Defeat the RB176 Ferrocrusher in Metroid: Other M by freezing its arms and using missiles. Learn the Overblast strategy.
Walkthrough
- 1Dodge the Ferrocrusher's ground explosions by Sense Moving left or right for vertical attacks and up or down for horizontal attacks.
- 2Charge shot the Ferrocrusher's arms until they freeze, then use missiles to destroy them.
- 3Sense Move to avoid its melee attacks.
- 4After its arms are destroyed, the Ferrocrusher will charge at you more often.
- 5Charge shot its back.
- 6If you are close to it when it has no arms, Sense Move becomes spammable; abuse this to get in more charge shots, but avoid being run over.
- 7Once the Ferrocrusher freezes to the ground, jump on its back to perform an Overblast, which ends the battle.
Tips
- The laser the Ferrocrusher shoots does not hurt you, only the ground it hits will explode.
- Sense Moving becomes spammable when the Ferrocrusher has no arms and you are close to it.
Walkthrough
- 1After the boss, kick climb up the shaft and take the elevator in the next room.
- 2Save at the Navigation Booth (checkpoint (an auto-save point you restart from on death)).
- 3Pass the crates, go right, and enter the alley between the wall and crates to find a Missile Tank.
- 4Take the door to the left.
- 5Kill the Volfons.
- 6Run down the path, turn around, and Speed Boost back.
- 7Once you are just south of the item blip on your minimap (the small circular map in the bottom-left corner of your screen), Shinespark straight up and hold up to land on a platform to pick up a Missile Tank.
- 8Shinespark up the other end of the area and use the Morph Ball slot.
- 9Avoid or bomb the Snomers.
- 10Avoid electrified floors and watch out for holes.
- 11Find the tubes that lead you to the next section.
- 12At the end of the next section, you will find the final Energy Tank.
- 13The switch in front of you cannot be shot unless you have the Wave Beam.
- 14At the edge of the hill, use Search View to see where you should go to avoid the ice, or roll down slightly on the left as a Morph Ball.
- 15Once you hit the ground, Speed Boost and Shinespark right.
- 16When you enter the next room, you will be trapped. Dodge the Zebesians' lasers.
- 17Charge shot the Zebesians and head back to the switch you saw earlier.
- 18The first Morph Ball section is not electrified, but the second one is. Be patient and figure out the simple patterns.
- 19Shoot the switch at the end.
- 20Warning: Imminent Death Ahead When you go down the hill this time, an avalanche will be right behind you.
- 21Utilize the Morph Ball to go as fast as possible. First, roll down the middle of the hill.
- 22Once you pass the first small pillar, roll down on the left.
- 23When you hit the ground, leave Morph Ball mode and run until you Shinespark out of the room.
- 24Go up the stairs and enter the door.
- 25A single Wave Beam shot will make a Joulion explode.
- 26The fastest way to get up the platforms is to not freeze or thaw any platforms, but to make good jumps and Charge shot boosts.
- 27Remember your maximum jump height can reach platforms above you, so you can jump over some.
- 28There are three tricky jumps: the first is over a frozen platform that collapses when you land on it, so after a Charge shot boost, immediately jump up. The second is above the next frozen platform; simply Charge shot boost to it. The third is the final one; jump up to it, jump off as soon as you land, Charge shot boosting to safely reach the top.
- 29Alternatively, fire a missile at the frozen platforms and freeze the ones that buckle under your weight.
- 30At the top, some Kyratians will attack you. Roll past them and save at the Navigation Booth (checkpoint).
- 31Use the Terminal to start the Material Transfers Lift.
- 32The Zebesians are more aggressive than before. You cannot Overblast them unless they just shot a laser.
- 33Keep your distance because they will kick you if you get close.
- 34Sense Move to build your charge and fire charge shots at them, otherwise use normal Wave Beam shots.
- 35After you kill seven Zebesians, a boss appears.
Tips
- The electrified floors can knock you back, making it harder to roll around.
- The timing for the tricky jumps is not difficult to get a hang of.
- If you opt not to do the tricky jumps, use missiles to freeze buckling platforms.
- The Zebesians can only be Overblasted if they have just shot a laser.
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