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Metroid Dread Artaria 100% completion guide

Complete Artaria 100 percent!

As your journey through the planet ZDR as bounty hunter Samus Aran, after an initial cutscene fight, you wake up powerless and item less, save from a regular energy shot from your arm cannon.

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But alas, you'll quickly gain your powers and with them also find some secrets. Here's 100 percent of all the items you can find in the first area Artaria.

All Power Bomb Tanks in Artaria

  • Requirements
    • Morph Ball, Grapple Beam, Spider Magnet

This Power Bomb tank is in the massive room inside the EMMI zone. You cannot get it unless you have the Grapple Beam and Spider Magnet. Enter it from the middle right of the room, and Spider Magnet onto the blue wall above you, then Grapple Beam onto the blue wall at the top.

You can get the Grapple Beam early, but it's honestly best coming back for this one when you have the Space Jump.

All Energy Tanks/Parts in Artaria

Energy Tank #1

This is the first 100 Energy Tank you can acquire in the game. Once you've acquired the Charge Beam, head back east. Charge Beam open the door you couldn't open before, jump up onto two platforms. On the second one, slide to the right and claim your E-Tank.

Energy Part #2

  • Requirements
    • None

You can get this Energy Part before you even acquire the Charge Beam, but it involves going through a cold area that will zap your life quickly. Instead of exploding the mass and going south instead, go through the cold door above. Then follow the route to the west, and up above a platform is the Energy Part.

We recommend getting the 100 Energy Tank first, then coming back, but you can get this at any point you choose too.

Energy Part #3

  • Requirements
    • Morph Ball

To get this Energy Part, all you need is the Morph Ball. Head to the Save Station to the northwest. Left of the room with the water. Jump up, grab the ledge, and roll over to the Energy Part.

Energy Part #4

  • Requirements
    • Varia Suit, Morph Ball, Bombs, Flash Shift, Grapple Beam, Speed Booster, Space Jump

To get this Energy Part, you have to succeed in a Speed Booster puzzle to the northwest of the map. You do need a few requirements, however. Using the Space Jump, head north from the Purple Teleporter and make your way through the rooms until you get to the area you found the Varia Suit.

Head through the Morph Ball gap, and go Flash Shift through the pressure plate. Go up against the ledge, begin to run to the right while activating Speed Booster. Shinespark before the gap, then Flash Shift back over the pressure plate and Shinespark upwards to break the Speed Booster Blocks.

All Missile Capacity in Artaria

Missile Capacity +2 #1

  • Requirements
    • None

This is the first Missile Capacity you will find in the game. It's unmissable unless you choose to do the first EMMI skip. After sliding into this section, the game tells you to shoot a mass on the wall, which then explodes, allowing you access to the upgrade.

Missile Capacity +2 #2

  • Requirements
    • None

The Missile upgrade is acquired after escaping your first EMMI zone encounter. It's in front of a sensor door you cannot go through yet.

Related: How to defeat Escue in Metroid Dread

Missile Capacity +2 #3

  • Requirements
    • Charge Beam

In the Network Station, to the left of where you acquired a Missile upgrade above. Charge Beam the top right door, and slide under the gap in the room to get another Missile Capacity +2.

Missile Capacity +2 #4

  • Requirements
    • None

When interacting with the device to change the Thermal Flow for the first time. Rocket the wall to the right. Now shoot through the gap to open the door, as it cannot be opened from the other side. Now go and retrieve the Missile Capacity upgrade.

Missile Capacity +2 #5

  • Requirements
    • Varia Suit, Spider Magnet

Inside the hot room to the left of the elevator that takes you to Cataris. You need to enter from the right door and Spider Magnet onto the magnet strip that moves. Halfway through the room, you need to let go and fall onto the Missile Capacity upgrade.

Missile Capacity +2 #6

  • Requirements
    • Spider Magnet

In the tall room with the blue magnet walls. After you have defeated the EMMI, you can climb on these walls. Climb up the left-hand side wall, and shoot the wall between you and the top platform. The Blocks will be destroyed, jump over and claim the upgrade.

Missile Capacity +2 #7

  • Requirements
    • Flash Shift, Morph Ball, Bombs

In the room after you get the first Missile Capacity increase in the game. You fall down a sliding wall into the room below. In the top-right corner of this room is a Morph Ball gap. You need to jump in mid-air, then Flash Shift over to it, bomb the Bomb Block, and claim your prize. Alternatively, you can Space Jump up here later on.

Missile Capacity +2 #8

  • Requirements
    • Morph Ball, Bombs

This is one of the first Missile Capacity upgrades you can see but cannot acquire until later in the game. There are two ways you can get it. The first is by acquiring the Bombs and Bomb Infinite jumping your way up there. Or you can come in from the left-hand side and just bomb the Bomb Block.

Missile Capacity +2 #9

  • Requirements
    • Morph Ball

Backtrack here after you have acquired the Morph Ball. Enter the top-left door of the Network station, Morph Ball through the gap, then grab onto the ledge of the gap leading to the Missile Capacity.

Missile Capacity +2 #10

  • Requirements
    • Speed Booster

Once you have acquired the Speed Booster, go into the Yellow Teleporter and make your way up to the long corridor. You need to Speed Boost along it, jump the gap, and continue onwards and destroy all Speed Booster blocks just before the door leading to the left. Shoot the floor that leads to the upgrade.

Missile Capacity +2 #11

  • Requirements
    • Speed Booster

This upgrade is protected by Speed Booster blocks. In the large EMMI room, there is a corridor to the top-right. Run from left to right in this corridor Speed Boosting, just before the wall at the far right Shinespark. Shoot directly at the wall to reveal a single gap. Climb in, then immediately Shinespark to the left.

Missile Capacity +2 #12

  • Requirements
    • Morph Ball

This upgrade is found directly below the Cataris Red Teleporter, to the right of the Save Station. Go into the wall, and jump into the gap to get the Missile Capacity increase.

Missile Capacity +2 #13

Up above the northwest, Save Station is where you need to head. Follow the Morph Ball corridor in the room to the left or go into the room on the right and work your way up to the Super Missile cover guarding this door. Shoot it with a Super Missile, then Bomb the Bomb Blocks up above to claim the capacity upgrade.

Missile Capacity +2 #14

  • Requirements
    • None

This capacity upgrade is one of the quickest and easiest to acquire. When you have changed the water flow by destroying the mass in the wall. Go left and jump up to grab the ledge of the platform, which is now accessible. Go right of the Save Room, then continue upwards. Follow the path to get the upgrade.

Related: How to unlock the Storm Missile in Metroid Dread

Missile Capacity +2 #15

  • Requirements
    • Gravity Suit

This room is located in the heated regions where you found the Varia Suit, however, you need the Gravity Suit to be able to enter lava unharmed. But if you have enough health, you can quickly enter and exit to get the upgrade on your way back down after getting the Varia Suit.

Missile Capacity +2 #16

  • Requirements
    • Screw Attack

After coming from the elevator from Burenia, follow the path leading to the Screw Attack upgrade. From there, just Screw Attack the Screw Attack Blocks and claim your prize.

Missile Capacity +2 #17

  • Requirements
    • Screw Attack

Upon getting the Screw Attack, make your way back to the Burenia elevator. To its left, you need to fire your beam, then Screw Attack the blocks going forward.

Missile Capacity +2 #18

  • Requirements
    • Diffusion Beam

Blow up the mass in the wall with the Diffusion Beam, and Morph into the gap.

Missile Capacity +2 #19

  • Requirements
    • Gravity Suit

You can get this Missile Capacity upgrade early, but it's doubtful you'll survive the returning trip with the freezing cold zapping your life. From the water area to the south of getting the Screw Attack. Bomb the Bomb Blocks leading to the Grapple Beam Door. From the door, jump up two platforms to get the Missile increase.

Missile Capacity +10 #20

  • Requirements
    • Gravity Suit, Speed Booster

This is another Speed Booster puzzle but is relatively easy to get. From the room to the left of the boss room where you fought Chozo Soldier. Speed Boost out while making sure to shoot the two doors, just before the second door Shinespark. Immediately, leave the room drop down to where you got the Energy Tank Part. Morphball then Shinespark to the right.

Missile Capacity +2 #21

  • Requirements
    • Speed Booster or Power Bombs

This is a Speed Booster puzzle. Run along the corridor you made to get access to the +10 Missile increase. Run from right to left Speed Boosting, then Shinespark at the end. Shinespark into the one gap wall just below you. Once that is done. Go back up to the top of the ramp and run down the ramp while activating Speed Boosting. Go into Shinespark before the Rocket Blocks or slide under them and then go into it. After Morph Ball, then Shinespark left. Bomb the Bomb Block to get the Missile Upgrade. Alternatively, if you have Power Bombs, you can just Power Bomb the other side.

Missile Capacity +2 #22

  • Requirements
    • Spider Magnet

Jump onto the magnet wall into the water, then grab the ledge to get this upgrade.

Missile Capacity +2 #23

  • Requirements
    • Grapple Beam

Found inside the EMMI zone, where you drop due to the rotating beam. Go back to that beam and Grapple Beam it from the right. Then jump over to claim it.

Missile Capacity +2 #24

  • Requirements
    • Varia Suit, Spider Magnet

The left-most heated room from the Cataris Elevator. Spider Magnet onto the magnet wall. Shoot all enemies when you travel left, and drop down at the end.

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Author
Image of Mark Carpenter
Mark Carpenter
Mark Carpenter is the Assigning Editor at Pro Game Guides. With over four years of experience in the games media, his work has graced platforms such as Metro UK and Game Rant, along with other smaller publications. He has been a devoted gamer since the Amiga days, a journey spanning roughly 31 years. When not immersed in gaming, Mark enjoys delving into the worlds of D&D, strumming his guitar, and indulging in a good read. His heart belongs to RPGs, the Final Fantasy series, and The Legend of Zelda. Moreover, he has a keen affection for dogs.