AM2R - Walkthrough
AM2R - Walkthrough
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.
Goals
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.
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.
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.
Contents
1 Reaching the temple
2 Investigating the temple
2.1 Goals
2.2 Item Gathering
2.3 Return visit
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.
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.
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.
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.
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.
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.
Item Gathering
Return visit
Contents
1 Reaching the station
1.1 Item Gathering
2 Investigating the station
2.1 Goals
2.2 Item Gathering
2.3 Return visit
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.
Item Gathering
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
Contents
1 Reaching the complex
1.1 Item Gathering
2 Investigating the complex
2.1 Goals
2.2 Item Gathering
2.3 Return visit
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.
Goals
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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
Return visit
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.
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.
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.
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
Item Gathering
Goals
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.
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.
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.
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.
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.
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
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.
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.
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 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.
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
Return visit
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
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.
Goals
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.
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.
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.
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.
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.
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.
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.
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.
Item Gathering
Goals
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.
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.
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:
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
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
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.
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.
Item gathering
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.
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.
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.
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.
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.
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.
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.
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.
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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