attack to break through the wall which deposits you
into the vertical chamber of room G.

Super Missiles A (room T)


This is probably one of the most complicated items to collect.
Follow these steps to reach the Super Missiles.

1. When you return to room G, climb up to the very top to find a


Power Cell. Carefully use bombs to knock it off its ledge and start
guiding it down to the bottom of the room where a structure is
waiting. Guide the cell into the structure to activate a door which
is hidden in the lower right corner of the room. Use bombs on the
large block in that corner to gain access to the door and enter
room T.
2. From the entrance, run to the right until
you hit a wall. Use a Power Bomb here to
clear away a path along the ground. This
will simulatenously give you enough room
for a runway, and give you a clear
indication of which blocks need to be
destroyed with Screw Attack, and which
with Speed Boost.
3. Continue right and use the Screw Attack to
break a hole in the ground on the right.
Drop to the bottom, and bomb your way
below the wall of Speed Boost tiles to
reach the Screw Attack tiles above them.
Use Screw Attack to clear away the left Leave a ledge to stand on.
half of them, but leave the right half alone.
At this point, it is a good idea to go to the
menu and turn your Screw Attack ability off in order to ensure
that you don't accidentally remove any more tiles. You will need
the remaining tiles to properly break through the wall on the left.
4. Return to the entrance and use the runway to build up speed as
you run to the right. Squat down before you reach the hole and
then drop down. As you fall, don't wait until Samus reaches the
ground to activate your Shinespark. Before you are below the
slope on the left side of the wall, hold jump and press left so that
Samus's feet catch the slope and she continues to run.
5. Once you hit the slope, squat down to
store your Shinespark again. Jump up
through the gap you created with your
Screw Attack, and stand on top of the
blocks. Press jump and hold left to break
through the next wall.
6. Run to the left until you hit a small
barrier. This barrier can be cleared away
by shooting it with a single Super Missile.
Then back up to build up some speed, and
run to the left. Squat down before you
reach the hole to store Shinespark. Then
switch the Morph Ball, fall down the hole,
press jump and hold right. You should Shinespark through here in Morph Ball form.
Shinespark through the narrow passage as
the Morph Ball, breaking the tiles along
the floor at the very end.
7. Fall down the hole, and simply run to the left to build up speed
and break through the final tiles that stand between you and the
Super Missiles. To escape after collecting them, return to the right,
then run to the left again, squatting to store Shinespark before you
reach the drop into the small chamber. Then drop down and stand
in the lower left corner, and press jump to fly straight up through
the floor to the entrance to room T.

Missile Tank I (room U)


After you've obtained Space Jump and
Power Bombs, return to room R where
you defeated the Ancient Guardian. Jump
up through the hole above and land on the
pipe below the other pipes which block
your way to the top. Bomb the pipes out of
your way and reach the top to find a
Chozo statue holding a Missile Tank.

Power Bomb A (room V)


After collecting the Missile Tank in room
U, use a Power Bomb to open the yellow
door to room V on the left. Step inside to
find a burried Chozo statue holding more
Carefully bomb your way to the top.
Power Bombs.

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title=AM2R/Golden_Temple&oldid=799040"
AM2R/Hydro Station
From StrategyWiki, the video game walkthrough and strategy
guide wiki
< AM2R

The Hydro Station is the remains of a large redistribution


facility that supplies fresh water to other regions of the
planet. The station itself is composed of several chambers,
some of which are connected via pipes and tunnels used to
shuttle water to different locations. Powerful items can be
found in the deepest pockets, including the Varia Suit which
significantly reduces the amount of damage Samus receives
from attacks. Some items are well hidden and difficult to
reach, while others must be pried from the hands of the
aggressive creatures which defend them. A total of seven
Metroid must be defeated, including the first who reach a new,
more deadly phase of evolution.

Contents
1 Reaching the station
1.1 Item Gathering
2 Investigating the station
2.1 Goals
2.2 Item Gathering
2.3 Return visit

Reaching the station

After defeating the Ancient Guardian, exit the room to the left.
Drop down to the bottom of room A, and run left back to room B.
Due to the earthquake, the lava which once floated near the
surface of room B has receded, allowing you to explore further
below ground. You'll need a bomb to blast through the hardened
rock that blocks you from dropping into the lower passage.

After dropping down and running to the right a bit, you must drop
down again. You may notice a narrow passage exiting to the right.
If you bomb the rock in the way, you can gain access to the
passage, but inside room C you'll find it difficult to climb to the top
in your current state. You'll need to return here with more power
if you wish to investigate the top. There is, however, one item you
can grab now. See the section below.

Continue to follow the passage through room B


as it zig zags back and forth. Eventually you
will reach what appears to be the bottom,
although you will notice a narrow passage
below the ground. Head right into room D. On
the far right side, you may notice another
narrow passage into a room on the right.
However, that room is even less forgiving than
room C above, and there's nothing you can
obtain from it at this time.

The lava along the bottom of room D prevents


you from going any further below, but there are
enough rocks to use as platforms and travel
This Metroid pops out of the rock.
back to the left. Return to room B through that
narrow passage below the ground. Keep going
left until you reach the entrance to room E. As
you run to the left through the next room, you will notice a rocky
outcropping. When you get close to it, an Alpha Metroid will burst
from the rock and attack you. Defeat it just as you have with the
previous Alphas, and then enter the Hydro Station through the
door on the left.

Item Gathering

Missile Tank A (room C)


While you may be distracted trying to
figure out a way to reach higher ground in
this room, the Missile Tank is hiding low
in the ground on the right. Use Bombs to
access it.

Look here for Missiles.

Investigating the station


Goals

Before you attempt to take out the remaining Metroids in this area,
and trigger the next earthquake, there are several opportunities to
boost Samus' power, both offensively and defensively. You can
accomplish these in any order you wish. The order below is just
one example.

Obtaining the Varia Suit (A → F)

Like room C of the Golden Temple, room A that you arrive in is


actually a large cavern surrounding the Hydro Station. Many
doors lead to and from this area. For now, head to the left across
the bridge and enter through the door. You'll arrive in a room with
what appears to be a busted save station. Continue left into room
B. As you run to the left, after being forced to use the Morph Ball to
squeeze through a narrow passage, you will encounter a set of
three security robots. Due to the way they're positioned, it takes a
little work to kneel down and defeat them, so you might be better
off just leaping over them and the lasers they fire. To room to the
left beyond room B features a functioning save station.

Beyond the save station to the left, you have a couple of options.
You could try to climb up the wall above you, attempt to traverse
the broken bridge to the left, or drop down into the water. If you
want to increase Samus' defense first, drop down into the water.
Samus' movement is significantly hampered by the water, so be
prepared to move quite a bit slowly. If you investigate the right
side under water, below the save station, you will see what looks
like a door with a large machine blocking the way. You can remove
the machine with three missiles, or a number
of Bombs. When you do, some of the water will
drain into the passage, and the water level will
decrease. Head right into room C.

In room C, you will see a turbines in the floor


which suck water into them. As Samus gets
closer to them, she will also start to get sucked
in. The turbines don't do a lot of damage, but
you will need to remove them in order to
proceed. Missiles or Bombs can remove them.
As you destroy each one, the water level will
drain further down until you can access the
floor. Head right into room D.
Destroy the machine in the door.
You can slowly wade through the waist-high
water as you head to the right, or you can move
slightly faster by rolling in Morph Ball form. Continue to the end
where an Alpha Metroid will be waiting to attack. Destroy it before
attempting to explore the rest of the room. With the Metroid
cleared away, jump up to the large machine above the floor. This is
a water compressor that will spray water at a very high pressure.
If you shrink down into a Morph Ball while standing on the center,
the machine will activate, and send you blasting through an
upward pipe. You will climb three levels and arrive in room E.

Climb up out of the small chamber, through the


pipe between the wall. Watch out for the
enemies in the room and head to the door on
the left. You will arrive in room F, with what
appears to be an inert Chozo statue. Interacting
with the statue does nothing. But if you bomb
around the room, particularly behind the
statue, you will discover a hidden passage to
the room behind the statue. Roll into the small
back room to find a large number of rocks.
Bomb your way to the rock in the center of the
floor, and shoot it to discover the Varia Suit.
Collect this suit to reduce the amount of
damage that Samus takes by 50%, effectively Find the suit behind the statue.
doubling her energy.

After grabbing the suit, return the way you


came to get back to room C, where you destroyed the turbines.

Obtaining the Wave Beam (C → H)

Climb to the top of room C, and return to the portion of room A


that used to be underwater. To return to the save station above,
you can climb up using some debris from the destroyed bridge.
Save your game, and return to room A through the left door. Begin
power-gripping your way up the left side of the hydro station until
you reach the first roof level. Run to the right, and turn into a
Morph Ball to access the door to room G.
Run through the corridor to reach an open area, where you'll
encounter another Alpha Metroid. Destroy it, and bomb the
cracked brick in the lower right corner. Navigate up the pipes until
you reach a small chamber. You'll see a Missile Tank in the upper
right corner, but you can't access it from this direction. Turn into a
Morph Ball and drop down the drain in the floor of the chamber.
Navigate the pipe to continue dropping several levels below.

You'll land on top of a water compressor in room H. A bouncing


mechanical robot will be guarding the area. They take quite a few
shots to destroy, so you may wish to consider using missiles if you
have plenty. When you land, it appears as though you can only go
to the right, but the map indicates that you can actually proceed to
the left. If you bomb the floor you'll find a small narrow passage,
but you can't actually proceed to the left through it. The actual
access is higher off the floor. Use Spider Ball to climb up to and
bomb the cracked brick in the wall.

Once you succeed in accessing the room to the


left, you will see two large mechanisms that
look like centrifuges. You can bomb your way
into the right one, and begin spinning around
inside. You must time the release of another
bomb so that you destroy the blocks above, and
gain access to the upper passage. Head left and
you will drop into the left spinner. Once again,
time the release of a bomb so that you destroy
the left wall and escape.

Shoot the security statue, and bomb the wall


above it to access the red door beyond. Shoot
the door with a missile and step inside. You'll
Use bombs to travel left.
find a Chozo statue with an orb containing the
Wave Beam. Now you will be able to shoot your
weapon through walls to attack enemies
beyond your reach.

Obtaining the Hi-Jump Boots (H → J)

Return from the Chozo statue to the right. Rather than passing
through the centrifuges, you can take a one-way shortcut through
a passage closer to the floor. Watch out for the bouncing robots,
and proceed to the right, bombing another wall to reach the door
that leads to room I.

Although it's easier to fall straight down to the bottom of room I,


it's better to descend carefully and access the door in the middle of
the room on the right side. Pass though the door to room J. Do drop
to the very bottom of room J, and shoot the red door open with a
missile. Step inside, and you'll find another Chozo statue with an
orb. This time, it contains the Hi-Jump Boots.

At this time, there are no more core items to obtain in this portion
of the Hydro Station. There is one more power-up to locate near
the top. However, there are quite a few Missile Tanks, and even an
Energy Tank to locate in this area, and you can start by thoroughly
investigating the Chozo statue room.

Obtaining the Spring Ball (I → N)

After collecting the Hi-Jump Boots, you must jump your way up
room J (which is now possible thanks to the boots) and back up to
the top of room I. You can reach the top of room I through several
means, including blasting holes through the pipes or wall jumping
back and forth between them. Exit left to room H and return to the
water compressor. Use the Morph Ball to get blasted back up to
room G, and step outside to the left to return to cavernous room A.

With the Hi-Jump Boots, you should have no problem continuing


to climb up the left side of the station. Reach the second roof level.
Make note of the floating remains of a bridge off to the left, you'll
need to return there shortly. Run to the right for now and you will
eventually encounter a hole in the roof top. Drop down to room N
below and you'll find a save station. Save your game, and then
drop to the floor.

Bomb your way through the pipes to the lower left of the save
station. Once inside, you must shoot and bomb your way through
the rest of the pipes until you reach the red door on the left. Blast
it open with a Missile and step inside. Once in, the door will lock
shut behind you. You'll see what looks like a Chozo statue with no
orb. Approach it, and it will begin to shake and crumble, revealing
the creature known as Arachnus.

You must now defeat this creature in order to


escape. It will leap into the air, spin into a ball,
and crash down to the floor in your direction.
Then it will stay on the floor and engage you
with one of several different kinds of attacks. It
make slash the air with its claws, or it may spit
a fireball at you. Regardless, begin pelting it
with missiles if you have any, or shoot it with
your regular gun. You attacks will only work
for so long before they begin to bounce off of
Arachnus. At that time, it will roll into a ball
and try to crush you. To stop it, you need to use
the Morph Ball and lay bombs along the floor.
When Arachnus rolls over them, they will Defeat this boss to obtain the Spring Ball.
automatically detonate, and pop him into the
air. The more bombs he detonate, the higher he
will fly, until he is ultimate impaled against one of the electrical
nodes on either wall. After getting shocked, he will resume his
attack and become vulnerable to your weapons again. This pattern
will repeat itself until he is shocked the third time. When this
happens, he will be destroyed, and he will leave one of the Chozo
artifacts behind: the Spring Ball. With this item, you will possess
the ability to jump in Morph Ball form. You can use the Spring Ball
to help you access a faster method across room N along the top.

A lone Metroid (N → O)
Climb up through the ceiling of room N to return to room A, and
run to the left. When you reach the end of the roof, you should see
the partial remains of a bridge out to the left. Hop over to them,
and use each piece as a platform to get to the left. You will reach
the entrance to a chamber with a shed Metroid skin sitting outside.

Step inside to access room O, and run to the left end of the room.
You will encounter another Alpha Metroid. If you have been
following along in this walkthrough, you will have just three
Metroid remaining in this area after defeating the one in room O.

Clearing the nest (O → S)

From room O, head back to the right to return to cavernous room


A. Drop down to return to the broken bridge above the area where
the water used to be. Cross the broken bridge to reach the
entrance to room P. There is a locked door across the room, and a
strange mechanism at the bottom, which will remain a mystery for
now. However, from the strange mechanism, you can jump up and
reach the ledge above the spike-lined walls, provided you collected
the Hi-Jump Boots. Leap to this ledge and proceed to the left to find
a save station.

Save your game and continue left to reach room Q. The music will
shift to a slower, darker take on the same theme. Begin dropping
down to the bottom, shooting out the blocks that get in your way.
Below those blocks is an entrance on the right that leads to room
R. Step inside, and make your way through this large room to the
right until you find the Alpha Metroid waiting inside. Destroy it,
doing your best to remain safely on a ledge, and not get pushed
down into the thorns below. Then return to the left to room Q.

Continue dropping to the bottom and enter the passage on the left
to room S. Run to the left and you will see an entrance to another
chamber across the way. (There is an item to discover if you look
around. See the Item Gathering section below.) Jump over to
access room T. Head to the far left to do battle with another Alpha
Metroid. Then return to the right to room S, and begin dropping to
the bottom. You'll need to bomb or shoot the bricks in the middle
of the passage. The bricks further below are brittle and will begin
to decay when you step on them. Continue right to reach the
lowest portion of the nest towards room U.

You will pass through what appears to be an empty tunnel with


two pipes. Continue to room U to fight another Alpha Metroid. It
would seem as though you destroyed all of the remaining
Metroids, but the earthquake hasn't been triggered. Run back to
the tunnel to the left of room U. As you cross the room, you will
stumble across another Alpha Metroid. However, this is no
ordinary Alpha Metroid. It is on the verge of spontaneously
evolving into a Gamma Metroid. It will metamorph before your
eyes, becoming bigger and more aggressive.

The strategy of a battle with a Gamma Metroid remain basically


the same as with an Alpha Metroid: you want to position yourself
to have the greatest opportunity to shoot the exposed green under-
belly of the creature. However, the mechanics
are different because a Gamma Metroid is
better protected and more dangerous. In
addition to the greater amount of armor they
have covering their body, they have a few new
attacks including an electrical attack that they
can launch. They also possess the ability to rush
you and pick you up off the ground if caught.
This attack can do a tremendous amount of
damage to Samus, and should be avoided at all
costs. If you see a Gamma Metroid rear back,
you know it is preparing to rush over and grab
you, so seek some safety. Do everything you can
to fire as many Missiles into the under-belly as Your first encounter with a Gamma Metroid.
quickly as possible to reduce the threat of this
dangerous predator.

With this final Metroid defeated, you will finally experience the
next earthquake (assuming you followed along with the guide and
destroyed all the others.) From here there is nothing left to do but
to return to room A, and head back out through the right side to
where the lava once previously prevented you from going lower.
There are no surprise boss battles this time.

Item Gathering

Missile Tank A (room A)


At any time, you can Spider Ball up the right side of the cavern
wall above the entrance to the Hydro Station, and navigate the
wall until you collect the Missile Tank waiting for you on the ledge.

Missile Tank B (room C)


On the right side of the top of the room,
there is one brick which you can bomb to
reveal a passage into the ceiling, where
the Missile Tank can be found.

Missile Tank C (room D)


The tank is visible in the upper left corner
of the room. Figuring out how to reach it
isn't as obvious. The easiest way to access
it is to connect to the left portion of the
ceiling above the water compressor, and
make your way left across the ceiling until
you begin to access a hidden passage in
Check the ceiling above the turbines.
the ceiling. Continue rolling all the way to
the left to collect the tank.

Missile Tank D (room E)


You can see this tank when you're blasting through certain pipes,
but accessing it takes some work. To reach it, you must be in room
E, on the way to the Varia Suit. In this room, there is a brick in the
upper right corner of the main room which can be bombed. Once
open, you can access a small hidden pipe that connects to the right
side of room E. From here, you must bomb your way into a series
of pipes which circulate water around.
Keep bombing until you can access the
bottom portion of the pipe. Dropping in as
a Morph Ball will get you swept up in the
current and send you around in a loop.
Once you return to the top, you can bomb
to regain access to the pipe below. Along
the trip, you get close to the tank, but to
access it, you must drop a bomb at the
correct time to blast the wall open. After
setting the bomb correctly, you can enter
the pipe again, and hold left to make your
way out of the current and collect the
tank. Then reenter the current and make Bomb the upper right corner of the wall.
your way back to the left.

Missile Tank E (room K)


Drop to the bottom of room I and enter
room K through the door on the left.
When you enter the room, bomb the
lower right corner of the room to discover
a hidden passage below the floor. Enter
this passage and travel all the way to the
left until you are forced to stop below the
tank. Bomb the floor above you to create
an opening and collect the tank.

Missile Tank F (room K)


This tank is in a small chamber below the
ceiling in the same room as Missile Tank F.
Bomb this secret passage open.
To collect it, you must use the Spider Ball
to bomb the pipes along the left side of
this small chamber. It is easier to do this if
you first clear out the bouncing robot. It is even easier if you
collected the Hi-Jump Boots first. If the bomb blast knocks you off
the ceiling, you can simply jump back up and Power Grip your
way into the chamber.

Missile Tank G (room M)


From room K, head through the door on the left to room L and
drop to the bottom. Access room M through the door on the right
and you'll see another Missile Tank in a small chamber. Given how
complicated some of the previous Missile Tanks were, this one is
relatively simple. Bomb the left side of the chamber to create an
opening and enter to collect the tank. If you did not yet collect the
Hi-Jump Boots, you will likely see Missile Tank H and Energy Tank
A on the other side of the wall, and you will not be able to access
either of them from this direction.

Missile Tank H (room M)


You'll see this Missile Tank directly above Energy Tank A. Read
that entry below to learn how to access this room. After you collect
the Energy Tank, Spider Ball up to the ceiling, and bomb the pipe
to the right of the Missile Tank to create an opening for you to
enter and collect the tank.
Missile Tank I (room G)
You may have seen this tank from the left side on your way to
collect the Hi-Jump Boots, but the way to reach it is actually from
the outside of the station in room A. Run to the right of the hole in
the roof that leads to the Spring Ball, and fall down as a Morph
Ball. Hug the right wall, and you should reach a spot along the wall
where you can take a small passage into the room beyond to
collect the tank. Alternatively, you can use the Spider Ball to climb
up and reach it from the ground below.

Energy Tank A (room M)


To get this Energy Tank, you must access
room M through the right side, where the
Hi-Jump Boots were found. Bomb the
platform to the right of the statue, and
then bomb the lower left corner of the
room to discover a narrow passage to the
left. Travel through the passage to find
this Energy Tank, as well as Missile Tank
H.

Check here for a secret below the Hi-Jump Boots.

Energy Tank B (room S)


When you first enter this room from room
Q, run to the left but stop before the first
drop. The block in front of the thorns is
actually in the background, and you can
run right through it. Brave the thorns and
when you reach the right wall, bomb the
wall just below the floor above to expose
an Energy Tank. Collect it before doing
battle with the Metroids in the nest.

Return visit
Walk past a fake wall to find this tank.
In all likelihood, you are making your return
visit here by arriving through the
Transportation chute in The Tower. You arrive in room V, and you
can make your way out through either side by using the Screw
Attack to break through the walls.

Super Missiles A (room W)


If you already activated the Distribution Center, return to room P.
There will be a Power Cell waiting at the very top of it. Use bombs
to knock it down to the very bottom where a structure awaits.
Guide the cell into the structure to activate the door to room W
above. When you enter room W, you need to build up speed as you
run to the left so that you clear the dissuolving bridges, and can
Shinespark through the barrier that blocks the Super Missile tank
on the far left. You can use Super Missiles to clear away the block
on the right side of the room to give
yourself more runway if necessary. To
escape the room, use the Morph Ball and
roll through the passage on the floor.
Bomb your way up to the door when you
reach the end.

Power Bombs A (room X)


Enter room Q and drop down a short
distance. You will see a ledge covered with
thorns, and a small wall on the left. This
wall can be broken with the Screw Attack.
Pass through to find hidden room X. Run
to the left across the thorns to reach a
Build up speed to break through the barrier.
barrier with Power Bombs waiting on the
other side. To remove the barrier, you
must use a Power Bomb.

Missile Tank J (room X)


While collecting the Power Bombs in room
X, you will probably notice the Missile
Tank waiting in the passage by the ceiling.
When using a Power Bomb to collect the
bombs, you will probably also notice the
Speed Boost tiles in the passage along the
left wall. To reach all of this, you must
visit the room below room X, room T
where you found one of the Gamma
Metroids. From here, you need to find the
tile in the ceiling that is susceptible to
Shinespark attack. The easiest way to
identify that tile is to detonate a Power Locate this tile in the ceiling.
Bomb. Once you find the tile, note that it is
directly above a ledge that is not far above
the ground. The ground below that ledge is just long enough to run
and build up Shinespark. Squat down to store the Shinespark, and
then jump on the ledge. Stand on the right edge of it, and press
jump to blast through the ceiling, and up into the passage in room
X above. Then roll along the ceiling to obtain the missile tank.

Retrieved from "https://strategywiki.org/w/index.php?


title=AM2R/Hydro_Station&oldid=814900"
AM2R/Industrial Complex
From StrategyWiki, the video game walkthrough and strategy
guide wiki
< AM2R

The Industrial Complex is a large abandoned manufacturing


plant that built many of the robotic drones which service
various aspects of life on the planet. Many systems are still
on-line despite their age. Many important items must be
obtained here, and your search will take you deep into the
complex, where you must become one with the machinery if
you wish to advance. No less than ten Metroid must be
defeated, many of which occupy a dangerous nest below the
complex.

Contents
1 Reaching the complex
1.1 Item Gathering
2 Investigating the complex
2.1 Goals
2.2 Item Gathering
2.3 Return visit

Reaching the complex

After you've left the Hydro Station, roll back through the narrow
passage beneath the floor in room A, and return to room B where
you were previous blocked by lava. You can head a bit further
down, but it won't take long before you encounter the lava again.
Drop down and head to the left, and you will be taken to room C,
where more lava blocks your progress.

Drop down and return to room B through the lower passage. Run
right through the bottom of room B to the entrance of room D.
Here you are forced to navigate a short series of narrow passages.
There's an item hidden here for you to find. Drop to the bottom
and head to the right to enter room E. You'll see another pool of
lava at the bottom, forcing you to continue to the right, where you
will find a save station at the entrance to the Industrial Complex.

Item Gathering

Missile Tank A
As you make your way to the bottom of the room, there is a split in
the path where you can go right, but it leads to a dead-end. Right
around the split, there's actually a third option. If you jump up just
to the right of the ceiling spikes in the middle of the
room, you will expose a hidden passage that leads to
the missiles.

Investigating the complex

Find this hidden Missile Tank

Goals

Obtaining the Space Jump (A → D)

After entering the complex from the save station, you are present
with a vertical corridor. The bottom of room A leads to some
Metroid nests, but you should visit the complex to power Samus
up first. Start climbing to the top. Along the way, a wall on the left
side can be destroyed for easy access to a missile tank. When you
reach the top, shoot the right wall to gain access to room B.

Run right through room B, shooting the enemies that escape from
the pipes if they get in your way. Continue right until you reach a
wall. Bomb the lower right corner to discover a hidden path that
takes you further right. Shoot the block above the passage end to
jump out and continue.
Once you reach the other side, you will enter room C which, like
many rooms before, serves as a large cavern around the complex.
Many sections near the bottom of room C are covered in a sand-
like substance that is easily clear away by your gun. Before you
explore more to the right, it's worth investigating the area below
the entrance for an easy missile tank.

Make your way to the right and climb up the first wall by hopping
up the ledges. In addition to some flying insects, there is a new
ground enemy that can prove to be a bit tricky to kill. They wear
helmets which are invulnerable to attack. It's best to jump over
them and avoid dealing with them. Continue right along the first
roof top, and drop down when you reach the end. Shoot through
the sand to the floor below, and shoot the red door on the left with
a missile to open it.

Inside, you'll find a Chozo statue holding an orb, and inside that
orb will be the amazing Space Jump item which allows you to
continuously jump again in mid-air. However, when you attempt
to escape through the door, it will close and lock shut. The Chozo
statue known as Torizo will come to life, and the wall behind it
will extend to the left. Those familiar with the Chozo statue fight in
the beginning of Super Metroid will find this battle similar. The
legs of Torizo are invulnerable, so you'll have to aim your weapons
upward at his chest or head. Pummel Torizo with missiles as fast
as possible, dodging the statue and the waves it creates when it
claws the air. It will sometimes stop and spit rocks at you. You can
shoot these rocks for more energy and missiles.

The closer you are to destroying Torizo, the faster it


becomes. Hit Torizo with enough firepower to destroy it.
However, it will not be truly destroyed at this time. In a
big twist, the statue will grow wings. The ceiling will now
rise, revealing a set of platforms high off the ground. The
ground will be covered in spikes. You must now use the
Space Jump power to get off the ground and up on to the
platforms. Torizo will resume its attack on you, flying over
to knock you off whichever platform you are trying to
occupy, or occasionally flying incredibly fast back and
forth across the room at whatever height you happen to
be at when it appears. You must shoot it whenever you get
the chance, ideally when you are stable on a platform.
Fortunately, its whole body is vulnerable to attack now. Get off the ground when this boss grows wings.
The best chance you have to fight it is when it stops to spit
out rocks (which hatch into small insects). Try to get
behind it where your shots will be unobstructed by the rocks.

Once you eliminate Torizo, the door will unlock, and you can
continue on your way.

Eliminate a Metroid (D → G)

From Torizo's room, you can shoot through the sand and make
your way to the right. You will soon reach a tall wall that you can't
Hi-Jump over, and the spikes make using the Spider Ball
impossible. Fortunately, you just obtained the item you need to
proceed over the wall: the Space Jump. Simply use the Space Jump
to continuously jump in mid-air, and rise to the top of the wall.
Then proceed to the right.
As your run along the roof, you will reach a hole that leads to
room H. Down there is where you will collect the next set of
power-ups. But for the purpose of this walkthrough, we will
continue to the right first to destroy one of the Metroids in this
area. Drop down the left side of the building. Along the way, you
may notice a Missile Tank embedded in the wall. There is a hole in
the wall leading to a narrow passage just above it that leads to
room E if you want to explore it and find some useful items.

Shoot through the sand below to reach the bottom and


explore the right passage to room F. The lower portion of
room F is designed to allow you to quickly get from one
side to the other if you happen to have the Speed Boost
item. But even if you don't, you can easily access the other
side by climb up to the upper portion and shooting a
passage through the wall in the middle. Proceed to the
right to room G.

Jump over the wall and continue right until you


encounter a Gamma Metroid. Once the Metroid begins to
attack, you may find it easier to fight it if you lure it back
to the wall. The wall and the rocky floor create a bit of a
barrier for you which keeps you lower than the Metroid,
Stand here for safety
making it a little easier to strike it's underbelly.

Obtaining the Spazer Beam (G → J)

Once you destroy the Gamma Metroid, you must turn around and
go back the way you came, until you return to the hole in the roof
which leads to room H. Drop down to discover a room full of sand.
Clear the sand away and use the Morph Ball to access the narrow
passage to the rest of the room on the left, where you will find a
save station. Save your game before proceeding down the hole to
room I below.

Shoot a path through the sand until you can reach the bottom of
the room, and take the door on the left to reach room J. In addition
to the laser security sentries, you'll be introduced to a new type of
enemy, a narrow machine composed of two pieces connected
together. When you shoot the machine enough, the pieces break
apart and attack you individually. You may feel that, even with the
Wave Beam, attacking these narrow enemies is a bit of a
challenge.

Continue left, drop down to the floor below, and then


climb back up the other side to access the red door at the
end. Shoot it with a missile and step inside. The Chozo
statue inside will be holding an orb containing the Spazer
Beam. This Chozo statue hides no surprises, and there's
nothing else to find here. The Spazer Beam will
significantly increase the width of your beam, making it
much easier to fight the narrow machines which occupied
the hallway outside.

Obtaining the Speed Boost (J → M)

From the Chozo statue, return right through room J to


reach room I again. Jump up half way to the entrance to
The Spazer Beam increases your offensive ability.
room K on the right. You'll be at the top of a long vertical
corridor. As you drop down to the bottom, you'll discover
that a Gamma Metroid lives here. It will follow you down
to the bottom, where you should attempt to dispose of it as quickly
as possible. Avoid standing on the thin sliver of sand that separates
you from room L below. If the Metroid releases its electric attack,
it can clear the sand away, causing you to fall through. If you
change rooms, you will lose the progress you made attacking the
Metroid, as it will gain all of its health back the next time you
encounter it.

There is an item hidden at the top of room K, but you will not be
able to obtain it until you collect the Speed Boost. Down in room L,
you will see one of those hopping robots that you first encountered
in the Hydro Station. You can go to the left or to the right. Start by
going through the left door to room M. As you run to the left, you
will start to encounter pillars from the floor and the ceiling that
get closer and closer until you are forced to bomb your way
through. As you bomb gaps through the upper pillars, the bottom
pillars reveal a tile which indicates that they can be removed with
the Speed Boost. Continue left to the red door and shoot it with a
missile.

Inside the next room, you will find a Chozo statue


containing the Speed Boost. The Speed Boost is a
particular powerful and useful item which grants Samus a
host of new abilities. It is activated by getting Samus to
run continuously in one direction uninterrupted. If Samus
runs far enough, she will begin to glow with what is
known as Shinespark. While running with Shinespark,
she is fairly invincible and can destroy most basic
enemies, as well as run through blocks that can be
destroyed with normals guns, and blocks which can only
be destroyed if Samus is running fast enough.

Shinespark typically ends when Samus stops. However, it


is possible to store Shinespark by pressing down before
Build up enough speed to crash through enemies.
coming to a stop. If done properly, Samus will go from
running at full speed to squatting motionless, causing the
Shinespark to persist for just a few seconds longer. During
this time, if you press and hold the jump button, Samus will rise in
the air like a rocket until she hits something solid like a ceiling.
However, if she hits blocks that can be destroyed by Speed Boost,
she will blast through them. Additionally, you can aim which
direction Samus moves in by pressing the joystick in the desired
direction after holding jump, but before she starts to move. On top
of all this, you can even perform these actions while in Morph Ball
form.

A small Metroid problem (M → R)

After collecting the Speed Boost, you can run through room M to
the right, and you will pick up enough speed to literally blast
through all the blocks and enemies in the room. You can even
continue running straight through room L to destroy the robot,
and continue into room N. However, you will not be able to burst
through the blocks in the middle of the corridor in room N. You'll
need to bomb them to discover their weakness. All four of the
floating gates can only be destroyed with missiles. Clear them and
the floating robots that patrol the corridor, until you reach a wall.
This wall is susceptible to Speed Boost, so return to the entrance of
room N, and then run to the right to build up speed. Jump up to
break through the wall, and continue on to room O.
The left half of room O contains a very fast moving conveyor belt
with spikes on the left side. If you don't run fast enough on the
conveyor belt, you will be drawn into the spikes. Jump a bit to the
right to give yourself enough padding, and begin running to the
right until you are running fast enough to Shinespark. Then leap
to the right through the wall that separates the room and continue
on to room P.

Room P is a short vertical corridor with spike-lined walls on either


side. There are two ways to reach the top: Shinespark jump up
from the floor below, or simply Space Jump your way up. At the
top, you can go left or right. Investigate room Q on the left first. In
this room, you'll find some flying robots, and a unique type of
creature that looks like a floating Nautilus shooting a stream of
lava down at the floor. They are invulnerable to all attacks, and
you have to wait for the stream of lava to stop if you want to avoid
taking damage (although you won't lose much energy if you decide
to rush through it.)

The left end of room Q will appear to dead-end, although


there is a Metroid shell on the ground. If you try bombing
the upper left corner of the room, you will discover the
entrance to a narrow passage that leads to room R
beyond. In room R, you will discover an Alpha Metroid
which will probably seem easy in comparison to the
Gamma Metroids you've been fighting lately. Beyond the
Metroid is a fairly easy Energy Tank to obtain. See the
Gathering Items section below.

Obtaining Super Missiles (R → S)

After defeating the Alpha Metroid, return to the right


through room Q, to vertical room P, and then on to the
Check the upper left corner of the room.
other side to room S. There you will find a lone hopping
robot in a small chamber, with an obviously visible
narrow passage snaking through the floor beneath. Bomb
the lower right corner of the room to gain access to this passage. In
Morph Ball form, drop and hop your way through the passages
until you can access the bottom of the room. Save your game at in
the save station room on your right.

The next portion of the walkthrough will take place throughout


the map displayed above, and refer rooms designated by the blue
letters, starting with the room indicated by the blue A. At the
bottom, you'll be greeted by two laser sentries. Up above are
groups of flying machines that hinder your progress to room B on
the left. Observant players may notice an item hidden beneath the
corner of the floor just as you reach the top of the room, but you're
not able to obtain it just yet.
In room B, destroy any enemies that get in your way as you drop
to the bottom and head left into room C. Drop to the bottom of the
virtually empty room and head right to room D. Room D contains
the flying machines and the nautilus-looking enemies that you
encountered before the Alpha Metroid. It also contains a
tremendous amount of lava along the bottom, so don't fall in. If
you do fall into the lava, quickly turn into a Morph Ball to move
quickly to the left, and climb out using the platforms that lead
back up.

Space Jump your way across the room to reach the right side, and
enter room E. Room E contains a shallow pool of lava along the
floor, as well as a Gamma Metroid. You are very likely to get
knocked off the tiny platforms, and spend a considerable amount
of time trying to get back on them, so you're best off simply
remaining in the lava while you fight the Metroid, provided you're
wearing the Varia Suit and have a good supply of energy.

Destroy the Metroid, and then make your way back to the left,
through room D back to room C, and then back up to the bottom of
room B. Now take the right doorway to room F. Room F contains
another conveyor belt, but your goal isn't really to achieve the
Speed Boost here. It's merely to get past the automated tools that
hang from the ceiling in order to reach the entrance to room G on
the right.

Room G is a special room, and you'll be spending a bit of time here.


At first, it looks like you're relegated to the lower left portion of the
room. You may discover that its possible to shoot away a portion of
the ceiling, but even if you begin to climb up the left side, you'll
discover a floor that you can break open. They require Super
Missiles, and you haven't acquired any yet. But there is still hope
to get you through this room.

Back on the floor, there's a device with an indentation


that looks big enough for the Morph Ball to fit in. Sure
enough, if you roll into that spot, the machine will
activate. Suddenly the view will shift to a lone hopping
robot in the upper right corner of the room. The machine
that you rolled into actually gives you the ability to
command the robot.

Moving as the robot is limited to a few options. You can


hold the jump button to engage the robot's legs into a
squat, and release it to jump. The longer you hold down
the button, the higher it will jump. Hold left or right
before releasing jump to leap in either direction. You can
also press the fire button to activate the robots grip hand.
Control this robot and create a path through the
It will reach down and pick up any item on the floor
room.
below it. Once you are holding something, you can press
the fire button again to release the item.

It just so happens that there a large pile of Super Missiles just lying
on the floor to the right. You'll need to pick up one of these Super
Missiles and drop it over any floor that Samus can't currently
break. In fact, you will need to destroy three floors; one in the
upper left corner, one in the middle, and one in the lower right
corner. The problem, however, is the automated tools that activate
while you are controlling the robot which can damage the robot
and prevent it from reaching your goal before you can drop the
Super Missile and break a hole in the floor. Whenever a robot is
destroyed, simply remain a Morph Ball and return to the device to
trigger the appearance of a new robot.

Destroy the three necessary floors, while doing your best to avoid
the damaging machinery, before proceeding through the room as
Samus. (Note that as Samus, you have no ability to interact with
the pile of Super Missiles in the upper right corner.) From the
lower right corner, drop down to room H below, and descend to
the bottom before heading left into room I.

When you first enter room I, you'll notice a large green


crystalline structure that bars your path through the
lower portion. You are forced to take the upper path. After
running a short distance to the left, however, you will
drop through the rocks to the floor below. Waiting for you
on the left is a Chozo statue holding, not an orb, but your
first Super Missile Tank. Each tank will only expand your
Super Missile storage by two, but Super Missiles are five
times as powerful as regular missiles. And you'll be
required to shoot at least one in order to escape, as the
green crystal blocking your exit can only be shattered
with a Super Missile.

Now that you escape, it's time to return all the way to the
Use Super Missiles to destroy the green crystal.
entrance of the complex, back to the room labeled with
the red S on the original map. Retrace your steps to escape
until you are back in the blue labeled room A. Examine
the upper right corner of the room. You'll see a narrow passage
leading to the left, blocked by a wall. You can bomb your way into
the passage, which takes you through a small room, and back over
to the passage below the floor of the red S room.

Clearing the nest (S → A)

After returning to room S, you must now journey back all the way
to the entrance of the complex, at room A. You'll need to Speed
Boost and Space Jump your way through particular sections, but
you should have all the power and training you need to make it
back. Your map should be complete enough to show you the way,
or you can refer to the map at the top of the page. Ideally, you
should visit the save station to the left of room A before you
continue.
The next portion of the walkthrough will take place throughout
the map displayed above, and refer rooms designated by the blue
letters. There's actually two ways to enter the next. You can also
use Super Missiles to punch a hole through the floor of the room
labeled with the red A, and drop down to the room with the blue C
where a Metroid is waiting. For the purposes of this walkthrough,
we will access the nest through the room indicated by the blue A.
Enter the room, and hop over the block. In the lower portion of the
room, you must carefully bomb away the blocks along the floor,
but not the pair of blocks that cover the two pipes in the floor. If
you do, you will lose the perfect runway you need to Speed Boost
through the wall on the right and drop down into room B.

Room B is a vertical corridor with a few passages on either side.


Drop down far enough to reach the first entrance on the left, and
enter it to reach room C. Inside you'll find a Gamma Metroid
waiting for you. Destroy and return to room B. Drop down a bit
farther and explore the first entrance on the left to room D. You'll
find another Gamma Metroid waiting for you there. It should be
noted that the thorny ends of the vegetation in the room can be
shot to find energy and missile refills.

After you destroy the Gamma Metroid, return to the left


side of the floor before the entrance to the room. You can
bomb your way through the floor to access the passage
beneath, and head to room E on the right. Room E is
another vertical corridor that is considerably dark.
There's nothing but thorns along the bottom which you
can shoot for energy. Your goal is to reach the top of the
room to access room F.

Up in room F, you'll face a less threatening Alpha Metroid.


After you destroy it observe the pipe that extends along
the ceiling. There is a gap along the far left side. Jump up
to grab it, and roll on top of the pipe in Morph Ball form to
the right. You enter a hidden room containing a Gamma
Bomb the left side of the floor.
Metroid. Bomb the block to drop down to the floor. This
Metroid won't attack you until you get closer to it. Take it
out in the customary manner, and then proceed all the
way back to vertical corridor B.

Once you return to room B, drop down to the bottom, where you
will find a Metroid shell lying on the floor. You can actually bomb
your way through the floor to find a winding narrow passage that
allows you to get lower, and reach an entrance to room G on the
right.

Room G is especially dark as well. As you run to the right, you will
reach a vine that creates a wall from the ceiling to the floor. You
have no choice but to bomb it, but in doing so, you will actually
destroy the whole floor along with the vine, dropping you into the
lower portion of the room where a Gamma Metroid is waiting.
This Gamma Metroid is no different than any other, but the
particularly dark environment can make tracking it much more
difficult. Stick as close to it as possible while you fight, and try to
end the fight quicker by hitting it with Super Missiles. Once you
defeat it, Space Jump your way up to the exit on the right side, and
into room H.

Make your way up to the top of room H, and through the entrance
on the right to room I. At first, room I will look like a small
cramped room, but you can shoot a hole through the ceiling above
the entrance to gain access to the greater portion of the
room. From the top, you can shoot you way through
several groups of vines until you can drop back down to
the bottom again. If you hug the wall as you drop down,
you may notice a Super Missile Tank that's particularly
tricky to obtain. Read Super Missile Tank B below to learn
how to collect it.

Get to the far right side of room I and shoot through the
wall near the top to access the entrance to room J. When
you hit the floor, you'll need to bomb the lower left corner
to gain access to a series of narrow passages that get you
further below. Along the way, you'll encounter several
thorns which need to cleared away with bombs in order
Shoot through the ceiling to access the room
to proceed. At a certain point, you'll encounter a section of beyond.
the passage that crumbles as you roll across it. Avoid
rolling on top of it and falling through the floor, by using
the Spider Ball power to connect to the ceiling directly
above it and roll along that instead.

Once you're through, drop to the bottom. You'll find the


entrance to room K on the left. Room K is another vertical
corridor, and as you drop to the bottom, you'll awaken a
Gamma Metroid. Thorns line the bottom of this room, so
shoot them away so that you have a safe place to stand.
Then fight the Metroid from the bottom of the room. Once
you defeat it, if you've been following along with this
walkthrough, you will trigger the next earthquake. At this
time, you should leave the nest and return to the entrance
of the Industrial Complex to make your way to the next
section of the game.
Connect to the ceiling with Spider Ball.
When making your return to the entrance, there is a
shortcut back up through room J so that you don't have to
navigate your way back to the top in Morph Ball form. If you
notice the Metroid shell lying on the floor, explore the wall to it's
right. It actually hides a hidden shaft which you can use to make it
back up to the top of the room. You could slowly Spider Ball your
way up, but it's considerably faster to Space Jump your way to the
top.

Once you make it back to room B, you can either head to the top
and return through room A (there are a set of dissolving bricks
just before the Speed Boost barrier), or you can return through the
exit in the ceiling on the left side of room C, which sends you back
to the bottom of the main map room A (red), where you can climb
up to the entrance, and shoot a hole in through the floor with
Super Missiles.

Item Gathering

Missile Tank A (room V)


On you way up room A, destroy one of the walls on the left. This
will allow you to access a passage to a sectioned off chamber in
room V where the missile tank is waiting.

Missile Tank B (room C)


Upon entering the left side of room C, drop down to the bottom.
Shoot away the sand beneath you to access the missile tank in the
lower left corner.

Missile Tank C (room C)


To collect the Missile Tank embedded in the wall of the right side
of the Industrial Complex, first you must follow the procedure to
collect Energy Tank A described below. After you obtain it, you can
bomb the floor below to fall into a completely dark passage. Start
rolling to the right until you are no longer able to proceed. Then
use the Spring Ball to jump up, or bomb you way up, so that you
can continue to the right. This will lead you back out of room E,
and over to the Missile Tank in the wall. Bricks below the tank will
crumble to let you escape.

Missile Tank D (room H)


When you land in room H from the hole in the roof, you will
arrive in a room loaded with sand. Shoot the sand away,
particularly near the floor, to discover a Missile Tank hidden
within.

Missile Tank E (room K)


After collecting the Speed Boost, run through room
M to the right so that you gain enough speed to
Shinespark. When you reach room L, squat down to
store the Shinespark. Jump diagonally up to the
platform below the entrance to room K. Stay closer
to the left side of the platform, and hold the jump
button to boost Samus up through the entrance and
all the way to the top of room K, where you'll crash
through the ceiling and reveal a hidden passage
containing a Missile Tank.

Shinespark straight up from the room below.

Missile Tank F (room O)


Once you make it to the right side of the room by
Speed Boosting through the wall, run to the right so
that you begin to Shinespark, and squat down to
store it before you leave the room. One of the blocks
in the ceiling can be broken with the Speed Boost, so
you may need to bomb the low ceiling to figure out
precisely where it's located. Shinespark jump
through this block to break through the ceiling and
discover a hidden Missile Tank.

Use Shinespark shortly after breaking through a


wall.

Missile Tank G (room blue A)


The blocks on the floor are destroyable by Speed Boost. But to have
enough room to boost, you'll need to head into room B, and start
from the very edge of the ledge on the platform that leads back to
room A. Start running to the right, and just before you reach the
top of the slope, you should begin to Shinespark. Once you are
shining, you can press down at any time along the floor (you do
not need to be standing on the far right edge.) With the Shinespark
stored, press and hold jump and quickly press right to cause
Samus to fly off to the right. If done correctly, she will glide just
above to floor, across the gap, and smash into the
opposite wall, where you will discover a hidden
Missile Tank.

Shinespark across the floor.

Super Missile Tank A (complex room blue J)


In room blue A, if you bomb a portion of the floor
near the top, you will find the indication of a
weakness to Super Missiles. After you successfully
collect the Super Missiles from room blue I, return
here and shoot the floor with Super Missiles to
expose a hidden passage to a secret room. Roll
through the narrow passage in Morph Ball form,
standing up momentarily to destroy the laser sentry
in the passage, before continuing to the right and
jumping up to reach the Super Missile Tank beyond.

Shoot these blocks with a Super Missile to find


another tank.

Super Missile Tank B (nest room blue I)


It will take some work to collect this tank. To start,
you must find a single block in the room which can
be destroyed with a Super Missile. Shoot it open and
fall down in Morph Ball form. Follow the passage as
it heads to the right until you reach a dead-end, and
you will suddenly fall through a set of disintegrating
blocks. These blocks will not reassemble until you
leave the room. Return to the top of the room. Along
the top, shoot out anything on the floor to give
yourself a good runway to Speed Boost. From the
right side of the floor, begin running to the left. The
Speed Boost should activate just before you reach the
Finding this block is the first step.
gap in the floor, so you need to press down and store
the Shinespark before you fall through it. If you do it
correctly, drop down through the gap so that you
land on the ledge that extends from the entrance. Before your
Shinespark wears off, face right and jump a little bit into the air
before holding right and flying across the room, past the bricks
you dissolved, and into the small chamber containing the Super
Missile. You need to make sure that you lift off the ground just
high enough or you will hit part of the wall leading to the tank.

Energy Tank A (room E)


As you fall down the right side of the Industrial Complex in room
C, hug the wall to grab hold of the entrance to a narrow passage
right above where you can see a Missile Tank in the wall. Roll into
room E, and jump over the ledge to the other side. If
you try to roll to the Energy Tank on the left, you will
hit a block. If you bomb the block, it will be evident
that you can only remove the block with a missile.
Roll back to the left, come out of Morph Ball and
squat down to fire a missile to the left. Then roll over
to collect the tank. From there, it is possible to collect
Missile Tank C above.

Shoot this block with a missile.

Energy Tank B (room R)


After defeating the Alpha Metroid in room R, which
is hidden behind a blocked passage from room Q
which you must bomb to get through, you'll notice a
conveyor belt in the back. Shrink down into a Morph
Ball and ride the conveyor belt through the narrow
passage. Before you hit the spikes on the left, jump
up to the platform on the right, and then leap up to
collect the Energy Tank. To escape, simply run to the
right to discover some bricks that disintegrate and
allow you to fall through to the floor below.

Ride the conveyor belt behind the Alpha Metroid.

Return visit

After discovering the transportation chutes in the Distribution


Center, you should return here to collect a few previously
unreachable items. The chute deposits you in room T. Run to the
left through the sand, and use the Screw Attack to crash through
the left wall and arrive at room J.

Power Bomb A (Room U)


Return to exterior room C by way of room H. In the
upper right corner of room C is a green door which
you must open with a Super Missile. If you step
inside of room U, you will find a wall that is only
breakable with Power Bombs. However, even if you
use a Power Bomb here, you will find that the wall
beyond requires you to use Shinespark to break
through it. In order to accomplish this, you must
return to room C. Make sure the door to room U is
open, and jump to the left of the door to find a
platform just below the ceiling. Start from the left
edge of this platform and run to the right to build up
enough speed for Shinespark. Then squat down Both Shinespark and Power Bombs are required.
when you reach the end before you fall off. You must
then somersault through the air to reach the door,
then press jump, and hold right. Your feet will catch the ledge
before the door, allowing you to continue running through the
door and squat back down to preserve your Shinespark. Quickly
drop to the ground below, switch to Morph Ball form, and release
a Power Bomb. Before the bomb's explosion is complete, press
jump and hold right to crash through the wall beyond and collect
the Power Bombs on the other side.

Power Bomb B (room V)


Return to room A. At the very top is a barrier on the
left side which can only be destroyed with Super
Missiles. Blast the barrier away and step into room V.
If you activated the Distribution Center, there will be
a Power Cell waiting for you in an upper portion of
the room. Use Missiles to create explosions beneath
the cell which will propel it to the left. Use a Power
Bomb to create holes in the platforms for the cell to
fall through. Then drop to the bottom of the room
and continue to blast the cell through the floor with
missiles, in order to drive it over to the structure on
the left. When the cell attaches, the door to the left
will activate. Head through the door to collect more Use missiles to knock this Power Cell into
Power Bombs. position.

Retrieved from "https://strategywiki.org/w/index.php?


title=AM2R/Industrial_Complex&oldid=794883"
AM2R/Research Site
From StrategyWiki, the video game walkthrough and strategy
guide wiki
< AM2R

The Research Site is less a full area to explore, and more of a


detour which you must take in order to further explore the
rest of the planet. At the site, you will make an unfortunate
discovery about the fate of the team which was sent by the
Galactic Federation to study the planet. In the process, you
will discover more Metroid which must be eliminated before
you can proceed. This is a good opportunity to collect some
other items which may have been out of reach until now.

Reaching the research site


Head left from the save station at the entrance to the Industrial
Complex. In room A, you'll notice that the lava here hasn't sunk.
The earthquake triggered the reduction of a different lava pool.
Continue left to room B. Make your way through the narrow
passages to the top, and left into room C. Run across the bottom to
room D, and it is here that you will find a new pathway to explore.
Drop down through room D as far as you can go before you reach
the new level for the lava pool. Head left to room E to enter the
research site.

Investigating the site


Room E is a corridor that is covered with a shallow layer of lava. It
is occupied by a species that bathes in the lava, and leaps up into
the air when it detects movement. It then wafts back and forth as
it drops down into the lava. Head left into room
F, and climb up to the top. You'll see an
interesting device on the floor, but it remains
inert. If you happen to Spider Ball your way up
to the ceiling and bomb the blocks above the
device, they will display a tile indicating that
they can only be removed with Power Bombs.
Since you can't do anything else at this time,
shoot the door on the right and investigate
room G.

You will stumble upon the remains of the


research site. They lost access to their vessel,
and all of the inhabitants of the room perished.
These creatures leap out of the lava.
All that remains are their bodies and some
failing equipment. If you head all the way to the
right, you'll find a door. Behind the door is a
Super Missile Tank for the taking. Collect the
tank and return through the door. As you make
your way back to the left, you will be set upon
by not one, but two Alpha Metroids. They will
attack you in concert. You must destroy them
both before. Do your best to single out
whichever Metroid is the closer threat, and
focus your attack on them until the other
Metroid forces you to divert your attention. The
sooner you can reduce the fight to just one
Metroid, the less damage you will take overall.
Once you have defeated both Metroids, another
earthquake will trigger.
You must battle two Alpha Metroids
simultaneously.
Make your way back to the entrance of the site,
through lava covered room E, and back to room
D. Once there, you will discover that this pool
has not receded. It is in fact the lava pool in room A that has
dropped this time. Return there to proceed with your mission.

Item Gathering
Aside from the Super Missile tank, there are no new items to
obtain in the Research Site. However, you now possess the power
to obtain two Missile Tanks which you couldn't collect previously.

Missile Tank A (room H)


Before returning back to room A, take the upper path at the top of
room D to access the higher portion of room C. When you're close
to the upper right corner of the room, you should spot the closed
off narrow passage to the right. Bomb your way in to enter room
H. You can technically obtain the Missile Tank in the upper right
corner of the room with the Hi-Jump Boots alone, but since you
should have the Space Jump, it will be that much easier to simply
jump your way to the corner and collect the tank.
Find this tank in the upper right corner.

Missile Tank B (room J)


After collecting Missile Tank A, continue to
make your way to the top and up into
room I. Similarly make your way up to the
top, and look for the narrow passage off to
the right which is blocked by some rocks
which you can bomb away. You likely
already collected the Missile Tank that
was located in the bottom of this room,
but now you are ready to collect the one at
the top. It can only be reached with the
Space Jump. All you need to do is reach
the top and grab a hold of the ledge where
It takes careful Space Jumping to reach this.
the tank is resting. However, the spikes on
the walls and the quickly dissolving blocks
make this a bit challenging. You'll have to
keep at it and aim Samus for the very narrow gap in an effort to
guide her close enough to the ledge so she can grab on. Once there,
you can pull her up and Morph Ball through the narrow passage to
the Missile Tank beyond.

Retrieved from "https://strategywiki.org/w/index.php?


title=AM2R/Research_Site&oldid=793935"
AM2R/Mining Facility
From StrategyWiki, the video game walkthrough and strategy
guide wiki
< AM2R

Like the Research Site, the Mining Facility is not a full blown
area to explore like some of the others, but it is an area which
you must clear out in order to advance. Some abandoned
mining equipment can be utilized to gain further access to the
area, provided you are able to clear away any obstacles in
your path. Digging further into the facility will give you the
opportunity to eradicate two more Metroids who hold the key
to triggering the next earthquake.

Reaching the mining facility


From the save station just outside of the Industrial Complex, the
path to the Mining Facility is mostly devoid of any significant
encounter. With the recent earthquake triggered at the Research
Site, the lava in room A has receded, allowing you to drop to the
bottom of the room. When you get there, you'll find another giant
green crystal blocking your path. The only way to get past it is to
blow it up with a Super Missile. Then proceed to room B. Both
rooms B and C are straight vertical drops with nothing of interest.
Fall to the bottom and proceed to room D, where the facility
begins.

Investigating the facility


In the middle of room D are two instances of a new species. These
creatures have bony masks that shield their bodies from frontal
attacks, so they are only vulnerable to attack when they face away
from you. Continue to the right to room E. Drop to the bottom and
you'll notice an interesting vessel lodged into the rock on the right.
Head left to room F, and build up some speed. You will begin to
Shinespark and smash through a collection of the bone-faced
creatures you saw before.

When you dash into room G, you will hit a wall, but not before
breaking some blocks on the floor. Shoot down through the floor
to reach the path on the bottom, watch out for the insects waiting
below, and return to the right to room H. When you enter room H,
you'll see another vessel similar to the one you saw lodged in the
rock, sitting out in the open. There is a space in the vessel perfectly
sized for the Morph Ball. If you shrink down and roll inside, the
vessel will activate. It is actually a mining vehicle, designed to cut
straight through rock. It will travel a good distance before
reaching another large green crystal, and come to a stop.

As a result of the crystal, it will appear that you


are stuck. However, you may notice that there
seems to be a narrow passage in the ground.
Hop out of the mining vehicle and check the
ground. If you bomb around, you will find the
opening to the narrow passage, and gain access
to a path that takes you ahead of the vehicle
and stops directly below the crystal. Aim up
and blast the crystal with a Super Missile. Then
return to the vehicle and resume your progress.
The vehicle will come to another stop,
indicating the limit of its ability.

Hop back up, and explore the ceiling around


Find this passage to remove the crystal from the
where the vehicle stopped. You should discover
vehicle's path.
a path that takes you above the ceiling, and
continues to the right. Once in room I, quickly
head over to the room across the way to access
a save station and save your progress. Then drop to the bottom of
room I. You will have a choice between left and right. You can take
either one. For the sake of the walkthrough, head left first.

Room J contains a pool of lava on the floor, as well as odd red


bubbles hovering in the air. These bubble won't hurt you, but they
do impede your ability to Space Jump effectively above the lava.
Be careful as you cross the room, and try to maintain your height
in the air. If you hit the bubbles, recover as quickly as possible in
order to avoid falling in the lava and taking excess damage. Head
to the right to room K
Room K is the nest of an Alpha Metroid. Its room has a pool of lava
on the floor as well. It's a good idea not to tempt fate, and keep the
fight against the Metroid on the rock in the middle of the room
high above the lava. Defeat the Metroid, and then travel all the
way to the right, through room J to room I, and on to room L.
Room L is very similar to room J, but with a deeper pool of lava. If
you happen to fall in, quickly switch to Morph Ball and roll back to
the left side to escape.

Once you reach the right side of room L,


continue to room M, which is the nest of a more
dangerous Gamma Metroid. It also contains
quite a few red bubbles which will similarly
hinder your progress throughout the room.
Once again, position yourself on the platform
high above the lava, and attack the Gamma
Metroid from there. If you manage to strike it
with two Super Missiles, you can end the battle
fairly quickly.

Once this Metroid is defeated, the next


earthquake will trigger, allowing you to
proceed further into the planet. All that is left to
Fight this Metroid from the safety of the
do now is to leave the mining facility and
platform.
return to the top. Remember to Shinespark
your way back through room F. When you
return to room A, there is actually a shortcut
you can take to get you on your way to the next area. The wall in
the lower left corner of room A can be destroyed with the Speed
Boost. So run along the floor, and stop before you hit the block
before this wall (or jump just in time) to smash through the wall,
and access the tunnel just outside of the Research Site.

There are no items to obtain throughout this portion of the game.

Retrieved from "https://strategywiki.org/w/index.php?


title=AM2R/Mining_Facility&oldid=793936"
AM2R/The Tower
From StrategyWiki, the video game walkthrough and strategy
guide wiki
< AM2R

The Tower is a weapons research center, where robotic


drones vigilantly guard against any organic intruders. In
order to make progress, you'll first need to figure out how to
reactivate it. Once you've uncovered its secrets, there's yet
another discovery to be made far below the surface of the
planet; a geothermal plant that is extremely sensitive to any
disruption. You'll come away from The Tower even more
powerful than when you first enter... but only if you can
survive.

Contents
1 Reaching the tower
1.1 Item Gathering
2 Investigating the tower
2.1 Goals
2.2 Item Gathering
3 Investigating the Geothermal Plant
3.1 Goals
3.2 Item Gathering
3.3 Return visit

Reaching the tower


Outside of the entrance to the Research Site, the lava that once
rested at the surface of the pit has receded. You can now head
down and explore the tunnel. From room A, begin dropping down
to the bottom to reach room B below. As you get close to the
bottom, you may encounter a new species of creature that pops
out from the wall sporting what looks like two spinning circular
saws. After a time, it will retreat back into the wall. You will see
these from time to time as you make your way to the next section.

Continue to follow the tunnel down as you maneuver through


room B. You will notice a Missile Tank in an isolated chamber on
you way. See Missile Tank A below to learn how to obtain it. When
you reach the bottom, continue to the left to room C. Many
creatures will confront you as you drop to the bottom. It's best to
ignore them as much as possible to reach the bottom quickly.
There, you will have the choice to go left or right. To the left is a
save station. Save your game, and then take the right exit to room
D.
More of the circular saw creatures will dog you as you make your
way to the bottom of room D, which levels off and heads to the
right. This leads to room E, which is a simple straight fall down to
the bottom. The only exit heads to the left to room F.

Room F contains a number of insects, and the floor is lined with a


pool of lava. Make your way down and to the left to reach room G.
Room G is a long corridor, also filled with lava. It has two different
creatures; a bird-like creature that rises continuously out of the
lava, and another creature with very shielded wings that deflect
your current beam. They normally hang in place until you get
close enough for them to track you. Continue to the left to reach
the entrance to the tower.

Item Gathering

Missile Tank A (room B)


Along the very bottom of the room, there
is enough space to run from the right side
to the left, and build up enough speed for
a Shinespark. Squat down to the store the
Shinespark, and return to the spot on the
ground beneath the highest point in the
ceiling. Jump straight up to crash through
that high point in the ceiling, revealing a
tunnel up to the missile tank waiting in
the small chamber.

Shinespark through this rock to get the Missile


Tank.

Missile Tank B (room F)


The missile tank in this room is hidden in
the lower right corner of the room, behind
a wall that can only be broken with the
Speed Boost. There are two ways of getting
to this tank. The intended way takes a bit
longer, and requires that you travel to the
opposite side of room G and build up
enough speed to Shinespark all the way
across room G to the right, and into room
F where you crash through the wall to
collect the tank. However, you can also
build up enough speed by running to the
Shinespark through this wall to get the Missile
left from room E and stopping just before
Tank.
the ground drops to the lava below. The
only trick is that you have to store the
Shinespark, and then jump diagonally
through the air so that you dodge the two closest insects and land
on the platform below. From there, you can hop over to the lower
platform on the right. Then press jump, and hold right so that you
crash through the wall and collect the tank.
Investigating the tower

Goals

Getting your bearings

You begin in room A. Two boulders seem to block your progress to


the left, but they are easily removed with a single bomb. Head to
the left to room B. Like many other sections you've visited, there is
an outside exterior to the tower. Unlike other sections, this
exterior is broken up into four sections; one to the left, one on the
top, and two to the right. Room B is the lower of the two sections to
the right of the tower. You have a lot of freedom as to how you
tackle this tower. In fact, you can go around and defeat all six
Metroids without exploring the Tower much at all, but you'll be
leaving a lot behind. For now, simply hop left over the surface of
the lava to the entrance of the tower. Go through the door to room
C.

Inside the Tower, you'll notice that it's incredibly dark, as the
power source has been turned off. Space Jump your way up to the
door at the top, and step inside. Even the save station room is dark,
but at least the station is functional. Save your game, and continue
left to room D. Drop to the bottom of this empty room and head
left through the door. You're now in room E, the section that
contains the exterior to the left of the tower. Room E contain two
exits to the left, both of which lead to Metroids. If you start Space
Jumping up along the wall of the tower, you'll spot one entrance
which is colored yellow. Yellow doors can only be opened with
Power Bombs, an item you don't yet have. As you keep going up,
you'll notice a hole in the wall. At this time, you can choose to
enter through the hole in the wall, although you may wish to visit
room F above to try an collect a few items, including an Energy
Tank before you continue.

Powering up the tower

Use the hole in the wall alongside room E to access the upper
portion of the tower. You will literally arrive directly below a
Chozo statue holding an item orb in room I. However, from this
portion of the room, you are helpless to collect it. If you explore
the narrow passage in the lower right side of the room, you can
use it to access room J. After bombing your way out of the passage,
you can explore the entire room, but the power to both doors is
disabled, so you can't use them. Your only alternative is to roll
along the narrow passage on the bottom of the room to the right,
and drop down to room K below.

Room K indicates that there's an item hidden somewhere, but if


you bomb the brick below the bottom of the passage, the tile will
indicate that you need Power Bombs. Bomb the block to the left to
access the rest of the room. Once again, the disabled power
prevents you from opening the door. If you bomb around the
lower left corner of the room, you'll find yet another passage that
drops you down to room L below.

Follow the passage as it bends to the right. Then


bomb your way to the narrow chamber below.
Your goal is to reach the bottom, and to do so,
you'll need to bomb a block on the floor of each
chamber. Even when you reach the bottom, all
you'll find is a deactivated door. Bombing the
lower right corner, however, will provide you
access to another hidden passage. This one will
lead you down to room M below.

Room M is pretty dark and has deactivated


doors on either side as well. What it also has is
a contraption in the middle of the room, with a
slot just big enough for a Morph Ball to fit in.
Morph Ball into this device to power up the
Shrink down and fit inside the slot. If you do Tower.
this, you will act as a switch, activating the
electricity in the tower, and powering up all of
its systems. The left door will remain closed,
but the right door is now accessible.

Obtaining the Plasma Beam

With the Tower powered up, you can now attempt a return trip to
room I where you saw the Chozo statue. Unfortunately, it won't be
that easy. From room M, take the right door to room N. Two
different types of robots will be moving about, but only one is a
threat. A flying laser sentry will fly down to attack you. Destroy it
before you move on. The other type of robot is a repair drone that
is only interested in attending to the tower and ignores you. Jump
up to the top of the room and head left back into room L.

When you enter room L, you'll be in a small chamber. Ignore the


armored robot floating along the ceiling. You need to access the
passage below the chamber. Bomb the lower left corner of the
chamber to open a path to the passage. From here, you will be
repeating the process of bombing your way through the chambers
to get to the bottom. The only difference is now the Tower is
activated, and the devices attached to the walls of each chamber
fire electric beams across the chamber. This makes it difficult to
bomb your way down without taking quite a bit of damage. Try to
time your drops down into each chamber so as to avoid the
electric beams as much as possible. Definitely don't hang around
by the bombs and allow yourself to be thrown up into the beams.
Once you reach the bottom, open the door on the left and enter
room O.

As soon as you enter the room, the camera will shift to alert you to
the presence of a giant flying machine known as the Tester. The
Tester's purpose is to assess the effectiveness of a large number of
weaponry. And true to its purpose, it is about to test a variety of
weapon systems on you. Be prepared for a long fight.

The Tester has several components. It has four


armored segments that surround it. It can
rotate these segments around itself to any
desired configurations. However, once these
segments are sufficiently damaged, they are
permanently destroyed. These armored
segments are immune to beam weapons and
can only be destroyed by concussive explosions.
The Tester also has four cannons. These
cannons can fire a wide range of weapons,
including giant laser beams, heat seeking
missiles, reflective beams, and pulse orbs. The
cannons can be shot and destroyed, but once
the Tester retracts them, it can restore them for The Tester is a challenging fight.
use with the next weapon it chooses to fire. The
inner core is what makes the Tester function.
Unlike the armored segments, it is immune to concussive blasts,
but it is vulnerable to beam weapons.

Your goal is to strategically remove the armor to expose the core,


and then pelt the core with your main weapon until it is destroyed.
To destroy the armor, use up your Super Missiles (you won't risk
missing such a big target and you'll get more throughout the fight)
and then continue chipping away at the armor with Missiles until
all four segments have been removed. Then focus on attacking the
core with your normal weapon. Whenever you destroy a segment
of armor, you get a cache of missiles. You get a variety of items for
every cannon you destroy, along with items for each destroyed
heat seeking missile.
Surviving the fight requires you to adopt a different strategy based
on what weapon is being fired. The reflective beams are slow, but
they scatter around the room whenever they hit a wall. The pulse
orbs primarily fire up and down, so you're safe on the sides of the
room. The heat seeking missiles can be fired out of the air with
relative ease. The weapon which requires you to move the most
are the giant laser beams. The Tester fires them in four directions
and rotates around in a counter-clockwise direction. You'll need to
stay in a safe zone if you don't want to get hit and take damage.
The room is outfitted with a series of ledges which collapse after
Samus has stood on them for a period of time. Use them to your
advantage, but find another place to stand once they collapse.
They will reset themselves over time.

Once you destroy the Tester, you can proceed to


the top of room O and pass through the door to
room K. Room K will be much more heavily
defended now with armored sentries. Head to
the right, and bomb your way back into the
passage that you originally took from room J
above. Jump back up to room J, and roll along
the passage until you are close to the door on
the left. Bomb your way out of the passage,
shoot the red door with a missile to access the
Chozo statue in room I. Shoot the orb its
holding to obtain the Plasma Beam. With the
Plasma Beam in your possession, the armored
sentries outside the room will be much easier The powerful Plasma Beam shoots through
to deal with, as the Plasma Beam passes right armor.
through their armor.

Clearing the Metroids

After collecting the Plasma Beam, it's a good idea to exit through
the door on the right side of room J, and cross tower exterior room
H to find a save station on the right. At this point in the
walkthrough, we'll take some time to clear the six Metroids around
the Tower before we try to explore beneath the Tower. We'll start
in the lower right portion of the map, and work our way up and
around to the lower left portion.

From room H, drop down to room B. From the entrance to the


area, around the door to room A, jump up and follow the exterior
wall until you find the entrance to room U. As you pass through
room U, you'll see a new type of obstacle to be avoided; very
jagged white rocks that are harmful to the touch. Room U is fairly
tame compared to others which this feature, in that it still has safe
rock to stand on. Continue right to reach room V. When you enter
room V (assuming you're following along with the walkthrough),
the camera will pan to the right and show what looks like a
Gamma Metroid molting or evolving into an entirely new form:
the Zeta Metroid. Zeta Metroids no longer fly. They are bipedal and
can move with astonishing speed. Among their favorite methods
of attack, are a charging head-butt, spitting acidic saliva, and a
claw rake that can actually cancel your own missile attacks. It's
vulnerable spot remains its underbelly, and you
can reasonably hit it as long as the Zeta Metroid
doesn't swipe the air which sends out a force
field that nullifies your missile. Shoot as many
Super Missiles and missiles as you can into its
belly, but keep a safe distance as its strikes can
be very damaging.

After you defeat the Zeta Metroid, return to the


left until you are back in room B. You should
return to a save point if you are low on health
or ammunition. Otherwise, Space Jump you
way to the upper right corner of the room,
where you will find an entrance to room T. In
Your first fight with a powerful Zeta Metroid.
this single vertical room, you'll find a Gamma
Metroid. Defeat it in the usual way, and then
drop back down to room B. Space Jump over to
the left and over to the left side in order to climb back up room H.

Save your game at the save station along the right side of room H,
then step back out to the room. From where you are standing, you
should notice a hole in the wall directly across from you. Jump
over to it, and roll through the narrow passage, bombing the
blocks that are between you and room P. Shoot all the sentries that
guard the room as you head to the left. You'll notice a Metroid shell
below a shaft in the ceiling. Jump up to room Q, and bomb your
way through the passage, and you'll find another powerful Zeta
Metroid. The strategy against this Zeta will be the same as for the
first. Then drop back down to room P, and make your way back to
room H (you can save a bit of time by shooting the wall above the
passage back to room H to bypass the blocks.)

Save your game again, and then Space Jump your way up to room
F, which contains very elaborate statues of two creatures holding a
globe. Jump up into the upper right corner of the room, where you
will find the entrance to room R. The surface of this room is
covered with a lot more jagged rocks than room T. Carefully Space
Jump your way through the room to reach room S on the right.
Room S contains a lot of sand, as well as a Gamma Metroid. Clear
some sand away to give yourself enough room to fight. Then lure
the Gamma Metroid over to take it on. Be aware that its electrical
attack can clear the sand away as well.

Once you defeat the Gamma Metroid in room S, make your way
back to room F, and travel to the left side in order to drop down
into room E. Fall down room E and hug the left wall as you do to
find the entrance to room W, which is another room containing a
varied configuration of jagged rocks, including one section that
you must roll under. Carefully make your way to the left to reach
room X. Like room S, room X contains sand which you must clear
away in order to effectively fight the Gamma Metroid that lives
there. Unlike room S, the floor of room X is covered in jagged
rocks, so if you clear away too much of the sand, you won't have a
safe surface to stand on while you fight.
After you defeat the Gamma Metroid in room X,
it's a good idea to save your game at the station
between rooms C and D. Then return to room E,
and explore the entrance to the left of where
the lava lies. This is room Y, and it contains the
largest arrangement of jagged rock which you
must navigate Samus through. There are just a
few tiny safe spots in an otherwise completely
dangerous room. Follow the room to the left as
it snakes up and down, and enter room Z. This
room will present you with your most
dangerous fight against a Zeta Metroid yet, as
portions of the floor contain jagged rock. Not
only must you avoid the Metroid and its Carefully navigate the path through the jagged
attacks, you must also be aware of the terrain rocks.
and avoid taking damage by stepping on the
harmful surfaces. Your strategy against the Zeta
should remain the same, although you may need to stop and put
more distance between you if the jagged rocks get in your way.

Once you defeat this sixth and final Metroid, you will trigger the
earthquake. You may believe that your way to the next segment of
the game will be open, but if you attempt to journey to the
Distribution Center now, you will discover that you can't proceed
without Power Bombs. The lava pools that surround either side of
the Tower have also receded, so now would be a good time to
explore the region beneath the Tower.

Item Gathering

Missile Tank A (room B)


This tank is easily gathered in the bottom left corner of room B,
although you may wish to wait for the lava to descend before you
attempt to collect it if you don't want to take any damage.

Missile Tank B (room F)


There is a tank hidden up in the ceiling of
room F. To reach it, you'll need to find a
spot along the left wall to begin using the
Spider Ball. Roll along the wall until you
start rolling to the right along the ceiling.
Lay bombs down to discover one tile
which bombs can destroy. Then roll up
into this passage to discover the tank.

Find this hidden passage in the ceiling by using


Spider Ball.

Missile Tank C (room G)


Along the floor of room F, you'll see a pit
to the room below on the left side. Bomb
the floor above this pit to gain access and
drop down to room G. Once inside, you'll
need to roll around through very narrow
passages in order to proceed to the right.
You'll have to bomb several blocks to
proceed. You'll spot the missile tank easily,
but you'll be forced to go far to the right
and then double back in order to collect it.
Find a passage that takes you back to the
left and above the tank. When you are as
close as you could be above the tank,
bomb the floor to break through and get Find the blocks above the Missile Tank that you
closer. The floor that the tank rests on will must bomb.
give way as soon as you touch it, so be
ready to roll into the alcove and collect the
tank before you are forced to drop down to the passage below.

Super Missile Tank A (room K)


After you've obtained Power Bombs,
remember to return to room K, where
there was a Power Bomb tile at the bottom
of a shaft on the right side of the room.
Detonate a Power Bomb to break the tile
to discover the Super Missile Tank hidden
beneath.

Use a Power Bomb here to get Super Missiles.

Power Bomb Tank A (room E)


After the lava has been drained by
defeating the six Metroids, and after
you've obtained Power Bombs, explore the
lower left corner of room E and detonate a
Power Bomb there. You will break a hole
in the wall leading to Power Bomb Tank
that will extend your Power Bomb
capacity by two.

Use a Power Bomb here to obtain more Power


Bombs.

Energy Tank A (room F)


Read the procedure to collect Missile Tank
C above. When you are in room G,
continue all the way to the right side of
the room. When you reach the end of the
passage where another pit opens up, jump
up to arrive beneath the right side of the
floor in room F, where the Energy Tank is
waiting.

You need to travel through the dark passage


below the roof to reach this tank.

Investigating the Geothermal Plant


Goals

Locating the elevator

Once the earthquake has caused the lava pools to lower, you can
safe explore the areas below either side of the Tower. Below the
room labeled E on the map above, you will find a door in the lower
left corner which leads to room A on the map to the right. All
future rooms will refer to the map on the right.

As you head right


through room A, two
very large gated
locks must open, one
after the other, in
order to grant you
entrance to the lower
portion of the tower.
They will simply
open as you
approach, and lock
behind you. Continue
on to room B, and
Wait for these gates to open to advance. shoot your way down
to the bottom of it.
The busted door on
the right is inaccessible, so open the door on the left to access
room C. To reach the left side of room C, you must bomb your way
through a couple of narrow passages. Destroy the robot sentry in
the middle of the room, and continue bombing your way to the
left. Use Spider Ball to access the narrow passage that leads left
into room D. Drop straight down to the bottom of room D and head
through the right door to room E.
Room E is a little easier to traverse through since you only need to
shoot your way through the rocks, but it contains more robot
sentries guarding the middle. Proceed to the right until you reach
room F. If you explore the region above you, you'll only find a
deactivated door, so head down to the bottom, and shoot your way
to through the rock to the floor below. Go through the door on the
right to room G. Once again, you must shoot your way through the
rock to reach the bottom of the room and access the door on the
left which leads to room H. You must reach the top of room H, by
moving left and right through the room, bombing your way
through the middle passage. Clear away all the robot sentries, and
shoot the door at the top to finally access the elevator.

Obtaining the Power Bomb

The elevator takes you very deep down to the lowest accessible
location in the entire planet, where the heat of the planet powers
the Geothermal Plant Once it stops at room J, hop off and drop
down to room K below. Head through the door on the left to access
the save station. Beyond the save point is vertical room L. If you
hop over and investigate the door on the left, you will simply find
an empty chamber. Instead, drop down and open the door on the
right to access room M.

Room M contains a bunch of devices on the


floor, which presumably have something to do
with gathering energy from the thermal vents.
They are merely obstacles for you to jump over
as you continue to the right to room N. When
you enter room N, you'll get a new log entry
explaining how this plant is responsible for
supplying power to all the other major facilities
throughout the planet. It also warns of
overloading the system. Far to the right, you
will see a lone Chozo statue resting with a new
item in its hands. This item is the Power Bomb.

Naturally, you should collect it, but after you do,


Obtain the Power Bomb in the Geothermal Plant.
you'll find that the door that you came through
is deactivated. You can't open it, so you must
find another means of escape. If you bomb the
floor, you will see the tiles which indicate that they are only
broken by Power Bombs. With no other choice, you must detonate
one of your newly claimed Power Bombs right now. Doing so will
unfortunately cause a chain reaction with one of the power cells,
and it will begin to overheat. You are suddenly presented with a
meter indicating how hot the power cell has become. It is clear
that you must escape the Geothermal Plant before it melts down if
you wish to survive.

Escaping the core

Having blown a hole in the floor, you now have access to a narrow
passage that lowers you down in room O. You must head to the
right, and then back to the left, hoping over some barriers to reach
room O. Then head through the door on the right to room P. Jump
up through the tunnel which connects room O to room Q above.
Then proceed to the left until you hit a dead end. Find the portion
of the floor that you can bomb to reach the chamber below. Then
head left until you step on some blocks which dissolve and drop
you down to room M below.

Once you're back in room M, start running to


the left. Unfortunately, before you reach room
L, you will be attacked by a Tank Prototype that
bursts in through the wall. This Tank Prototype
has a number of components which you can
attack, including the treads, the arm cannon,
and the head. The armor on this enemy makes
it invulnerable to any type of missile, so stick to
your main weapon. It's a good idea to destroy
the treads first to stop it from advancing, and
then the arm cannon to cut down on its
offensive abilities. It can still attack you by
firing heat-seeking missiles from its back. With
the arm cannon removed, jump onto one of the You must destroy the Tank Prototype in order to
energy arrays and bombard the chest armor escape.
with beams until it is destroyed. This will
expose the Tank's core. At this point, you may
choose to continue pummeling it with beam weapons, or switch to
missiles to take it out considerably faster.

Once the tank is destroyed, make your way back to room L on the
left, and jump up to the top. If you attempt to return to the save
station on the right, not only will you find that it's disabled, but the
door back to room K will explode. You are forced to examine room
R to the left instead. As soon as you enter room R, the door will
collapse, but so will the wall on the left side, allowing you to jump
up above the ceiling of the chamber. You must shoot out the walls
which block your passage. When you are far enough to the right, it
will dead-end. If you shoot or bomb the floor, you should
recognize the Speed Boost tiles. Head back to the left, and run all
the way to the right to break the tiles and drop down to the
bottom. Then continue right and take the elevator for a ride back
to the Tower.

You're not out of danger yet. Open the door and return to room H.
If you're looking for a shortcut, you can shoot the floor of the
section above the door to room G with missiles to get back to the
door faster. Make your way up to the top of room G and head left.
When you return to room F, the door to room E will be destroyed.
Instead, head to the top, and the door that was previously
deactivated will be working. Head through it to room S and run all
the way to the left. Once you reach the left side, you should burst
through the floor just before a destroyed door, and fall down to
room E. Head left, and Space Jump your way up room D, and back
to room C at the top.

If you've been moving pretty quickly at this point, the temperature


meter will rise fairly quickly to highlight the need to keep moving.
Room C is the room that you need to bomb through the passages to
cross. If you still have a Power Bomb, you can detonate it here to
clear the passages out. Otherwise, you'll need to slowly bomb you
way through, including the high passage on the right side, which
you'll likely need to use Spider Ball to properly access. Shoot your
way up through the barrier in room B, and head to room A. You're
practically there, all you need to do is pass through the two lock
gates. Unfortunately, they open incredibly slowly, and the
temperature meter rises extremely quickly. Just as the second gate
is about to open and release you to safety, the core will melt down
with an explosion so powerful, it blows you through the door and
leaves you lying on the ground with nothing but 5 units of energy
in your suit.

At this point in the game, you are ready to move on to the next
section, the Distribution Center. However, with only 5 units of
energy, you must be extremely careful making your way back to
the nearest save station to restore your energy. Alternatively, you
can search around for an Energy Tank if you know where to look.

Note: At this time, you also have the item required to access the
GFS Thoth section of the game, which can be reached by returning
to the Research Site. Visiting the Thoth is entirely optional, but
required in order to achieve a 100% completion rate.

Item Gathering

Missile Tank A (room U)


Follow the instructions to reach Energy
Tank A below. After you have collected it,
explore the narrow passage that brought
you to this room. If you bomb around, you
will find a Super Missile tile above, and a
Speed Boost tile below. Begin running
across the floor to the left in order to build
up speed, and squat down before you hit
the broken door to store Shinespark. Jump
straight up below the Speed Boost tile to
create a vertical tunnel into the passage. If
you hang from the wall facing right, you
can aim your cannon diagonally to the left You must Shinespark to make a hole that you can
and shoot the tile with a Super Missile — hang from.
or, even simpler, if you shoot straight up
from the ground into the hole, the splash
area will destroy the tile. From there, jump up into the hole you
created to find the Missile Tank.

Energy Tank A (room U)


After the Geothermal Plant core melts down, it is possible to
return through the busted lock gate in room A to room B.
However, the explosion has destroyed access to many of the
existing routes. The floor of room B can be bombed to drop lower
into the room. You can do this many times in fact until you are low
enough to reach room T. The door to the left is disabled, but there
happens to be a narrow passage hidden in the wall above the door
which can give you access to room U beyond. Once your in the
room, bomb the block at the end of the
passage, and continue to the left to find a
Chozo statue holding the Energy Tank.

Return visit

While returning here through the


transportation chutes in the Distribution Center
is worthwhile, there aren't a lot of items to
collect that you couldn't before. There is just
one, and it's on the way to another destination
where you may find more items. The path to
the one remaining item leads to another
transportation chute. Use bombs to open the passage above this door.

Missile Tank B (room W)


From your arrival in room V, jump up and
exit through the door on the right. Break
through the wall in the next room using
Screw Attack, and proceed to the right
exterior of the Tower. Drop down to the
bottom (in the space which used to be
occupied by lava.) You can use the Screw
Attack to break through the rock wall in
the lower right corner. This will lead to
room W, where you can drop down to the
bottom to obtain a Missile Tank. The door
to the left leads to purple room X, which
contains a transportation chute that takes
you to the Hydro Station. Use Screw Attack to break into this room.

Retrieved from "https://strategywiki.org/w/index.php?


title=AM2R/The_Tower&oldid=832119"
AM2R/Distribution Center
From StrategyWiki, the video game walkthrough and strategy
guide wiki
< AM2R

The Distribution Center distributes power to each of the other


subterranean areas that you have previously visited. A good
portion of it is submerged in water, and you'll need to find a
way to overcome the difficulty posed by moving through
water. The center introduces Samus to transportation chutes
which can be used to quickly return to previously explored
regions of the planet. This area is entirely new to the game,
having not appeared in the original Metroid II.

Contents
1 Reaching the Center
2 Investigating the upper half of the Center
2.1 Goals
2.2 Item Gathering
3 Investigating the lower half of the Center
3.1 Goals
3.2 Item Gathering

Reaching the Center

After leaving the Tower and returning to the entrance, you will
find that the lava in the pit has sunk, and you can drop down to
the section below. you'll need to roll through several narrow
passageways. Even if you triggered the earthquake to reduce the
lava, you won't be able to proceed unless you collected Power
Bombs from the Geothermal Plant below the Tower. You will
eventually reach a set of dense rocks which can only be cleared by
the explosion from a Power Bomb.

After you get past the rocks, you'll move into room B, where you
will discover that the lava didn't drop very far before it stopped.
Hop over the pool of lava and proceed to room C. Dash to the right
through the empty room to reach room D. If you drop down the
first pit, you will land in some water. Water seriously impedes
your movement. Furthermore, if you drop to the bottom and try to
proceed right, you will encounter a barrier that you are unable to
pass. No weapon in your current arsenal will get you past it. Your
only option is to head back to the entrance of this room,
and run along the top to the right. You will eventually hit
a set of bricks which dissolve and drop you down to the
other side beyond the barrier. Note that until you obtain a
weapon capable of destroying the barrier, passage back to
the left is impossible.

You have no weapon yet which can destroy this


barrier.

Investigating the upper half of the Center

The Distribution Center is one of the largest sections in the game.


As a result, this walkthrough breaks up its exploration between
the upper portion and the lower portion. Until you obtain items
found in the upper portion, your ability to explore the water
logged lower portion is limited.

Goals

Activate the Distribution Center

When you arrive in room A, you will descend down a long pit, and
then travel a bit until you drop into a pool of water. Drop all the
way down and continue to the right to room B. Room B is a large
cavernous room that extends all along the left exterior of the
center. The bottom portion that you enter into is flooded due to a
damaged pipe. Run along the bottom until you find a set of
platforms that you can use to jump on and climb up to the surface
of the water. Just to the right of the surface is the door to room C.
You can Space Jump throughout the region above the water, but
you won't be able to access the door at the top.

Enter room C to discover a new enemy which you will encounter


throughout the center. Spinning blades patrol regions of a room at
right angles. It's a good idea to clear them away before you
proceed, as they can do a good amount of damage to Samus. Shoot
them and pass through the narrow passages to reach the door to
room D.

Room D introduces the second new threat. You'll see a few


hovering robots that move mindless through the air. If
they are struck in any fashion, they begin to overload.
When they finally explode, they release a tremendous
number of orbs of energy that radiate outward in a circle.
If any of these orbs strike the same kind of enemy, it sends
them into overload as well, and chain reactions will occur
until all of these enemies have been destroyed. The sheer
quantity of these orbs can threaten to do a great deal of
harm to Samus unless she escapes the room or finds
cover. There are two means of safely destroying these
enemies, but you don't have access to either one yet.

To proceed through room D, climb up to the top, then


Shooting these enemies causes a chain reaction
head right and drop down to reach the next door. Be
careful not to overload either of the enemies near the top.
Head through the door to save your progress and
continue on to the right. Room E is a vertical room that consists of
both enemies introduce in rooms C and D. You can safely shoot the
overloading enemies from below since you can take cover below
the platforms. Head to the top and enter the door on the left to
room F.

Room F can be a dangerous room. If you are careful, you can pass
through the room without triggering any of the overloading
enemies. However, if you do trigger one, you'll have to very
quickly move through the room, bombing holes in the pipes which
prevent you from passing to the left before the energy orbs reach
you. Continue on to room G, and jump up the empty room to reach
the door to room H.

Room H is a very large open room. In the center of the


room is a statue with a perch near the top that is just big
enough for the Morph Ball to fit in. Naturally, position
Samus in the perch as the Morph Ball, and the
Distribution Center will activate. Upon doing so, a large
number of drones will fly up through the room, each
carrying a power cell to some other part of the planet.
While many will end up in the Center itself, others will
appear throughout areas that you've previously visited.
The orbs have two purposes. They can be used to unlock
regions that were previously inaccessible. They can also
be fired upon with a beam weapon to release a large
quantity of enemy, which can short circuit several
mechanical enemies and reduce them to ash. Activate the center to distribute Power Cells

Clearing some Metroids

The door in the upper right corner of room H will open once the
Center has been activated. Head through this door to reach room I.
Four overloading enemies will occupy the hallway. Unfortunately,
you'll need to clear them out of the way in order to create the
runway you need to build up Shinespark and blast through the
barriers on the right side of the room. Do your best to remove
them in such a way as to minimize your exposure to the energy
that they release, and then run to the right to break through the
barriers. Along the way, you may notice an item is hidden in this
area. But if you bomb the wall to the left of the far right door, you
will see a new type of tile. This tile indicates that the wall can only
be destroyed by the Screw Attack. Remember this section for later.
For now, head through the door to room J.

In room J, bomb the pipe and drop down into the small
area below. Bomb the wall on the left to find a passage
through the wall that brings you to the lower portion.
When you exit the platform, you will land by one of the
power cells distributed through the Center. If you shoot it
with your weapon, it will explode. Shortly after, a drone
will deliver another one in the same place. Concussive
weapons don't harm the cells, so use bombs to blast
through the pipe that the cell rests on. It will fall to the
bottom of the room, and be magnetically attracted to a
structure on the floor. Once attached, the disabled door to
the left will reactivate, and you can open it to access room
K.
Drive the cell into this structure to unlock doors.
Several mechanical enemies occupy room K, along with
two Power Cells. At this time, it would be wise to shoot the
cells with your weapon. The resulting explosion will short
circuit all mechanical objects in the room and render them
inoperable. Your weapon will be affected by the explosions as well,
but the effect is only temporary. Once the threat has been
eliminated, use a bomb on the right side of the Power Cell that
returns, to knock it over to the left where it should attach to a
structure and activate the door to room L.

Trying not to shoot and overload the enemies in room L, your


objective is to bomb the pipe that a Power Cell is resting on, and
help bring it to the bottom of the room. Bomb through any
obstacles in your way until you reach a portion of the floor that
dissolves as you stand on it, allowing the Power Cell to sink into
the structure below, and activate the doors on either side. Head
through the right door to reach room M.

In room M, you'll find a Zeta Metroid just waiting for you.


In addition to the Metroid, several Power Cells will line
the floor. These cells will be a liability throughout the
fight. If you shoot any of them with a beam weapon, they
are likely to jam your weapon for a while and leave you
vulnerable to attack. But you're not the only one who can
trigger the Power Cells; when the Zeta Metroid rakes its
claws, it sends a wave of energy ahead that can also cause
the cells to explode. You'll have to do your best to keep an
offensive going with missiles and Super Missiles until the
Zeta Metroid is destroyed. Then proceed to the right to
room N.

When you first enter room N, you'll be confined to the


Power Cells complicate the battle against this
lower portion of the room. On the right side is a square Zeta Metroid.
object with a circular center. As you approach it, the
center opens, revealing a hole just big enough for the
Morph Ball. Hop into the square, and you will be instantly
shuttled from room N to room O. Hop out, and jump up to the top
of room O, where you will find another square. Hop into that
square to be instantly transported back to room N, at a slightly
higher level. From here, make your way to the top. There are
several dangerous enemies, but it's not advisable to shoot in here
in order to avoid overloading one of the enemies. Climb as high as
you can, and then drop down into the section that leads to the
door to room P.
Room P contains five overloading enemies grouped closely
together. You have three options. You can try to make your way
past them without triggering them, or you can trigger them and
deal with any damage you might take. A third choice however,
would be to release the power cell from the chamber above, using
bombs, knock it over to where the enemies are gathered, and
trigger it to render them inert. Then bomb your way over to the
right side of the room and on to room Q.

Across the way when you arrive in room Q is a red door. It a good
idea to shoot this door open with a missile and step inside to find a
save station. After you save your game, return to room Q, and drop
down below. You'll find a another shuttle square that leads you to
room X. For the purposes of this walkthrough, you will visit that
room later, so ignore the square for now, and continue to the
bottom. Shoot the door on the left to access room R.

Room R is a unique room, as it contains not one, not two,


but five Alpha Metroids. Although Alpha Metroids are a
relatively minor threat to Samus at this point in the game,
five of them attacking simultaneously will still pose a bit
of a challenge. It's difficult to lure them in different
directions, so you'll simply have to select a location in the
room to stand your ground and put up a fight. Constant
firing of missiles up into their green underbelly is the best
defense against their constant attack. Destroy all five of
them before exiting the room through the only door
available and returning to room Q. Climb back up to the
top and through the door on the right to save your game
again. This time, continue on to the right to reach room S.
Five Alpha Metroids will attack simultaneously.
Obtaining the Screw Attack

Room S is an empty room which you should drop down to


the bottom of. The door to the right is inactive, so shoot the door
on the left to reach room T. When you enter the room, you will
notice a Power Cell sitting on a ledge to the right. Your goal is to
use bombs to direct that cell to the very bottom of the room. In
order to do that, you will have to avoid some enemies, including
an overloading enemy between two pipes near the middle of the
room. Getting the cell to fall to the middle of the room is fairly
easy. From there, you must bomb it so that it goes to the right, and
down through the gap on the right side, where it should bounce
back to the left and into the structure, which will unlock the door
near the middle of the room.

Pass through the newly activate door to reach room U. You will
arrive in the upper section. If you bomb close to the door, you will
see the tiles which indicate that the floor can only be broken with
the Screw Attack. However, small columns of the floor will simply
dissolve if you step or roll over them. This will drop you to a very
dangerous section of the room literally filled with overloading
enemies. Don't touch any of them, or if you do, run very quickly to
the door in the lower right corner to reach room V before a
shower of energy threatens to destroy Samus.

In room V, shoot up through the floor to create holes in the


ground. Each time you do this, you will likely overload an enemy
waiting above. Wait below for the energy to dissipate, and then
continue on your way up to the top. Shoot the red door at the top
with a missile to open it, and step inside to find a Chozo Statue
holding an orb. Inside that orb will be the Screw Attack. Not only
does the Screw Attack turn Samus into a weapon when
she somersaults through the air, it enables her to break
through certain walls and floors. It also enables her to
safely destroy the overloading enemies without fear of
them releasing energy.

Discover the transport chutes

Having obtained the Screw Attack, you can now very


easily return to the bottom of room V by using the Screw
Attack to crash through the floor to the door below. Back
in room U, you can test the Screw Attack's ability to
destroy the overloading enemies without triggering them
to explode. Then use the Screw Attack to crash through
The Screw Attack grants you tremendous
the ceiling to reach the door which leads back to room T.
offensive capabilities
Return to the top of room T to get back to room S, where
the door to the right is still deactivated. Climb to the top of
room S to get back to the save station and save your game.

Return to room Q on the left, and continue going left back to room
P. Make your way safely back to the left to room N. Once back in
room N, you will discover that if you begin to spin jump, most of
the walls are destroyed by the Screw Attack, including the ceiling
which blocks access to the door at the very top. This door leads to
room Y, a special room on the map marked in purple.

Rooms marked in purple contain transportation chutes


that don't just lead to another section of the map in the
same area. They actually transport Samus to other areas.
You can use these chutes to instantly transport Samus
back to sections she has previously visited. While you are
not required to do so, those players who wish to obtain a
100% item collection rate will wish to take full advantage
of these chutes. Before you investigate the first chute,
however, it's a good idea to run to the left and investigate
room Z.

Room Z is a connection between room Y and room B, and


you must pass through it from right to left first before you
can turn it into a handy shortcut from room B back to
Use these transportation chutes to travel
room Y. The room contains several enemies and a Power instantly between areas.
Cell. There are some pipes that you can Screw Attack your
way through. In order to unlock the door to room B, you
must use bombs to send the Power Cell into the structure
waiting on the left side of the room. Do this to reactivate the door
and have quick access to room Y whenever you like.

Back in room Y, you should first investigate the chute on the far
right side. The remaining chutes sends you to previous areas. The
chute immediately to the left sends you to the Industrial Complex.
The chute further to the left sends you to the Golden Temple. Up
above on a higher level, you will find a chute which sends you off
to the left, back to The Tower.

Obtaining the Gravity Suit

Enter the rightmost chute in room Y. You will be transported to a


small isolated section of the map. The following section will refer
to the rooms as labeled by the map to the right.
After arriving in this new section, head through the door on the
right to enter room A. Room A contains a strange field in the
middle which completely interferes with your weapons system.
While you stand in this region, you will be unable to utilize any
weapon including bombs, although Screw Attack still works. Leap
over the charging enemy on the ground and enter room B on the
right.

Room B is a vertical chamber containing the nullification


field throughout. The floor in the middle of the room will
dissolve as you stand on it, depositing you on the bottom.
On the bottom, you must stand on the alcove on the left
side in order to shoot the door to room C on the right. The
insects in room C can be defeated using the Screw Attack.
Pass through the right door to reach room D.

Room D is another vertical room. A nullification field is


present throughout. There are two red doors, one on the
top, and one on the bottom, but the field prevents you
from using missiles to attack straight on. If you investigate
the entire room, you'll find a dissolving brick in the lower
right corner. Step on it, and fall down to the narrow Your weapons are disabled while standing in this
passage below the floor. Roll to the left and use a bomb to field.
reveal a missile tile. You'll also drop down low enough to
stand and aim up. Fire a missile, and you'll remove the tile
and open the door.

Head through the door and run left through room E. You'll
discover a pipe that blocks your way. Return to the right
side outside of the nullification field and detonate a Power
Bomb to remove the pipe. Then return to the left and pass
through the door to discover a chamber. Step into the
middle of the chamber, and you will be momentarily
surrounded by some equipment. When it opens back up,
you will be revealed wearing the Gravity Suit, a suit which
increases your defense even more than the Varia Suit, and
eliminates any resistance while running through water.

With the Gravity Suit equipped, you are also no longer


vulnerable to the nullification fields. You can return to
room E, and bomb your way past the pipe. Jump up to the
Step inside this device to receive the Gravity Suit.
top of room D and use a missile to open the door. Pass
through to enter room F. To get around this room, use
your Screw Attack to break through the ceiling, then the
left wall, and then the floor below you. You'll find a door which
leads to a room where you'll find a new transportation chute. This
chute sends you down to the lower portion of the Distribution
Center.

Item Gathering

Super Missiles A (room I)


At some point after you've collected the Screw Attack, you'll have
to make your way back to the entrance of room I by returning to
the activation room (room H). You can now safely destroy the
overloading enemies by using the Screw Attack, and build up a
run way to Speed Boost through the barriers on the right. Fall
down to the floor below, and then use the Screw Attack on the wall
to the left to find a hidden chamber where the Super Missile is
waiting.
Missile Tank A (isolated room C)
In the isolated portion of the map, on the way to
obtaining the gravity suit, you must cross room C
which contains a nullification field. The middle of
the room contains an item, but you can't use your
weapons in the middle. To locate the item, use a
Power Bomb on either side. This will reveal a hole in
the middle of the floor. Drop in to obtain a Missile
Tank.

Investigating the lower half of the


Center
Screw Attack through this wall.

Goals

Eliminate the remaining Metroids

After you obtain the Gravity Suit and use the second
transportation chute to escape from the isolated area, you will
arrive in a room with a door on the left. Pass through the door to
reach room A. This room is flooded with water, and contains no
enemies but is covered in spikes. Without the Gravity Suit, this
room would be impossible to cross, but since you have the suit,
you can easily Space Jump your way through it as if it were full of
air.

Exit through the door on the right to access room B, the cavernous
room surrounding the right side of the center. The bottom portion
of the room is submerged in water. Begin Space Jumping your way
to the top, and you will eventually rise above the water level. Get
to the top in order to find a door which leads to room C. In room C,
you'll see a Power Cell, but the structure to attach it to is on the
other side of a wall. A regular bomb is enough to remove the wall.
Then place a bomb to the right side of the cell to begin guiding it
over to the structure on the left. Once in place, the door to room D
will unlock.
Jump up to the top of room D, and head through the left door to
access a save station. After saving your game, continue to the left
to room E. This time, drop down until you find the transportation
chute in the middle of the room and enter it to be whisked away to
room F. In this room, you will not be able to remove the gelatinous
barrier in the middle of the room. However, you can find a hidden
path around it by shooting the wall opposite the transportation
chute. This will reveal access to a narrow passage that must
navigate as you move to the left. On the other side of the barrier is
another transportation chute. Use it to drop down to room G
below.

Watch out for the aquatic enemies and follow the path of room G
as it drops down, heads right, and climbs back up to find the door
to room H. You can run all the way through room H and crash
through any fish that get in your way. Exit through the door on the
right to find a save station. Save your game, and then exit through
the right door to room I. Navigate your way to the bottom of the
room, and head through the door on the right.

Waiting for you near the upper right corner of room J are
two Gamma Metroids. Once again, you are forced to fight
against multiple Metroids at once. However, since Gamma
Metroids are bigger targets, and there are only two of
them, this fight shouldn't be as chaotics as the one against
the five Alpha Metroids. Do your best to position yourself
below each of them and fire Super Missiles (and regular
missiles if you are out of Super Missiles) up at their
underbelly. Lure them back to the top of the room if they
are too low and you are having trouble getting a clear
shot at their stomachs. After defeating the two Gamma
Metroids, an earthquake should trigger.

Obtaining the Ice Beam


Defeat both Gamma Metroids.
Return to room I and begin running to the left through the
opening on the opposite side to room K. You should build
up enough speed to Speed Boost your way through the tunnel,
which is only possible if you have the Gravity Suit. Break through
the debris in the room and reach room L to the left. Drop down a
short distance until you see a red door on the left. Shoot it with a
missile to open it and step inside. Room M will be a large empty
room containing many platforms over a bed of spikes.

Jump over to the left side of room M and open the door.
Inside the next room, you'll find a transportation chute
that sends you up to room N within the upper portion of
the Center. When you step out, you'll encounter another
one of those impassable barriers. As before, there is a
hidden passage that you can utilize in the wall above the
barrier. Roll through it, and the bricks on the right side
will dissolve, trapping you on the right side. Use a missile
to open the red door and step inside. You'll find a Chozo
statue holding an orb, and in that orb will be the Ice
Beam.

Escaping the Center


Find this passage around the barrier.
With your newly acquired weapon, return to room N.
Now if you shoot the barrier with the Ice Beam, the
barrier will freeze. At this point, it is vulnerable to
concussive weapons, so shoot it with a missile to shatter it,
allowing you to return to the transportation chute. Once you ride
the shoot back down and return to room M, the door will lock
behind you. As you approach the middle of the room, you will be
attacked by a serpentine creature known as Serris.

Serris will zip through the water at, sometimes at


tremendous speeds. It smashes through any platforms it
touches, but the platforms will reassemble. The log
indicates that it is sensitive to sudden drops in
temperature. Naturally, you're going to need to use the Ice
Beam against it. Find a steady platform to stand on, and
shoot Serris as rapidly as you can. As you do, you will start
to notice segments of its armor plating freezing up. As
with the barrier before, you can now shoot the frozen
armor plating with missiles. With the armor plating
removed, its skin is more directly exposed to the
temperature effects of the Ice Beam. Pummel the exposed
portions of Serris with the Ice Beam. As it takes more
damage, it will speed up until its moving incredibly fast. Freeze off Serris' armor with the Ice Beam and
Continue shooting it until it is completely defeated. Then missiles
the doors in room M will unlock.

Return to room L and continue down to the bottom. The


passage on the right leads to room O and an item, while the
passage on the left leads to room P. Visit room O if you like (see
Missile Tank A below) and then build up speed as you enter room
P. Use the Speed Boost the blast through the debris on your way to
room Q.

The pipe at the top of room Q requires Speed Boost to blast


through. It's possible to jump at the last second as you exit room P
and break through the pipe in order to investigate room W from
the left side if you wish. Otherwise, drop down to the bottom of
room Q. The tunnel to the right leads to room R. This path will
ultimately dead-end, but you can pick up several items be
exploring it. Head left through the door to room U.

Room U is mostly empty, and allows you to build up significant


speed, but you will ultimate be stopped by another gelatinous
barrier. Freeze it with the Ice Beam and crack it apart with a
missile. Then proceed left to room V. This room is an empty
vertical corridor filled with platforms. Jump up to the top. To the
right is room W which contains an item and a path back to room
Q. To the left is room X, the left exterior surrounding the Center.

At this point, you have a choice. You can return to room Y and use
the other transportation chutes found there to make return visits
to other areas and collect items that you were unable to obtain
earlier. Click the following links to go directly to the return visit
sections of the walkthrough:

The Golden Temple


The Industrial Complex
The Tower
The Hydro Station (accessible via a transportation chute from The
Tower).

Otherwise, you'll need to head to the left side of room X to locate


the passage that originally lead you to the Distribution Center.
Climb to the top of that and head left. This time when you
encounter the gelatinous barrier that blocked your escape from
the Center, you will be properly equipped to remove it.
Item Gathering

Power Bombs A (room B)


Jump all the way to the very top of room B and you will discover a
Power Bomb expansion behind some fallen rubble. You must use a
Power Bomb to clear the rubble away in order to collect the
bombs.

Power Bombs B (room F)


After making your way above the gelatinous barrier in the middle
of the room, you'll find a transportation chute down to room G.
Despite the wall on the left, the map indicates that the room
continues. If you use a Power Bomb along this wall, you will open
a passage to the left. Jump into the passage and run nonstop to the
left. You will buildup enough speed to crash through the final
barrier on the left and arrive at the Power Bombs.

Missile Tank A (room O)


Drop down to the bottom of room L and take the
passage on the right to room O. At the bottom of
room O is a pipe which blocks the way to a narrow
passage that leads to the top. The problem with this
pipe is that it dissolves as soon as you hang on to any
part of it. It also quickly reassembles. Avoid dealing
with the pipe entirely by using the Spider Ball item
to follow the wall on the right and follow it up to the
middle area. Once you do this, navigating the
passage and its spikes is easy. In the next room on
the right, you'll see the Missile Tank locked away in a
chamber at the bottom of the room. Bomb the floor
to gain access to the chamber and the missiles. Spider Ball around this pipe.

Missile Tank B (room R)


Drop to the bottom of room Q and head through the
tunnel on the right to room R. Continue running until you reach a
barrier. Screw Attack or bomb your way through the floor in the
middle and collect the Missile Tank on the other side.

Missile Tank C (room W)


Regardless of whether you approach room W from the left
(through room V) or from the right (through room Q), the situation
will be the same. The center of the room contains a series of
columns which can only be broken with the Speed Boost. In the
middle of the columns, you will find a Missile Tank. Use the Speed
Boost and Space Jump to break through the columns so that you
can access and collect the Missile Tank on the floor.

Missile Tank D (room X)


There's one last Missile Tank for you to collect before you leave the
Center. It's lodged high up in the ceiling of the left exterior
surrounding the Center. In order to obtain it, you must run along
the bottom of the exterior and build up enough speed to store a
Shinespark. Then you simply press jump and fly all the way from
the bottom of the room to the top. The hard part is knowing
precisely where to jump. If you stand on the ledge just to the left of
the broken water pipe shown in the image, this is the proper
location to jump from. Jump from here, and you will fly up straight
through the ceiling and up to the Missile Tank above.
Shinespark straight up from this location.

Super Missiles A (room S)


After collecting Missile Tank B, return through the
broken floor and start from the left side of room R to
build up speed. When you start shining, squat down
to store the Shinespark, and then Screw Attack your
way back up through the floor. Stand on the crate at
the top, press jump and hold right to blast through
the wall and into the higher of the two tunnels that
lead right to room S. You will also use this tunnel as a
runway as you proceed to room S. Before you reach
a bed of spikes on the floor, you should squat down
and store the Shinespark again. There is a column of
tiles in the ceiling that is vulnerable to Shinespark. If
Find these Speed Boost tiles to guide you.
you press jump and fly up in the right location, you
will break through the ceiling and into a higher
tunnel which contains a Super Missile expansion.

Energy Tank A (room T)


After collecting Super Missiles A from room S, Space
Jump you way through the remainder of room S as it
takes you up and over to the right. It will lead to
room T which looks like an empty chamber. If you
bomb the floor, you will discover Power Bomb tiles.
Detonate a Power Bomb to break through the floor.
You will discover a tunnel which contains an Energy
Tank.

Power Bomb the floor to find this tank

Retrieved from "https://strategywiki.org/w/index.php?


title=AM2R/Distribution_Center&oldid=861573"
AM2R/Search & Rescue Hideout
From StrategyWiki, the video game walkthrough and strategy
guide wiki
< AM2R

When the research team sent out their distress beacon, the
Galactic Federation sent out an elite Search & Rescue team to
bring them home. Unfortunately, they became lost in their
efforts to locate the research team, and wound out far lower
beneath the planet than intended. Upon reaching the area,
you will need to learn their fate before triggering the
earthquake that allows you to proceed.

Contents
1 Reaching the hideout
1.1 Item gathering
2 Investigating the hideout
2.1 Item gathering

Reaching the hideout


From the Distribution Center, you will return to the room labeled
room A on the map above. Previously, the lava level was at the
height of the pit, but it was receded dramatically. Drop down to the
bottom of room A, taking any of the three routes through the
middle, and head left into room B.

Freeze the barrier at the top and shoot it with a missile to proceed.
On the next level down, you can bomb the wall, or simply Screw
Attack through the floor to reach the next level below. When you
hit the next bottom, the fastest way down is to detonate a Power
Bomb that will reveal a hidden passage through the rock. Continue
to the bottom, and head left into the next room to find a save
station.

Save your game and continue left to room C. This room takes you
down and to the left. It is occupied by two winged enemies.
Destroy them quickly with the Screw Attack and continue to the
bottom. Go left into room D. Room D has a couple of flying enemies
along with some ground. Using the Screw Attack is the fastest way
to deal with them. Continue all the way over to the left side.

You'll pass through a tunnel that wraps around the elevator shaft
which lead down to the Geothermal Plant. Keep going through the
tunnel to reach room E. This room is also very tunnel-like, with
large rock formations creating branching paths through the room.
Watch out for the enemies which burst out of the rock and hover
above. Continue left to room F.

Room F drops you down a bit and then levels out over a pool of
lava as you head to the left. More flying enemies and enemies
which burst from the rock occupy the room. Continue left to room
G which is a short vertical chamber. Drop down either side of the
rock, and go left to room H. Room H is another long corridor over
lava. The enemies from earlier that are embedded in the rock and
come out with two spinning blades make there return here, as do
the wingless birds that rise out of the lava and fly straight. Head
left into room I.

Item gathering

Missile Tank A (room D)


In the middle of room D, is a small pool of lava. The
ground to the right of the lava is just long enough to
build up speed and store a Shinespark. Once you
have stored it, jump in the lava and shrink down to
Morph Ball form. You need to hold the jump button
just long enough to rise the height of one block off
the ground, and then hold left to fly through the rock
as a Morph Ball to collect the Missile Tank hidden
inside.

Missile Tank B (room F)


When you first reach the bottom of room F, explore
the lower right corner in the lava. If you bomb this
Use Shinespark as a Morph Ball to collect this
region, you'll reveal a hidden passage into the rock
tank.
which contains a Missile Tank.

Investigating the hideout


Once you reach room I, you may be inclined to run straight ahead
to the room labeled S on the map above. But if you explore S, you'll
find bits of rock floating in the lava that prevent you from
exploring any further. Your only option is to check out the top of
room I. Room I has a big rock formation in the middle that forces
you to go around in either direction to reach the top. Once there,
you then have to choose between going left to room J, or right to
room N. There's no real reason to choose one direction over the
other. For the purposes of this walkthrough, we will choose to go
left, only because it's a little easier to climb up J and K, and easier
to drop down M and N.

Head left to room J, and run all the way through it to the left. Then
jump up to the top of room K until you are able to access room L at
the top. In the middle of room L, you will encounter a single Alpha
Metroid. Hardly a threat to Samus at this point, you should be able
to dispatch the small Metroid will ease. Take it out, and you should
trigger another earthquake.
Now you should investigate the state of room I by heading right
out of room L, dropping down to the bottom of room M, and the
jumping over the lava in room N. When you return to room I, you
will discover that the lava is not receded, but rather it has actually
risen. And as a consequence, the rock formation in the middle of
the room has dropped, preventing any escape from the room. At
the same time, your sensors will detect another Metroid life form
in the area.

Return to room L, presumably through room J and K again. This


time when you reach the middle of room L, a chunk of the ceiling
will have fallen to the floor, providing access to the region above.
Jump up into room O, and continue right into room P. Make your
way up the slope through room P. As you get closer to the right,
you'll begin to hear the sound of gunfire and the cries of some
kind of creature. Step into room Q.

When you arrive in the room, the camera will shift to a group of
soldiers fighting against a Zeta Metroid. However, right when you
arrive, the Zeta Metroid will actually begin an evolution into it's
final deadly form, the Omega Metroid. This new evolutionary form
quickly wipes out what remains of the soldiers and turns to focus
its attention on you.

Fighting against an Omega Metroid is not terribly


different from fighting a Zeta Metroid. It remains bipedal
and its weak point is still its stomach. You must watch out
for it's stronger attacks, from the powerful claws it
swings, to the saliva that it ignites into fire. Rather than
charging you, it makes powerful and fast leaps in your
direction which may take you by surprise. When it lands,
even if it doesn't touch Samus, it will still damage her if
she's standing on the ground because of the shock.
Because of the amount of damage it can quickly inflict on
you, you'll want to eliminate this threat as quickly as
possible. Using seven Super Missiles against it is highly
recommended, since you need five times as many regular
missiles to defeat it. The best time to strike it is when it The first battle against an Omega Metroid.
stands still and rears back to spray the area with fiery
saliva. An optimal time to strike it is also after it jumps, as
a section of its back will open and allow for a double damage shot.
This can cut time down, and super missiles used as well, reducing
from seven to four.

After defeating the Omega Metroid head to the right through a


tunnel to examine room R. In here, you will learn that the team
which was just eliminated by the Omega Metroid was the Search &
Rescue team sent to save the lives of the Research team which was
trapped above but never found. And now there are no survivors of
the S&R team either. Another earthquake will trigger. Return to
investigate room I and you will find that a small pathway out has
appeared on the left side of the large rock. Furthermore, the lava
has been fully cleared away from room S, allowing you to proceed.

Item gathering

Super Missiles (room R)


After defeating the Omega Metroid, be sure to investigate the room
to the right. In room R, you'll find the last remaining supply of the
Search & Rescue team: a Super Missile expansion.
Retrieved from "https://strategywiki.org/w/index.php?
title=AM2R/Search_%26_Rescue_Hideout&oldid=801680"
AM2R/The Nest
From StrategyWiki, the video game walkthrough and strategy
guide wiki
< AM2R

Throughout your mission on SR-388, you've visited many


breeding grounds and nests where Metroids reside. But this
area, known simply as The Nest, is home to some of the
strongest and most powerfully evolved Metroids found
throughout the planet. Three Omega Metroids occupy their
own lairs and must be defeated before you can advance. But
first, you must navigate your way through dark conditions to
find them.

Reaching the Nest


The earthquake triggered by defeating the first Omega Metroid
allows you to continue on your way to the left through the lowest
region of SR-388. As you run into room A, several enemies will
burst from the ground. Drop down to the rocky region below, and
either Screw Attack the enemies which protrude from the rock on
the way to room B, or use the Ice Beam to freeze them in place.

Room B contains a pool of lava. Creatures crawl around the edges


of the small platforms which are placed in a way that it makes it
difficult to Space Jump through the room. The double spinning
blade enemies pop out from both the ceiling and the lava covered
floor. Make your way to the left to room C. As soon as you enter
room C, cross over to the left to find a save station. Save your
game, and then climb up to the top of room C to reach room D on
the left.

Room D is a vertical chamber which you must climb. There are a


couple of enemies placed between very narrow pathways to the
top which are easily dispatched with Screw Attack. At the top,
head right to room E. You must climb to the top of this room as
well, but it's a more of a winding tunnel that leads to the right as
you progress. Head to the right to reach room F.

Once you enter room F, the lighting will begin


to dim. Room F contains a series of narrow
crevices which are connected by tunnels which
must be bombed or crashed into with Screw
Attack in order to clear. Many of the crevices
contain a small inhabitant that races back and
forth within them. One easy way to determine
where the tunnels are that connect the crevices,
and simultaneously remove some of the
creatures, is to detonate a Power Bomb in the
room.

Make your way to the right side of room F in


order to reach room G. As you climb up to the
Detonate a Power Bomb to see all the hidden
top of room G, the environment begins to tunnels.
change, and you begin to enter the Nest region.
You will officially transition in single room H,
where your scanners will detect three Metroid
life signals. It's possible to discover a shortcut in this room. It turns
out that the ceiling, and most of the blocks above it are Speed
Boost tiles. If you run into room H from room G and squat down to
store your Shinespark, you can press jump and fly straight up
through the ceiling and take a shortcut all the way up to room L.

Assuming you don't take this shortcut for whatever reason, head
right to room I. Carefully jump up any of the available narrow
pathways to the top, and head left to room J. Jump up to the top of
room J, avoiding or crashing into the small insect enemies with
Screw Attack, Head left to room K, which contains no enemies and
small platforms that are destroyed by Screw Attack. Head right
into room L, and jump to the top through the insect enemies to
reach room M on the right. Across the way is a path to a save
station. Save your game and prepare for the Nest.

Investigating the Nest


You will likely visit the save station at the bottom of room M
frequently over the course of the next few battles. You are about to
go up against three Omega Metroids. It's highly advised that you
return to this save station between each battle to refuel and
resupply your ammunition.

Begin climbing up room M, hanging a little more on the left side.


It's extremely dark in here, but there should be just enough light
for you to notice the entrance to room N. Once in room N, head
left. You will eventually see a path that leads down below to room
T. However, that room is filled with lava. Even though lava doesn't
hurt you any longer, thanks to the Gravity Suit, you are still unable
to progress any lower. You'll have to wait for the next earthquake
to proceed further. For now, return to room N and continue left.

When you reach the end of room N, you'll have to pull yourself up
into the narrow passage and roll through in Morph Ball form. You
will arrive in room O, where the first Omega Metroid is waiting for
you. Use the same strategy against this one as you did before.
Seven Super Missiles to its stomach will destroy it, or four to the
back when its open. Then return through the narrow passage to
room N, and head back to room M.

If you are low on energy or ammo, return to the bottom of room M


to save your game and restore Samus. Otherwise, continue up
room M and stay along the right side to find the entrance to room
P. Room P is a lot like room N, except with a couple of narrow
pathway to navigate through. Morph Ball through the passage at
the end to room Q to fight the second Omega Metroid. This fight
will be no different. When you defeat it, return
to room M and either drop down to save, or
continue to climb up to the very top to find
room R on the left.

Room R is quite a bit bigger than rooms N and


P, but it contains no additional threats. When
you reach the left side, climb up through the
narrow passage and roll into room S where the
third and final Omega Metroid is waiting. This
battle is identical to the two that preceded it.
Defeat this Omega Metroid the same way, and
you will trigger the next earthquake. At this
point, you can return to room T to find that the
Save all your Super Missiles for the fights against
lava has receded and you can drop to the Omega Metroids.
bottom of the room to continue your mission.

Retrieved from "https://strategywiki.org/w/index.php?


title=AM2R/The_Nest&oldid=801681"
AM2R/Genetics Laboratory
From StrategyWiki, the video game walkthrough and strategy
guide wiki
< AM2R

Samus finally reaches the final destination of her journey.


Most of the remaining Metroids that are left are larval
Metroids, like the kind she encountered on planet Zebes in the
original Metroid game. They haven't even evolved to Alpha
Metroid status. However, once she travels deep enough into
the lab, she will come face to face with the originator of the
larvas, the Queen Metroid herself. And only one of them will
survive the encounter.

Reaching the laboratory


After lowering the lava in the tunnel below the nest, you can drop
to the bottom, roll through the narrow passages, and then bomb
your way down to the lower portion of room A. Once you've
bombed through the platforms, you can drop straight to the
bottom. Head left into room B, which is a long tunnel that snakes
around as it ultimately heads left. You can use the Screw Attack to
remove any of the insects or flying enemies that get in your way.

When you reach room C, cross over to the left to find a save station
and save your game before returning to the room, and jumping up
to the top. Head right into room D, where you must run to the
right, and then jump up to the top before returning to the left to
enter room E.

Room E, and what follows, is a series of rooms


that you must run through and climb in order
to reach room F above. These rooms contain no
enemies and no choice of direction, so they
haven't been labeled on the map. Each long
room is simply an underground tunnel
containing waterfalls from the region above,
and pools of water collecting on the floor.
Continue to the far side of each room, where
you must climb up to the next level to continue.
After the final corridor, you jump up a long
vertical chamber until you reach room F.

Room F is a giant empty room which you must


Jump through the waterfall-filled tunnels.
Space Jump to reach the top of. If you explore
the very bottom of the room where the water
collects, you can actually fall through with a
waterfall to the upper portion of the corridors below. Instead,
jump all the way up to the top, where you will find the entrance to
the laboratory through a hole in the ceiling, closer to the left side
of the room.

Investigating the laboratory


Goals

Eradicate the Metroid larva


You arrive in the laboratory through room A, which contains
nothing but a door to the right. Through the door is a save station.
Save your game, and exit through the next door on the right to
room B. Across the way to the right is another door. This door
leads to room C which contains a transportation chute. This chute
leads you back to the Hydro Station, which you can use as a quick
conduit to other areas if you wish to pursue any item collection
before you face the final challenge of the game.

Back in room B, jump up to the top, and pass through the door to
the left, to room D. Upon entering, room D appears to dead-end,
but the map indicates that it continues on to the left. The lower left
portion of the wall can be bombed away, creating a path to the left.
Room E is a vertical chamber that you must navigate to reach the
top. When you do, you will catch a glimpse of Metroid egg in the
passage above you. At the same time, your scanner will detect 9
new Metroid life signals. Roll through the narrow passage at the
top to the right to reach room F.

Pay close attention in this room. As you begin


walking to the right, a life form will appear
from the background and attack you. This is the
first Metroid larva that you must face. Just as
they did in the original Metroid game, they will
take any opportunity to latch on to you and
drain the energy from you. If they do this, your
only defense is to convert to Morph Ball form
and detonate a bomb in their vicinity. The
bomb will stun them, but only momentarily,
and they will resume their attack without
hesitation. To defeat the larva, you must freeze
them with the Ice Beam. Once frozen, you must
shoot five missiles at them, or one Super Fire missiles rapidly after you freeze a Metroid.
Missile, to defeat them for good. If you're using
missiles, be sure to fire them off very quickly.
Do not give the Metroid a chance to thaw and attack you again.

Once you destroy the Metroid, the door to room G will activate.
Head through it and work your way up to the top. As you
approach the next door, another Metroid will zoom in from the
background. Freeze it and hit it with missiles in order to proceed
to the next room. Room H is an empty room. Run straight across to
reach room I. Just as you begin to jump up, another Metroid will
attack. Destroy it before you proceed, as a second Metroid is
waiting closer to the top. You must destroy both before the door to
room J opens.

Room J is a long corridor, and the floor is lined with spikes, so you
must jump from the safety of one platform to another. Towards
the middle of the room, a Metroid will attack. Lure it out and then
attack it from a platform before you continue to the left. Be aware
that there is another Metroid waiting the room. It will appear as
you are jumping over to another platform. Get far ahead of it and
turn around to attack it before it reaches you. Then continue left to
room K.
When you enter room K, you will be stuck in
the upper portion of the room. A bomb
anywhere on the floor will collapse the whole
structure and give you access to the portion
below. However, there are two Metroids
waiting for you below. They are likely to appear
and attack simultaneously, so be prepared.
Keep them both frozen, and remove them with
Super Missiles to get rid of them quickly. If you
are watching the Metroid life count, you are
down to just one remaining. Proceed through
the lower left door to room L.

Drop down to the bottom of room L and head


Keep both Metroid far away from you to be safe.
through the door on the right to room M. As
you pass through the long corridor, the floor
will become covered in spikes until you are
forced to Space Jump your way through the remainder of the
room. When you reach the right side, you must drop through the
floor to make a surprising discovery.

Defeat the Queen Metroid

It is here in room N that you come face to face with the Queen
Metroid. She will not be happy to see you. She is as large as the
room she occupies, from floor to ceiling, so there is no possibility
of getting around her. You must take her on and defeat her in
order to escape. Unlike the other advanced Metroids that you've
faced, her torso is completely invulnerable to attack. Instead, her
weak point is actually her head, which is a very prominent target
which she uses to attack you.

Initially, you must shoot her head with missiles


and Super Missiles, all the while dodging her
head when it darts out to attack you. After a
while, she will stop attacking with her head,
and the horns on her head will start to glow.
When they do, she will retreat a short distance,
open her mouth, and release a series of strange
organisms that float around the room and
damage Samus. While a threat, these organisms
can also benefit you if you manage to shoot
them and freeze them. When destroyed, they
leave behind a cache of energy and missile
ammunition. You can use these as an
opportunity to refuel, but do so carefully, as the The Queen will create a new pathway behind
Queen will resume her attack as soon as the you.
organisms are released.

After receiving enough damage, the Queen will


stop attacking. She will take a short step back, and build up a lot of
energy before releasing a fireball from her mouth. This fireball
will destroy the wall behind you. The Queen will advance and
force you to head back to the right. Then the fight will resume. You
must continue nailing her head with missiles until she steps back
and releases another fireball. This will continue four times until
you are pushed all the way back to room O on the map. When this
happens, you have no where left to run. The Queen will dart her
head out and clutch you in her maw. Samus will raise one hand
and point her gun down the Queens throat. Fire multiple rounds
of missiles into the Queen. If you don't destroy her in time, her
jaws will snap shut, and then she will lash out and catch you
again. Continue shooting missiles until the Queen can handle no
more and ultimate explodes. [*Note*: Alternatively, When you are
in the Queens jaws you can roll into a ball and enter her stomache
and kill her with a single super bomb in Normal Mode.] You have
defeated the last Metroid threat on SR-388.

Rescue the Metroid hatchling

After defeating the Queen, head back to the left


all the way until you reach room P and stumble
upon the egg that you previously saw. The egg
will hatch and a baby Metroid larva will
appear. It will imprint on Samus and follow her
wherever she goes. Continue left, and you will
begin to notice that it only leaves you to feed on
the light blue substances that you will
occasionally encounter.

Head through this room, and follow the path


through the rest of the map. As you proceed,
you will eventually hits locations where the
light blue substance blocks your progress. But
This baby Metroid will aid your escape from SR-
the Metroid larva will happily consume it and 388
create a path forward. As you follow the tunnel,
it will bring you back to the surface of the
planet. You will arrive in the canyon opposite
your landing site. Thanks to your increased abilities, you now
possess the power to get over the cliff in the middle and return to
your ship. Step inside your ship to evacuate from SR-388 and end
the game. Congratulations.

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title=AM2R/Genetics_Laboratory&oldid=853692"
AM2R/GFS Thoth
From StrategyWiki, the video game walkthrough and strategy
guide wiki
< AM2R

When the Galactic Federation authorized a Research team to


investigate SR-388, they provided that team with a vessel, the
GFS Thoth. With the team trapped below the surface, the
vessel lays dormant. If you manage to find a way to reactivate
the lift which transported the research team to the depths of
the planet, you can explore the vessel and its surroundings.
Although it seems vacant, you may not be the only living being
aboard the craft...

Reaching the GFS Thoth


In order to reach the GFS Thoth, you must return to the Research
Site any time after you have acquired Power Bombs. If you stand
on the platform outside of the door where the researchers
perished and detonate a Power Bomb, the rocks lodged in the roof
will disappear, and an elevator will reactivate. Ride the elevator
up to an alternate surface of the planet, where the GFS Thoth sits
dormant.

Investigating the GFS Thoth


There are two regions of interest in this area; the spacecraft itself,
and the exterior all around the Thoth. The exterior is the less
complicated of the two. You begin in room A. If you explore far to
the left, you'll find the entrance to a small cave, room B. Inside this
cave, you will find a Power Bomb expansion. Likewise, if you
travel all the way to the far right, you will find another Power
Bomb expansion sitting right out in the open. Before you've even
set foot in the ship, you've increased your Power Bomb supply by
four.

You can enter the ship itself through either the left entrance to
room C, the or the right entrance to room G. Either way, the
bottom level of the ship is empty apart from deceased crew
members. Your goal is to reach the elevator in room F and ride up
to the second level. If you explore room H to the right, you'll find a
cockpit. Your logs will be expanded to point out that the motion
sensors indicate no movement anyone on the ship with the
exception of the east wing of level 3.
Enter room I to the left. It will appear to dead-end, but you can
find a brick to bomb which will expose a hidden passage to room J
beyond. Room K, to the left of room J, is another seemingly empty
room. But if you bomb the lower left corner of room K, you can
find a hidden passage which leads to a save station. After saving
your game, return to room J and ride the elevator up to the third
level.

From the elevator, enter the only room on the third level,
room L. Run all the way to the far right side, and you will
collect an Energy Tank. Now as you start to head back to
the left, you will find that the door to the elevator is
locked. You will now be attacked by a creature called the
Genesis, named so because it believed to be the original
predator species of SR-388.

Genesis has no real defensive capabilities, and relies


primarily on stealth, moving swiftly through the darkness
of the room. It attacks in a relatively straightforward
pattern. It starts by jumping up to the ceiling and crawling
across it to get to the opposite side of Samus. Then it
jumps down at a diagonal angle. If it lands close to Samus,
This predator relies on stealth, attacking in the
it scratches her with a powerful attack. However, if you dark.
run far enough away from Genesis, it will opt instead to
spit acid at you from a distance. After either attack, it
leaps back up to the ceiling and repeats the attack. You
must take any opportunity to attack it, either when its crawling
above your head on the ceiling, or when it leaps down to the
ground to attack you. Even with a full supply of Energy Tanks, it
can reduce Samus' energy to 0 without a lot of effort.

Once Genesis is destroyed, and you have collected the two Power
Bombs and one Energy Tank, there is nothing left for you to
explore in this region. Return down through the elevator to the
Research Site and continue your mission.

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title=AM2R/GFS_Thoth&oldid=794181"
AM2R/Endings
From StrategyWiki, the video game walkthrough and strategy
guide wiki
< AM2R

The ending that you receive is based on how long it took you to
beat the game. After seeing the general ending and staff credits,
one of the following screens will be presented to you. Below you
can see each of the endings you will receive based on your time.
Completion
Ending
time

more than 4
hours

between 2 -
4 hours

less than 2
hours
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title=AM2R/Endings&oldid=793979"

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