Metroid: Zero Mission
100% Speed Walkthrough

Created by: Dynamo <[email protected]>
Version 1.00

========================Table of Contents===============================

1) Version History
2) Purpose
3) Before You Start
3A) Unlisted Moves
3B) General Time Saving Tips
4) Walkthrough
4A) Prepare Yourself
4B) Kraid
4C) Ridley
4D) Mother Brain
4E) The Final Run
5) Bosses
6) Credits and Closing

========================================================================
1) VERSION HISTORY

v. 0.01- I started this guide on Sunday, March 21, 2004 when I should
         have been working on a research paper. Metroid was more fun.

v. 1.00- I finished on Wednesday, March 24, 2004. I think it's
         complete, I checked for errors and didn't find any. If there
         are, email me. If I revise it, it will mostly be to make it
         prettier, and maybe add in my times at key points as a guide.

v. 1.10- Corrected some spelling and grammatical errors, particularly
         my misspelling of "missles". Brain fart, I guess. I also
         playtested my guide, adding my own times and fixing a number
         of flaws.

========================================================================
2) PURPOSE

Well, I got Metroid: Zero Mission the day it came out. I played it on
Easy and found around 87% of the items on my own. So, my next game, I
used a walkthrough that managed to spring up on Gamefaqs within 24 hours
or so of the game's release. Happy with my 100%, I decided to try and
get the under 2 hours ending. This is actually a lot easier than it
seems. I was going to wait for a speed walkthrough, but because I was
able to get a fair amount of items on my under 2 hour game, I decided
to try on my own. It's been about a month since then, and there still
aren't any speed walkthroughs on Gamefaqs, so I figured why not? It's
not that hard, so maybe that's why there aren't any, but just in case
there is someone out there who just can't do it, here it is.

========================================================================
3) BEFORE YOU START

3A) Unlisted Moves-

I'm not going to tell you how to control Samus. You probably have the
booklet, so read it. If you don't, well, there's only four buttons.
You'll figure out what they do. What I WILL talk about are a few tricks
you need to know how to do. Most of these everyone knows already, but
because these aren't mentioned in the manual, I feel obligated to
explain them. Just skip past them if you're bored.


Wall Jump: Alright, so who doesn't know this? Basically, jump towards
          a wall so Samus is somersaulting. When you're against it, hit
          Away then Jump in rapid succession. If you hit both buttons
          at the same time, it tends to not work. The ZM wall jump is
          similar to the Super Metroid one, in that after you wall
          jump, you can move back towards it and do it again, scaling
          up long shafts on one wall. Just be warned that Samus jumps
          faster in this game, so you have to have quicker reflexes.
          I don't actually use this that often, even if it is cool.

Shine Spark: I'll try not to call it "Super Jump". To use this handy
            move, you need to have the Speed Booster. Then, start
            running along a stretch of ground until you start glowing.
            At this point, hit down to store it. While you're storing
            a shine, you can walk, morph ball, and even somersault
            jump. Anything but hit just jump by itself, really. If you
            do hit jump, either in morph ball form or standing, Samus
            will leap a little, pause, and then fly in the direction
            you're holding (except for anything downward). This is used
            frequently, whether it's to get a tricky power up or just
            to short cut something, so it helps to be good at it. Also,
            if you hold the direction you're Shining as you hit a hill,
            you'll start running again, allowing to charge the spark
            again. This is the only way to get a few power-ups.
            (When I say "charge", I mean when you start flashing, hit
             down and store it. When I say "Shine", I mean do the
             actual dash/jump/body slam thing)

Ghetto Screw Attack: Or the "Poor Samus's Screw Attack". After you get
            Charge Beam, hold down the fire button to charge, then do
            a somersault jump while still holding fire. You'll do a
            one-hit screw attack. What this means is if you hit an
            enemy, you lose the charge, and any other foes you hit
            will hurt you. Also, if you don't kill the enemy you hit,
            you'll get hurt. I abuse this move. It kills most enemies
            in one hit until about Ridley's lair, making those long
            shaft treks so much easier. Throughout my walkthrough,
            I'll simply assume you're using this until Ridley's Lair,
            and I'll try and make note of any rooms this doesn't help
            during. Any time this won't help, rapid shots usually do.
            Also note that having an Ice Beam upgrade does NOT
            give you an Ice Ghetto Screw Attack.

Infinite Bomb Jump: You know how to Bomb Jump, right? Well, start
            placing lots of bombs and see what happens. Don't just tap
            the button as fast as you can, but do hit the button
            rapidly. It's not that hard to do in this as it was in past
            Metroids. I know this is true because this is the only one
            I can actually pull it off. It's only used twice, but two
            very nice times.

3B) General Time Saving Tips-

  Saving- I'll try and make mention of when to save, but use them
          judiciously. If a Save Point seems out of the way, don't
          bother. None of them in this game really are, though, so do
          save often. I reset A LOT when I played, so frequent saves
          help keep your sanity.
  Back-Ups- Throughout the game I made backups by copying my main game
           into an empty file. This was because I got to the end of the
           game three times only to realize I had forgotten an item so
           out of the way, that it would raise my time to above 2 hours
           to get it. Finally, I started making backups after starting
           over so many times, usually where I've divided the
           walkthrough into a new part. Seeing as you're using a
           walkthrough, you probably won't have this problem, but it
           couldn't hurt, could it?
  Falling- Landing from running off a ledge takes slightly longer than
           landing from a jump. If you hit Jump while falling, you'll
           start somersaulting, and therefore land quicker. This isn't
           overly important, but if you're impatient it's nice.
  Resetting- I reset a lot while attempting this. Even in later plays,
            some of the expansions are just hard to get. My general
            rule is to give a tough room three tries. If I can't get
            the item in three tries, I reset. Otherwise, I feel like
            I'm wasting too much time.
  Ignoring- Ignore most enemies. If you're playing on Normal, you can
            smash through most enemies without incurring too much
            damage. Just abuse the Ghetto Screw Attack and you can run
            through most rooms fine.
  Refilling- Chozo Statues refill you completely, and you will most
             definitely be seeing these on a regular basis. With that
             said, I'm not sure if time stops when you're refilling.
             Because of this, I only refilled before bosses, or if I
             felt I was missing too much health or missiles.
  Time- The timer stops just about whenever you can't control Samus.
        Just know that more time in the Real World is passing than
        your save timer says.

As a final note, I advise playing through once all by yourself. Not
necessarily to acquaint yourself with Zebes, but my most fun playing
through this game was my first time, completely free of the burden of
getting a "Good" ending, and everything was spoiler free. Unless you're
a perfectionist, and insist on never ever getting a bad ending.

========================================================================
4)WALKTHROUGH

Since most obstacles are fairly obvious on how to get around them, I'll
try and keep their descriptions limited (I won't be giving a detailed
account of which blocks bomb, for example). Also, I'll label when a new
area is entered to help organize things. Finally, I hope no one holds
it against me if I don't use the enemy's names. Because really, does it
matter if I call it a "Zoomer" or a "Flying Turtle"?

------------------------------------------------------------------------
4A) Prepare Yourself-
       This covers the first third or so of the game, where basically
       Samus is just wandering around collecting the stuff she needs.

--Brinstar--

Let's not waste any time. Head left, grab the Morph Ball, and head
right. Keep heading right two rooms until you hit a Save Point. Use it,
and start heading up the shaft until you reach a room at the left. Shoot
the blocks and roll into the room with the Long Beam. Head back, and up,
and head left in this cavern. In the next room is the Kraid-Ridley
Siamese Heads. Just leave where you came from, and go right this time.
The purple Hopper that you have to fight won't appear unless you visited
those heads. Fire as fast as you can, and he probably won't hit you.

Back in the shaft, start falling until you see a door on the right.
Shoot the blocks to roll through, head right, and then head down in the
next shaft to the Blue door. Save, and continue downward. Go into the
door, and head right in this room until you hit the missile pack [M:05].
Head back now, and you'll fight the Centipede. Look at Bosses section
if you need help. If he runs away, reset and try again. You'll only
repeat about 20 seconds anyway. Huzzah, you have the Charge Beam.

Head back up the shaft, save, and use the Red Door. Keep heading right
until you enter a larger cavern about two rooms in. Hop to the upper
left corner of this room into the wall to find a secret room. Kill the
Fly Pod in the way with rapid shots and maybe a missile or two, and grab
the missile pack [M:10]. Head right, killing the other two Pods. In the
next hall, shoot the lower blocks of land to reveal more missiles [M:15]
and head right to grab the obvious energy tank [ET:01]. In the next
shaft, head up and take the first door on the left. Go left to save,
and up to move on. Go through this rooms, and get the Bombs, then head
under the Statue's platform to enter a secret room. Use the bombs to
get to the missiles [M:20]. To get back to the shaft, break the blocks
in the room before the bombs and kill the mites with bombs. Head back
to the earlier shaft that lead to here.

On the way back, in the second small room (to the left of the Fly Pod
cavern), bomb the floor to enter a secret room. To get the missiles
[M:25], fall off the ledge and place a bomb on the breakable block,
then quickly hop back up and roll in by holding right as you fall.
Here's your first chance to use the "three tries" trick, although if
you can't do this in three tries, you may want to practice controlling
Samus. Regardless, head back to where you fought the Centipede and got
your first missile upgrade, and head right in the hall. Take the elevator
to Norfair.

--Norfair--

Save to the right if you wish, but then head left. The way through this
long hall is pretty obvious, and you should ignore the missile pack for
now. Once you hit a shaft, head up to Crateria.

--Crateria--

Ok, immediately head right. If you head down into the water, you can
break the ground and head to a missile pack [M:30]. Sometimes I wait
until I have the Gravity Suit for this, but it really only saves about
10 or 20 seconds, and you may overlook or forget it later. Regardless,
head to the upper left of this watery room and enter a room with
tunnels. Head right in here, and end up at a Chozo Statue. Grab your
Mystery Item, and on your way out, shoot the blocks to get the missiles
[M:35]. Shoot the land on your left if you can't jump out of the water
pit. Back in the tunnel room, blast the Mystery Block to get out, and
head to the upper left. In this next room, you'll fall. Shoot the wall
to the left, and once inside it, jump around to land on a ledge. Once
you hit a crumbling block here, hold left to enter the room with the
Power Grip. Head back, and a totem will give you a way out. Head left,
left again, and fall in the large rainy area. Your ship is here, you
can save and refill if you want. Because I'm never running low here, I
never bother. Head right and back into Norfair.

--Norfair--

Head to the bottom of this shaft now, and in the next hall, the missile
pack should be obvious [M:40]. Return to other hall, and on your way
back through, you can grab those missiles now [M:45]. Head right, save,
and through this large cavern. In the next shaft, head up until you see
a door on the left. Follow it through to get the Ice Beam. Move left,
freeze the guy to get out of this room, and head left in the next room
to save. Back in the shaft, head up, and move right through the rooms,
freezing enemies to make platforms. In the second hall, when you reach
a spot where you head down from a ledge and there's two purple turtles
flying, shoot the wall around the higher one to reveal more missiles
[M:50]. In the next room, get ready for a shortcut.

In the green bubbly room, shoot the fire enemy. Then, head right, being
careful not the fall through the collapsing floor. Try to stand so only
one foot is on that block. Then, aim up and right, and shoot the turtle
when he is in position. Stand on him, and shoot a missile or two at the
wall on the right. A block should blow up, and you can grab it to move
into a hidden tunnel. When you fall down the tunnel, try and place
bombs. If you don't break the block you were supposed to, just Infinite
Bomb Jump until you find it. Go through that tunnel, and in the next
tunnel shaft, shoot regular shots at the ceiling, and then wall jump up
and out of here. From here, you should start falling... and falling...

Eventually you'll land, and should shoot missiles through the tunnel
in the left wall. A block should break, leading to freedom and more
missiles [M:55]. The block next to those missiles can be broken with one,
and you can roll into the passage and head up. Don't go in the door, but
shoot the right wall and wall jump up the shaft. Grab the missiles
[M:60], and head out of this shaft via the little tunnel at the top.
Head into this door. It's easier to shoot the monsters in this room than
run by, so do that and move on. Now you have the High Jump Boots. Return
to the shaft, and work you way down the shaft you were just wall jumping
up. On the little ledge right after the one that had missiles, you'll
see a ledge on the other side of the wall. Fire missiles at the wall to
find a way through. In this hole, the wall should reveal a hidden
cannon. Hop in, and fire it with bombs.

You'll end up back at the shaft before the Ice Beam. Start heading back
to the Brinstar Elevator. In the large yellow room next to the shaft,
walk along the stone bridge until you see a red lobster thing leaping
out of the acid. Shoot away enough land to free him, and freeze him at
the apex of his jump. Now use him to reach some more missiles [M:65]. Now
continue to Brinstar, saving along the way.

--Brinstar--

Run back to the brown shaft, and work your way up to the very top. The
tippy top. Past the Highest door, freeze enemies to get to the upper
left cave. Goodness! Another hidden cave. Grab the missiles [M:70] and
return to the shaft, and take the door. To open the barriers in here,
shoot the red part. When you reach a bunch of morph ball tunnels, take
the top one. To get past the organic barrier, find a tunnel above it.
In the next, tiny room, shoot the ceiling to reveal the way up, and kill
the mites that try to hurt you with bombs. You can either freeze the
flying enemy or make a big jump after the blocks reform to get to the
upper left. Just know that if you miss, you'll fall through the floor
and have to get back up. Once on that ledge, shoot straight up and jump
to get to the top, and go in the door. In this next room, let the mites
eat the barriers, then kill them with bombs. Use your morph ball jump to
navigate the tunnels above the acid. All the shafts that drop into the
acid have collapsing floors, so hold jump to leap back up as soon as
you fall down them. When you reach the end, you'll see the part that
needs to be bombed. Just let the mites eat the barrier away first, then
kill them. In the next room is your Varia Suit.

Return to the previous room, and hop in the acid. Shooting at the floor
will reveal a path to an Energy Tank [ET:02]. Keep going back to the
small room that lead to all this. Head right in here to a save room. Use
it, and move on. The missiles in here are pretty obvious [M:75]. When you
reach the last acid pit, hop in and break the rightmost block. Now hop
into the tunnel above the acid, raise the barrier, and let the mites hop
on you (Samus has crabs! Ew!). Go back to the hole you just made, and
hold right as you fall to enter a passage with a barrier. The mites will
eat it, and you can move on. In the next room, you can use the Chozo if
you wish, but head right and out of here. Fall down this shaft to the
third blue door, which is one you used earlier in the game. Follow the
path all the way back to the blue shaft, the first shaft of the game.

Back in this shaft, as you go down, you'll see a turtle hovering near
a block formation on the left wall. Freeze him so you can jump on it and
into the easily spotted tunnel. This next room is easy enough. Work your
way down using collapsing blocks, killing enemies, and grab the missiles
[M:80]. Ignore the Super Missiles and move out. Fall down the shaft,
save, and go left. In this room, fire at the ceiling near the falling
bat thing closest to the wall in the middle of the hall. An energy tank
should appear. Use the Infinite Bomb Jump to reach it [ET:03]. Go to
the next room, and bomb the floor and work your way to Kraid's Lair.

As a reference, my time was 00:21:25 as I entered Kraid's Lair.

------------------------------------------------------------------------
4B) Kraid-
       In case you can't tell, the section dividers aren't really
       divided evenly. This covers the short period through Kraid's
       lair until you enter Ridley's.

--Kraid--

Oh, I love this music...
Take the first door on the left to save, and jump into the little hole
in the wall to find a missile pack [M:85]. Return the main shaft and take
the red door across from yours. There's obvious missiles in here [M:90],
and then in the next room (a shaft), shoot around the floor to find a
pit, then bomb the floor to find a cannon. Let it shoot you, but start
falling straight down again. Hold left near the little tunnel to grab
the missiles [M:95]. Use the previous cannon to get back up, but land
on the ground this time. The right branch can be wall jumped up, but
the left has ledges to hang on. With the High Jump Boots, both are just
as fast, so just take the branch with less enemies, and take the door at
the top.

Work your way left through here and into another shaft. While falling
down this one, start placing lots of bombs. At the bottom, fire the
cannon back to the top, and hold right as you fall to enter the hole
you (hopefully) made. If not, try again. Go into the room you see, and
use a bomb to activate the device. Call the zip line, and use it to get
an energy tank [ET:04]. Use the save room, fall down to the next floor,
and fight the Acid Worm.

After the worm, fall into his hole, and head left. Fire at the upper
left corner to reveal a passage. There's missiles in here [M:100]. Go
left in the boss room and use the cannon to reach the top, and go back
to the first shaft.

Save if you please, and take the door below the save point now. Just
work your way left for now, hitting the zip line in ball form, and in
the shaft, take the door above you. In this room, you'll fight two
spider things. Just shoot missiles as fast as you can, and you'll take
minimal damage. Through the top you can get more missiles [M:105] and
fall back into the shaft. At the bottom, blow open the floor and fall
in. The acid is fake, and you fall down another shaft.

Head right until you hit a room with lots of hoppers. Kill them, and
blow up the little green blocks you see to reveal cannons. Use them to
break the blocks above you. Once you get all the way to the right of the
room, make sure the pulley is above you, and fire at it. It'll drag you
to more missiles [M:110]. Return to the room to the left of this one, and
fall through the obvious tunnel in the floor.

Once you reach the bottom, left is a save, and right leads to a Chozo
Statue. Get the Mystery Item 2, and heal up. Get out of here, and in
the next hall, just run through. The enemies aren't hurt by Ghetto
Screw Attacks, but take too long to kill by shots. Save, and fall
through another obvious tunnel in the next room. Save yourself some time
by shooting down and left while falling to hit the ledge you want. The
next passages lead to Kraid. Beat him, and don't bother collecting what
he leaves behind. Just move on, grab the Speed Booster, heal at the
Chozo Statue if you like, and start running while shooting. If you do
this, you'll run through Kraid's room, the long green hall, and into
a shaft where you break a wall. When you hit that wall, start a Shine
Spark. Stand on the plant on the floor (about two blocks away from the
right wall), and jump. You should rocket to the top. If you don't, I
suggest resetting, really. Back tracking to get the boost takes too long,
and climbing is kind of slow too (not that slow, actually, but we are
going for a good time, right?). At the top, save, and take the bottom
door on the left. Grab the missiles [M:115] in the wall, return and take
the top. Use the zip line to cross, and start firing missiles when the
flies give chase. Otherwise, they'll knock you into the room below you.

Back in Kraid's main shaft, you'll see a door across from you. Go in,
kill the hoppers, and move the zip line to the right side of the screen.
Place a bomb above the activator, move a little to the left (so the bomb
doesn't make you jump), and prepare to jump (as a ball) as it zips
overhead. Drop off before it reaches the end to grab the missiles
[M:120].

Go back to the shaft, and take the middle door on the right side (above
the one you entered here from after Kraid). Start running from the
entrance and get ready to jump when you reach the end. You should blow
open a hole to an energy tank [ET:05]. Go back to the shaft and head to
Brinstar.

First let's quickly save and check our status. We have 120 missiles,
5 energy tanks, the Morph Ball, Varia Suit, Ice Beam, High Jump Boots,
and Speed Booster. My time was 00:30:45.

--Brinstar--

Back up the elevator, a wall will collapse. Ignore it and head left
instead. Hop on the ledge you see and place bombs around to open the
floor to a hidden cannon. Fire it, and hold Right as you fall to get
another missile pack [M:125]. Fall back into the room below, and head
to the right to the first shaft again. Save if you want, and work your
way up until you see a large outcropping on the right wall. Standing on
it, jump into the wall and you should grab a ledge. Roll in the hidden
tunnel, and in this room, place a bomb on the floor to open the path,
which leads to more missiles [M:130]. Continue through the tunnel in the
bottom right to shortcut into the second shaft. Follow it through to
Norfair.

--Norfair--

Start running from the elevator room to the right, and when you reach
the cavern room after the save room, use your charge to Shine Spark
right. Hold right to continue running when you hit the hill, and start
firing. In the next room, you'll break the floor. Hop down the hole you
made, and enter the room. Once you have enough room, start running back
toward the entrance to repeat what you just did. A second floor will
break, and you'll be near where you got the High Jump Boots. Go back to
that room, but this time roll under the Chozo Statue to move to a new
area. Wall jump from standing in the lava to reach the ledge in the next
room. After that, you'll have to clear all the blocks on the floor to
make a running leap through a wall. Next you'll fight another spider.
Then you can save.

Use the left door, and shoot the floor in the next room and hop down.
Again, head left until you reach a shaft. At the bottom is fake lava,
so jump in to find another shaft. Take the only door in here, and work
your way right until you enter a small room. Bomb around the floor and
hop in, and enter the door. Work your way through here, but keep an eye
on your map. About two blocks in, you'll see a chunk of ceiling that
hangs low. Shoot the left side to reveal missiles [M:135]. Continue on
to find more obvious missiles [M:140]. Return the original small room you
bombed the floor of.

Head right, and in this next hall use rapid fire to kill everything, and
missiles for what you can't. Go until you reach another small room, and
bomb the floor here to find the path to the Wave Beam. The spider thing
in here can be killed like the ones from earlier, but use to Wave Beam
to kill him through the wall once you get it. Head back to the small
room, head right and save. In the next room, just run while shooting to
get through.

In the following room, stand beneath the worm and fire as fast as you
can. Once dead, pass by to find a second worm. He charges when you get
close, so place bombs and try to time it so they detonate beneath him.
He freezes when they hit, so just pile the bombs on top of each other.
Shoot him to back him up a few spaces if you mess up. Once dead, move
on while shooting at the ceiling. You should reveal and Energy Tank.
Shoot missiles to free it [ET:6].

You'll be back at the bottom of the shaft from waaay earlier now. Head
into the bottom left door, save, and move on until you get to the Larva
boss. Kill him, and follow his path into Ridley's Lair.

My time was 00:37:15 as I stood at the elevator.

------------------------------------------------------------------------
4C) Ridley-
       Like Kraid's section, this covers up to Mother Brain's Lair.

--Ridley--

As soon as the elevator lands, go right back up.

--Norfair--

Go back to where the Larva landed and follow the new tunnel. This leads
to the Ugly Moth boss. Kill him, and grab the very nice Super Missiles
[SM:02]. Follow the path to the right, open the door with your new shiny
Super Missiles, but head right until you can save. Now go back through
that door.

By now, the Ghetto Screw Attack won't help much, so just shoot fast and
just sort of force your way past enemies. It's faster to just take the
hits, and you should have plenty of Energy Tanks now. Anyway, when you
reach what seems like an obvious Energy Tank, stop. Stand about four
blocks away from it, and leap over an invisible pit. If you fall, it's
easier to reset than try and wall jump back up, in my opinion. I don't
think you can really do that, anyway. After grabbing the tank [ET:7],
jump down the pit anyway and leave.

Use the door across from you to definitely Save. Further down the shaft
are some missiles [M:145]. At the bottom, use the door and use the Map
Station (the only one we'll ever visit) or it will mess you up. In the
next hall, shoot the door you came from open. Continue on until you see
a section of the ceiling hang down, and shoot the leftmost part to
reveal a way in. If you also happen to see a little red bubble thing
crawling around, shoot him. That little bugger likes to get in the way.
Anyway, run along the ceiling until you have enough room to Shine. Start
running left, and charge just before you reach the end. Shoot the wall
open again if necessary, and hop down to the bottom of the hill near the
door you entered from. Shine to the left so you hit this hill and start
running. Shoot, too, so you run through the map room. You'll break some
blocks and you should fall into the hole you made.

Now comes two of the more annoying missiles packs of the game. I
suggested saving not too long ago, so if you think you're taking too
long getting these, feel free to reset. From the bottom of the hole,
start running left into the next room. When you can charge, do so, and
jump up the shaft you're more than likely near. At the top, work your
way through the morph ball tunnels by unrolling in the shafts so you can
grab ledges. At one, you'll have to shoot a missile behind you to open
the way. Just don't fall down any shafts or you'll have to start over.
Once you enter a tunnel above a missile pack, slow down near the right.
There's a collapsing floor nearby. When you roll on top of it, unroll
and start shooting down and left. You'll break a block so you can hang
on the ledge instead of falling through. Roll into the tunnel, and grab
the missiles, but don't roll all the wall over them, because the floor
beneath them crumbles [M:150]. Along the way to these missiles, there
was a slower crumbling floor. Roll on top of it when it reforms, and
stand up so you grab the ledge when it vanishes. Whatever you do, don't
let go. Start firing straight up (try hitting fire first, then hold Up,
otherwise you'll more than likely roll back into the tunnel). After the
blocks clear, start firing a bunch of missiles. Once the block above you
breaks, leap away (or even easier, wall jump up) until you grab
the next ledge. Repeat shooting missiles, unless there isn't anything
above you. In that case, jump up until you find a ledge again. Do this
(more than likely once or twice) until you see the missiles you want
[M:155]. Now fall down, and start running from the left side of this
room to build up the charge necessary to escape from here. It's not
that hard once you accomplish it, but it's certainly harder than any
previous missiles.

Return to the purple hall, and work your way through until you reach
very easy missiles [M:160], and a save point. Use it, because we're about
to grab the hardest missile packs of the game (time wise, anyway). Return
to the purple hall, and on the right side of the hall is a similar
overhang to the left side. Shoot the symmetrical equivalent so you can
build a charge running to the save point room. The only difference is
that the hill you'll be using is the save point platform itself. So, in
the save room, Shine to the right, and in the next room, get ready. The
moment it fades from black, you'll probably be near a wall. Charge
again, and start firing straight up while jumping up the platforms.
There's these annoying red balls that stick to the platforms and hit
you, thus ruining your hard work. You might be able to just avoid them,
but if you shoot straight up, you'll hopefully freeze them, and when
you'reach the first platform with one lurking on it (the third jump
you'll make), Shine to the right, through a wall. In the room, start
building a charge while running into the next. If I mess up getting in
here, I just reset and save some time.

Ugh. Worst missiles ever. When you can charge, do so, then roll under
the wall you see, unroll, and jump. Grab the ledge and roll inside. Now,
get ready. When you place a bomb, the whole place will detonate like a
big domino chain. You have to run along ahead of the vanishing floor,
otherwise you'll fall onto collapsing blocks and have to start over.
Some people suggest waiting until you get Space Jump, but that wastes
too much time. Instead, try this. Holding "Left" through this whole
ordeal helps.As soon as you place the bomb, hold left. You'll fall, and
when you roll under the pillar, unroll and jump left to the ledge (not
the dead-end tunnel). As your climbing up it, the floor will most likely
vanish, so get ready to jump left as soon as you make it up. If you're
lucky, you'll land on another ledge. Climb up fast, and leap left again.
Hopefully you'll land in the bottom left corner of this whole mess.
Leap to the left wall and wall jump off this wall to the upper right
where there's some blocks you can hang safely off of. These blocks
collapse after a time, but it should be enough that the vanishing floor
should be gone, and you can jump left and into the pit with the missiles
[M:165] (You'd think for this trouble it would be Super Missiles or even
an energy tank, but nooo....). I wouldn't suggest resetting if you mess
up too much in here unless you really feel you're wasting a lot of time
or you can perform the Shine Spark needed to get into here easily
enough. Afterwards, use this room to start charging left, but DON'T run
through the wall you entered from. Instead, do a Shine straight up into
that little indent in the ceiling.

Enter the door and leave. You're going to need the land you destroyed
jumping up here. From the very left of the small hidden room, start
running. In the next hall, start shooting rapidly. You'll destroy
two sets of 3x3 blocks. The second one has a trick, though. The center
block is a missile one. So, time it so that once you've destroyed the
other normal blocks, fire a missile before you run into it. Easier to do
than it sounds. Here comes the part I have problems with. Once you start
breaking blocks with your speed after the missile one, jump. You SHOULD
jump through a tunnel breaking blocks to a missile pack [M:170]. If not,
return the to previous room and try again. Again, I would advise against
resetting here if you mess up a lot, unless you can get the previous
missiles easily enough, or if waaay too much time is wasted. If you get
the missiles, use this room to run left and break the left wall of the
little secret room next to it. I would advise taking 10 seconds to use
the save room again.

Work your way to the top of the shaft either way, and take the door
on the left. Make your way left through this hall, until you hit the
third pit. Shoot the floor, and hop in against the right side. Climb
into the tunnel you've (hopefully) grabbed onto. The smaller lava pool
is fake, with hidden missiles in the bottom right corner [M:175]. Get
out of here by Wall Jumping up the right wall (and probably taking some
damage from the lava). A bug usually knocks me right back in once I get
out, so be ready to shoot the moment you reach the top. Move into the
next room, and bomb the floor. In the chamber, kill all the enemies,
and grab the missiles [M:180]. To the left of these is a small hole in
the wall. Climb in and bomb, and go up the shaft. The block in the way
can be destroyed with a Super Missile. Grab a Super Missile pack as a
reward [SM:04]. Return to the chamber and head left. In this room, kill
one bubble, and freeze the other so you can use it to get the missiles
[M:185]. You can actually just leap to them, but if you fall, you have
to back track to the shaft to get back up. From the missile pack, jump
to the platform to the left, and go through the door.

At the end of the hall, is a room with a Super Missile pack [SM:06].
Jumping into the upper right overhang will reveal a hidden tunnel. In
the room at the end of it, shoot the conspicuous block to get more
missiles [M:190]. In the room to the left are two more tricky packs
(nothing compared to earlier, though). Go through the tunnel, and grab
the ledge as you fall so you can shoot the block in the way of a pack.
Fall again and grab the missiles on the way down [M:195]. Use the cannon
to get back to the top again. This time, shoot left at the other missiles
to break the blocks on the left side of its ledge. Roll through the
tunnels and leap up to the missiles before the blocks reform [M:200].

Return all the way to the room where you didn't want to fall, and fall.
To the left is a save, so use it, and keep going left, using a Super
Missile to kill the Eye Door in one hit, through Ridley's room, and
finally at a Chozo Statue. I would definitely suggest refilling. The
wall behind the Chozo is fake, and there's an Energy Tank [ET:08].
Return to Ridley's room to fight him. If he's hard for some strange
reason, look at the Bosses section. Return to the Save room, save, and
keep going right. When you enter a green room with pipes, bomb around
before the raised ground to find a hidden tunnel that not only bypasses
the enemies, but grabs an Energy Tank [ET:09]. Keep heading right until
you enter the shaft again. Work your way to the top, except now you can
reach the very top because you can break that mystery block. When you
enter the large room to the left of the shaft, you'll see a bug pipe.
Jump so a bug comes out high, and freeze him a little to the left of his
pipe. Use him to reach a high ledge with missiles [M:205]. Getting out
of here is easy enough, using bombs and missiles to get out of the final
dead end. You'll end up back near the elevator shaft, so go up.

--Norfair--

The right wall will break again, but this time you want to go through.
Go past the broken Chozo, and shoot your way down at the dead end. Head
left from this lower cavern, and keep running so you'll break some
walls. At the end is a cannon, use it. You'll fly up past a bunch of
rooms. Head left, and ignore the enemies in the next room as best you
can. In the next room is the Screw Attack. Return to the previous room,
let them all taste death with your new move, and grab the missiles
[M:210]. Use the Screw Attack to return to the nearby save room, and
save. Go left, shoot the floor, and open the Green door. The next long
hallway isn't really tricky, but at the end is a bomb able floor. This
leads to a room with Super Missiles on a very high ledge above lava. Go
near the bug pipe, and stand still so a very low one comes out. Run left
and wait on the little ledge below, and shoot Up and Left just as he's
starting to get out of range. Jump without spinning so you don't kill
him with Screw Attack. Use the frozen guy to get to the pack [SM:08].
Wait on this ledge aiming down and left, and do the same when
the bug unfreezes. Hop onto him. I find this is easiest by doing a morph
ball jump, and shoot a couple shots at the left wall, revealing a path.
Go through it for some more missiles [M:215]. If you build up a charge
during the run over, do a Shine to the Right to return quickly. Return
to the small room where you bombed the floor, and use it to gain speed
so you can Shine back through the long hall (it should be pretty obvious
where to Shine).

Go back to the green shaft before the High Jump Boots (just keep running
right from the previous save point). Enter the door immediately above
the door you leave from, using Screw Attack to break through the floor.
At the end of this hall is a Green door. This hall is kind of annoying.
The floors break if you Screw Attack them, so you have to do regular
hops. I personally just leap into lava a lot. At the very end is a small
platform that doesn't break. Shoot straight up to reveal missiles
[M:220]. The room to the left contains another detonating floor room,
but much easier than the one in Ridley's Lair. Just grab the Super
Missiles [SM:10] and go back to the green shaft.

Work your way up to the door between the hall before the Ice Beam and
the hall after it, using Screw Attack to break through the floor again.
This door should be on your map, near the top right. Once here, just
head left and grab easy missiles [M:225]. We could have gotten these
before Ridley, but I always seem to forget them until now. They're sort
of along the way anyway. Go to the elevator room and leave Norfair,
saving along the way.

My time was 00:53:39.

------------------------------------------------------------------------
4C) MotherBrain-
       The MotherBrain section is proof that I didn't bother dividing
       this walkthrough into even sections.

--Brinstar--

Work your way through this familiar hall until you reach the area where
you fought the Centipede. Go against the wall to your right, and start
running left while shooting. Once you get into the next room, charge,
turn around, and reenter the hall. Stand at the bottom of the small
hill, shoot the door open, ball up, and Shine to the left. You'll start
smashing into the shortcut room from earlier. When you know the screen
is fading into this room, hold Left so when you'll make it over the hill,
and then down so you'll charge again. Roll through the secret tunnel
into the left shaft, and hop onto the first platform to the left of the
ledge you're on, then Shine to the left again (in ball form still). You
should blast into a room with Super Missiles you passed earlier [SM:12].
Leave, and go to the top of the shaft, back to the Ridley/Kraid head
statues, and go through it to the elevator room. The Chozo along the way
is a good place to heal up.

If you're playing a New Game + sort of thing, your map should tell you
if you have all the items in an area through some little checkbox icons.
If so, check Brinstar and Ridley. You should have everything.

--Tourian--

Since there's nothing to get in Tourian, there's not much for me to say.
Save at every chance, use Super Missiles if you're ambushed by more than
one Metroid, and refreeze the Metroids after every two regular missile
shots or so. Never stop firing, because at the very least, you'll freeze
those irritatin donuts. The third save is the last save. In the hallway
after this, fill up on whatever necessary by killing donuts and save.
Kill the pillars with regular missiles by shooting very fast, then kill
Motherbrain. It's really that easy. If you mess up a lot while escaping,
resetting is okay. After this, you'll eventually end up suitless and
sexy.

--Chozodia--

Chozodia is pretty straightforward as well, so I feel silly giving a
detailed walkthrough. Still, Save often. The quickest way through here
is to never be spied, unless you have to. When you get into the room
with lots of trip lasers, don't set them off until you're in the middle
of this tunnel you crawl through. You have to shoot the dead end to open
the way forward, which plops you on a trip laser. If you're in the
middle, you can hop into the upper right corner before the pirates come
out. When you get to the room with searchlights, try not to get caught,
and take the highest door. If you are caught, you can reset, but it's
not the end of the world. Once you enter the Chozo temple, you get seen
almost whenever you encounter a pirate. Luckily, there's more places to
hide from them here. Whenever you see a shadowy corner, try sitting in
it. In the rooms with the moving eye trip lasers, hide from them by
sitting in the dark parts. Mind you, if any part of you is poking out,
even a pixel, they see you. For the first set of these, you'll have to
hang off the ledge, and climb as the laser passes behind. Just be
patient here, it's worth it (and faster in the long run). Eventually
you'll be a large cavern (really large, and you'll be running from the
lower right corner, to the left side, up and to the right), and more
than likely with plenty of pirates after you. When you reach the top
door here, shoot the floor you were on to break it and turn off the
final security alert. Use the Save point and fight the Chozo Thing
after the next few rooms. You'll get your fully powered suit.

My time was 01:09:39.

------------------------------------------------------------------------
4E) The Final Run-
       This is all pretty much collecting items again, much like the
       beginning of the game. I love it when things come full circle.

After you get your upgrades, go to the previous save point and use it.
Head right, and shoot the floor with a missile above the water. On the
obvious straightaway, run until you get some Super Missiles [SM:14].
Run back to start a charge, or if you're quick, charge just as you're
getting the aforementioned Super Missiles. Regardless, shoot the ceiling
near that pack and hop up with a Shine charge. Shine to the left, and
recharge after you go up the hill. Now you'll have to Space Jump up and
to the right to another ledge. Use the hill here to charge again. Repeat
for a ledge to your upper left. I find it easiest to do this by Space
Jumping into the wall I'm facing, and just turning around midair when
I'm the right altitude for the next ledge. After the third Shine/store,
you'll jump to the right again, but this time, keep running after you
hit the hill, and shoot. You'll run through a door. Hold down the moment
it fades black to store again. Screw Attack the blocks in your way, and
hold left as you fall to land on a small ledge with a small hill. Yup,
you need to store one more time on this tiny hill. Finally, jump down
and land on a ledge against the right wall. Shine into the right wall
all the way to an Energy Tank [ET:10]. Return by running right in here,
and Shining left at the top of the hill where the Tank was.

Back in the shaft, hop up to that little hill you used. Shoot the wall
with missiles to reveal a tunnel, roll in and get more missiles [M:230].
Fall to the bottom of the shaft now, and Screw Attack into a room with
lava. Go to the bottom right corner in the lava (now that it doesn't
hurt you), and follow the tunnels to some Super Missiles [SM:16]. This
lava room leads to a shaft, and this shaft's bottom left corner leads to
a reversed "L" shaped room. Take the middle door on the right wall, and
place bombs as you fall down against the left wall to find a missile
block which guards more Super Missiles [SM:18]. Work your way back into
the Wrecked Ship using Space Jump to navigate the shafts. Staying
against the right wall usually is the safest and quickest route.

When you reach a save point within the ship (it should be right after a
trip laser room), make your way to the top of the shaft that's a room to
the right of this using Screw Attack and missiles. In the upper right
area of the ceiling is a missile block leading to some tunnels. They lead
to Super Missiles [SM:20]. Enter the door to the right below you, leading
to the docking bay. Navigate the ship easily enough until you reach a
room that looks like the cockpit on the far left. Go to the bottom left
of this room, and follow the tunnels until you see Power Bombs guarded
by lasers. Take them [PB:02], and kill the pirates. In the room to your
right, place a Power Bomb to reveal a room above you, with more pirates
and more Power Bombs [PB:04].

Along the way to the Power Bombs, you more than likely passed a yellow
door. Go back there the way you came, and take it. Inside is Super
Missiles [SM:22]. You'll probably fall, but you can Space Jump back up
to the Green door. From here, work your way back to the previous save
point, and then go left until you reach a room where you fall a little
and roll into a tunnel (the second room after the trip laser one).
Instead of using the tunnel, leap into the left wall to find a passage.
Fall down this tunnel, bombing and shooting whatever's necessary.
You'll land near the glass tube connecting the temple and ship. Break it
with a Power Bomb, and head to the bottom right.

The wall here needs to be broken with another Power Bomb. If you start
running from the left cliffside you'll be able to build up a charge in
the next shaft. Shine straight up a block away from the pillar on the
ground to reach the Power Bombs [PB:06] fast. Otherwise, you'll have to
Space Jump and kill pirates. Return to the cliffs when you're done.

Head to the left side this time, and blow open the left wall with
another Power Bomb. Fall to the bottom, and go into the right door to
save. Follow the paths left until you reach a small room with green
tiles. Start shooting aimlessly at the ceiling, hoping to kill a few
spiky things hiding in the invisible tunnels. Leap into these tunnels
through the center of the room. To get the Super Missiles, take the left
branch, then the right one [SM:24]. Return to the small room and go
left. In this next room, go to the end, hop, and place a bomb on the
middle girder to detonate it. Hop in, and roll around placing bombs to
find the paths through. One or two Power Bombs can reveal a lot,
particularly the Super Missiles tucked away in the upper middle of the
room [SM:26]. Following the maze through leads to a door.

Follow this path out to Crateria, at which point Space Jump along until
you see a path leading upwards. In this new area, Space Jump up and
right until you see a door. Enter, and follow it through to a dead end.
There's a Power Bomb pack being guarded by a missile block on the left
wall [PB:08]. In the lower right is a missile block guarding a path to
a tunnel. The end of this tunnel is blocked by a Power Bomb block. Break
it, and move out into the Temple again. Go through the temple (the long
way, unfortunately) until you reach the shaft where we Shined after
getting the Fully Powered Suit. At least you don't need to sneak around
this time. Anyway, in the shaft, place a Power Bomb on the big pillar
that's blocking a small tunnel (this appeared after you got the suit,
so that's why you couldn't get this earlier). Through the tunnel, you'll
see two more above you. Take the top one when you can, follow it to the
end, and shoot the ceiling with missiles to get a Power Bomb upgrade
[PB:10]. Now, go back to the room you entered from (you can use the lava
shortcut now, and if you forgot the room, just pretend you're heading
back to the ship again. You should see the hole you made).

--Crateria--

Now, using that long path, start running to Crateria. When you pass
through the door leading to it, charge. Jump off the edge, and fall to
the right, landing on a ledge. Ball up, and Shine to the left to get
missiles [M:235]. Return to that path to build up another Shine. This
time, try and Space Jump to the ledge above the door. I find it easiest
to do a short jump to get out of the doorway, then do full jumps by
holding down jump until Samus starts falling. Three of these good jumps
ought to get you up there with just enough time to Shine into the hill
and run through the wall to Super Missiles [SM:28]. If that doesn't
work, just find whatever works for you.

Now, head left to the other side of this area, through the area that
led to the Power Grip, back to where your ship once was. Go to the
elevator to Norfair, but place Power Bombs to destroy all the blocks.
Start from the right, run left, and when you run into the chasm where
your ship was, charge. Hop onto the large ledge in front of you, and
stand on the very right part, next to the tiny hill. Ball up, and Shine
while holding Up and Left. You should rocket into a mountain side. The
rest of the block can be cleared with a Power Bomb leading to more
Power Bombs [PB:12]. Hop down now, and start running from the right to
blast through the wall. Follow the first pit you see to a dead end... so
blow it open with Power Bombs. Hop in and follow the path to a shaft
back to the very beginning of the game.

--Brinstar--

Immediately head right and down to Kraid's Lair.

--Kraid--

Use the save point, seeing as you've accomplished a lot since the last
one. Enter the door beneath the save, and hop into the third acid pool.
Shoot all the blocks out of the way, and run right until you can charge.
Once charges, run left to the bottom of the big hill, ball up, and Shine
to the right, while holding right. You should roll into some missiles
[M:240]. Head back into the main shaft, and hop down to the next set
of doors, taking the one on the right. You should be at a spot where if
you fall into the acid, you fall into another room. Do so, and go right.
You should recognize here. Use the nearby save point, and actually
Screw Attack the right wall. Follow the path, and Power Bomb the dead
end.

--Norfair--

You'll be in a shaft that had fake lava at the bottom. Fall through it,
and in the next shaft, fall to the bottom. Now the lava won't hurt, so
find a missile block on the ground and enter. Enter the door, and hop
onto the ledge on the left. Jump a little and shoot missiles at the wall
to break through. Roll in, and jump to the top to get some Power Bombs
[PB:14]. Return to the other room, and grab the missiles in plain sight
by firing upwards with a missile as the floor beneath you breaks [M:245].
Go to the top of this room to reenter the earlier shaft, and work your
way back up and into the secret passage to Kraid's Lair.

--Kraid--

Save, and leave Kraid's Lair like you did earlier.

--Brinstar--

Go back to Samus's start point, and place a Power Bomb. Use the cannon
to launch back up to Crateria.

--Crateria--

Work your way back up to the branch in the path, and go left, which
leads back to Tourian.

--Tourian--

There's something about reentering here that bothers me. Anyway, fall to
the bottom, and go to Mother Brain's room. Bomb around where her tank
used to be to find a missile block. Shoot it, go inside and get some
Power Bombs [PB:16]. Leave and go back to the save point before her. Use
it, and get ready for some trickery. In the long room, start running
left and get a charge. Hop into Mother Brain's room. Somersault into the
air, and at the peak of the jump, tap Up to stop spinning, then hit Jump
to start a Shine in midair. Go left, and if you're at the right height,
you'll blow past into a room with missiles hidden in the floor [M:250].
Your last ones, too. If you're too high or too low, you hit unbreakable
pillars. Once you get them, head up through the escape shaft (much
easier with Space Jump).

--Crateria--

Go back to Chozodia via the lower door near the water. If you skipped
those missiles earlier to wait until you had the Gravity Suit, do so now.
Otherwise, just enter the temple.

--Chozodia--

Keep heading right until you get back to the save point. Save, then
return to the room with the red crabs. Kill them all, and start running
from the top of the hill to the right. Back in the room with the flying
atom things, stop in the middle and Shine straight up. If you're lucky
enough that one doesn't zap you, you'll fly back to the entrance and
grab an Energy Tank along the way [ET:11]. Head back into the Wrecked
Ship, and work your way back to the first save of the whole area,
towards the bottom of the ship. Head through the Map room's red door,
kill the pirates, and shoot at the ceiling to reveal the final Super
Missile pack which is of course blocked by a missile block [SM:30]. Keep
heading right to leave the ship. Continue moving right to the front of
the ship, and hop onto the little ledge (right after you roll beneath
it). Power Bomb open the wall to get Power Bombs [PB:18]. Follow the
path back into the ship, and work your way aaaaall the way back to the
cockpit room. You can slightly shortcut the ordeal by using that Green
door that leads to a Yellow door, right above the save point near the
Temple.

Finally back in the cockpit room, take the door above you and head right
to use the last save point in the game. Back to the cockpit, and use
bombs to move to the door above you again. Work right until you enter a
long path. Start from the right side and run left, and jump just as you
start charging. Only a little hop, you're just trying to break the floor
in front of you on that slightly higher ledge. Once done, do it again,
but hold the charge. Hop into the hole, and do what you did in Mother
Brain's chamber. You see, there's these trip lasers all over. You could
Space Jump past them all (not a good idea), or you can do a mid-air
Shine to the right when Samus is right above the trip laser along the
floor. If you hit a laser, you have to kill the pirates and re-enter the
room, breaking the floor all over again. I just reset to save time. It
takes a few tries to get the positioning right, but the Shine method is
far easier than the Space Jump method. Either method leads to an Energy
Tank [ET:12].

Go back to the save point. Just quickly check: 250 missiles, 30 Super
Missiles, 18 Power Bombs, 12 Energy Tanks (or 1299 energy), and assumably
all the suit power ups. Again, if playing through a previously beaten
file, open your maps and look at them. You should have little checks
on each on for all four items. If not, um... well, maps really help
seeing what you missed.

So head to Mecha Ridley by returning to the top path, and beat him.
Escape by pretty much going back the way you came, and cuss at the slow
moving robots that get in your way. If this is your first game, you'll
have to fight two grey pirates at the ship. Kill them with rapid fire
plasma shots (not charged). Hop in the ship and go. If you've been
moving fast, killing with speed, and maybe with a little fairy dust,
you've made it out with a timer of less than two hours. My current game
says 01:43:31, which is still plenty of time, when you think about it.

CONGRATS!!! Now you see why I said it wasn't very hard?

========================================================================
5) BOSSES

This is just some brief strategies to help kill bosses quickly, which
mostly involves trading blows and just outlasting them.

Centipede- Since we're going for speed, just stand beneath his head
          and shoot a missile when his eye opens. He doesn't do enough
          damage on Normal to warrant dodging his attacks, and missing
          a shot causes you to miss your chance at killing him your
          first encounter, so just take the hits.

Acid Worm- When he goes "CHOMP CHOMP" with his mouth, jump and grab the
          zip line. When you land on the other side, start pumping out
          missiles and hit his neck. After a while, he'll raise the acid
          as an attack, but if you followed my walkthrough, you'll have
          the Varia Suit, and make this attack useless.

Kraid- Hitting his head once with a Charged shot or a missile opens his
      mouth, at which point you should fire as many missiles in as you
      can. Shoot his claws to destroy them, and jump away to dodge his
      swipe attacks. After a few hits, he destroys the platforms and
      you use his belly spikes to gain the altitude you need. For the
      sake of time, I generally just keep jumping and firing, and
      ignore the damage he does. Then, use the Chozo statue after him
      to heal up.

Larva- Really easy. Freeze the turtle when he's near a wall, then jump
      on him and shoot the vines supporting the Larva with missiles.
      Every two or three shots, aim down while jumping to refreeze the
      turtle. Repeat for the other side. Just shoot or ignore the
      little fuzzies it drops to 'attack'.

Ugly Moth- When he's on the left side waiting for you, roll into a ball
          and come after him. When he swoops down, wait until he's
          ahead of you, get up, and start chasing him while pumping his
          butt full of missiles. When he's waiting for you on the right
          side, just roll into a ball and approach him, so he moves to
          the left. Doing this, you can kill him in about 15 seconds
          and not take a hit.

Ridley- Ridley disappointed me. After being something of a challenge on
       the SNES, he was painfully easy here. Make sure you fill up at
       the Chozo Statue before him. After the cut scene, just stand at
       the right door (the one you were trying to exit through), and
       fire your super missiles at him. A few will just hit his
       fireballs, but most will get through. About the time you run
       out, he'll come after you to pick you up. When he does, pump his
       face full of regular missiles. He'll go down before you lose even
       a quarter of your health.

Mother Brain- Freeze the annoying donuts, and stand on the platform on
             the right. Shoot her glass with regular missiles, but her
             eye with Super Missiles. You can only shoot her eye if you
             dodge her blast, but land without hitting the lava.
             Otherwise she shoots again. The hard part is not getting
             hit out of the air by the guns and landing in lava.
             Other than that, she doesn't do enough damage to be hard.

Chozo Thing- You should only shoot the orb if it shows a symbol instead
            of Samus, and only if your gun is fully charged. After a
            hit or two, it creates lightning. For the sake of speed,
            I try to stand near it, and just take the lightning hits if
            it means landing a shot. Unlike other bosses to trade hits
            with, this one DOES hurt, but you should be able to kill
            it before you die.

Mecha Ridley- Kind of silly looking if you ask me. When his head is
             raised, fire Super Missiles at his chest orb. Otherwise,
             Space Jump in the middle of the left wall. His lasers
             generally miss you here. If he swipes, jump higher, and
             if he shoots missiles, try to shoot them down before they
             hit and get back to jumping away. After he swipes, he
             usually opens to attack, so keep an eye on that. Try to
             dodge his attacks because first of all, they hurt, and
             second of all, he's invulnerable most of the time, so you
             can't just trade hits with him. Might as well dodge then.
             His attacks seem pretty random, but if you jump at him
             before he starts his attack phase, he seems to claw
             earlier, meaning less lasers/missiles to dodge.

========================================================================
6) CREDITS AND CLOSING

That's everything, really. It's pointless to tell you how to get the
other endings, because this guide only earns you one. Other FAQs cover
that anyway.

I'm sure there's quicker ways of doing things, especially utilizing the
Sequence Break guide at Gamefaqs (although I'm proud to say I found the
Ice Beam-to-High Jump Boots on my own). For instance, you could get
a Super Missile pack after Kraid by getting that one in Brinstar (where
you morph ball Shine to it). Just as a manner of pride, I only used the
sequence break I found, not to mention most of the other ones people
found are kind of tricky... I'm happy with my 1:45 anyway...

Just a slight musing, I guess. Am I the only who noticed that they
basically updated the old NES sprites? Like, look at the way suitless
Samus holds her gun. It's the same gawky pose she has on the NES,
only better. Speaking of the NES, am I the only one who was a little
disappointed with the lack of a Fake Kraid? Maybe I'm the only one
because I actually fell for it back when I played the original.

I suppose I should thank some people.

cJayc- For Gamefaqs, of course.

Marshmallow- He wrote a 100% speed guide for Super Metroid, which I
            thought was impossible. He basically inspired this guide.

Devin Morgan- Wrote the walkthrough I used to find the last 13% of the
             items I was missing. If my guide ends up sounding like
             either his or Marshmallow's, it's because this is my first
             one and I was so pleased by theirs. Hat's off to you,
             fellas.

Zeric- He made this really nice maps at www.samus.co.uk. They're under
      Interactive maps and really helped when I was planning the order
      to collect items.

Paul Wright- Corrected my spelling of "missiles". That was pretty
            embarrassing for a Lit Major.

Gunpei Yokoi- For making a great series of games. I forgive you for
             Virtual Boy.

All the stuff made by me is copyright (c) 2004 to me, Dynamo, except
for the stuff not made by me, which I don't think is anything but the
game. Those belong to Nintendo, of course.