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To start with, you'll need to perform a diagonal Shinespark in the area with Samus' ship. Perform it the same way as a normal Shinespark, but hold default {{snes|r}} to aim up diagonally before jumping when the boost is charged, making sure you press nothing else or you may go straight up instead. If done right, you'll Shinespark diagonally in the direction you're facing.
To start with, you'll need to perform a diagonal Shinespark in the area with Samus' ship. Perform it the same way as a normal Shinespark, but hold default {{snes|r}} to aim up diagonally before jumping when the boost is charged, making sure you press nothing else or you may go straight up instead. If done right, you'll Shinespark diagonally in the direction you're facing.
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[[File:SMetroidDiagonalShinesparkScreen.png|thumb|left|An angled Shinespark from the left of Samus' ship leads to a hidden section]]
To get to the first secret area, Shinespark diagonally right before the left part of Samus' ship, on the right side of the little hill before it. If done correctly, you should end up near an orange door to the right which you can Power Bomb and enter.
To get to the first secret area, Shinespark diagonally right before the left part of Samus' ship, on the right side of the little hill before it. If done correctly, you should end up near an orange door to the right which you can Power Bomb and enter.


[[File:SMetroidGreenAlcoonScreen.png|thumb|right|The way to these Power Bombs is well-guarded]]
The room here has acid moving up and down constantly, with blocks containing spikes sticking out from the ceiling, encouraging you to jump carefully when you go right. If all that's not enough, you should still take your time, because green Alcoons will jump from below on the small platforms. They're a small upgrade from the Norfair variety, but Missiles will end them quickly. Keep in mind the tops of the square blocks are safe from the rising acid, so no need to feel rushed. At the end, a pack of [[File:SMetroidPowerBombIcon.png]] '''Power Bombs''' is the prize. Exit left.
The room here has acid moving up and down constantly, with blocks containing spikes sticking out from the ceiling, encouraging you to jump carefully when you go right. If all that's not enough, you should still take your time, because green Alcoons will jump from below on the small platforms. They're a small upgrade from the Norfair variety, but Missiles will end them quickly. Keep in mind the tops of the square blocks are safe from the rising acid, so no need to feel rushed. At the end, a pack of [[File:SMetroidPowerBombIcon.png]] '''Power Bombs''' is the prize. Exit left.


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Rising acid in here again, with Yapping Maws as enemies. The square shaped sections in here can be gotten rid of with Power Bombs, so keep heading left and Power Bombing to clear the way. The Yapping Maws can be frozen, or Super Missiled to kill them for good.  
Rising acid in here again, with Yapping Maws as enemies. The square shaped sections in here can be gotten rid of with Power Bombs, so keep heading left and Power Bombing to clear the way. The Yapping Maws can be frozen, or Super Missiled to kill them for good.  
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[[File:SMetroidBombSpikesScreen.png|thumb|left|The leftmost spikes are unique in that they can be Power Bombed]]
Don't worry too much about taking damage in here, though, because in the left room you'll get an [[File:SMetroidEnergyTankIcon.png]] '''Energy Tank'''. In this room, use a Power Bomb to reveal an area below which you can head through as a ball. Continue left, again Power Bombing the obstructions. You'll see a part of the wall with upper and lower spikes blocking the way. Just use a Power Bomb here to blow away the spikes, letting you pass to the next room.
Don't worry too much about taking damage in here, though, because in the left room you'll get an [[File:SMetroidEnergyTankIcon.png]] '''Energy Tank'''. In this room, use a Power Bomb to reveal an area below which you can head through as a ball. Continue left, again Power Bombing the obstructions. You'll see a part of the wall with upper and lower spikes blocking the way. Just use a Power Bomb here to blow away the spikes, letting you pass to the next room.
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[[File:SMetroidTwoMissilesScreen.png|thumb|right|If you fall properly and are quick enough, you can clear the way to get both Missile Tanks]]
Shoot to clear away some of the left wall. In here, there are essentially two sets of crumbling block paths on the floor. The path down them leads to one [[File:SMetroidMissileTankIcon.png]] '''Missile Tank''' on the right, and another [[File:SMetroidMissileTankIcon.png]] '''Missile Tank''' on the left, both of which have shootable walls blocking them. You can use the X-Ray Scope to figure out the precise location of the paths. The most efficient way to get both Tanks is to try to fall so that you activate both sets of crumbling blocks, then aim diagonally down while falling, making sure to clear the left and right path. If this doesn't work out, then you can simply go back through this path once you fall all the way down. When jumping to get on the paths, try to land on the crack between the long bricks to ensure you activate both sets.
Shoot to clear away some of the left wall. In here, there are essentially two sets of crumbling block paths on the floor. The path down them leads to one [[File:SMetroidMissileTankIcon.png]] '''Missile Tank''' on the right, and another [[File:SMetroidMissileTankIcon.png]] '''Missile Tank''' on the left, both of which have shootable walls blocking them. You can use the X-Ray Scope to figure out the precise location of the paths. The most efficient way to get both Tanks is to try to fall so that you activate both sets of crumbling blocks, then aim diagonally down while falling, making sure to clear the left and right path. If this doesn't work out, then you can simply go back through this path once you fall all the way down. When jumping to get on the paths, try to land on the crack between the long bricks to ensure you activate both sets.


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