Hostile Spawn Vengeance Score Run @Habreno
Hostile Spawn Vengeance Score Run  @Habreno
Uploaded May 2015 | Updated September 2026, 34 minutes ago
No Mass Respawns 247,725 score run. Despite being 700 points under my PB/WR score, it is my highest scoring run that does not have to deal with mass respawns at the end of Level 10, after killing the final boss.
Not having to deal with these respawns is a great boon, as they eat up ammo and slow you down, resulting in less point-scoring respawns killed after the queen.
Mistakes were missing 100 points on Level 8, incredible slowness on Level 9, having an extra 19 seconds of potential scoring wasted on the queen on Level 10, and general sloppiness in my shooting/ammo management, especially with plasma ammo.
This should also serve as a decent guide as to my HSV route for score.


Level-specific notes.

Level 5: You start the level with an autogun with 420 bullets and a pistol with infinite ammo (and a slow firing rate). The shot you hear before the level displays is a pistol shot, basically a freebie because you activate the bridge immediately upon spawning.
Ammo management here was very good. I can use a bit more plasma but I like to save as much as possible on this level.

Level 6: Rather large level. An alternate route is to blow up the first and second generators, completely leaving the third alone, but this skips the rocket launcher/grenade launcher ammo there. I could probably do it anyway, as I don't think rocket/grenade ammo is tight ever, but it's a fair bit that I don't want to avoid. It's slightly easier as well to lure the spawn up that path, lets me kill most without taking much damage. Killing the big lumbering spawn don't award points, so the only time I do it is to the second one as he'll chase you if you don't.

Level 7: Nearly died at the end here, forgot a swap to flamethrower. These spawn at the end WILL kill you very quickly if you let them; I nearly did. Grabbing the fourth charge is unnecessary; we're not doing Gordon's Alive so we don't need it in Level 10 later.

Level 8: As stated earlier, I missed 100 points here. Massive level. Absolutely massive level. Plenty of places the spawn can hide; most of the time they come out but sometimes they don't.

Level 9: I went very slowly here, and the route in the first half of the first building is very poor. I usually clear the left room, get the ammo, then the right room, grabbing that ammo, before heading out the top door and continuing on. My plasma ammo management here was also very poor, resulting in a lot more autogun usage, contributing to slowness. Even though I ended the level with a very nice score of 195,050 (which would be 195,150 with the points from Level 8), I feel this score can be improved another 400 to 600 points.
I go through the spawn half of the building, kill the 8 spawn around the lumbering spawn and pull him back a bit. This keeps him from bothering me later when I go to the spawn kill point later in the level. Scorewise this was an excellent level, but speedwise I can make this much better.

Level 10: Fun fact: This is a modified version of Kerrus Levels 9 and 10, combined into one. You enter at the exit of Kerrus 10.
I grab the ammo/health at the start here because I will need most of it. The initial four minutes is me clearing out the map and setting up for later, when I need to run through quickly and kill things quickly. I then head back to Kerrus 10 and kill some respawns while waiting for the clock to reach the two minute mark, then make a lap of Kerrus 10 and head down to Kerrus 9, sprinting for the boss. The boss kill here was solid, can be faster, but if I cut my time down too much (say starting the loop at 1:45 remaining or 1:30 even) I might not kill the boss in time.
Regardless of the timer when you kill the boss, the timer is set to 3:00, therefore it is ideal to start the Kerrus 10 loop as late as possible while still leaving yourself enough time to kill the boss, as any excess time is simply wasted. It's a difficult decision as to how much time to leave yourself.
Normally, after the boss dies, a horde of respawns spawns, and they don't give points. For some reason here, I managed to avoid that, thus letting me make my way back to the Kerrus 10 loop quicker, which I farmed until the three minutes were up.
Hostile Spawn Vengeance Score RunKerrus Level 5 Hard ModeTP Wii Any% BiTE Speedrun (Old PB)TP Wii 100% SpeedrunBombs RTA (Old)Metroid: Other M Hard Mode Speedrun [WR from 7/23/2017 to 11/30/2017]TP Wii 100% SpeedrunTor Challenge Speedrun in 4:35Crazy Crystals 1P Mode - A Glimpse of PerfectionTP Wii Any% BiTE Speedrun [Former Wii Record]Metroid: Other M 100% Speedrun [WR from 03/02/2019 to 02/22/2022]Shinespark Charge after Missiles
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Hostile Spawn Vengeance Score Run

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