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Timeline of Events for Metroid: Dread
Before Metroid Fusion:
The Federation begins work reverse engineering Samus' suit, in a top-secret military program called “Project Warmonger.” The end result is a set of five variants of knockoff Samus armor, which are subsequently put into field testing by a squad of Federation Marines, and another squad of Federation Army.
During the Events of Metroid Fusion:
The Galactic Federation develops downloadable Suit data to restore Samus' functionality, but they pack in a trojan virus so the Federation can kill Samus on a whim by activating that virus.
The GFS Kyoto experiments on a new strain of bacteria that assimilate foreign DNA and use it to mutate organisms that it takes under control.
Samus defeats the X Parasites and destroys them in a massive anti-matter explosion caused by her crashing the BSL Station into Planet SR-388.
Samus regains her full-plate power armor, getting rid of her Fusion Suit once and for all thanks to the SA-X coming in and allowing Samus to absorb its core.
Immediately after Fusion:
Samus' Metroid Vaccine wears off. Her human immune system has eliminated the foreign DNA (gaining a resistance to Metroid attacks in the process), which the Federation has not yet been able to overcome in DNA vaccines. (But the Chozo have, which is why Samus still keeps her Chozo blood.)
Samus is a wanted criminal thanks to her work on BSL, and the Federation wants her captured. To this end, the Federation's virus activates. However, Samus' ship AI (Adam) manages to come up with an antivirus to protect the suit's abilities from harm. The biological half of the virus is stopped once again by Samus' immune system.
The bacteria breaches containment aboard the Kyoto, infecting the crew and the other specimens aboard. Through human infection, the bacteria gain intelligence, but they cannot get the hang of said intelligence in time to prevent the ship from crash landing at its destination. Surviving crew members put up a last stand, some making it to escape pods while others succumb or die in the crash.
One Week After Fusion:
The bacteria spread from the crash site to everywhere on the planet. The ship's destination, a research facility, is prepared to handle the Dread, but not its infected. They too are overrun, as is the whole planet's artificial ecosystem.
Samus continues work on the lam, unaware the Federation is still capable of taking her out thanks to the Warmongers. (They mercilessly hunt her down.)
Adam detects the rapidly deteriorating signal coming from a planet called SR-666. Little do they know SR-666 is quite literally Hell. They head there to investigate.
The Events of Metroid Dread are thus as follows:
Samus and Adam land at the facility, finding it in ruin. Adam senses interference, and says he can only break through it for short periods when it fades out periodically. This prevents him from dictating Samus' path, but allows him to give advice every so often as well as provide supplementary information to assist Samus.
Samus ventures into the facility, finding dead everywhere. Death and destruction litter the innards of the facility. But she detects lifesigns within a vault, and opens it...The Dread are inside. They attack, but Samus manages to destroy them. But this summons a large Dread to come out of the ground. This particular demon is tough and strong, and Samus' firepower barely makes a dent in it. But the demon's final attack (after a hard-fought drag-out battle) does something even more surprising to Samus.
The Federation virus reactivates, and is supercharged to the point of overriding the antivirus on the suit. The suit fails catastrophically, its abilities sustaining major damage. Her body is unaffected (thank you Chozo and Human blood working together!), but Samus still describes it as “paralysis” as her abilities have become, through use, extensions of her body.
Samus explores the planet (including the crash site) to determine the cause of this. Adam discovers the bacteria, known as “Dread”, is mutating life forms using assimilated DNA while at the same time turning them into demonic zombies. The Federation virus has also been assimilated , and the Dread can now mutate and grow knockoffs of Samus' suit as well as assimilate technology. During this, Samus repairs her damaged upgrades, but she finds that the more she uses them the longer they take to repair.
During this, the Warmongers haven't stopped. They are in fact heading to SR-666 to put Samus under arrest and stop the Dread. They do so, but are overrun by Dread, and only one survives: the leader of the Army Warmongers himself, Anthony Higgs. He and Samus, possessing a friendship going back a long time, team up and make their way back to Adam. But the Dread make it there first, causing the ship major damage. Adam orders Samus and Anthony to run, and they do, stopping only to watch Adam self-destruct and take out most of the remaining Dread.
Samus and Anthony had ran to a key part of the facility, the vault Samus had been at before. It was in fact an access to the facility's Aurora Unit. It had been disconnected from most of the facility, but it was still acting as a leader of the Dread. Working together, they destroy the King Dread and escape the Dreaded Deep before the Federation can nuke it from orbit. Samus and Anthony hitch a ride with the Federation back to Earth, where Anthony uses his rank to protect Samus from prosecution.
After the Events of Metroid Dread: MULTIPLAYER!!! It is a follow-up campaign involving surviving (and now spacefaring) Dread and new Warmongers.
Setting: SR-666, a Mars-like planet. It's divided into areas, but there are many different ways to go from area to area. Sometimes you do something in one area that will allow you access to an item in another. Many a path can be opened from place to place.
-Facility: Standard institutional-looking maze of corridors. Rooms, arms caches (Missile Expansions and Energy Tanks), and teleporters and tunnels dot this repetitive maze of hallways. Yes, I am a firm supporter of varied environments, but here they should copy-paste. Make it all look identical, just to make the player get lost in it. Then throw in more demons and let the blood spatter as Samus purges them. Now THAT'S a command center for a research/terraforming project gone wrong!
-Reactor: Self explanatory. This is part of the Facility. You gotta be crazy to enter this part! Wait a minute, there's Dread in there? Get to it Samus!
-Aquifer: A mix of Federation constructs and an underground source of liquid water. The Dread do have ways of surviving underwater, and some of them specialize in it, so be careful. This area resides directly underneath Red Sands, some distance down.
-Ice Vein: Aquifer just froze over. This is an extension of Aquifer that resides directly underneath the Dark Side. Dread have been frozen within, so if a part of the ice thaws, be careful.
-Red Sands: Hey, it's a Mars-like planet, we need Martian soil. Superheated by the star it orbits, this desert land can roast even the most intrepid of life forms...Is it any surprise the Dread are tough? Tunnels and canals below the surface provide some respite from the heat, as well as link to the Facility, but the surface itself is wide open. Red Sands and Dark Side come together and wrap around the planet 360 degrees. (Read: run clear around the planet.)
-Dark Side: The polar opposite of Red Sands, it is extremely dark and cold. It too has underground tunnels that link to the Facility. Dotting this is a crash site. The origin of this ship is extremely shadowy, and can only be uncovered by an apocalyptic log aboard ship. (It turns out its crash released the Dread bioweapon on the planet's artificial ecosystem.)
-Dreaded Deep: Below everything described above, below even the deepest depths of all of the planet, resides an even deeper system of caves, filled with lava and acid and Dread. Other notable inhabitants include the King Dread.
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Gameplay: This is an Other M style game, with a combination of third and first person perspective, but improved. Samus can move in first person and shoot missiles in third, for instance.
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Samus' Items and How They Are Managed:
Each of Samus' upgrades has been damaged, and must be repaired. Repairs are as follows.
-Each upgrade has its own progress bar.
--These bars indicate the repair progress of its upgrade. (Bombs, Missiles, Speed Booster, Varia Suit, etc.)
-Upgrades require different amounts of Repair Energy to fix. (Screw Attack needs more than Bombs, for example.)
-Repair Energy is dropped by fallen enemies and adds to its specific bar.
--Repair Energy is item-specific. (Speed Booster Repair Energy can only go to the Speed Booster, etc.)
--Specific Repair Energy types are only dropped by specific enemies. (Fire enemies drop Varia Repair, while airborne ones drop Space Jump Repair, to name a few.)
-Repairs make the upgrades usable again.
--A full repair (fill the progress bar completely) will restore full functionality as well as infinite use of that item.
--Partially repaired items can be used, but their use is weakened, and said upgrades will also continually damage themselves during use, forcing the player to re-repair that system.
Items:
Varia Suit
When Damaged: The Varia Suit will only absorb half the heat damage taken in hot areas, that absorbed half is taken out of the Repair Bar. If the Repair Bar is at zero Samus will be subject to full heat damage. No additional protections are offered.
When Repaired: This addition to the suit completely protects Samus from damage sustained in high-heat environments such as reactor cores, lava pits (but not direct contact with lava), volcanoes, and such. In addition, it provides a 50% damage reduction, absorbing half the damage the suit would otherwise normally take.
Gravity Suit
When Damaged: The Gravity Suit will allow for unimpeded movement in water. However, Boosting and jumping underwater will cause constant damage for the duration of the Boost or take out a chunk of repair at the start of the jump. If the Repair Bar is at zero Samus' movement will be impeded underwater.
When Repaired: The Gravity Suit will provide 50% damage reduction (when combined with the Varia, they will cut damage by 75%) and allow full unimpeded movement underwater. As a bonus, resistance to lava contact damage is included as well.
Arm Cannon
When Damaged: The Arm Cannon can only fire the basic “Power” Beam.
When Repaired: The Arm Cannon's Repair Bar is actually four Repair Bars one after another. When one fills up, the filling up of that individual Repair Bar is permanent. Each filled “segment” allows the Beam to stack one more Weapon Attribute.
Beam Reserve
When Damaged: 200 Beam Reserve is available for the Arm Cannon to use, which is regenerated at 10 BR per second.
When Repaired: This does not have a Repair Bar of its own, it instead uses the same four composite ones the Arm Cannon does. Each time one individual Repair Bar is full, it adds an additional 100 Beam Reserve and 10 BR per second regeneration, adding up to 600 BR at 50 BR/second when fully upgraded.
When the Beam Reserve is full, the Arm Cannon will start repairing itself. If the Arm Cannon is fully repaired, Samus' health will start regenerating. If the Beam Reserve is empty, the Arm Cannon cannot be used. (Credit goes to Remnants for his Beam Reserve idea.)
Missiles
When Damaged: Missiles cost 10 Repair Energy each to fire. Each added Attribute will cost 5 additional Repair Energy.
When Repaired: Missiles use a similar composite Repair Bar to the Arm Cannon, but the Missile version only has three. If one fills up, that filling up of that one individual Repair Bar is permanent. Each individual filled Repair Bar allows the Missile Launcher the use of one Weapon Attribute. Missile Repair Units will continue to fill the next one, but that one is subject to damage until it too is filled permanently. If all three are filled, Samus gains the ability to fire guided Missiles.
Grapple Beam
When Damaged: Allows Samus to Grapple enemies and stun them, yank off shields, and pull in objects and enemies. Grappling will cost 10 Repair Units per second.
When Repaired: Allows Samus to swing on her Grapple “rope” in addition to lend more force to yanking objects.
Bombs
When Damaged: Samus can, in Morph Ball mode, drop Bombs at the expense of 10 Repair Units each. Bombs do weak damage but can propel Samus up, Bomb Jumps can be chained together with clever timing and fast reflexes.
When Repaired: Samus can drop infinite Bombs, and she has access to Power Bombs (basically charged Bombs, with greater damage and blast radius but a cooldown period).
Weapon Attributes
These are not damaged. However, they can only be applied to the Beam and Missiles, each of which can only accept a certain number of these stacking weapon effects at a time.
Attributes: Wave (pass through walls), Ice (freeze enemies), Spazer (triple shot), Plasma (pierce enemies), Charge (build up energy for more powerful shot), Diffusion (build up energy for shot with bigger blast radius), and Super (5x damage).
Speed Booster
When Damaged: Each step while Boosting will take 10 Repair Units away from the Boost Repair Bar.
When Repaired: Samus can accelerate to Boosting speeds in 66% the distance, and she can now Shinespark.
Space Jump
When Damaged: The first jump is free, but every subsequent jump between that and hitting the ground takes 50 Repair Units.
When Repaired: Space Jump is infinite, and the Hi-Jump and Spring Ball features are restored.
Screw Attack
When Damaged: Samus when spin jumping will turn into a whirling vortex of electromagnetism, costing 50 Repair Units per spin jump.
When Repaired: Samus will be invincible for ¾ of the time she Screw Attacks, on top of infinite Screw Attack.
Pickups:
Orbs: These multi-colored floating energy orbs provide 20 Energy each to a specific part of the suit.
-Red: Bomb Repair (Explosive opponents and burrowing creatures mostly.)
-Orange: Shield Energy (Dropped by all kinds of enemies.)
-Yellow: Varia Repair (Yielded by fire-based opponents.)
-Green: Screw Attack Repair (Mainly dropped by electrical enemies.)
-Blue: Boost Repair (Fast moving enemies will most likely yield these.)
-Purple: Gravity Repair (Aquatic enemies probably.)
-White: Grapple Repair (Plant life may provide these.)
-Black: Space Jump Repair (Enemies specializing in aerial combat are liable to give this.)
Missile Ammo: Orange apparitions of Missiles float in the air, picking them up gives 5 Ammo and 50 Missile Repair. Again, dropped by all kinds of enemies.
Powerups:
Missile Expansions: Each increase the total amount of Missiles Samus can carry by five.
Energy Tanks: Each increase the total amount of Energy available to the shields by 100 units.
Map Expansions: Each one fills in Samus' map within a three-room radius of where said Map Expansion is found. It may not highlight a whole area, but most of the powerups' approximate locations are marked on it. Some of them remain hidden, some of them are a little inaccurate.
Visors: Used in First Person mode, two of these Visor upgrades are scattered about the game world. These are the Thermal and X-Ray Visors.












