Metroid Dread Wiki
Explore Planet ZDR as Samus Aran, unlock powerful abilities, map dangerous regions, defeat brutal bosses, evade E.M.M.I. robots, and uncover hidden upgrades.
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Metroid Dread 100% walkthrough: Route, Tips & Checklist
Follow a practical Metroid Dread 100% walkthrough covering story progression, ability gates, E.M.M.I. zones, upgrades, maps, and final cleanup.
Metroid Dread amiibo: Scan Effects & Setup Guide
Learn how Metroid Dread amiibo work, what Samus and E.M.M.I. unlock, how to scan them, and when to use their daily bonuses.
Metroid Dread before you buy: 2026 Comparison Guide
Metroid Dread before you buy: compare exploration, combat, difficulty, solo play, abilities, and progression to decide if it fits your 2026 backlog.
Metroid Dread bosses: Story Order, Phases & Tips Guide
Track every major Metroid Dread boss in story order with phase tips, attack patterns, rewards, and preparation advice for Nintendo Switch.
Metroid Dread bosses in order: Story Rankings & Tips
Follow the Metroid Dread bosses in order, with locations, rewards, attack patterns, preparation tips, and a practical story progression route.
Metroid Dread collector's edition: Buying Guide
Compare Metroid Dread collector's edition contents, regional differences, condition checks, pricing signals, and safe buying tips for collectors.
Metroid Dread developer: MercurySteam’s Role Explained
Learn who developed Metroid Dread, how MercurySteam and Nintendo shaped its design, and why the studio’s experience matters.
Metroid Dread ending explained: Story & Final Boss Guide
Metroid Dread ending explained with Raven Beak, Samus's Metroid transformation, Quiet Robe, the X Parasite, and post-game rewards.
Metroid Dread escue: Boss Guide & Storm Missiles Tips
Learn how to defeat Escue in Metroid Dread with phase tips, attack counters, movement advice, and Storm Missiles preparation.
Metroid Dread experiment z 57: Boss Tips & Route
Learn how to defeat Experiment No. Z-57 in Metroid Dread with attack counters, arena movement tips, preparation advice, and the Space Jump reward.
Metroid Dread final boss: Phases, Counters & Tips
Learn how to defeat the Metroid Dread final boss, Raven Beak, with phase breakdowns, attack counters, preparation tips, and escape guidance.
Metroid Dread full walkthrough: Step-by-Step Route
Follow a practical Metroid Dread full walkthrough covering progression, abilities, E.M.M.I. zones, bosses, maps, and 100% cleanup planning.
Metroid Dread Beginner Guide
Metroid Dread is built around exploration, backtracking, and gradually opening routes with new abilities. When progress stops, review the map for unexplored rooms, use newly acquired abilities near previously blocked paths, and follow the environmental clues provided by doors, tunnels, obstacles, and transport systems.
Learn the essential controls
Move with the left stick, aim with the right stick, fire with Y, jump with B, and use the Morph Ball with ZL after unlocking it. Hold L to aim freely, press ZR to activate abilities such as Scan Pulse or Flash Shift, and use the melee counter when an enemy flashes with a counter prompt.
- Practice aiming diagonally because many enemies expose weak points above or below Samus.
- Use the melee counter whenever possible because a successful counter restores health and missiles.
- Keep moving during combat instead of standing directly in front of an enemy.
Understand how exploration works
Most areas contain routes blocked by specific doors, terrain, enemies, or abilities. Explore the currently accessible rooms, identify barriers you cannot yet pass, and return later after obtaining the required upgrade.
- A new ability usually has an obvious nearby use, but it may also unlock routes in earlier regions.
- Colored doors, beam covers, missile blocks, and bomb blocks often indicate future progression.
- If a route appears impossible, look for a nearby alternate path rather than attacking the same obstacle repeatedly.
Read the map and place markers
The map records rooms, doors, stations, teleporters, items, and unexplored areas. Use markers to record blocked routes, suspicious walls, missile covers, bomb blocks, and locations that look reachable after gaining a new ability.
- Place a marker immediately when you encounter a barrier that needs a known future ability.
- Use different marker colors for collectibles, blocked paths, and routes that need further investigation.
- A room that is not fully explored may hide a tunnel, breakable block, or alternate entrance.
Use stations before long routes
Save Stations restore progress, Network Stations provide story information and map support, Recharge Stations restore health and missiles, and Map Stations reveal the layout of a region.
- Save before entering an unfamiliar boss room or a difficult traversal sequence.
- Recharge before exploring a dangerous E.M.M.I. Zone or a large room full of hazards.
- Use Map Stations early in each region so unexplored paths are easier to track.
Recognize the next objective
The next objective is usually tied to the most recently acquired ability, an active E.M.M.I. Zone, a Network Station instruction, or a blocked route that just became accessible. If no waypoint is given, inspect the map for nearby rooms that use your latest upgrade.
- After defeating a boss, search the surrounding area for the route it opened.
- When an E.M.M.I. is destroyed, test the new ability against nearby barriers immediately.
- Transporters and elevators often connect the current objective to an earlier region.
Manage missiles, energy, and ammunition
Missiles open many doors and expose boss weak points, while Energy Tanks, Missile Tanks, and Missile+ Tanks raise your maximums. Regular enemies refill resources, so clear safe rooms while preparing for a difficult encounter.
- Do not hoard missiles indefinitely; spend them on progression doors and weak points.
- Countering enemies is an efficient way to recover resources.
- If a boss resists normal shots, observe its behavior for a stronger attack opportunity.
Treat E.M.M.I. Zones as stealth-and-speed sections
E.M.M.I. Zones are high-risk areas patrolled by nearly invulnerable robots. Use camouflage, narrow passages, walls, and alternate routes to avoid detection; if one catches Samus, the counter window is a last chance rather than a strategy.
- Use the Phantom Cloak to pass detection points or reposition near an exit.
- Learn the zone layout before attempting a fast escape.
- The Central Unit room provides the temporary Omega Cannon needed to destroy that zone's E.M.M.I.
Return to earlier areas after upgrades
Backtracking is a central part of Metroid Dread rather than a sign of stalled progress. New beams, movement skills, suits, bombs, and missiles open routes in earlier rooms and reveal shortcuts, upgrades, and optional collectibles.
- Use the map markers you placed earlier to build a focused return route.
- Prioritize permanent upgrades near your current path before a full region-wide sweep.
- Teleporters and trains cut travel time between major regions.
Metroid Dread Boss Guide
Boss encounters in Metroid Dread emphasize pattern recognition, movement, and well-timed counters. The guide follows main story progression and marks story-heavy fights with spoiler tags, including the optional Chozo Soldier battles that act as combat milestones.
Metroid Dread Maps and Locations
Planet ZDR is divided into interconnected regions linked by elevators, trains, shuttle routes, teleporters, and the central Itorash structure. Each region contains Save Stations, Network Stations, Recharge Stations, Map Stations, item rooms, E.M.M.I. Zones, and ability-gated passages.
Artaria
Rocky caverns and underground ruinsArtaria is the opening region and teaches basic movement, counters, map use, and environmental traversal. Several paths open up after the Phantom Cloak, Morph Ball, and later movement abilities.
Key Locations
- Ship landing area
- Central Unit and E.M.M.I. Zone
- Corpius arena
- Save Stations and Recharge Stations
- Map Station
- Teleporters and elevator connections
Connections
- Mark cloaked-door routes before leaving the early area.
- Return after acquiring the Morph Ball and later beam upgrades.
- Check the central cavern walls for alternate routes between upper and lower sections.
Cataris
Volcanic industrial facilitiesCataris mixes hot volcanic passages, industrial machinery, lava barriers, and vertical shafts. Temperature hazards make suit upgrades and careful route planning important.
Key Locations
- Kraid arena
- Central Unit and E.M.M.I. Zone
- Thermal fuel and lava-control rooms
- Save Stations and Recharge Stations
- Map Station
- Elevator routes to Artaria and Dairon
Connections
- Use the map to separate accessible heated routes from hazard-blocked areas.
- Revisit the Kraid area after Morph Ball-related abilities.
- Check lower industrial rooms for hidden bomb and missile paths.
Dairon
Abandoned research and manufacturing sectorDairon is a large industrial region full of sealed doors, power systems, breakable blocks, and Speed Booster puzzles. It is one of the best regions for learning how abilities reshape the map.
Key Locations
- Central Unit and E.M.M.I. Zone
- Wide Beam and beam-upgrade routes
- Speed Booster routes
- Pulse Radar area
- Save Stations, Recharge Stations, and Map Station
- Shuttle and elevator connections
Connections
- Record every Speed Booster corridor you cannot finish yet.
- Use the map to compare rooms with similar beam-colored doors.
- Return after obtaining Bombs, Pulse Radar, and additional beam upgrades.
Burenia
Flooded research facilitiesBurenia is dominated by submerged rooms, water currents, vertical shafts, and underwater traversal. The Gravity Suit substantially improves movement and opens previously restricted paths.
Key Locations
- Drogyga arena
- Experiment No. Z-57 arena
- Central water-control rooms
- Gravity Suit area
- Save Stations and Recharge Stations
- Map Station and transport facilities
Connections
- Mark underwater passages that are hard to traverse before the Gravity Suit.
- Search behind water-control structures for missile and energy expansions.
- Use Space Jump to revisit vertical rooms and reach isolated ledges.
Ghavoran
Dense forest and overgrown ruinsGhavoran combines organic growth, vertical forest chambers, hidden tunnels, and water-filled rooms. Several routes only become practical after Bombs, Cross Bombs, Space Jump, and stronger beams.
Key Locations
- Chozo Soldier encounters
- Golzuna arena
- Central Unit and E.M.M.I. Zone
- Plasma Beam and beam-upgrade routes
- Save Stations, Recharge Stations, and Map Station
- Shuttle and elevator connections
Connections
- Inspect organic-looking walls for hidden passages and breakable blocks.
- Return to vertical shafts after acquiring Space Jump.
- Use Cross Bombs to test connected Morph Ball tunnels.
Ferenia
Ancient Chozo ruins and fortress structuresFerenia holds major Chozo structures, long vertical passages, high-level combat encounters, and several late-game movement routes. Its architecture gives visual clues for hidden entrances and ability-based traversal.
Key Locations
- Chozo Soldier arenas
- Escue arena
- Twin Robot Chozo Soldiers arena
- Central Unit and E.M.M.I. Zone
- Screw Attack and Wave Beam routes
- Save Stations, Recharge Stations, and Map Station
Connections
- Use the map to track large rooms with unexplored upper ledges.
- Return after obtaining Space Jump, Storm Missiles, and Screw Attack.
- Check Chozo statue rooms and fortress corridors for alternate routes.
Hanubia
Restricted military and Chozo facilitiesHanubia is a late-game region with compact facilities and strong enemies. It is the final staging area on Planet ZDR before the story moves to Itorash.
Key Locations
- Samus's Gunship access route
- Central Unit and E.M.M.I. Zone
- Late-game recharge and save facilities
- Transport connections to Itorash
- Final progression routes
Connections
- Use nearby stations before attempting the final route.
- Inspect rooms with late-game beam and missile barriers.
- Clear remaining marked routes before the final sequence if you are chasing high completion.
Elun
Contained X-infested research areaElun is a compact story region connected to Ghavoran. Its route focuses on narrative progression and hazardous X encounters rather than broad free exploration.
Key Locations
- X-infested corridors
- Restricted research rooms
- Story-critical containment route
- Temporary traversal passages
Connections
- Clear hostile rooms carefully because X can repopulate enemies.
- Follow the research facility route before attempting optional cleanup elsewhere.
Itorash
Raven Beak's orbital fortressItorash is the final major destination in Metroid Dread, built almost entirely around the concluding story sequence. Prepare at the preceding stations before entering the final encounter route.
Key Locations
- Final elevator and approach route
- Final boss arena
- Story-critical corridors
- Endgame sequence area
Connections
- Recharge health and ammunition before the final approach.
- Review remaining map markers before the final battle if pursuing completion.
- The final boss route is not designed for broad exploration.
Metroid Dread Upgrades and Abilities
Metroid Dread uses abilities as both combat tools and exploration keys. Major upgrades come from bosses, E.M.M.I. encounters, Chozo statues, Central Units, and hidden item rooms. The order below follows the main progression logic while grouping optional expansions by function.
| Ability | Category | How to Get | Effect | What It Opens |
|---|---|---|---|---|
| Charge Beam | Beam | Early Artaria progression | Charges Samus's beam for stronger shots and activates Charge Beam doors and mechanisms. | Opens early beam-gated routes and improves damage against armored enemies. |
| Spider Magnet | Movement | Defeat the relevant E.M.M.I. in Artaria | Lets Samus cling to blue magnetic surfaces and move across magnetic ceilings and walls. | Opens magnetic rail routes, vertical traversal sections, and several boss-arena movement options. |
| Phantom Cloak | Stealth | Defeat Corpius in Artaria | Makes Samus invisible to many enemies and lets her pass certain sensor systems. | Opens Phantom Cloak doors and provides a safer answer to specific E.M.M.I. Zone situations. |
| Varia Suit | Suit | Early Artaria progression | Protects Samus from high-temperature environments that would otherwise cause severe damage. | Allows access to heated areas and removes the temperature restriction on several routes. |
| Morph Ball | Movement | Defeat Kraid in Cataris | Transforms Samus into a compact ball that rolls through narrow passages. | Opens Morph Ball tunnels, ball-launcher routes, bomb passages, and many hidden item rooms. |
| Wide Beam | Beam | Dairon progression | Fires a wider beam spread and interacts with Wide Beam covers and doors. | Opens wide-beam barriers and improves control in rooms with multiple targets. |
| Diffusion Beam | Beam | Dairon E.M.M.I. progression | Lets charged shots pass through some surfaces and damage enemies behind them. | Reaches hidden targets and opens routes protected by Diffusion Beam covers. |
| Bomb | Morph Ball | Main progression through Ghavoran | Places explosive charges in Morph Ball form and destroys Bomb blocks. | Opens bomb tunnels, reveals hidden blocks, activates bomb puzzles, and enables Bomb Jump techniques. |
| Speed Booster | Movement | Defeat the relevant E.M.M.I. in Dairon | Lets Samus accelerate into a high-speed run and charge a Shinespark. | Opens Speed Booster blocks and long-distance traversal routes, including complex Shinespark puzzles. |
| Flash Shift | Movement | Chozo statue challenge in Artaria | Performs a fast horizontal air dash with limited consecutive uses. | Improves combat mobility and clears short gaps, evasive maneuvers, and advanced traversal. |
| Pulse Radar | Exploration | Dairon | Reveals nearby hidden blocks and destructible sections for a short time. | Helps locate breakable walls, hidden tunnels, and concealed routes that are hard to spot visually. |
| Grapple Beam | Movement | Main progression through Dairon | Attaches to Grapple Points, pulls certain objects, and interacts with blue magnetic grapple surfaces. | Opens grapple doors, movable blocks, suspended platforms, and long-distance traversal routes. |
| Ice Missiles | Missile | Defeat the relevant E.M.M.I. in late-game progression | Adds freezing power to missiles and can freeze certain enemies and environmental targets. | Opens Ice Missile covers and enables progression through routes protected by frozen obstacles. |
| Plasma Beam | Beam | Ghavoran | Fires a stronger beam that passes through some enemies and destroys Plasma Beam covers. | Opens plasma-gated routes and improves damage against heavily armored enemies. |
| Cross Bomb | Morph Ball | Defeat Golzuna in Ghavoran | Creates horizontal and vertical blast lines when the bomb detonates. | Opens connected Morph Ball puzzles and reaches routes standard Bombs cannot. |
| Gravity Suit | Suit | Burenia | Improves movement in water and protects Samus from severe environmental effects. | Opens deep-water routes and makes submerged traversal substantially faster and safer. |
| Space Jump | Movement | Defeat Experiment No. Z-57 in Burenia | Lets Samus perform repeated jumps while airborne. | Opens tall vertical shafts, isolated ledges, and many late-game traversal routes. |
| Storm Missiles | Missile | Defeat Escue in Ferenia | Locks onto multiple targets before firing a group of missiles. | Opens Storm Missile covers and improves damage against bosses with several targets at once. |
| Screw Attack | Movement | Ferenia | Damages many enemies during a spinning jump and destroys Screw Attack blocks. | Opens Screw Attack barriers and lets you breeze through rooms full of ordinary enemies. |
| Wave Beam | Beam | Ferenia | Lets beam shots pass through certain solid surfaces and destroys Wave Beam covers. | Opens routes where targets or doors sit behind walls and expands access to late-game rooms. |
| Power Bomb | Morph Ball | Late-game progression | Creates a large-area explosion in Morph Ball form and destroys Power Bomb blocks. | Opens late-game hidden rooms, large destruction puzzles, and final collectible routes. |
| Energy Tank | Expansion | Hidden item rooms throughout Planet ZDR | Increases Samus's maximum health. | Rarely opens a route directly, but improves survivability during exploration and boss fights. |
| Missile Tank | Expansion | Hidden item rooms throughout Planet ZDR | Increases maximum missile ammunition by a standard amount. | Does not unlock doors directly, but supports missile-heavy combat and exploration. |
| Missile+ Tank | Expansion | Hidden item rooms throughout Planet ZDR | Increases maximum missile ammunition by a larger amount than a standard Missile Tank. | Improves ammunition reserves for bosses, missile doors, Storm Missiles, and late-game combat. |
| Power Bomb Tank | Expansion | Hidden late-game item rooms | Increases maximum Power Bomb ammunition. | Supports Power Bomb puzzles and optional late-game exploration routes. |
Metroid Dread E.M.M.I. Guide
E.M.M.I. encounters are built around information, positioning, and controlled movement. Enter each zone knowing the nearby exits, recharge stations, narrow passages, and Central Unit route before committing to the chase. After disabling the Central Unit, charge the Omega Cannon at a safe distance, burn the E.M.M.I. faceplate with the Omega Stream, and finish it with a charged Omega Blaster shot.
Artaria E.M.M.I. Zone
E.M.M.I. Color: WhiteReward: Phantom CloakLearn the basic chase rules and destroy the first E.M.M.I.
Central Unit
Reach the Central Unit through the opening zone route and activate the temporary Omega Cannon.
Omega Cannon
Hold the Omega Stream on the E.M.M.I. faceplate until the armor breaks, then fire a charged Omega Blaster shot into the exposed core.
Escape Route
Use elevated platforms and narrow passages to create distance, and avoid stopping in dead-end rooms unless your counter timing is prepared.
- Do not start charging while the E.M.M.I. is already within striking distance.
- Use Phantom Cloak when crossing a patrol route or waiting at a doorway.
- If the E.M.M.I. grabs Samus, counter only when the flash cue appears.
Cataris E.M.M.I. Zone
E.M.M.I. Color: YellowReward: Speed BoosterManage a faster E.M.M.I. across vertical shafts and heated-room transitions.
Central Unit
Locate the Central Unit through the connected platforming rooms without wasting loops in heated areas.
Omega Cannon
Use a long horizontal corridor or a clear vertical lane to keep the required firing distance.
Escape Route
Favor open rooms with multiple exits. The yellow E.M.M.I. is fast, so commit to a route instead of flip-flopping at doorways.
- Do not rely on a single platform; the yellow E.M.M.I. closes distance quickly.
- Use slide and Morph Ball transitions to pass under patrol paths.
- Top off at nearby recharge stations before starting the Central Unit sequence.
Dairon E.M.M.I. Zone
E.M.M.I. Color: GreenReward: Diffusion BeamUse longer sightlines and mechanical rooms to control the pursuit.
Central Unit
Reach the Central Unit through the industrial platforming route, tracking doors that break line of sight.
Omega Cannon
Charge the Omega Stream from the far end of a corridor and keep the beam centered on the faceplate until the armor fails.
Escape Route
Use elevated platforms, wall-jump-friendly shafts, and one-way transitions to separate Samus from the E.M.M.I. before turning to attack.
- Avoid firing from a spot where the E.M.M.I. can approach from above or below.
- Use the environment to force the E.M.M.I. into a predictable path.
- If the chase destabilizes, leave and re-enter the room instead of forcing a risky counter.
Ghavoran E.M.M.I. Zone
E.M.M.I. Color: GreenReward: Progression toward the next E.M.M.I. encountersNavigate organic platforms, vertical passages, and multiple patrol routes.
Central Unit
Follow the connected jungle route and use Morph Ball passages to bypass patrol lanes before the Central Unit.
Omega Cannon
Pick a long room with a clear firing line; the Omega Stream is most reliable when the E.M.M.I. approaches on the same horizontal level.
Escape Route
Move between upper and lower platforms instead of circling one chamber. Verticality matters more than raw running speed here.
- Do not stay cloaked in front of the E.M.M.I. for long; Phantom Cloak drains Aeion.
- Use ledges and tunnels to reset the chase direction.
- Keep an exit in view before starting the Omega Stream.
Handle submerged movement while under heavier pursuit pressure.
Central Unit
Reach the Central Unit through the flooded sections and use nearby platforms to set up a clean Omega Cannon approach.
Omega Cannon
Use the clearest corridor available and never start the Omega Stream while Samus is stuck in slow water movement.
Escape Route
Move toward rooms with dry platforms, doors, or vertical escape shafts. Route selection matters more than speed in water.
- Do not fight the E.M.M.I. inside a cramped underwater room.
- Plan the return path before activating the Central Unit.
- Use doors and elevation changes to interrupt the E.M.M.I.'s direct approach.
Ferenia E.M.M.I. Zone
E.M.M.I. Color: PurpleReward: Storm MissilesSurvive a demanding chase across complex rooms and dangerous patrol angles.
Central Unit
Use the upper and lower paths through Ferenia to reach the Central Unit while preserving a reliable escape route.
Omega Cannon
Wait until the E.M.M.I. enters a long, readable lane, keep the beam attached to the faceplate, and do not release early.
Escape Route
Favor rooms with multiple exits and use ledges, tunnels, and short concealment windows to bend the E.M.M.I.'s path.
- Reserve Aeion for the section where the E.M.M.I. is most likely to cut you off.
- Do not assume a familiar room stays safe after the E.M.M.I. changes direction.
- Practice the counter timing before attempting a close-range escape.
Hanubia E.M.M.I. Zone
E.M.M.I. Color: RedReward: Power BombsComplete the final E.M.M.I. encounter and claim the last major upgrade.
Central Unit
Move through the facility route to the Central Unit and identify the final long firing lane before activating the Omega Cannon.
Omega Cannon
Burn through the faceplate with the Omega Stream, then immediately follow with the charged Omega Blaster shot.
Escape Route
Use broad corridors and doors to keep the E.M.M.I. in front of Samus, and avoid backtracking into rooms with limited exits.
- Enter with full health and ammunition whenever possible.
- Do not begin the beam sequence until the E.M.M.I. commits to the corridor.
- If the machine reaches the firing position too fast, reset the route instead of improvising at close range.
General E.M.M.I. Rules
E.M.M.I. Color: All colorsReward: Lower E.M.M.I. threat and access to the next story areaApply consistent tactics to every E.M.M.I. Zone in Metroid Dread.
Central Unit
Central Units grant the Omega Cannon for the current zone and should be treated as a preparation phase, separate from the E.M.M.I. itself.
Omega Cannon
The Omega Stream strips the faceplate while the charged Omega Blaster shot finishes the exposed core. The weapon is temporary and normally lost after the encounter.
Escape Route
Use doors, elevation changes, Morph Ball tunnels, narrow passages, and line-of-sight breaks to control the chase.
- Memorize one safe room and one backup route before starting the Central Unit sequence.
- Keep moving during normal pursuit and stop only when the firing line is ready.
- Use Phantom Cloak to avoid detection, not as a replacement for route planning.
- Countering an E.M.M.I. is possible but intentionally hard; treat it as a last resort.
Metroid Dread 100% Completion Guide
A 100% run takes more than following the main path. Revisit earlier regions after gaining Morph Ball, Bombs, Speed Booster, Grapple Beam, Space Jump, Ice Missiles, Storm Missiles, and Power Bombs. Use the map to flag suspicious blocks, unvisited rooms, and expansion icons, then return when Samus can reach the hidden paths.
Artaria
Main abilities
- Obtain the Charge Beam
- Obtain the Spider Magnet
- Obtain the Phantom Cloak
- Obtain the Morph Ball
- Obtain the Varia Suit
Expansion cleanup
- Collect every Missile Tank in Artaria
- Collect every Missile+ Tank in Artaria
- Collect every Energy Part and Energy Tank in Artaria
- Collect every Power Bomb Tank in Artaria after obtaining Power Bombs
- Reveal every Artaria map room
Cataris
Main abilities
- Obtain the Wide Beam
- Obtain the Diffusion Beam
- Obtain the Morph Ball Bombs
- Obtain the Speed Booster
- Obtain the Grapple Beam
- Obtain the Gravity Suit
Expansion cleanup
- Collect every Missile Tank in Cataris
- Collect every Missile+ Tank in Cataris
- Collect every Energy Part and Energy Tank in Cataris
- Collect every Power Bomb Tank in Cataris after obtaining Power Bombs
- Reveal every Cataris map room
Dairon
Main abilities
- Obtain the Storm Missiles
- Obtain the Cross Bomb
- Obtain the Spin Boost
- Obtain the Space Jump
- Obtain the Plasma Beam
- Obtain the Screw Attack
Expansion cleanup
- Collect every Missile Tank in Dairon
- Collect every Missile+ Tank in Dairon
- Collect every Energy Part and Energy Tank in Dairon
- Collect every Power Bomb Tank in Dairon after obtaining Power Bombs
- Reveal every Dairon map room
Burenia
Main abilities
- Obtain the Gravity Suit
- Obtain the Space Jump if Burenia is your access route
- Obtain the Screw Attack if Burenia is being revisited for cleanup
Expansion cleanup
- Collect every Missile Tank in Burenia
- Collect every Missile+ Tank in Burenia
- Collect every Energy Part and Energy Tank in Burenia
- Collect every Power Bomb Tank in Burenia after obtaining Power Bombs
- Reveal every Burenia map room
Ghavoran
Main abilities
- Obtain the Spin Boost
- Obtain the Space Jump
- Obtain the Plasma Beam
- Obtain the Screw Attack
Expansion cleanup
- Collect every Missile Tank in Ghavoran
- Collect every Missile+ Tank in Ghavoran
- Collect every Energy Part and Energy Tank in Ghavoran
- Collect every Power Bomb Tank in Ghavoran after obtaining Power Bombs
- Reveal every Ghavoran map room
Ferenia
Main abilities
- Obtain the Storm Missiles
- Obtain the Space Jump
- Obtain the Cross Bomb
- Obtain the Screw Attack
Expansion cleanup
- Collect every Missile Tank in Ferenia
- Collect every Missile+ Tank in Ferenia
- Collect every Energy Part and Energy Tank in Ferenia
- Collect every Power Bomb Tank in Ferenia after obtaining Power Bombs
- Reveal every Ferenia map room
Elun
Story progression
- Complete the X outbreak sequence
- Restore the Plasma Beam after the X encounter
- Reveal every Elun map room
Expansion cleanup
- Collect every Missile Tank in Elun
- Collect every Missile+ Tank in Elun
- Check all blocked passages after restoring the Plasma Beam
Hanubia
Main abilities
- Obtain Power Bombs from the final E.M.M.I. encounter
- Complete the final Hanubia objectives
Expansion cleanup
- Collect every Missile Tank in Hanubia
- Collect every Missile+ Tank in Hanubia
- Collect every Energy Part and Energy Tank in Hanubia
- Collect every Power Bomb Tank in Hanubia
- Reveal every Hanubia map room
All regions
Final completion audit
- Every Missile Tank collected
- Every Missile+ Tank collected
- Every Energy Part collected
- Every Energy Tank collected
- Every Power Bomb Tank collected
- Every major and minor ability obtained
- Every Map Station used and region map fully explored
- Map completion reaches 100%
- Game completion reaches 100%
Metroid Dread Speedrun Guide
Metroid Dread speedrunning rewards route familiarity, movement precision, and fast decisions. Start with a stable Any% route that follows the intended ability progression, drill individual rooms, and only then add sequence breaks. Advanced techniques shift with rulesets and leaderboard standards, so treat them as optional practice branches.
Beginner Any% Route
BeginnerFinish quickly while following a reliable progression path.
Route Steps
- 1Complete the opening Artaria sequence and obtain the Charge Beam.
- 2Use the early Artaria and Cataris route to grab the Phantom Cloak, Morph Ball, Bombs, and Speed Booster.
- 3Progress through Dairon for the Diffusion Beam, Grapple Beam, and other required movement upgrades.
- 4Use the intended regional transitions to reach Ghavoran, Burenia, and Ferenia.
- 5Collect the upgrades that open the final route, including Space Jump, Screw Attack, Storm Missiles, and Power Bombs.
- 6Return through the late-game objectives, defeat the remaining bosses, and finish the final escape.
Key abilities
Practice Focus
- Learn the fastest safe movement through each E.M.M.I. Zone.
- Use recharge rooms deliberately instead of entering bosses underprepared.
- Practice door transitions and room exits so the next objective is already known.
- Reset quickly after a major mistake instead of saving a losing run.
Uses the standard progression and is the recommended starting route.
Standard Fast Clear
IntermediateCut downtime by pairing movement optimization with a controlled collection strategy.
Route Steps
- 1Follow the main progression but skip optional expansions unless they help survivability or the route.
- 2Chain Speed Booster, Shinespark, slide, and Morph Ball movement whenever the room layout allows.
- 3Use map knowledge to minimize backtracking between elevators, Central Units, recharge stations, and boss rooms.
- 4Prioritize upgrades that unlock multiple regions over detours for minor rewards.
- 5Lean on reliable boss patterns and save risky damage boosts until the route is consistent.
- 6Practice the late-game sequence as a separate segment because mistakes there cost the most time.
Key techniques
Practice Focus
- Time individual rooms instead of judging progress only by the final clear time.
- Record the reason for every reset: movement error, route error, boss damage, or menu delay.
- Keep a safe alternative for rooms where the optimal movement is not consistent yet.
Primarily standard progression; add optional shortcuts only after verifying them in your ruleset.
Sequence Break Practice
AdvancedExplore alternative ability orders and movement skips built on proven route requirements.
Route Steps
- 1Choose one target, such as reaching an item early or bypassing a standard room sequence.
- 2Practice the setup in isolation: jump height, Shinespark storage, slide timing, and damage-boost positioning.
- 3Confirm the alternate route still provides every ability required by later doors, bosses, and region transitions.
- 4Build a backup route for when the setup fails or the item cannot be reached.
- 5Test the full segment from the previous save point to the next stable checkpoint.
- 6Only integrate the sequence break into a full run once it is repeatable under pressure.
Practice targets
Practice Focus
- Use isolated save files or segmented practice whenever possible.
- Separate confirmed techniques from experimental setups in your notes.
- Do not assume a trick works across every version, category, or ruleset.
- Prioritize consistency when the time saved is smaller than the reset risk.
Experimental branch; verify each technique against the active speedrun category before submitting a run.
Boss and E.M.M.I. Segment Training
All levelsRemove the biggest time sinks by drilling high-risk encounters separately.
Route Steps
- 1Practice each boss until the opening pattern and preferred damage window are automatic.
- 2Learn the shortest safe response to environmental hazards instead of improvising after taking damage.
- 3For E.M.M.I. Zones, memorize the Central Unit route, Omega Cannon firing lane, and fallback escape path.
- 4Repeat the segment from the nearest save point until it runs without hesitation.
- 5Add the segment back into the full route only once execution is stable.
Drill list
Practice Focus
- Warm up on one segment at a time instead of running full attempts.
- Keep a written order of segments so practice sessions stay focused.
- Re-check each segment after any route change elsewhere in the run.
Compatible with both standard and advanced routes.
Metroid Dread Ending and Story Explained
SPOILER WARNING: this module covers the complete story of Metroid Dread, including major reveals, the final battle, the escape from ZDR, and post-game rewards. Read on only after finishing the main campaign if you want to experience the story fresh.