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/--------------------------------------------------------------------------\
Metroid Zero Mission Complete FAQ/Walkthrough for Nintendo GameBoy Advance
Version 1.00 (Last updated 2004.07.12)
Copyright (c) 2004 Falcon Zero
<
[email protected]>
See Chapter 10.0 for full legal info.
\--------------------------------------------------------------------------/
-=> T a b l e o f C o n t e n t s <=-
/==========================================================================\
| - - 1.0) Introduction <CH_01> - - - - - |
| 1.1) Updates - - - - |
| 1.2) The Story So Far... - - - |
| 1.3) Take Control - - |
| 1.4) Easy Sleep Mode - - |
| 1.5) Difficulty Settings - - |
| - - |
| - - 2.0) Obstacles <CH_02> - - |
| 2.1) Doors/Hatches - - |
| 2.2) Special Blocks - - |
| 2.3) Interactable Objects - - |
| - - |
| - - 3.0) Power-up Locations <CH_03> - - |
| 3.1) Samus' Upgrades - - |
| 3.2) Missile Tank Locations - - |
| 3.3) Super Missile Tank Locations - - |
| 3.4) Energy Tank Locations - - |
| 3.5) Power Bomb Tank Locations - - |
| - - |
| - - 4.0) Shinesparking <CH_04> - - |
| - - |
| - - 5.0) Bosses Guide <CH_05> - - |
| - - |
| - - 6.0) Walkthrough <CH_06> - - |
| 6.1) The Hunter Returns - - |
| 6.2) Familiar Territory - - |
| 6.3) Where's My Ship? - - |
| 6.4) The Wingless Dragon - - |
| 6.5) Heating Things Up - - |
| 6.6) Just Can't Keep Out of Norfair - - |
| 6.7) Ridley's Magma Pit - - |
| 6.8) The Mechanical Madness - - |
| 6.9) Didn't See That One Coming - - |
| 6.10) Childhood Memories - - |
| 6.11) The Hunt Isn't Over - - |
| 6.12) Final Run - - |
| - - |
| - - 7.0) Secrets & Tips <CH_07> - - |
| - - |
| - - 8.0) Contacting the Author <CH_08> - - - |
| - - - - |
| - - 9.0) Credits <CH_09> - - - - - |
| - - - - - - |
| - - 10.0) Legal Info <CH_10> - - - - - - - |
\==========================================================================/
____________________________________________________________________________
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1.0 : INTRODUCTION - <CH_01> ---------------------------------------------
____________________________________________________________________________
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Welcome to the next chapter of Ms. Aran's adventures. This time around
she's gracing the portable power of the Game Boy Advance for a second time,
but this one is like taking a walk down a souped-up 32-bit memory lane. The
story of Zero Mission retells Samus' first encounter with the Metroids and
her initial battles with the nefarious Space Pirates. But this time, the
true story is to unfold with a stellar twist to follow the defeat of Mother
Brain. What is that twist you ask? Well, you'll only get the true rush if
you play through the game and find out yourself. Or... you could just read
this walkthrough, but that'll ruin all the fun, wouldn't it? So get ready
for some retro-style Metroid and a trip through some familiar and not-so
familiar environments.
If you've read my other Metroid walkthroughs from the NES Metroid to
Metroid Prime you shouldn't have much trouble moving around this guide as
it contains a fairly similar layout structure. But if you're new I hope you
find this walkthrough easy to read and navigate, and I hope it can help you
out in all those tricky bits without spoiling half the game.
By the way, many people have often pulled apart previous Metroid titles
(not literally) looking for ways to sequence break; finding items in an
order not originally planned by the game's designers. Often that would
only be possible by finding and exploiting glitches in the game. But not
this time. Nintendo have actually designed MZM with sequence breaking in
mind, so there's potentially hundreds of ways you can go about recovering
items. This walkthrough will only deal with playing through the game with a
100% item goal, so you'll need to go hunting for sequence breaking FAQs if
you're seeking for ways to break the normal item collection cycle.
One other thing, if you want to zip straight to any chapter in this file,
just press Ctrl + F, then input the chapter's ID tag listed up in the
contents.
I've also put together a comprehensive jpeg map of the entire game
revealing the locations of all the items to be found, you'll find it
complements this guide perfectly for locating items to traversing the
mazelike areas. Find it at none other than the MZM section of the Metroid
Database at
[
http://www.classicgaming.com/mdb ]
Enjoy the walkthrough! Now, without further ado, let's get down to business.
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--> 1.1 : UPDATES
_________________________________________________________________________
[ Version 1.00 2004.07.12 ]
Here's the first release of this guide, with all the major areas of the
game covered. Any future releases will probably have error fixes or
reader-submitted tips, so if you've got any send 'em in!
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--> 1.2 : THE STORY SO FAR...
_________________________________________________________________________
Intergalactic peace has reigned thanks to the efforts of the Galactic
Federation and the co-operation of hundreds of planetary governments. Trade
routes spread by the thousands, allowing the galactic community to remain
in a constant state of communication with each and every major planetary
system. Thanks to the efforts of many, prosperity and a golden age of star
travel became a reality.
But there are always those who seek to cause chaos and destruction in any
way they can. Enter the Space Pirates, a group of immoral and foul
creatures bent on causing intergalactic terror. Before long their numbers
grew and the Federation were powerless to stop them as countless ships were
raided, heavily disrupting the once orderly trade routes. On top of that,
the Pirates raided and captured a science vessel which was commissioned to
the planet SR388. Before the Pirate attack the science crew discovered a
new lifeform on the planet - which they named Metroids. Parasitical
creatures capable of sucking the life energy out of any bioform, the
Metroids would be deadly in the wrong hands. Once the Pirates discovered
the deadly powers of the Metroids, they became obsessed with manufacturing
a Metroid army to dominate the galaxy.
All was not lost though. As a desperate effort by the Federation, they
enlisted the help of Samus Aran, a mysterious and powerful bounty hunter
renowned throughout the galaxy. Samus was to infiltrate the Pirate's
fortress on the planet Zebes and destroy their Metroid breeding
operations, while taking out the Space Pirate leader only known as Mother
Brain.
More than just a search-and-destroy mission, Samus took the mission with
the hope of avenging her parents who were barbarically killed by the
Pirates along with the rest of an Earth colony when she was just a little
girl. Using the Chozo technology in her hi-tech Power Suit, Samus will
also have the opportunity to rid the planet of the foul Space Pirate
threat, as Zebes was once home to a peaceful race of Chozos.
This is a retelling of Samus' first mission in her efforts to rid the
galaxy of the Space Pirates, and the full events of that fateful day on
Zebes will be revealed...
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--> 1.3 : TAKE CONTROL
_________________________________________________________________________
If you're a veteran player of Metroid Fusion you'll be in for a treat. The
control system in MZM is almost identical to MF's, so you'll be right at
home from the word go. Veteran Super Metroid players won't be left out
either, as the classic 2D Metroid style is back in full. You'll feel as
though you're playing the original NES Metroid but with the graphical
beauty of SM & MF.
<D-Pad LEFT / RIGHT>
Move Samus around the world, hold down to dash and eventually activate
the Speed Booster. Also hold left/right to grab hold of a ledge once
you've found the Power Grip.
<D-Pad UP>
Aim Samus' Arm Cannon straight up. Also press Up while in Morph Ball
mode to return Samus to a standing position.
<D-Pad DOWN>
Press once to crouch. Press a second time while crouching to activate
Morph Ball mode.
<A Button>
Press to jump. Hold down for a higher and longer jump.
<B Button>
Press to fire Samus' Arm Cannon. Hold down to charge up the Charge Beam
before releasing a more powerful blast. Also use to fire Missiles/Super
Missiles and lay Power Bombs by holding R and pressing B. Drop bombs in
Morph Ball mode with B.
<L Button>
Aim Samus' Arm Cannon up at a 45 degree angle. Press down while aiming
to aim downward.
<R Button>
Arm Samus' missile launcher. Press B while holding R to fire a missile.
Do the same while in Morph Ball mode to lay a Power Bomb.
<Start>
Bring up the map screen. From there press R to view a schematic of
Samus' Power Suit upgrades. Press L from the map to bring up the Easy
Sleep screen.
<Select>
Use this to switch between Missiles and Super Missiles.
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--> 1.4 : EASY SLEEP MODE
_________________________________________________________________________
If you're ever stuck away from a Save Room but need to dash off to do
something else while playing your GBA/SP, use Easy Sleep mode to preserve
battery power so you won't come back to find all your progress lost. From
the map screen hit L to bring up the Easy Sleep prompt and select Yes.
The screen will go blank but the power indicator remains on, so whatever
you do don't turn off the power. Bring the game out of its comatose state
by pressing L + R + Select together. But remember that battery power will
continue to drain while it's sleeping, so don't leave it that way too long
or it'll run dry.
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--> 1.5 : DIFFICULTY SETTINGS
_________________________________________________________________________
As an extra feature, MZM contains three difficulty settings - Easy, Normal
and Hard. You'll find the Easy and Normal modes fairly similar, in Normal
you'll take more damage, recover less energy and encounter tougher enemies
compared to Easy. In Hard however, it's an entirely different ball game.
Missiles, Energy Tanks, etc. won't give you as much power as they do in the
other settings and enemies tear a chunk out of Samus with each hit. For
starters, play through on Easy or Normal, Hard is a genuine challenge.
Here's a list of the major differences in Hard:
- Energy Tanks only give you 50 units of energy instead of the usual 100.
- Missile Tanks only give you 2 extra Missiles instead of 5.
- Super Missile and Power Bomb Tanks only give you an extra 1 round of ammo.
- Some enemies inflict more than 50% damage than in Easy and Normal.
So only try Hard if you're up for a true challenge. Throughout the bosses
guide and walkthrough I'll often raise tricky situations present in Hard
mode and offer some hopefully helpful hints.
____________________________________________________________________________
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2.0 : OBSTACLES - <CH_02> ------------------------------------------------
____________________________________________________________________________
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Like all other Metroid adventures, you'll find a range of obstacles strewn
throughout Zebes ranging from hatches (doors) to special blocks littered
around the terrain. Some of them suit the sole purpose of keeping Samus
locked out of secure areas, and some serve to lure you into cleverly
planted traps. Either way, you'll need to know how to deal with each and
every one of them.
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--> 2.1 : DOORS / HATCHES
_________________________________________________________________________
Doors/Hatches serve the purpose of keeping Samus out of secure areas within
the Pirate's fortress. To open them you'll need to use a certain weapon.
<Blue Hatches>
These have the lowest-level security. Open them with any of Samus'
weapons from beams to bombs.
<Red Hatches>
You'll need to blow these red hatches open with a single Missile to open
them. Once they're open they'll revert to a normal blue hatch.
<Green Hatches>
Open these hatches with a single Super Missile. Like the red hatches
it'll become a blue hatch once opened.
<Yellow Hatches>
Blow these hatches open with a single Power Bomb.
<Grey Hatches>
These hatches will only open once you've completed a certain requirement
within the room.
<Monster Doors>
Some doors have large eyeball creatures living on them, usually you'll
find these outside the room of a nasty boss waiting inside. Just shoot
the eye with Missiles when it opens to destroy the creature but watch
out for any projectiles it fires back.
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--> 2.2 : SPECIAL BLOCKS
_________________________________________________________________________
All the terrain in Zebes is made up of hundreds of small blocks. Most of
the blocks are solid and immovable, but certain ones have different
characteristics. Some can be broken, others will crumble as Samus steps on
them. Keep in mind that you can reveal a special block by laying bombs (or
a Power Bomb) near them.
<Damaged Blocks>
Blocks with visible cracks can usually be destroyed with any beam
weapon or bombs, and some blocks are mere illusions - you can pass
straight through them. These fake blocks will be tough to find as you
can't reveal them with bombs and there's no X-Ray Scope in this game to
help you out.
<Crumbling Blocks>
Watch out for these common blocks as when Samus steps on them they'll
collapse. Once Samus drops below they'll reappear and you can't break
through them from below. Some will pause for a second before crumbling,
so you'll have a chance to jump off quickly.
<Bomb Blocks>
Lay a bomb beside these blocks to break them open. There's also
another weapon which can break through these, but I'll keep it under
wraps for now to avoid major spoilers. It also seems that some Bomb
Blocks can be broken with the Screw Attack, but not all.
<Power Bomb Blocks>
You'll usually find a large cluster of these blocks packed together,
and the only way to decimate them is with a Power Bomb.
<Missile Blocks>
The only way you'll break blocks with a small missile printed on them
is with Samus' Missiles.
<Super Missile Blocks>
Destroy these blocks with a single Super Missile.
<Speed Booster Blocks>
Blocks with arrows printed on them can only be broken through by
charging up the Speed Booster and running or jumping through them.
These blocks can be tricky customers, they'll usually be positioned in
such a way that you'll have to use Shinespark moves to break through.
<Screw Attack Blocks>
These blocks can only be shredded by spin jumping into them once you've
recovered the Screw Attack.
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--> 2.3 : INTERACTABLE OBJECTS
_________________________________________________________________________
Apart from new areas and tweaked maps to explore, you'll also find new
objects Samus can interact with. Read on for a quick overview of some key
objects you'll need to use.
<Zip Lines>
You'll find a range of Zip Lines (rail systems lined in the ceiling)
throughout Kraid's area. Before you can use them though you'll need to
find the main power station and activate the system. You'll find it up
in the north-eastern part of Kraid's area, for precise directions check
the walkthrough. Once powered up, Samus can grab hold of the clamp at
one end of the Zip Line to be taken across to the other side. If you
shoot one of the red buttons near either end of the line you'll summon
the clamp over to Samus. Be aware that Samus can also attach to the
clamp while in Morph Ball mode - it's necessary for you to do so when
the Zip Line leads through narrow tunnels.
<Morph Ball Launchers>
Throughout Zebes you'll find elaborate-looking statues with a small
socket in the center just big enough for Samus to stand in. Activate
the machine by switching on the Morph Ball while standing inside it and
laying a bomb. The machine will then promptly charge up energy around
Samus and launch her into the air in a Shinespark fashion. Any enemies
or Speed Booster blocks in line with Samus' trajectory are history.
Usually you'll find Speed Booster blocks up above somewhere so you'll
know there's bound to be a secret passageway above these launchers.
<Itemless Chozo Statues>
Often you'll come across Chozo Statues (usually standing) without any
items in their outstretched arms. If you activate the Morph Ball while
standing on the statue's hands, the statue will glow before showing you
a map of the current area. A glowing dot will hover over to where the
next item you should go for is located. Mainly to help beginner players
navigate their way around Zebes, these statues also restore your health
and ammo, so be sure to stock up every time you find one.
____________________________________________________________________________
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3.0 : POWER-UP LOCATIONS - <CH_03> ---------------------------------------
____________________________________________________________________________
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Strewn throughout Zebes the Chozo have left behind a myriad of items for
Samus to locate, each one adding vital abilities to her Power Suit. Unlike
previous Metroid titles, Nintendo designed MZM giving players the ability
to find items in virtually any order they want. Many items are not even
mandatory, it's possible to finish the game without a full arsenal and
maxed-out Power Suit. This guide below will show you the standard order of
collecting items you'll find for a 100% item rate. For the more plentiful
items like Missiles and Super Missiles, keep an eye on the map as you
explore new rooms as often you'll find an open circle appearing over the
room. That means that an item's hidden somewhere in that room, and you'll
be doing yourself a favour by taking the time to look for it.
Keep in mind that by activating the Morph Ball while standing on a Chozo
Statue's hands will restore all your health and ammo, and both statues with
empty hands and those holding an item will do this. So Samus really has a
lot to be thankful for from the Chozo.
Many of the consumable items below can only be reached by executing a
series of tricky Shinesparking maneuvers. Check out Chapter 4.0 below for
a full lowdown on all the Shinespark abilities as you'll need to practice
heavily to reach some of these items.
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--> 3.1 : SAMUS' UPGRADES
_________________________________________________________________________
>>> Morph Ball
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Double-tap down while standing to activate this classic ability. With the
Morph Ball Samus can assume a small ball shape to easily fit through small
tunnels and cracks abundant in the terrain. While in Morph Ball mode,
Samus can also lay small bombs and Power Bombs.
Location: < Brinstar >
You'll find this ability within about 20 seconds of starting the game
(really). Just travel left as you begin and climb over the large rocky
structure to find it waiting on a pedestal.
>>> Long Beam
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The handy Long Beam ability increases the projectile distance for all of
Samus' Beam Weapons. Initially her range is quite short, this upgrade
increases it right to the edge of the screen.
Location: < Brinstar >
Shortly on in the game you'll find the first Chozo Statue with empty
hands outstretched. Jump on the hands and activate the Morph Ball. The
statue will display a map showing the location of the Long Beam, way up a
tall shaft ahead. Climb up the shaft and cross the corridor level with
the glowing target on the map to find the Long Beam waiting there.
>>> Charge Beam
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Simply put, the Charge Beam allows Samus to build up energy in her Arm
Cannon before releasing a more powerful blast (hold B). You can also
perform a simple charge jump by spin jumping while the Charge Beam's
fully powered.
Location: < Brinstar >
On your way to finding your first Missile Tank (in the long corridor
leading to Norfair's lift), you'll experience what seems to be an
earthquake occurring near the left side of the room. Come back once
you've got your first round of Missiles to be ambushed by the huge Deorem
(Centipede) boss. Defeat this overgrown insect to receive the Charge Beam
as your prize. Check the bosses guide for more info.
>>> Bomb
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
Another of Samus' must-have abilities, the Bomb gives you the destructive
power of laying small bombs while in Morph Ball mode. From breaking open
hidden tunnels to blowing away unaware enemies, the Bomb will come in use
in a plethora of situations.
Location: < Brinstar >
The second Chozo Statue you'll find in the game (right after locating
the Long Beam) will show you exactly where the Bomb is. Exit the room the
statue's in via the right door and descend the huge shaft. Slip through
the first door down along the right wall and through the adjacent room to
find a second tall shaft. You'll need to break through the red door
across the way to reach the Bomb, but you'll need some Missiles first.
Grab your first Missile Tank in the long tunnel way down at the base of
the shaft and return to the red door (you'll face the Deorem mini-boss
on the way). Blow the red door open with a Missile and begin a long trek
through the following corridors until you reach a dead-end shaft leading
up and down (you'll face Deorem again along the way if it survived the
first battle). Down below at the base of the dead-end shaft you'll find
the Map Room behind a red door, but if you ascend the shaft and go
through the left door up above you'll eventually reach the Bomb's room.
>>> Unknown Item #1 (Plasma Beam)
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Veteran Super Metroid players will recognize this Unknown Item's
appearance as that of the Plasma Beam, but you won't be able to use its
enemy-shredding firepower until later in the game. Once you've found it
you'll be able to shoot through the large blocks with a Plasma Beam image
engraved on the side.
Location: < Crateria >
You'll find the first Unknown Item buried in a chamber in Crateria. Start
from the elevator leading down to Norfair and go right. You'll find a
huge water-filled cavern with a range of platforms floating around above.
Make your way up to the top-left corner of the room and jump up through
the shaft in the ceiling there. You've now entered the Chozo Ruins area,
not far to go now. Travel through the narrow tunnels on the right to find
a blue door beyond. Go inside to find this item at the far end of the
chamber.
>>> Power Grip
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This handy addition allows Samus to grab hold of ledges and pull herself
up if she can't reach a platform. Just hold the direction in which the
ledge resides to grab hold of the edge, then from there you can either
shoot around while hanging, drop down or climb up onto the ledge.
Location: < Crateria >
Just after locating the first Unknown Item described above, leave the
room it resided in (grab the Missile Tank first), then make your way up
through the narrow tunnels in the adjacent room to reach the open-air
area. Once out in the open travel over to the door up on the left side of
the room and proceed through. A massive shaft leading down resides in the
following room, you'll have to fall down to find this item. Once at the
base shoot through the wall on the left and crawl through a small series
of narrow tunnels to find a hidden room beyond. The giant
intimidating-looking Chozo Statue inside holds this powerup.
>>> Ice Beam
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As the name suggests, the Ice Beam is capable of freezing enemies in their
tracks, rendering them temporarily harmless. While an enemy's frozen Samus
can safely stand on them and use them as handy stepping stones to reach
otherwise unreachable areas. The Ice Beam's also essential when combating
Metroids.
Location: < Norfair >
You'll discover that the Power Grip's almost essential before finding
this item, although sequence breaking can be pulled off here. From the
main elevator in Norfair which leads back up to Brinstar, go right. Pass
through the Save Room and proceed through the next giant room (you may
need the Power Grip here). On the far side you'll find a gigantic shaft
leading up and down, you'll need to go up for now. Proceed through the
first door up on the left you find, then cross the corridor to find the
Ice Beam waiting beyond the door on the far side.
>>> Unknown Item #2 (Space Jump)
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Once again veteran Super Metroid players will instantly recognise this
item as the Space Jump, but you'll have to wait until later in the game
before you can use it. Once it becomes available you'll be able to
continually spin-jump through the air. You can also shoot through the
large blocks with the Space Jump image engraved on the side.
Location: < Kraid >
The trek to this item's a little tricky so I'll try to be specific. Once
you've powered up the Zip Lines (see the walkthrough for more details),
you'll be able to explore more of Kraid's area. From the main elevator,
go through the second door down on the left. Proceed through the next
corridor and go left to find a shaft leading up. Further up this shaft
you'll find a Missile Tank, and you'll also find that the base of this
shaft hides a second tall shaft leading down. Drop down to the very
bottom and go right. Cross through this empty room and you'll find a
second seemingly-empty room. See the small crumbling block at the foot of
the left door? Bomb through it and drop down below. Descend the room
below to the bottom and go right (there's a Save Room on the left). At
the far end don't proceed through the door, instead break through the
wall up above the door with help of the floating platform to reveal a
narrow tunnel. Crawl through to find the statue inside holding this
precious item.
>>> Speed Booster
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This classic ability allows Samus to run at an incredibly high velocity,
so high in fact that any enemies that dare cross her path are incinerated
instantly. The catch is that you'll need a lot of room to build up enough
speed to activate the Speed Booster. With this you'll be able to break
through Speed Booster blocks (the ones with arrows printed on the front)
and you'll have access to all the famous Shinesparking abilities. For full
details on all the Shinesparking tricks you can imagine, check Chapter 4.0
below.
Location: < Kraid >
The Chozo Statue you'll find in Norfair just after finding the Ice Beam
will point to a room right behind Kraid's den, so you'll have to finish
off Kraid before finding the Speed Booster. Check the walkthrough for
full directions to Kraid's room and the bosses guide for hints to flatten
the monster.
>>> Hi-Jump Boots
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With this item Samus can execute higher and longer jumps, depending on how
long you hold down A. Always handy for reaching those out-of-reach
platforms, and as an added bonus you'll be able to jump around while in
Morph Ball mode (aka Spring Jump). Shinesparking in Morph Ball mode is
also only possible once you have this ability.
Location: < Norfair >
You'll first need the Speed Booster to reach this baby. With that in
hand, enter Norfair via the Brinstar elevator. Go right and proceed to
the end of the large room partially filled with lava. Once at the end,
shoot the door open and run back as far as you can to the left. Run back
right to build up power in the Speed Booster, you'll then tear through
the door and blow through the floor in the adjacent shaft. Drop down
below and you'll find another line of Speed Booster blocks barring the
way down. Use the corridor beyond the left door to build up enough speed
to break through these blocks. Once you're through continue on down the
shaft and proceed through the first door you'll find on the left. Cross
the corridor to find the Hi-Jump Boots waiting in a room at the far end.
>>> Varia Suit
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One of Samus' most vital upgrades, the Varia Suit gives you what it always
has - protection against extreme temperatures, the ability to wade through
acid and a reduction of damage taken from enemies.
Location: < Brinstar >
Just like in the original Metroid you'll find the Varia Suit hidden in
Brinstar. You'll need the Hi-Jump Boots to reach this (Or do you? It is
possible to find it without them). From the elevator leading down to
Norfair (in Brinstar), cross the long corridor on the left to reach the
second tall shaft. Climb all the way up to the very top and proceed
right. Cross the following long corridor to find a small apparently empty
room. There's a range of fake and destructible blocks in the ceiling,
blow through them to find a tall shaft leading up. Climb up and wait for
the destructible blocks to reappear then stand on the left edge of them
(don't fall through the fake blocks). From here you'll be able to jump
across to the left wall and reach the platform up above. From there
climb up and head left, you'll find the Varia Suit beyond the left door
in the following corridor.
>>> Wave Beam
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The final Beam upgrade (next to the Plasma Beam), the Wave Beam gives
Samus' energy projectiles a wavy pattern as she discharges them. But it's
not just for looks, as Samus' shots will penetrate any solid wall or
object and pass straight through them. A great corridor-clearer.
Location: < Norfair >
The Chozo Statue nearby the Varia Suit will show you exactly where this
item is - buried in Norfair. The route there is tricky and mazelike, so
to begin go back to the room in Norfair where you found the Hi-Jump
Boots. From here use the narrow tunnel to head left, you'll now enter a
super-heated area but the Varia Suit protects Samus from harm here. Now
it's time for a long trek - keep going left through numerous corridors
and rooms until you can't go any further. At the end you'll reach a small
shaft leading down. Down below through the red door you'll find the Map
Room, but you'll also find a way to penetrate the base of the shaft. Drop
down and descend the following shaft. At the base proceed right through
the following rooms until you reach a small room with a Save Room beyond
the right door. Shoot your way down through the floor to find a hidden
room below. Travel left and cross the following corridor to locate the
Wave Beam waiting in a dead-end room.
>>> Unknown Item #3 (Gravity Suit)
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The third and final Unknown Item is without a doubt the Gravity Suit,
you'll instantly recognise the canister-shaped item as the same one you
found in the Wrecked Ship (which makes you wonder, as this game occurs
before SM, is a second Gravity Suit powerup already hidden within the
ship???). You'll be rewarded with the Gravity Suit's abilities later in
the game, and once you do you'll be privileged to walk through liquid
environments freely as well as walking through deadly lava without taking
a scratch.
Location: < Ridley >
Surprisingly you'll find this item before fighting Ridley beyond his lair
(which is handy as you can fill up on energy and ammo thanks to the
statue). Finding your way there is fairly tricky and lengthy, so check
the walkthrough for precise directions.
>>> Screw Attack
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With the Screw Attack Samus will charge energy through her suit while Spin
Jumping. As the energy charges over her suit she'll be rendered
temporarily invulnerable - any enemies she comes in contact with will be
incinerated. You can also break through Screw Attack blocks with this
ability.
Location: < Norfair >
You can find this item either before or after taking Ridley apart (here
I'll direct you to find it after fighting Ridley). With Ridley suffering
his first defeat, leave the area and go back to Norfair. Once up in the
elevator room the wall on the right will collapse revealing another room
beyond. Go through the red door to find a room with a ruined Chozo Statue
(this one would direct you to Tourian if it were still standing). Proceed
beyond it and drop down to find a corridor leading left. Run through the
next few rooms to build up the Speed Booster, and keep firing to blow
down any walls in the way. At the far left end of a long corridor you'll
break through a range of Speed Booster blocks concealing a Morph Ball
Launcher. Use the launcher to shoot Samus up through the ceiling.
You'll tear up through a number of rooms until reaching the peak of the
shaft. From here go through the left door and proceed through the
adjacent corridor to find the Screw Attack beyond the red door.
>>> Plasma Beam/Space Jump/Gravity Suit
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When you finally recover (*cough* spoiler *cough*) Samus' Power Suit
you'll also be given all three of the Unknown Item's abilities. Check the
individual item's descriptions above for a quick overview of their
abilities.
Location: < Chozodia >
*MAJOR SPOILER BELOW!*
You'll need to successfully infiltrate the Space Pirate Mothership and
make your way through the mazelike Chozo Ruins in Chozodia to reach the
highest room where you'll confront the huge Chozo Warrior Engraving boss.
Defeat the statue and you'll regain Samus' fully-powered suit with these
three new abilities. Check the walkthrough for proper directions and the
bosses guide for survival hints against the Chozo Warrior boss.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--> 3.2 : MISSILE TANK LOCATIONS
_________________________________________________________________________
Each Missile Tank gives you an extra 5 missiles for Samus' arsenal. Keep in
mind that in Hard mode you'll only get 2 extra missiles per Missile Tank.
With 50 Missile Tanks in total to find you'll reach a maximum of 250
missiles (100 in Hard).
--->>> < Brinstar >
01. - Your very first Missile Tank can be found in plain view nearly
halfway through the long corridor leading to Norfair. From the first
Chozo Statue you find, head right and ascend the tall shaft. Go right
at the first door up the shaft and cross the small room to find a
second tall shaft. Descend to the base and go right to locate the
corridor where this Missile waits.
02. - Upon discovering your first Missile Tank above, you'll be able to go
hunting for more straight away. For this one, go back to the second
tall shaft in Brinstar (the right, shorter one on the map). Blast
through the red door halfway up with a Missile and cross the long
corridor beyond. Cross through the next chamber to find a large
cavern home to a group of flying bug's nests. Jump up to the top left
corner of this room and walk through the wall there to find this
Missile hidden behind a bug nest. Blow the nest away to reach it.
03. - After locating Missile BR_02 above, cross the large bug nest cavern
and head right. Proceed through the next small room to find a long
corridor blocked by a large wall. Shoot the wall down; you'll find
this Missile hidden in the base of the wall.
04. - Right after retrieving the Bomb upgrade (the second Chozo Statue
pinpoints its location), bomb your way through the wall at the end of
the narrow tunnel under the Bomb's statue. Inside you'll find this
Missile above two platforms, bomb your way up past the Bomb Blocks to
reach it.
05. - Head back to the tallest shaft in Brinstar once you've found the
Bomb. Keep an eye on the left wall as you descend to eventually catch
a small mysterious outcropping near a Ripper. Bomb through this small
alcove to reveal a tunnel leading left. Go inside to eventually find
this Missile further down the hidden shaft. You'll also find Super
Missile BR_01 in here, but you'll need the Speed Booster and Hi-Jump
Boots before having a chance to grab it.
06. - Right at the base of the shaft leading down to Kraid's area you'll
find a Morph Ball Launcher tucked away in the left corner. Bomb the
floor near the left wall to expose it and drop through to reveal the
Launcher. Jump in and lay a bomb to soar up the shaft - at the top
you'll keep going to discover this Missile hidden up in the ceiling.
07. - Once you've found the Ice Beam ascend to the very top of the second
tall shaft in Brinstar. Once there you'll spot an opening continuing
on up the left wall with a pack of Rippers flying about. Freeze the
flying foes and use them as stepping-stones to reach an opening way
up on the left. Inside you'll find a rocky tunnel leading down to
this Missile Tank.
08. - This Missile Tank's hidden along the same route you'll need to take
to reach Super Missile BR_01. Once you've found the Speed Booster and
Hi-Jump Boots go back to the long corridor where you first faced off
against Deorem. Walk over to the small edifice on the right of the
long open area and run to the left. Shoot open the door and run
through to the adjacent shaft. Quickly press down once inside to
charge up the Speed Booster and dash back into the corridor on the
right. Once back inside shoot open the door and quickly run to
the base of the small slope at the foot of the door. Activate Morph
Ball mode and Shinespark to the left. You'll zip through the door and
blow through Speed Booster blocks at the base of the adjacent shaft.
Within the hidden room you'll enter this Missile Tank awaits.
09. - Upon retrieving the Varia Suit from Brinstar's northern expanse go
back down to the long corridor below and head right. Cross the Save
Room and travel down the following corridor to find this Missile Tank
in plain view atop a pillar.
10. - Having the Power Grip in your possession is almost vital in the
retrieval of this Missile Tank. From the large cavern once filled
with bug nests (the same room as Missile Tank BR_02 mentioned
earlier) leave via the left door to find a small chamber. Bomb
through the floor to discover a shaft leading down. Drop below to
find this Missile Tank hidden in a small alcove on the right. Blow
open the block covering the alcove with a bomb and use the Power Grip
to get inside the alcove to reach your prize. You can still manage to
get inside without the Power Grip, but it's a heck of a lot harder as
the Bomb Block reappears after a few seconds giving you only moments
to get inside.
--->>> < Crateria >
01. - The Gravity Suit renders the recovery of this Missile Tank a piece of
cake, but you can still find it during your first visit to Crateria.
From the elevator leading down to Norfair, cross the corridor and go
right. In this giant partially-filled water cavern, you'll find the
Missile Tank down below underwater in the bottom left corner. Drop
down into the water and expose a hidden tunnel not far down (watch
out for Skultera swimming about). You'll find this item at the end of
the tunnel, shoot open the rocks to reveal it.
02. - This Missile Tank hides out in the same room as Unknown Item #1.
Find the room by climbing up through the opening in the top left
corner of the water cavern mentioned for the previous Missile Tank.
Then follow the narrow tunnels to the right and go through the door
you'll find to locate Unknown Item #1. You'll need it first to blow
open the large block covering this Missile Tank.
03. - You won't be able to access this Missile Tank until after you've
recovered Samus' Power Suit and found at least one Power Bomb. With
all that gear ready, head over to the huge north-eastern open area
of Crateria. Power Bomb your way through the yellow door on the
right wall and head through to the long Chozodia-connecting
corridor. Use this hallway to build up the Shinespark as you run
from right to left and back through the door into Crateria. Crouch
as you go through the door then quickly drop down to the rocky
ledge directly below the door. From here, activate the Morph Ball and
Shinespark over to the left. You'll zip through a small number of
Speed Booster blocks protecting this Missile Tank through the wall
opposite; drop down to retrieve the Missile.
--->>> < Norfair >
01. - This first Missile Tank can be reached with Bombs but the Power Grip
makes short work of it. From the elevator leading back up to
Brinstar, head left and trek down the partially lava-filled corridor.
Near the end you'll spot this Missile atop a small block above in the
ceiling. You can easily bomb your way up and grab the Missile without
the Power Grip, but having that upgrade will allow Samus to just grab
hold of the block and pull herself up to it without breaking a sweat.
02. - From the corridor where you'll find the Missile mentioned previously,
keep going left to find a shaft with an elevator leading up to
Crateria. From here descend the shaft and head right. Proceed down
this following long corridor to find this Missile Tank in plain view
right at the end.
03. - Upon tracking down the Ice Beam also found in Norfair you'll be able
to reach this item. Go to the far right end of the large lava cavern
just right of the Save Room at the entrance of Norfair to find a
creature hopping in and out of the lava blocked by a row of rocks.
Shoot the rocks just above the creature to allow it to escape up into
the air. Once it jumps up and reaches its peak, freeze it with the
Ice Beam and use it to reach the platform above where this Missile
waits.
04. - Once you've found the Ice Beam (check Samus' upgrades above for the
location), head left until you reach a shaft. Ascend the shaft using
the Ripper as frozen stepping stones and go right to find a Chozo
Statue showing you the Speed Booster's position. Go right into the
adjacent corridor and cross over the lava via freezing the flying
Ripper. At the end of this room you'll find a Ripper flying back and
forth in a narrow space, shoot open this hidden Missile Tank up on
the right wall and freeze the creature to reach it.
05. - You'll need the Varia Suit to reach this Missile without feeling the
heat of Norfair. At the very top of the huge shaft on the eastern
side of Norfair (right below the door leading to the corridor with
the previous Missile mentioned, you'll find this Missile Tank at the
end of a super-heated corridor.
06. - Right after snagging the Hi-Jump Boots (see Samus' Upgrades above for
the room position), go back into the huge shaft on the right. You'll
spot this Missile right ahead as you re-enter the shaft, so jump over
the tall wall blocking your path to reach it.
07. - Once you've found the Varia Suit it'll be time to explore another
sauna. As you enter the huge shaft on the eastern side of Norfair via
the large lava cavern near the entrance, break through the Speed
Booster-block floor and go left through the first door down the
shaft. Cross the corridor and blow open the door at the end with a
Super Missile to find a super-heated room beyond. Go left again and
cross through the pillar-filled lava corridor to find this Missile
Tank hidden within the top of the final pillar.
08. - This Missile Tank can be reached with either a hell of a lot of
patience, or once you've got the Space Jump to make it a walk in the
park. Go to the Map Room of Norfair and keep proceeding right from
there until you reach a dead-end. Shoot through the floor near the
door to reveal a passage leading down. Drop down and head left.
Inside this corridor you'll find Super Missile NO_02 which you can
reach by using the flying bugs emerging from the pipe in the floor as
stepping stones. This Missile however, is hidden beyond the wall over
on the left. You can try to use a flying bug to reach it, but you'll
save far more time and stress if you come down here once you've found
the Space Jump. Either way, shoot open the wall near the ceiling to
find a tunnel leading to this Missile Tank.
09. - From the shaft adjacent to the Map Room, break through the floor at
its base and drop down below. Descend the following shaft and head
right near the bottom. Cross the large cavern to find yourself in a
small connecting room. Break through the floor in here and descend
the hidden shaft below. Take the door down on the right and cross
through this super-heated corridor to find this Missile Tank hidden
up in an outcropping in the ceiling (keep an eye out for the circle
on the map), along with NO_10 at the end.
10. - You'll find this Missile Tank at the far end of the super-heated
corridor also containing Missile Tank NO_09 above.
11. - During your travels in Norfair you'll eventually enter a long tunnel
home to two large larvae-caterpillar creatures (you'll enter the
room via the left end). Defeat both creatures to open up access to
the right side of the tunnel (check the bosses guide for more info)
and you'll also be able to recover Energy Tank NO_01 from a section
in the ceiling. Open up the right end door and run back left. Dash
right to build up the Speed Booster's charge, you'll then run into
the tall green shaft and break through a few Speed Booster blocks set
in the floor. You should spot this Missile by now, sitting within the
wall on the left.
12. - You can grab this item along with the Screw Attack either before or
after defeating Ridley, but grabbing it after defeating the dragon
will save vital time. This Missile Tank's hidden in an alcove up in
the ceiling within the corridor right before the Screw Attack's room,
but you'll need the Screw Attack first to break through the blocks
surrounding it.
13. - This final Missile Tank's submerged in a lava-filled shaft which is
unreachable without the Gravity Suit, so you'll have to come back to
Norfair once recovering Samus' Power Suit. Go once again back to the
shaft just outside the Map Room. Descend through the floor at the
base and drop down the following shaft. At the base of this shaft,
break through the floor and descend down into the not-so harmful
lava. Head left through the submerged door, you're then in the clear
to find this Missile Tank hidden up the right side of this hidden
shaft (lay a Power Bomb to reveal it). Here you can also locate
Power Bomb NO_01 before leaving.
--->>> < Kraid >
01. - Upon entering Kraid's greenery for the first time take a left through
the first door down the shaft. Inside you'll find a nondescript Save
Room, but there's also a hidden tunnel through the left wall. Roll
through and crawl inside to find this Missile Tank atop a floating
pillar in a dead-end.
02. - Right after snagging the first Missile in this area, why not grab the
second? From the Save Room right near the elevator leading back up to
Brinstar, head right through the red door to find this Missile Tank
sitting proudly atop the highest pillar in the following corridor.
03. - From the same corridor containing the second Missile in this area,
keep going right and enter the tall shaft at the end. Break through
the floor up against the wall of the glass tube to find a Morph Ball
Launcher below. Use it to launch Samus up through the glass tube
(while blowing away a pack of Ripper) and you should spot this
Missile Tank on the way. Drop down and roll through the narrow
tunnels once at the top to reach this Missile Tank easily.
04. - You'll find this Missile Tank buried under the room of the Acid Worm
mini-boss just after powering up the Zip Lines. Check out the
walkthrough and bosses guides for directions and tips to defeat this
menace. With the creature dead, blow through the floor in the center
of the room once the acid drains and head left under the floor. Break
through the left wall to find this Missile Tank hidden in a small
room.
05. - You should track this Missile Tank down on the way to locating
Unknown Item #2. From the main shaft, head left through the door
below the Save Room's door. Proceed left through the next corridor
(you'll have to power up the Zip Lines first) and ascend the shaft in
the following room. Take a right at the top and cross the next
hallway. Fill the huge Sidehopper you'll find with Missiles, then
climb up to the corridor above at the end and take out a second huge
Sidehopper to open the door on the left. Jump into the glass tube
beyond to grab the Missile Tank concealed inside.
06. - In the same shaft concealing the previous Missile up in a glass tube,
bomb through the floor at the base and drop down to discover the acid
is just an illusion covering up a tall hidden shaft tunneling
further down. Go right at the base and continue on to the next room
containing a red door. Blow through the door to find a long corridor
housing this Missile within a narrow enclosure in the roof. Travel
over to the right end of the corridor to find a Zip Line waiting, but
you'll first have to break the Speed Booster blocks attached to the
Zip Line's underside. Below each block is a Morph Ball Launcher
hidden under the floor, use these to destroy the blocks. With all of
them gone, activate Morph Ball mode and grab onto the Zip Line
clamp. It'll carry you straight over to the Missile Tank.
07. - Upon defeating Kraid and recovering the Speed Booster you'll be able
to find this Missile on your way out. Go back to the large purple
room filled with crawlers and begin running up the sloping ramps to
the right end of the room. Shoot through the door on the right end
and plow through the wall in the following shaft. Begin ascending the
giant shaft (Shinespark up it to save time) until you spot a door on
the left wall. Cross the long corridor beyond and shoot open the
small wall section at the very end to discover this Missile Tank
hidden within it.
08. - You can pick up this Missile either before or after tackling Kraid.
Back in the giant shaft at the entrance to this area, descend the
shaft and go left through the third door down. Inside you'll find a
large room inhabited by Sidehoppers and this Missile Tank hidden
among a range of green platforms. Clear out the enemies and make sure
the Zip Line's powered up. See the red activator switch on the
floating platform near the roof? Go up there and plant a bomb just
above the switch. When it blows the Zip Line will take off traveling
left across the belt in the ceiling. As soon as you lay a bomb roll
to the left end of the platform and lay another bomb so that Samus
is launched up into the clamp as it passes. Wait for Samus to line up
with the Missile Tank from above then hit A to drop down and claim
your prize.
09. - Alas, you'll need the Gravity Suit to find this one so you'll have to
come back for it later. Once you've got the required equipment, head
left through the door below the Save Room in the main shaft. Inside
you'll find much of the room's lower quadrant filled with acid, which
of course can't injure you now. Travel left and roll through the
narrow tunnels in the wall. Drop down into the second acid pit beyond
the wall to find breakable blocks concealing a small shaft. Drop down
and begin running to the right to charge up the Speed Booster. Before
striking the wall at the far end, crouch and run back to the left of
the sloping section of the floor. Quickly activate the Morph Ball
before the charge runs out and Shinespark right into the slope. Samus
will keep charging through along the floor before breaking into the
tiny alcove where this Missile Tank awaits.
--->>> < Ridley >
01. - Once you've found at least one Super Missile to gain entrance deeper
into Ridley's area, penetrate the first green door further left
of the main elevator. Cross the long corridor beyond to find Energy
Tank RI_01 sitting beyond a concealed hole. Not far ahead you'll find
yourself in a tall shaft with a Save Room roughly halfway down. Snake
through the narrow tunnels in the floor near the two doors to find
this Missile Tank atop a pillar in plain sight below.
02. - This Missile Tank along with RI_03 reside in the same room, but
reaching both can be tricky. Descend the shaft containing the
previous Missile and head right to find the Map Room. Enter the
next corridor to find a ridiculously long hallway. You can break up
into the roof section to bypass the enemies along the floor, but
you'll also be able to use it to build up the Speed Booster's charge.
Run to the far right end of the roof section, then begin running back
left. Duck at the end to charge up the Speed Booster, then quickly
jump down and open the door leading back into the Map Room.
Shinespark into the slope at the foot of the door and run through
back to the tall shaft. You'll crash through Speed Booster blocks in
the floor and drop through the illusion fire below. Beyond the door
at the base of the shaft lies the room with the two Missiles, but
getting there is only half the trick. At the base of the shaft, shoot
open the door and run inside. Keep running all the way to the left
wall and Shinespark up to the top of the room there. Now you'll have
to work your way through the platforms over to the right side of the
room. Once you get there you should spot both Missiles above and
below concealed in small alcoves. We'll go for the lower one first.
First go and stand in the tall open space on the left side of the
area concealing the Missiles. From here face right and aim down at a
45 degree angle. Jump up and madly shoot away down below to destroy
a few destructible blocks clogging the path you'll take to reach the
Missile. Quickly roll along the narrow tunnel after shooting and drop
down through several crumbling blocks to reach this Missile Tank
before the other blocks reappear.
03. - Right after grabbing the previous Missile Tank, roll back to
solid ground as the block right under the Missile will slowly
crumble, and you don't want to fall down now. Roll onto the block in
the center of this alcove, stand up, and clear out the two blocks
directly above. Get to solid ground again before the block you're
standing on vanishes, then quickly stand on it again once it
reappears and destroy the block above with a Missile. Jump up and
clear out the remaining blocks leading up to this Missile Tank to
secure it easily.
04. - From the Map Room, enter the gigantic corridor on the right. Further
along in this hallway you'll find this Missile Tank sitting atop a
pillar in plain view.
05. - Head down to the longest corridor in this area (the one containing
the previous Missile) and go beyond the Save Room at its right end to
find a tall shaft. Ascend the shaft and go through the second door up
along the left wall. Be sure not to fall down into the holes of this
new corridor or you'll drop down into a room below (it's more of a
waste of time than anything else). Watch out for the range of enemies
in this corridor, then at the final hole near the left door, drop
down while hugging the right side of the pit. You'll find a narrow
tunnel below, crawl through to find a concealed lava pit just ahead.
Blow down into the lava to discover that it's just an illusion. This
Missile Tank's hidden in the wall on the right corner of the pit.
Escape from this hole via a hidden tunnel over on the right leading
through a purple pipe enemies usually spring forth from.
06. - From the corridor containing the previous Missile, head left to find
this Missile Tank in a room full of bouncing enemies intent on
guarding it. Bomb through the floor from underneath to gain access to
this Missile. You can also track down Super Missile RI_02 from here.
07. - Head left again from the room containing Missile Tank RI_06 to find
this Missile Tank sitting atop a pillar with a large gaping hole in
the floor of the room. Don't fall down or you'll miss it outright.
Instead, freeze one of the creatures moving around the pillar when it
reaches the bottom of the right side of the pillar and use it to
graciously reach this item.
08. - See the door on the left of the room holding the previous Missile
Tank? You'll need to get through there to find the next three
Missiles along with a Super Missile. Once you've used one of the
creatures moving around the pillar to reach Missile Tank RI_07, Drop
down off the pillar while holding left and you'll grab hold of the
platform at the foot of the door. Go through and cross the corridor
to find Super Missile RI_03 in the room beyond. Jump up and enter the
hidden narrow tunnel on the right wall's outcropping just above the
door. Above you'll find a hidden room containing this Missile Tank
within a single block in plain view.
09. - Head left from the previous Missile Tank's room to locate the room
containing this Missile and RI_10. This Missile Tank should be easy
to grab, all you need to do is roll through the narrow tunnel ahead
and carefully break through the blocks up on the left side of the
structure to reach it above. Watch out for the slowly crumbling
blocks below the left edge, you don't want to fall for their trap.
10. - This item in the same room as the previous Missile Tank will be
trickier to reach. First, destroy all the blocks on the left side of
the upper structure (where the previous Missile was) and hang onto
the edge until a single block appears below you (by hanging off the
edge you'll prevent the other blocks from reappearing). While
standing on the block, aim down to the right and fire away to uncover
the block cornering off this Missile Tank. Quickly activate the Morph
Ball and roll down to collect the Missile before the block reappears
again.
11. - Once again from the Map Room, head right and cross the long corridor
to reach a tall shaft leading skyward. Climb to the apex and go left.
In the next cavernous room, go over to the left side of the pipe
spewing flying bugs out. Lure a bug out as high as you can and wait
for it to hover below the large opening up in the ceiling. Freeze it
there and use it to jump up to the hidden platform above. Up there
you'll find this Missile Tank.
12. - Possessing the Space Jump will drastically reduce the time you'll
waste trying to reach this Missile Tank, so it's a great idea to come
back to Ridley's area for it once you've recovered Samus' Power Suit.
First things first, let's enter the room. From the gigantic long
corridor in the lowest regions of Ridley's area, make your way up to
the roof section near the right end of the hallway. At the far left
end of the flat roof section, begin running to the right to build up
the Speed Booster's charge. Once at the end crouch and quickly dash
into the Save Room on the right. Shoot open the right door as you
enter the Save Room and Shinespark into the slope before bolting into
the adjacent shaft. Once at the base of the shaft like lightning jump
up to the first door up above. Shinespark into the wall opposite the
door to crash through the wall, revealing a hidden room. Open up the
new door you'll find and run through to discover a giant room filled
with pipes above. You'll now need to dash across to the right corner
of the room before charging up the Speed Booster. With it charged,
activate Morph Ball mode and crawl through into the narrow opening up
against the right wall. Before the charge wears off, stand up and
Shinespark straight up. At the top sneak into the small opening on
the left to reach the upper area with all the twisting pipes. Lay a
bomb to clear a path, but you'll soon discover that the entire pipe
section will slowly begin to crumble away. Follow it just as the
pipes begin crumbling and roll under the pillar attached to the roof
before using the Space Jump to stay in the air, as if you touch the
ground below you'll fall through crumbling blocks - not something
you'll want to do now. Once all the pipes clear out Space Jump over
to the top of the narrow pillar near the left wall and slip through
to reach this Missile Tank waiting below.
13. - Right after grabbing the previous Missile Tank, you'll do well to
find this one straight away. In the large room containing the
previous Missile, run over to the right corner and begin dashing back
to the left. Enter the adjacent room and quickly press down when the
Speed Booster kicks in. Jump straight up while standing under the
small opening in the roof to soar up to a room higher above. Now get
ready to try your hand (actually hands) in reaching this
uber tough-to-reach Missile. In the room beyond the door on the right
you'll find this Missile Tank concealed in an alcove completely
sealed off by a massive range of Speed Booster blocks. But
Shinesparking straight through them in a run won't do, as there's an
edifice in the floor halfway through the range of blocks. So instead,
you'll need to run into the room via the previous one and jump just
at the right time to Shinespark through the blocks to clear the way.
But there's another problem, there's a bunch of shootable blocks in
your way you'll need to clear, but there's also a devilish Missile
Block hidden among them that'll ruin your day if you don't shoot it
at the right time. So be patient and get ready to try this one a few
times. The best advice I can give is this: Start from the previous
room to build up the Speed Booster's charge, and as you run into the
Missile's corridor, blaze away at the blocks with your Beam Weapon,
then quickly take out the Missile Block once the surrounding blocks
are gone. Then try to time your jump just before Samus slams into the
edifice while at all times holding right. If you pull it off properly
you'll slam through the blocks in a parabolic path to clear out a way
to the Missile Tank. It'll be very fiddly, but it is possible to pull
off with a heap of concentration.
--->>> < Tourian >
01. - This one's a trickster, once again you'll need to employ
Shinesparking to reach it. Upon recovering Samus' Power Suit you'll
gain access to the now-ruined Tourian. Go back down into the depths
of Mother Brain's lair and proceed to the Save Room closest to MB's
corridor. From there go left into the adjacent corridor and begin
running left to charge up the Speed Booster. Now for the tricky
part. Once at the end of the hallway crouch and quickly move into
Mother Brain's corridor. At the entrance spin jump left until you're
about level with the ceiling above the open door, then Shinespark
left in mid-air (shoot while you're spin jumping then hit A). If
aimed correctly you'll zip through the corridor and fly straight past
Mother Brain's remains into the following escape shaft. Samus will
then smash through the opposite wall where this Missile awaits among
breakable platforms.
--->>> < Chozodia >
01. - Upon recovering Samus' Power Suit you can find this Missile Tank with
extreme ease. From the large water-filled room adjacent to the Chozo
Warrior boss' room, go through the top right door and begin
descending the large shaft. Not far down you'll spot a small alcove
in the left wall complete with a tiny slope needed for retrieving
Energy Tank CZ_03. There's a Missile Block hidden along the left
wall, blow it open and crawl inside to find this Missile Tank tucked
away in a tiny tunnel.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--> 3.3 : SUPER MISSILE TANK LOCATIONS
_________________________________________________________________________
Super Missiles pack far more of a punch than ordinary Missiles, but you
won't have as many in your arsenal so preservation and accuracy will see
you bring out their full potential. There's only 15 Super Missile Tanks
hidden within Zebes, each one gives you two extra in Easy and Normal for a
maximum of 30 but you'll only receive one extra in Hard for a max of 15.
--->>> < Brinstar >
01. - Get ready for more Shinesparking. You'll first need both the Hi-Jump
Boots and Speed Booster to reach this trickster. This Super Missile
is actually in the same room as Missile BR_05 but you'll need to
execute Shinespark techniques to reach it. First, head over to
the long corridor where you first encountered Deorem. Near the door
on the left end you'll see a small slope in the ground. Run over to
the edifice on the far right. Run back to the left and quickly blow
open the door. Once you're in the following shaft immediately crouch
when Samus flashes and run back through the door. Quickly dash past
the small slope near the door and shoot the door open before
activating the Morph Ball. Before the charge runs out press A and
hold Left. Samus will fly through into the shaft and blow through
Speed Booster blocks at the base of the large rocky cliff straight
ahead. You'll then zip into a small chamber filled with narrow
tunnels where you'll find Missile BR_08. Press Down just after you
blow through the two Ripper floating around and as Samus reaches the
left side of the room. Spring jump up to the platform above and
Shinespark into the slope on the right. This way you'll grab the
Missile Tank and soar over to the top-right corner of the room. Once
you're there quickly press Down again and drop below to the small
opening you entered the room via (you need to tour the entire chamber
to get enough Shinesparking charge time). Roll to the right of the
tiny slope right in front of the opening (but don't accidentally
leave the room). Once you're level with the small opening in the
wall, jump and hold Left. If performed correctly and accurately
you'll soar through the room and exit via the left opening. You'll
then sear through the shaft and blow through Speed Booster blocks
guarding the Super Missile in an adjacent room. This is an incredibly
tricky item to reach, so Shinesparking practice is definitely on call
here.
--->>> < Crateria >
01. - Successful capture of this Super Missile requires Power Bombs and
Samus' fully restored Power Suit. Way up in the top right corner of
Crateria you'll find this Super Missile hidden behind Speed Booster
blocks. Thankfully it's just above a Yellow Door leading to Chozodia
so all you'll need to do is use the long corridor inside to build up
the Speed Booster's charge. Once you emerge back outside in Crateria
quickly crouch as you pass through the door and Space Jump up to the
ledge above. Shinespark into the slope ahead and Samus will continue
running, plowing right through the wall. Not too tricky.
--->>> < Norfair >
01. - To reach this tank you'll need the Varia Suit for protection against
super-heated areas. From the main elevator in Norfair leading back up
to Brinstar, head right and proceed over to the tall shaft on the
eastern side of Norfair. Once inside, break through the first round
of Speed Booster blocks in the floor and go through the door below on
the left. Cross the corridor and go through the left door to find
yourself in a super-heated zone. Keep going left and you'll find a
tunnel filled with destructible pillars and a colony of
fire-breathing dragons in the lava below. Cross the tunnel while
blasting through the pillars, near the end you'll find Missile Tank
NO_07 hidden at the top of a pillar. This Super Missile's waiting up
in the left corner of the following room, but there's a few traps set
around it to give you a challenge. A range of normal Bomb Blocks
restricts access to the Super Missile, so you'll need to blow through
them. But be warned, as the platform below the enclosure is covered
in crumbling blocks, so if you fall you'll have to leave the room and
try again. A neat trick is to lay a bomb up on the floating platform
to the far right of the enclosure to give yourself extra time. After
setting a bomb quickly stand up and run over to the left side. As the
Bomb Blocks disappear along the vertical wall, jump over before the
blocks you're standing on disappear. With luck and practice you
should make it to the platform where the item awaits.
02. - The Space Jump really takes the toughness of reaching this tank away
(and Missile Tank NO_08) but you can still pull it off with some
patience. From the Norfair Map Room, literally keep traveling
right until you can't go any further (it's a long way). In the
dead-end room you'll find, blow out part of the floor and drop below
to find a door going left. Inside you'll find a long corridor with
the Super Missile atop a floating pillar over on the left. The Space
Jump makes reaching this one an easy job, but you can always lure the
creatures popping out of the pipe over to it and use them as stepping
stones thanks to the Ice Beam. But you'll have a tough time reaching
Missile Tank NO_08 beyond this one on the left without the Space Jump.
--->>> < Ridley >
01. - For a first time play-through you'll probably find this Super Missile
Tank as your initial one as you need Super Missiles to break
further into Ridley's area. The giant wasp Imago guards this item, so
refer to the bosses guide for tips to squat the bug.
02. - This Super Missile's hidden above the room containing Missile Tank
RI_06 so you'll have no trouble finding it. Once you've grabbed the
Missile Tank, break through a small section of the roof above and
climb up to find a hidden room. Blow open the Super Missile block and
roll through the tunnel to find a blocked-up alcove. Lay a bomb to
clear out the rubble and reveal the Super Missile inside.
03. - In the room to the left of the one containing Missile Tank RI_06 and
Super Missile Tank RI_02, you'll spot Missile Tank RI_07 atop a
floating pillar. To reach this Super Missile you'll need to reach the
door over on the left without falling down the shaft below. A good
way to make it through is to freeze one of the moving blue bubble
creatures and use it to reach the Missile. Then from there drop down
to the left and hold Left as Samus falls. She'll grab hold of the
edge of the platform allowing you to climb up and reach the door.
Cross the corridor beyond to find this Super Missile waiting in a
small room. From here you can also reach Missile Tanks RI_08, RI_09
and RI_10.
--->>> < Chozodia >
01. - Upon recovering Samus' Power Suit, exit the Chozo Warrior boss' room
and blow away the two Space Pirates greeting you in the adjacent
room. From there drop down to the door leading to a Save Room and
blow through the Missile Blocks near the door to access the
underwater area. Go for a dip and once at the very bottom of the
room, run over to the right side to build up the Speed Booster's
charge. You'll sear through the wall guarding this Super Missile on
the far right side and grab it neatly.
02. - From the room where you'll find Super Missile Tank CZ_01 above, exit
via the door up in the top right-hand corner. Descend the massive
adjacent shaft and go left through the door at the very bottom. In
this next large room you'll find an area filled with lava. Go
swimming in this hot sauna and you'll find this Super Missile easily
on the right side of the room.
03. - From the large lava-filled room where you'll locate Super Missile
CZ_02 above, leave via the left door down in the corner. Descend the
adjacent shaft and proceed left at the bottom. Drop down the next
shaft and go through the right door. In this next room you'll find a
range of large brown blocks along the right wall and floor. Bomb
through them and drop down below; the Super Missile's hidden in the
left wall behind a Missile Block.
04. - For this one you should first go to the Save Room positioned around
the center of the Mothership's map (it's the first one you'll come
across when entering the ship via the Chozo Ruins). From here go
right and cross the small room with the shutter to reach a shaft
you've most definitely visited a few times. Screw Attack and bomb
your way up the shaft to the very top where you'll find this Super
Missile hidden. Be patient though with the maintenance droid as it
*slowly* gets out of your way.
05. - From the shaft where you'll find Super Missile CZ_04 above, go
through the highest door along the left wall. Ascend the shaft beyond
and go left again to find a narrow hallway with a wall barring the
way. The Super Missile's hidden within the wall, but if you lay a
bomb near the wall you'll fall below into a room among a group of
Space Pirates. Blow them away and Space Jump back up the room to
reach your prize.
06. - With Samus' Power Suit fully powered up, go back down to the Map
Room at the base of the Mothership. Once there go right and dispatch
the two Space Pirates you'll find in the following corridor. On the
right end you'll find this Super Missile hidden up in the ceiling
above a damaged block.
07. - Once you've found a few Power Bombs, go down to the large glass
tunnel connecting the Mothership to the ruins. Blow the glass apart
with a Power Bomb and drop down to the bottom left corner of the
rocky area. Smash open the wall there with another Power Bomb and
descend the narrow shaft ahead. Drop down through the next large
shaft and keep proceeding left until you reach a small room with what
appears to be a low ceiling. In the center of the ceiling you'll find
a hidden tunnel leading up, upon investigation you'll discover a
network of narrow tunnels up in the ceiling with enemies crawling
around. Dispatch all the wandering Zoomers and make your way up to
the top of the room via the maze-like tunnels to find this Super
Missile hidden.
08. - Right after discovering Super Missile CZ_07 above, leave the room via
the left door to find a huge room filled with packed-together
platforms along the roof. Use a Power Bomb to reveal a range of Bomb
blocks riddled throughout the platforms. Make your way up through the
maze to reach this Super Missile hidden at the very top near the
center of the room.
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--> 3.4 : ENERGY TANK LOCATIONS
_________________________________________________________________________
Energy Tanks give Samus' Power Suit vital extra energy desperately needed
for survival. There's a total of 12 to be found in your explorations. Each
one adds 100 extra units of energy in Easy and Normal, but only 50 in Hard
- energy preservation is a must.
--->>> < Brinstar >
01. - You'll need the Morph Ball and Bomb to reach this tank. Just like in
the original Metroid, this Energy Tank is hidden up in the ceiling of
the long corridor containing the first Chozo Statue (you'll see it
early in the game). The tank itself is located a little to the left
of the large protrusion of rocks in the roof where all the Skree hang
about. Upon revealing the tank, use Morph Ball jumping (slowly tap B
to lay bombs repeatedly - but not too fast) to ascend and grab your
prize.
02. - Nice and easy, you'll find this Energy Tank waiting atop a pillar
above the acid pool in the long corridor just beyond the second
encounter with Deorem.
03. - This tank's hidden cleverly in the large acid-filled room adjacent to
the Varia Suit's room. Once you've gained the Varia Suit ability, go
back into the previous room and go for a dip in the acid (it won't
hurt). You should see the tank tucked away in a small alcove in the
corner. Break into the alcove by way of a hidden tunnel near the
center of the room. Blow through the ground and reveal a narrow
tunnel to clear a way to this tank.
--->>> < Norfair >
01. - Not long after tracking down the Wave Beam you'll find yourself in a
long corridor with two huge larvae/caterpillar creatures blocking
the way. Check out the bosses guide for tips to clear them both out,
then you'll be clear to find this tank hidden up in the ceiling near
the second larvae's dead skin.
--->>> < Kraid >
01. - You'll find this tank hidden within the same room as the Zip Line
charging station (check the walkthrough for details). With the Zip
Lines charged up, use the one up on the ceiling to zip over to this
Energy Tank waiting atop a tall pillar.
02. - Before snagging this one you'll need to beat Kraid and claim the
Speed Booster. On your way out of Kraid's area, go through the second
red door down on the right below the main elevator. Inside you'll
find a long corridor filled with flying bugs further in. The Energy
Tank right at the end of the corridor's protected by Speed Booster
blocks, so begin running to the right from the door. Quickly crouch
before flying off the edge of the platform into the acid and
Shinespark to the right. You'll crash through a multitude of bugs and
break open the blocks, giving you a clear shot at the tank.
--->>> < Ridley >
01. - Not long into Ridley's area you'll find this tank sitting innocently
in a small corridor. But don't go walking straight over to it or
you'll fall down through fake blocks planted in the center of
the room. Instead, stand on the block four blocks to the left of the
door you entered via, then jump left and you should make it easily to
the tank's position (you might still not make it, but the Power Grip
lends a helping hand).
02. - This tank's hidden in the same room as Unknown Item #3 just beyond
Ridley's den. You'll find it over to the left beyond the Chozo Statue
hiding behind an Unknown Item block.
03. - Upon defeating Ridley, backtrack and keep going right to eventually
reach a long green corridor full of pipes flying bugs spew forth
from. What you can't see first off is that there's a hidden tunnel
below the pipes, use bombs to break through and you'll find this tank
hidden inside the narrow confines of the tunnel.
--->>> < Chozodia >
01. - Try catching this tank on your way to Mecha Ridley's room as it's
nearby and can save you precious minutes if you're playing for a fast
time. Head all the way up to the room right next to Mecha Ridley's
domain. Stand up against the wall blocking your path and run back
into the corridor on the left. Charge up the Speed Booster and spin
jump over to the slightly raised platform in front of the door on the
left. If aimed properly you'll blow through a group of Speed Booster
blocks in the floor, revealing a large corridor below. Now for the
tricky part. The tank's waiting down in the right corner of the
corridor, but the entire tunnel's filled with green laser alarms.
Trip one of these menaces and a shutter will seal off the tank, so
don't trigger any alarms. A good (but still tricky) way to grab the
tank is to Shinespark from the left end of the corridor to sneak past
all the alarms and go straight into the tank. Build up the Speed
Booster in the corridor above and drop down below before the charge
runs out. To aim yourself properly you'll need to drop off the
platform slightly and hit A before touching the horizontally-aligned
alarm below. Don't go too far though or you'll hit the edge of the
platform the tank lies on. Aim the Shinespark correctly and you'll
soar right into the tank. Phew.
02. - Recover Samus' Power Suit, then proceed down to the glass tunnel
connecting the Mothership to the ruins. Blow the glass open with a
Power Bomb and go down to the bottom left corner of the cliff.
Break through the wall there with another Power Bomb and drop down
the hole in the floor of the following room. Descend the shaft and go
left to find a sloping room filled with the small creatures you
would've seen in Kraid's area. Clear them out and run back down the
slope to build up the Speed Booster's charge. Run back into the shaft
and crouch. Quickly walk over to the center of the shaft and
Shinespark straight up. You'll blow through a few Speed Booster
blocks hidden up in the cave above and snag this tank on the way up a
long narrow shaft.
03. - Watch out, you're looking at probably the toughest item to pick up
here. If you're not a fan of Shinesparking be warned, the Speed
Booster's the only way you'll find this tank. Follow these directions
closely and with practice you should manage to track this sucker down
without much frustration. Firstly, go back up to the large room
connected to the Chozo Warrior boss room (where you recovered
Samus' Power Suit). Head into the underwater part of the room and
make your way up to the tall shaft through the right door. At this
point you'll want to break through both Missile blocks right below
you as you'll need to use the narrow tunnels they conceal to get
around the wall ahead covered in Screw Attack Blocks. With both
blocks destroyed, go back down underwater in the previous large room.
At the very bottom you'll have enough room to run around to build up
the Speed Booster's charge. From the left corner, run over to the
right and crouch when Samus begins flashing. Quickly jump up to the
next platform and Shinespark into the slope on the left to give
yourself more charge time. Space Jump right up to the platform at the
very top and activate the Morph Ball. Shinespark to the right and
you'll hit another slope just before going through the door. Hold
down *just* before going through the door and roll through. Release
the D-Pad as you go through the door. You'll emerge in the shaft and
probably land just on the right edge of the pit, tap left to fall
down into the tunnel and roll through to bypass the Screw Attack
Blocks. Descend further down the shaft to an alcove along the left
wall. Stand up quickly and Shinespark into the tiny slope up against
the left wall and press down just as Samus hits it to earn yourself
more charge time. Then fall down and hug the right wall to land on
another small platform. Shinespark into the right wall and you'll
soar through a long corridor before finally reaching the Energy Tank
at the far end. Good luck with this one, you'll rightly need it.
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--> 3.5 : POWER BOMB TANK LOCATIONS
_________________________________________________________________________
Power Bombs give you a devastating Morph Ball weapon, lay one of these
babies and any enemies on-screen are history. You can also use Power Bombs
to break through Power Bomb blocks. There's only 9 Power Bomb Tanks to be
found, giving you 18 bombs in Easy and Normal, but only 9 on Hard; use them
wisely. Spoilers abound below as you can't find any Power Bombs until after
defeating Mother Brain. This also means that you'll be able to find all 9
of them straight away without requiring any extra items.
--->>> < Crateria >
01. - You can only reach this after recovering Samus' Power Suit. Use the
Morph Ball Launcher hidden directly below the platform Samus begins
the game at in Brinstar to shoot yourself up to Crateria. Once there
ascend the rocky shaft and travel right. Use the Speed Booster to
break through the wall in the open area where Samus' ship rested
earlier. Now for the tricky part. The Power Bomb is hidden up within
the left wall blocked by some well-placed Speed Booster blocks. Begin
at the door you just entered this room via. Run over to the right
until the Speed Booster kicks in. Quickly press down and rush over to
the sloping ground just in front of the small edifice on the right.
Face left and Shinespark into the small slope. You'll be doing this
to buy extra Shinespark time to get into position. Quickly press down
again when you hit the slope and jump up to the top of the small
edifice on the right. Stand directly on top of the tallest point of
the edifice (you'll see it as a tiny mound). Quickly switch on the
Morph Ball and press A to activate the Shinespark. Just before Samus
rockets off hold Up + Left to diagonally shoot up over to the left
wall way above. If you've aimed correctly Samus will shear through
the Speed Booster blocks up in the wall, then you'll just need to
break through the Power Bomb Block to finally reach this item.
--->>> < Norfair >
01. - This one's located down in the south-western area of Norfair. Start
by heading over to the shaft adjacent to the Map Room. From here
drop down below the base of this shaft and descend the following
shaft. At the bottom of this second shaft you'll find deadly lava
below that you can now survive thanks to the Gravity Suit. Break
through the floor and drop down below to find a door. Go left to find
a large shaft filled with lava. Use a Power Bomb a little way up the
shaft to reveal Missile Tank NO_13 in the right wall. Grab the
Missile then shoot through the Missile blocks the blast revealed in
the left wall. Crawl through the narrow tunnel and Space Jump up the
shaft to find this Power Bomb waiting at the top.
--->>> < Tourian >
01. - In legacy of one of the Missile Tank locations in Super Metroid,
you'll find this Power Bomb hidden in a room directly below the
smoldering remains of Mother Brain. Return to the decimated hallway
where you fought the fiend and use a Super Missile to break through
the floor directly below Mother Brain's remains. Down below you'll
find this Power Bomb waiting.
--->>> < Chozodia >
01. - This is your first Power Bomb, the same one that you'll have seen a
cheeky Zebesian walking off with earlier in the ruins. With your suit
restored proceed up to the bridge area of the Mothership (up at the
top of the ship, the giant room with windows looking outside on the
left wall). Once there, go over to the left corner and drop down the
narrow opening you'll see there. Descend the narrow tunnels below to
find that sneaky Zebesian walking off with your Power Bomb again.
Bomb your way down to the main open area of the room and go right.
You'll find the Power Bomb waiting inside protected by two alarm
lines, just Space Jump over them and drop down to claim your prize.
02. - You'll find this second Power Bomb in a chamber to the right of the
first bomb above. Once inside lay a Power Bomb to open up the ceiling
where you'll find this one waiting with two Zebesians.
03. - This Power Bomb's located not far from the Crash Site where you
appear after defeating Mother Brain. Proceed back there once you've
recovered Samus' Power Suit, but don't go further than the edge of
the ship. In the area where you first see the purple exterior of the
Mothership, climb up to the far right edge of it and lay a Power Bomb
to reveal this item hidden inside a small alcove.
04. - Notice a tall blue shaft with no visible entrance on Chozodia's map?
That's where this Power Bomb lies. Firstly head to the open area were
the glass tube connects the ship to the ruins. From here lay a Power
Bomb to break through the glass. Drop down onto the rocky terrain and
head down to the bottom right corner of the cliff. Lay a Power Bomb
to reveal a hidden opening in the wall, then go inside to find a long
corridor leading right. At the far end you'll reach a tall corridor
with the Power Bomb waiting at the peak, but you can easily use the
Speed Booster to quickly fly up the shaft past all the Zebesians.
05. - The easiest way to reach this Power Bomb is to enter Chozodia by way
of the door up in the north-eastern corner of Crateria. From there,
cross the long corridor leading into Chozodia and drop down into the
first room you'll find. Shoot into the left wall with the Wave Beam
to expose the Power bomb, then use a Missile to blow open the block
barring your way.
06. - On your way sneaking through the ruins to the Chozo Warrior's room
you might remember finding a long dark hallway with two Zebesians
apparently stuck at the end of two long narrow tunnels (it's adjacent
to the tall shaft near the Chozo Warrior's room). This room was
sealed off when you recovered Samus' Power Suit so you couldn't find
your way back inside until after finding a Power Bomb. Up in the
shaft previously mentioned you'll find the small opening on the left
wall leading into the darkened tunnel. Blow away the blocks covering
the opening with a Power Bomb and crawl inside. Make your way to the
end of the highest tunnel and use Missiles to break through the
ceiling there. Up above you'll find this Power Bomb tucked away in a
tiny alcove.
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4.0 : SHINESPARKING - <CH_04> --------------------------------------------
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As this game features the Speed Booster upgrade, the technique and fine art
of Shinesparking comes into play. If you're unaware of the term, fear not.
Shinesparking involves utilising the Speed Booster's standard charging
ability to execute a wide range of Speed Booster-powered jumps.
The Basics:
By holding Left or Right and running over a large enough area Samus will
charge up and run several times faster than normal. Keep in mind that if
you hit any solid terrain object the charge will run out instantly.
If you crouch while Samus is running super-fast she'll return to normal
speed, but the Speed Booster's charge will persist for about 5 seconds
longer. Before the charge runs out you can direct Samus to jump either
straight up, left or right or diagonally up left or right. If done while
the charge is still in effect, Samus will launch herself along a vector in
the direction you indicated until she strikes a solid terrain object
(wall, ceiling, etc). You can break through Speed Booster blocks whenever
Samus is flashing (but not moving at normal speed), regardless of the
technique used.
Advanced:
You can prolong the charge time by Shinesparking into 45 degree angled
slopes. Do it by crouching to charge up the Speed Booster as normal, but
then press A and hold the direction the slope is in when Samus is level
with it so that you'll strike it along the Shinespark's flight path. As
soon as Samus hits the slope she'll land and continue to run forward. Hit
down again to stop moving and charge up the Speed Booster again, giving
you more time to get into a position to jump.
Once you've recovered the Hi-Jump Boots after the Speed Booster you'll be
able to execute Shinespark jumps while in Morph Ball form. Everything that
applies while standing applies to the Morph Ball form, only with this
trick you'll be able to break through Speed Booster blocks lined up with
only one row of blocks; too small normally for Samus to break through
while standing.
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5.0 : BOSSES GUIDE - <CH_05> ---------------------------------------------
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Monsters lurk within the narrow confines of Zebes' labyrinths at every
turn. You'll be facing off against a range of the Space Pirate's strongest
warriors with each one guarding a vital item for your arsenal or just
blocking a path they don't want you to tred on. Old favourites such as
Kraid, Ridley and Mother Brain return but they ain't alone in this new
adventure. As this game has sequence breaking kept in mind, some smaller
bosses can be bypassed easily but I'll still cover all the nasties you'll
find on your first run through of the game. Beware of major boss strategy
spoilers here, so read on only as a last resort.
Each boss has their own distinct code (eg. 5_FG) for your use when reading
through the walkthrough. Hit Ctrl + F and type in the boss' id number to
zip back up here for the boss strategies. Then use Ctrl + F to find the
boss code down in the walkthrough so you can jump back down to where you
were.
[5_DE]
>>> Deorem (Giant Centipede)
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Location - Brinstar
Attacks - Head Lunge, Spike Projectiles
Weakness - Missiles to the exposed eye
Strategies -
You'll encounter this bug after finding Missile Tank BR_01. The creature
will use its long body to block off both sides of the screen so there's
no escape. The creature's head will often lunge down in an attempt to
slam Samus against the floor, so you'll need to recognise its attack
patterns at once. Every time the two pincers on the head lash about,
it'll lunge down so keep an eye out for your cue to move. At first the
head will travel straight down, but afterwards it'll come down to where
Samus is standing, using the Morph Ball to get out of the way quickly
often helps. Don't get too close to the walls as small spikes hurl out of
them, but shooting them will often reward you with health and Missile
refills. Once the head lunges down, the eye will open for a few seconds
as it retracts back into the ceiling. Quickly get under it and fire a
Missile up into the eye before it closes to injure the creature. You'll
need to pop it in the eye a few more times to finish it off, but this
creature will run away if the head disappears up into the ceiling. If the
creature hightails it out of there before you can deal the final blow
fear not, as you'll find it later on in another corridor on your way to
finding the Bomb upgrade. At each encounter Deorem will use the same
attacks, and if it continues to escape it'll alternate between the two
corridors. Once you manage to fry the coward you'll be rewarded with a
floating Charge Beam upgrade (really, it floats in the air).
[5_MU]
>>> Mua (Acid Worm)
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Location - Kraid
Attacks - Acid Bath, Clamp Lunge, Spores
Weakness - Missiles to the red core
Strategies -
This crazy worm accosts you just after you power up the Zip Lines in
Kraid's area. You'll need to stay up out of the acid for the entire
battle, as not only does the acid cause mortal damage to Samus' Power
Suit, you won't be able to move around as fast as normal while underwater
- not a good thing when a 20 foot giant worm is out for your blood. The
creature will stay in the center of the room and lash out when given the
chance. Always stay on the blocks to the left and right of the worm, and
make sure the Zip Line's clamp is on your side (shoot the red switch if
it isn't). Every time the pincers in the creature's maw moves, like
lightning grab hold of the Zip Line to be carried across to the other
side. If you time it just right the monster's clamp-like mouth will slam
into the block instead of Samus, trapping it there for a few critical
seconds. From the other side of the room begin tearing into the exposed
flashing red core with Missiles before the worm breaks free. Each hit
will slowly damage the creature, so you've found its weak point. Wait for
the mouth to move again before jumping onto the clamp, then fire Missiles
into the core again. After a few rounds the worm may cause the acid level
to slowly rise in the room, quickly jump up to high ground before it
catches you. Also watch out for the spores it launches at you if you stay
near one of the two doors of the room, but keep in mind that they drop
energy and Missile refills if shot. Keep moving quickly each time the
worm lunges out of the acid and you shouldn't have much trouble finishing
it off. And keep out of the acid, it doesn't like it when you invade its
home.
[5_KR]
>>> Kraid
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Location - Kraid
Attacks - Various Spike/Thorn Projectiles, Claw Swipe
Weakness - Missiles to the open mouth
Strategies -
Kraid's not as tiny as he used to be, rather he's been on the most
unsuccessful diet ever over the past years to make him so darn big.
You'll be reminded of SM as Kraid will use similar attack patterns but
you'll be fighting him from the right side of the screen this time so
things will quickly change. As before he'll be launching a range of thorn
projectiles from his claws and belly (God knows how) so move around
constantly in the small space allocated to avoid his weapons. You'll have
to feed him Missiles whenever he opens his maw, usually he'll open up
when a Missile hits him squarely in the face. Begin by using the platform
by the door to jump up and hit him in the mouth, but after several shots
his body will darken and thorns shot out of his belly will blow away part
of the platform, leaving only one ledge left floating in mid-air. Try to
stay atop the ledge while the thorns keep flying at you (shoot them for
energy/ammo) and watch out for Kraid's other claw as he'll take swipes at
you often. After more of a beating, the last floating ledge will crumble,
leaving you with not much else to use. When the large thorns shoot out of
Kraid's belly they'll attach to the right wall, you can use these to
climb up to shoot the mouth, but once they begin to flash they'll explode
before another round fires out from Kraid. The tiny block above the door
can be used as a safe breather spot, especially on Hard. By now Kraid
should be a violent shade of red, so just keep on feeding him his
favourite delicacy before watching the monstrosity's grand exit as he
falls down through the floor before erupting with one last roar. Or
scream.
[5_KG]
>>> Kiru Giru (Larvae/Caterpillar)
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Location - Norfair
Attacks - Heavy Charge
Weakness - Wave Beam to the underside (1st) Bombs to the underside (2nd)
Strategies -
These two weird creatures block your path in Norfair, plus the door you
entered their lair via has sealed, so there's only one way forward. The
first creature is too easy, all you need to do is fire the Wave Beam into
its underside through the floor, enough of a beating will destroy the
monster. Proceed right to face the second creature, and to find it in a
pretty bad mood. When you move too close the creature charges forward, so
you'll need to run back left before it hits Samus. Firing your Beam at
its face (if you could call it a face) only causes it to reel back
slowly, but you'll see why soon. The only weak spot is its red
underbelly, and the only weapon that can reach it are Bombs. Keep firing
at the monster to push it back far enough, then quickly activate the
Morph Ball and roll over in front of it. Lay a round of bombs just as the
creature reels back to charge forward and the explosions will score
direct hits on its underside as it lunges at you. Do this one or two more
times to finish the creature off and to secure your escape from the room.
[5_EK]
>>> Ensnared Kiru Giru (Bug Larvae)
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Location - Norfair
Attacks - Spore Projectiles
Weakness - Missiles/Super Missiles to the veins connecting the creature to
the ceiling
Strategies -
This monster will hang from the ceiling the entire battle, and has only
one form of defense - a random spread of tiny spores it ejects out into
the room. Shooting the spores rewards you with energy/ammo refills,
and the Ripper floating about is for more than looks. The only weak point
of the creature is the huge pulsating veins connecting it to the ceiling,
but you'll have a hard time hitting them without using the Ripper as a
frozen stepping stone. Wait for the Ripper to float over either left or
right of Kiru then freeze it. Jump on and use the extra height to reach
the throbbing veins. Pummel them with Missiles or Super Missiles, just
watch out for incoming spores. Also remember to shoot the Ripper again
before it unfreezes, you don't want to find your platform assistant
flying away. Kiru Giru has one vein in the center blocking your shots
from reaching the other side once you've cleared out enough veins, so
you'll need to jump down and wait for the Ripper to float over to the
other side. Freeze it again and jump aboard to reach the other veins.
Clear out the remaining veins and watch as the lumpy creature crashes
down into the floor. The monster doesn't explode so you know you'll face
it again later, pity you can't harm it as it writhes in the floor.
[5_IM]
>>> Imago (Overgrown Wasp)
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Location - Ridley
Attacks - Ultra Charge, Stinger Projectiles
Weakness - Missiles/Super Missiles to the stinger protruding from its
underside
Strategies -
This crazy wasp was the result of Kiru Giru's evolution from its larval
stage. Keep in mind that this boss is optional - all it protects is a
Super Missile and if you're playing for a speed run without a 100% item
collection rate it's a waste of time fighting it. The monster will zip
back and forth across the vast chamber as it tries to run you down. The
best way to avoid taking a beating is to activate the Morph Ball and roll
to either corner of the corridor, where the wasp should miss you as it
flies up out of the screen on each pass. Follow the monster as it makes
each pass, and stay in the corners before it charges down. When it
reappears from the top of the screen, follow it from behind while
attempting to berate the stinger with Missiles, or Super Missiles if you
have any. As it moves right and disappears above the sealed door, at the
end of the hall wait for it down at the base of the slope otherwise it'll
make mad dives down at you from above. The same goes for the left end,
wait for it a little to the right of the enclosure. You might have
trouble catching up to it as it flies from right-to-left, just follow it
and resume shooting as it goes from left-to-right. Try and stay behind it
at all times otherwise it'll deploy small stinger projectiles as it
chases Samus, so keep up with it at each end of the corridor. With enough
of a pounding the wasp will slowly change colour, first to a sickly green
then a solid red. Keep blasting away at the stinger and it'll fall off,
leaving the wasp with a massive smoking (dunno how) injury on its
underside. The wasp will then take off beyond the right end of the
corridor, quickly run over to the enclosure on the left end. Once there
you'll witness the wasp kamikaze into the enclosure, finally blowing
itself apart and courteously opening your way to the Super Missile.
[5_RI]
>>> Ridley
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Location - Ridley
Attacks - Tail Lash, Fireballs, Swooping Claw Grab
Weakness - Missiles/Super Missiles to the head
Strategies -
Once again you'll find yourself battling this nemesis deep in a fiery
environment. As in previous titles Ridley will constantly fly around
the screen attempting to beat Samus to a bloody pulp, but we're not going
to let him, are we? Watch out for Ridley's opening attack - a flood of
fireballs. Jump up between each one and try to stay airborne as long as
you can before the barrage ends. He'll often lash his tail about,
slamming it down into the ground while he slowly moves forward, so try to
stay at the edge of the screen to wait out his attack run. Also try to
keep your footing on the main platform and stay away from the left and
right edges where sections have broken off, uncovering the lava pit
below. Ridley will also often spew out a range of fireballs, stay behind
him or get ready for some fancy footwork as they rain down. Watch out for
the dragon's constant swooping attacks, rolling under him with the Morph
Ball often helps. Ridley's nastiest attack would be when he charges at
Samus and grabs hold of her, not something you want happening in Hard
mode. If you're unlucky and are caught, aim up into the dragon's face and
pummel it with Missiles and Super Missiles to trade damage with the
fiend. As always his screaming head is the weak point, you'll want to
fill it with Missiles - a lot of Missiles - to damage it. Start by
unloading your payload of Super Missiles, then continue with regular
Missiles. On Hard mode survival is a very tough art indeed, but with
quick footwork and an accurate trigger finger you should come out of the
battle alive. But next time Nintendo should give Ridley different attack
abilities, avoiding the same old tricks gives veteran Metroid players a
huge advantage.
[5_MB]
>>> Mother Brain
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Location - Tourian
Attacks - Eye Laser, Gun Turrets, Circle Projectiles
Weakness - Missiles/Super Missiles to the open eye
Strategies -
You'll face Mother Brain in a corridor very similar to the original
Metroid and Super Metroid's MB encounters. While MB sits idly in the
glass chamber the only defense it has are the gun turrets firing small
laser beams everywhere and the circular projectiles, but the frantic and
chaotic nature of those weapons makes it difficult to avoid them. Try
your absolute best to avoid falling into the lava pool as it's a complete
pain trying to get out of it with projectiles raining down. You've only
got two blocks to stand on so it will get tricky. Like in Metroid and SM
you'll need to crack open the glass chamber around MB to inflict mortal
damage to the brain itself. Use Missiles firstly to break apart the
glass, you'll want to keep your Super Missiles to damage the brain. Avoid
the projectiles as best you can and keep firing at the glass. Eventually
huge cracks slowly creep over the glass, before it shatters completely,
exposing MB. Don't be too cocky now as MB stills has a trick up its
sleeve (even though it's just a brain). Upon exposing the brain a huge
single eye will open up and stare blankly at you. This is MB's ultimate
weak point, as you can't damage the brain, only the open eye. Quickly
switch to Super Missiles and fire a single shot into the eye (you'll need
to crouch while standing on one of the blocks to line up with it). As
soon as you clear off a successful hit, jump up on top of the gun turret
on the right wall, as MB will flash blue before unleashing a huge plasma
blast straight across the screen; you don't want to be in its path. Every
time MB unleashes a blast the eye will remain open for a few seconds
more, use this time to fire another Super Missile into it. Always
remember to jump up atop the gun turret to avoid the eye's blast, and
don't worry about the circle projectiles as the Screw Attack will protect
you (plus they drop energy/ammo refills, hehe). Keep this pattern up and
you'll crush this menace in no time. But watch out in Hard mode as MB's
attacks pack far more damage, and staying out of the lava is an absolute
necessity. Following the tactics mentioned above should suffice on Hard,
but avoiding MB's attacks and defenses is far more critical. Upon dealing
the final blow MB will erupt along with the two gun turrets. The screen
will then promptly tell you to evacuate immediately as a timer appears.
This ain't over yet.
[5_CH]
>>> Chozo Warrior Engraving
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Location - Chozodia (Chozo Ruins)
Attacks - Random Flight Patterns, Various Lightning Projectiles
Weakness - Charged pistol shot to the glowing mirror
Strategies -
This massive engraving/painting in the northern-most expanse of the Chozo
Ruins in Chozodia will come to life and battle you, a test no doubt
designed by the Chozo to evaluate Samus' strength and determination.
You'll easily spot the mirror-image of Samus appearing in the large
circular mirror grasped in the Chozo Warrior's hands once the four small
orbs surrounding it fire energy bolts into the center. Keep an eye on
this mirror at all times. At first the engraving will remain motionless,
so wait for the mirror to glow before attacking. Once the mirror glows
and emits a humming sound the mirror-image of Samus will disappear, to be
replaced by an elaborate glowing symbol. Shoot the mirror once with a
fully charged shot from the pistol now to damage it. Be very careful to
ensure that you only ever fire at the mirror when Samus' reflection
disappears, as if you hit the image of Samus you'll take damage yourself!
After scoring a first direct hit, the mirror will deploy a smaller orb
into the top-left empty socket in the wall. The giant Chozo Warrior will
then glow and produce an ethereal blue version of itself which will float
about the room constantly trying to strike Samus. Once again you'll need
to wait for the mirror, now within the floating apparition's hands, to
glow before shooting it. Also watch out whenever the original painting of
the warrior glows, as a lightning bolt will strike down right above you.
Move about to avoid taking a hit. Shooting the glowing mirror a second
time causes another small orb to emerge out of the mirror and set itself
into the hole in the top-right corner. Each time an orb fills a hole the
lightning attacks will become stronger and harder to avoid, so you'll
need to be quick. Once the third orb sets itself into the bottom-left
hole, the lightning attacks will strike down from above and charge out
along the floor, so be ready to jump over the energy conduits. Also keep
in mind that with each hit, the time the mirror glows is reduced, so by
the time there's one hole left in the bottom-right the mirror only glows
for about 2 seconds. This gives you very little time to hit it, so be
patient with your shots. Upon nailing the mirror a fourth and final time,
the final orb will set itself into place in the bottom-right as the
apparition returns to the original engraving. Now what? Have you passed
the test? Watch the reflection of Samus in the mirror for the answer,
something awesome's about to happen.
[5_MR]
>>> Mecha Ridley
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Location - Chozodia (Space Pirate Mothership)
Attacks - Claw Swipe, Fireballs, Eye Lasers, Homing Missiles
Weakness - Missiles/Super Missiles to the central core
Strategies -
This huge mechanical beast resembling Ridley will battle you in the large
room at the highest point of the Space Pirate Mothership. Defeat this
thing and you'll be all clear to finally escape from this place. But
don't underestimate this foe, its powerful attacks (especially on Hard)
really pack a punch. The machine's weak point is the red core covered by
glass on its chest. You'll have to first break open the glass cover to
expose the core. Watch out first as Mecha Ridley may lash out with one of
its arms, immediately begin Space Jumping up while staying up against the
left wall to avoid it, you really don't want to fall for that attack. For
the entire battle you'll be confined to the left side of the room, but
the Space Jump ensures that you can dodge anything Ridley throws at you.
Most of the time the head is lowered so you can't get a clear shot at the
core. You'll need to wait for Ridley to lash out before the head raises
up, giving you a clear shot. Use Missiles to break it open, you don't
want to use Super Missiles until it's exposed. Oh, and as the core is a
little higher than ground level you'll need to jump up to line up with
it, try firing at it as you fall back down to strike it easier. Once the
head lowers down again, get ready to Space Jump up and try to stay in the
center of the wall's height, as Ridley will begin spewing out a barrage
of huge fireballs. Two rounds will come out, one going straight ahead and
the other on a downward angle, leaving a gaping hole in the middle. So if
you hover about level with the center of the wall you should completely
avoid them. Ridley may randomly keep spewing out fireballs, just wait
until he lashes out with his arm before firing at the core. Once you
finally breach the core, you'll have a clear shot to strike the core
directly. Switch to Super Missiles and use them very carefully, only fire
when you know your aim will be true. Be warned though, as Ridley may
begin to fire green laser beams out of his eye randomly whenever it
flashes. He'll also repeatedly launch three large missiles out of his
back which home in on Samus, Screw Attacking them is your best bet (and
they drop energy/ammo refills too). Try to stay clear of the lasers as
they will try to mess you up, and keep an eye on Ridley's arm. As soon as
it lashes out again, quickly fill the core with Super Missiles, with
luck and accuracy you should be able to score three hits before the head
lowers down again. Each direct hit causes the entire machine to flash and
spark, so you know you've got it now. After filling it with more Super
Missiles the machine will slowly change colour, first to a shade of blue,
then purple and finally a deep red. Keep striking the core with Super
Missiles and you'll finish it for good. Be very patient though on Hard
mode, as you won't have that many Super Missiles to use, and Mecha
Ridley's attacks - especially the claw swipe - cause mortal damage to
Samus. It also appears that Mecha Ridley becomes significantly stronger
with his attacks and defense if you've collected 100% of items in the
game. So if you're going for a maximum item rate run, this battle will
take longer and be a lot harder than if you have less than 100% of items.
Either way, you'll know you've finished off the monster when it freezes
before collapsing in a twisted metal heap. But there's no time for that
sigh of relief, you've still got to get out of here, and Mecha Ridley has
one more surprise in store.
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6.0 : WALKTHROUGH - <CH_06> ----------------------------------------------
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Let's get cracking. This walkthrough will direct you from start-to-finish
of the entire game, but keep in mind that I won't discuss any sequence
breaking tactics during the course of the walkthrough. If you're really
itching for sequence breaking tricks you'll have to look elsewhere (or
discover them yourself). This run will also direct you to find every item
the game has to offer, and I'll describe things in the context of Normal
mode with references to Hard mode whenever there's a neat trick to be used.
When I refer to item locations I'll do so with a short coding system with
the following terminology:
Eg. Missile Tank NO_05 - refers to Missile No. 5 in Norfair as listed in
the Missile Tank locations.
Area Code Legend:
Crateria => CR
Brinstar => BR
Norfair => NO
Kraid => KR
Ridley => RI
Tourian => TO
Chozodia => CZ
Spoilers are aplenty here as ants are to a sugary toffee on a summer's day
so it's a good idea not to go reading on if you haven't played the game
yet. Only check out areas you're really stuck in, and steer clear of the
chapters beyond the defeat of Mother Brain unless you want the surprise
spoiled. It's something you really should see on your own.
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--> 6.1 : The Hunter Returns
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You'll land straight into the game after watching and reading a short
intro narrative of Samus landing on Zebes for her first mission ever. Once
Samus appears in Brinstar at the exact same spot she started out at in the
original Metroid the remake madness begins. Let's get right into it by
traveling left and climbing over the rocky terrain you'll find. Watch out
for the Zoomers crawling around, even with a short beam range they won't be
much of a challenge for the famous hunter. Beyond this you'll find your
first critical item - the Maru Mari, or Morph Ball as it's affectionately
known. Each time you collect a new item the game will give you a brief
description of its powers, be sure to read them in full so you won't miss
out on anything.
With the Morph Ball in your grasp backtrack to the right and crawl under
the rocky structure using the Morph Ball to fit in the narrow space.
Backtrack past the entry point and keep going right down the cavernous
corridor while blasting Zoomers blocking your path. Head through the blue
door at the end and cross through the next chamber, not worrying about the
Bomb Blocks in the floor for now. Further in the next corridor you'll be
ambushed by three Skree from the ceiling. Run past them and stay back when
they explode to avoid the nasty shrapnel they expel. Crawl under the large
outcropping from the ceiling and proceed right to find the first itemless
Chozo Statue. Jump onto its empty hands and activate the Morph Ball. The
statue will glow and a heavenly tune will begin playing, before the screen
displays a map showing you where the Long Beam can be found. Once you've
seen the location clearly, hit A to return to the game. The statue will sit
down and release Samus before restoring all of your health and ammo -
remember that all the Chozo Statues, including the ones holding items, will
restore your health and ammo whenever you activate the Morph Ball whilst
standing on their hands.
We'll now go and track down the Long Beam. Enter the new section of
corridor behind the statue and cross into the next room. You'll find
yourself at the base of a gigantic shaft, save your game in the Save Room
beyond the right door ahead before climbing up. Ascend the shaft while
taking care to avoid the Zoomers crawling about and avoiding the for
now-invincible Ripper flying about. Climb up past the door on the right
wall you'll eventually find to reach a door on the left wall. Enter this
new corridor beyond and cross to the end. Shoot open the door there and go
inside to find the Long Beam waiting in the hands of another Chozo Statue.
With your beam range expanded, go back into the corridor and jump up to the
narrow tunnel jammed with blocks just beyond the Skree. Shoot out all the
blocks and jump up through the opening in the ceiling beyond. Climb up the
hidden shaft you'll discover to eventually find yourself inside the long
corridor north of the Long Beam's corridor (check the map). For now take
the left path and make sure not to fall in any of the acid pits. Cross
through the door at the left end to find yourself in the Gold Statue room.
Here you'll discover a giant statue carved with both Ridley and Kraid's
heads on either side. As you might have guessed this path leads to Tourian
but of course you'll need to defeat both monsters before the statue opens
up. Go back into the previous corridor and head all the way to the right
end. You'll find a sealed door, but then a large and nasty looking
Sidehopper will bound down into the room. Watch its movements carefully
(especially on Hard, this thing packs a punch) while ripping into the
monster. After taking a beating the thing will eventually blow. Right on
cue the door will begin flashing indicating that it's now unlocked. Go
inside to find another Chozo Statue blocking the path, but thankfully it's
facing you so you can stand on its hands for more directions. This statue
will direct you to the Bomb upgrade hidden way over on the eastern side of
Brinstar, so we'll take a trip there next.
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--> 6.2 : Familiar Territory
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By now you've probably got the hang of the layout of Brinstar, as much of
it's layed out in a similar fashion to the original Metroid's map. But
don't get used to it as this ain't your normal remake, and the map system
has new surprises. Exit the statue's room via the right door and descend
the massive shaft you explored earlier. Descend the shaft down to the door
along the right wall with no visible access point. Shoot through the blocks
along the narrow tunnel in line with the door to break through to it, then
head inside. Cross this tiny room to find another tall shaft leading both
north and south. See the red door right ahead of you? You'll need Missiles
to break through it, so we'll need to go and find the first Missile Tank.
To do that begin by descending the shaft right to the very bottom, stopping
to save your game in the Save Room below the red door if you wish. Once at
the base of the shaft head right and cross the next rocky corridor to find
Missile Tank BR_01 sitting atop a pillar. Did you notice the screen shaking
violently as you entered this corridor? Head back to the left door to find
yourself accosted by a giant centipede creature, the "Deorem". Check the
bosses guide above at 5_DE for hints to take this irritating bug out.
If you manage to kill the beast this time around, grab the Charge Beam it
drops before leaving. But if it escaped you'll fight it again later on for
another chance to get the Charge Beam so you haven't missed out. Go back
into the tall shaft and climb up to the red door. One Missile will do, with
the door open go inside and cross the following corridor. Watch out for the
annoying bugs flying about in here and don't step in the acid pits. Below
the next small room lies Missile Tank BR_10, but it'll be easier to reach
once you've found the Power Grip. Moving right along, in the next cavern
you'll find two bug nests blocking your path. Shoot them down with your
beam and don't forget to pick up Missile BR_02 before leaving. Cross the
next small room to find another large corridor where you'll find Missile
BR_03 right at the entrance. If Deorem survived the previous encounter
you'll find it in this corridor waiting in ambush. Finish off the monster
once and for all to pick up the Charge Beam, then move on to find Energy
Tank BR_01 atop a pillar. Enjoying the item hunt? Well, you've only hit the
tip of the iceberg so there's plenty more to find. Beyond the door at the
right end of the corridor you'll find a shaft leading both directions. Drop
down below and break through the red door to find Brinstar's Map Room. With
the map downloaded, ascend the shaft as high as you can and go left.
Straight ahead in this small shaft you'll find a Save Room, once you're
ready go left at the top of the shaft. Roll through the narrow tunnel ahead
in this bluish corridor and blow through the red door ahead to finally
track down the Bomb upgrade.
Before leaving be sure to pick up Missile BR_04. We'll now go and find the
next Chozo Statue (it's optional by the way, you don't need to visit all
the statues). Back in the bluish corridor you'll be sealed in as the doors
lock themselves. Go over to the pillar near the right door and bomb it open
to release a bunch of small parasites hiding above the pillar. As they hit
the ground keep laying bombs before they gang up on Samus. Once all the
bugs disappear the doors will unlock. Go back down to the shaft and
backtrack down the long corridor. Once back inside the room to the left of
the corridor where you found your first Energy Tank, bomb through the floor
and descend the short shaft. Head left and blow through the red door at the
end of the corridor (watch out for the herd of Wavers) to find the statue
waiting patiently inside. Jump on the hands and activate the Morph Ball to
be shown where the Ice Beam is located, in the northern expanse of Norfair.
Continue backtracking down to the corridor where you first encountered
Deorem and head right. Bomb through the wall barring your path and proceed
right to find an elevator in a small chamber beyond. Ride it down to enter
Norfair's fiery caverns.
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--> 6.3 : Where's My Ship?
_________________________________________________________________________
As Samus takes the lift down, a cutscene will play depicting the Mother
Brain watching Samus closely with an "eye of Sauron" flair. Once the game
returns you'll find yourself in Norfair, complete with a remake of the
original Norfair's tune playing. Before locating the Ice Beam, we'll need
to go and find the Power Grip (you don't have to for sequence breaking) to
enable Samus' ability to hang and climb up the edges of platforms. Descend
the elevator shaft down past the purple Ripper and save your game in the
room on the right before carrying on. Head left once you're ready and cross
the long fiery corridor beyond the elevator shaft. Along the way you'll
spot Missile NO_01 but we'll pick it up on the way back once you've found
the Power Grip. Beyond this corridor you'll find yourself in another shaft
with an elevator not far up. Hitch a ride on it to find yourself in
Crateria - there's a few items you'll want to pick up here.
Head right in this dank cave and blow through the wall blocking your path.
Go through the door you'll find to discover a massive water cavern filled
with Skultera swimming about. From here you can pick up Missile CR_01
underwater even without the Gravity Suit. With the Missile tucked away jump
up to the top-left corner of the cavern via the floating platforms. Blow
down the obstructing wall and climb up through the opening in the ceiling
not far ahead. You're now in an outdoor area conveniently named the Chozo
Ruins. Activate the Morph Ball and roll through the narrows tunnels on the
right to eventually reach an enclosed door not too far away. Go inside to
find another dank cave, where you'll locate Unknown Item #1 in the corner
(doesn't that mysterious item jingle tune make you shiver? heh). The game
will tell you that this weird item isn't compatible with your current suit,
but sooner or later it will be (you should be able to tell what it is by
the item's appearance). With the Unknown Item in your possession you'll be
able to destroy the large blocks scattered about in this area, so give it a
try and pick up Missile CR_02 while you're at it. Head back outside and
make your way up out of the ground to the open air. There's not much to be
found over on the right for now so head left and jump up the platforms to
reach a door within the beaked maw of a large statue. Go inside to find
another desolate area decorated by giant intimidating and crumbling Chozo
Statues. You can't walk over the bridge spanning the gap ahead without
falling through, so face the inevitable and drop down to find yourself at
the base of a tall shaft. Break through the wall on the left corner and
navigate a short series of tunnels to find a hidden room beyond containing
the much-needed Power Grip upgrade. Use it to escape from this room, and as
you re-enter the shaft the large statue in the center of the room will
begin to rise. Once it reaches its peak small platforms materialise for you
to climb back up. Aren't the Chozo champs? Ascend the shaft and head left
at the top. Cross through the next empty room to find the massive landing
site where Samus' ship resides.
Save your progress in Samus' ship then proceed through the right door in
the corner. Cross this following corridor to find yourself back at the
Norfair elevator. Ride it down; we'll now go and track down the Ice Beam.
Before going back to the room housing the elevator leading back to Brinstar
you should pick up Missiles NO_01 & NO_02. Back in the Brinstar elevator
shaft, head right and save your game before moving on. Proceed right to
locate a giant lava cavern filled with a variety of platforms and enemies.
Make your way to the right side of the cavern, making sure to stay away
from the bomb launchers in the ground. Once at the right side go through
the door to find yourself in a shaft apparently leading skyward. What you
don't know yet is that this place is the tallest shaft in Norfair, and
you'll be coming back here numerous times. For now ascend the green shaft
and head through the first door you'll find on the left. Use the small
blocks suspended above the lava in the following corridor to make it
through safely, then head left once more to finally find the Ice Beam. With
your latest Beam upgrade in hand, you'll have to head left as the green
door sealed behind you can't be opened without Super Missiles. Bomb through
the wall behind the Chozo Statue and move on, freezing the purple Ripper
to reach the door. In the following shaft you'll find a Save Room on the
left, once you're ready climb up the shaft by freezing the Ripper flying
about. Use them as stepping-stones to reach the apex of the shaft before
heading right. In the following corridor use the enemies jumping out of the
lava as frozen steps to proceed through, eventually you'll find a Chozo
Statue with outstretched hands. Jump on and the map will show you where to
go next - right into Kraid's lair. The glowing dot will center on the room
right behind Kraid's, so you know what's coming. For now go right again and
pick up Missile NO_04 before leaving. Re-enter the tall shaft you were in
earlier and backtrack to the Brinstar elevator, picking up Missile NO_03 on
the way.
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--> 6.4 : The Wingless Dragon
_________________________________________________________________________
Trek back to Brinstar and backtrack to the corridor where the first Chozo
Statue you found resides. Pick up Missiles BR_05 & BR_07 along the way if
you wish. Once back in the statue's corridor head left past the rocky
outcropping and pick up Energy Tank BR_02 up in the ceiling. Go left again
to find a small familiar chamber with a line of Bomb Blocks covering up a
shaft leading down. Bomb your way through and descend the shaft. Go right
at the base to find an elevator in front of a rocky wall adorned with a
creepy statue head. The eerie music playing indicates your proximity to
something big and ugly, so we'll ride down the elevator to find out what it
is.
Welcome to Kraid's lair, where you'll find a crazy winding maze of rooms.
Follow these directions closely if you don't want to become lost, and
always remember to use your map if you do lose your way. Begin by entering
the Save Room down on the left of the main shaft to save your game, and
don't forget to pick up Missile KR_01 before leaving. Exit the Save Room
and blow open the red door across the shaft. If you take the time to
explore more of Kraid's area, you'll find a range of Zip Lines in some
rooms and corridors, but they can't be used yet until powered up. Beyond
the red door mentioned before you'll find a path leading to the power
generator. Inside the first corridor you'll find Missile KR_02. Traverse
right beyond the Missile and watch out for the Sidehoppers bounding around.
In the following room you'll find a shaft leading skyward with a large
glass tube running up along the right wall. Bomb open the floor right up
against the tube and drop down below to locate a Morph Ball Launcher. Use
the Launcher to shoot Samus up the tube to the higher expanse of the shaft
where you can pick up Missile KR_03 (you can also pick it up on the way
back to save time). Once you're ready climb to the apex of the shaft and go
left. Cross the following acid-filled corridor and note the Zip Line in the
ceiling. The following room is a shaft leading down, but there's a hidden
enclosure you'll want to find halfway down. Drop through the narrow shaft
up against the left wall and lay bombs as you fall. Near the bottom is a
Bomb Block covering the enclosure, blow it open and use the Morph Ball
Launcher below to reach inside. Take out the enemies and blow open the red
door with a Missile. This next corridor houses the Zip Line power
generator, jump on it and activate the Morph Ball to power it up.
You can now grab hold of the Zip Line's clamp and hitch a ride to the other
side of the conveyer belt in the ceiling. Shoot the red switch to call the
clamp over, then just jump up and touch it to ride across. Keep in mind
that you can also ride across while in Morph Ball mode - pretty neat when
blocks lined up along the conveyer only give you a small space to pass
through. On the far right side of this corridor you'll find Energy Tank
KR_01. Now the game plays a trick on you. Notice the left door sealing as
you entered the room? That means your only escape is via the right door. So
head on right and save your game in the adjacent room. Go right again and
jump down to the door below you in the shaft you've visited earlier. Cross
the next small room to reach a large purple acid-filled room. The door
behind you will seal, so something's definitely going on. Grab hold of the
clamp on the Zip Line ahead and you'll be ambushed by Mua, a giant Acid
Worm creature attacking from the acid. Check out the bosses guide at 5_MU
for tips to cut this worm out for good.
With the worm dead the acid will drain and the doors will unlock, allowing
you to escape. Pick up Missile KR_04 before leaving, then exit via the left
door. From here retrace your steps back to the main elevator shaft. Now
we'll go after Kraid himself. Save your game if you wish, then go through
the blue door down on the left wall below the Save Room's door. Cross this
acid-filled corridor to find a Zip Line in the ceiling. Activate the Morph
Ball and bomb-jump up to the clamp to be carried across to the left side of
the room, with the Morph Ball active you'll avoid slamming into a range of
blocks along the way. Beyond the door you'll find a shaft leading skyward,
from here you can pick up Missile KR_05. Once you've got it, bomb through
the floor of the shaft where you can see a Ripper flying about in the acid
below. Drop down to discover that the acid isn't real and is in fact
concealing a huge hidden shaft. At the base go right. Go right again and
break through the red door ahead to find the corridor containing Missile
KR_06. With that item secured, go back into the room with the red door and
look around. See the suspicious looking block at the foot of the left door?
Bomb it open and fall through to discover a hidden area. In this hidden
shaft you'll see a large block that resembles the ones you found near
Unknown Item #1 in Crateria. Keep descending the shaft and head left to
save your game. Back in the previous room, head right going past the pipes
spewing enemies in the floor. At the end of the corridor you'll find a
door, but instead of going through shoot open the crumbling blocks above
and crawl through a narrow tunnel above the door. In the following room
you'll find Unknown Item #2 (guess what it is?) and notice that you
couldn't have entered this room via the door. Leave the room (recharge
health/ammo first) and crawl up into the narrow tunnel above in the
previous corridor. Roll along while watching out for the crawling enemies
and make your way up to the door above near the hole you first entered this
room via. Watch out for the multitude of Sidehoppers and flying bugs in the
following green corridor, at the end you'll find a Save Room. Head right
after saving to find a small green room with a crumbling block in the
floor. Bomb open the block and fall through the concealed tunnel to find
yourself in a giant room full of red crawlies, now very close to Kraid's
lair. You'll slip down between two more of the Unknown Item blocks, if you
fall down make your way back up to them and destroy each one. Go left
through the tunnel they covered and proceed through the door you'll find.
The next room yields a weird sight - one of the eyeball creatures known to
SM & MF veterans covers the next door. Walk up to the creature and wait for
the eye to slowly open before firing a single Missile into it. One shot
will do, just watch out for projectiles the eye expels. Go inside to face a
nasty sight, you've just woken up Kraid and he looks pretty irritated. Give
him a coffee to calm him down... uh, I mean check the bosses guide at 5_KR
for tips on taking this oversized monster down.
With Kraid finally admitting defeat, the game will show you the Gold Statue
room back up in Crateria, where you'll witness the eyes of Kraid's half of
the statue open with a flash of red. Now you'll just need to find Ridley
before gaining access to Tourian. With Kraid gone and the giant room empty,
bomb through the left corner to find a small room housing everyone's
favourite - the Speed Booster. Time for some happy Shinesparking days.
Refill your energy/ammo via the statue then go down into the corner
underneath it. Start running to the right and re-enter Kraid's lair. Keep
running through Kraid's lair to build up the Speed Booster's charge, you'll
then slam through the wall on the right side and emerge back out in the
large room full of red crawlies. Keep running up the slope and shoot open
the door on the right side of the room. You'll now enter a tall shaft
leading skyward, slam through the Speed Booster block-wall and begin
climbing up (you can always crouch and Shinespark straight up the shaft to
save valuable time). The first door up on the left wall leads to Missile
KR_07. Pick it up then ascend to the apex of the shaft. Head right to save
your game if you wish then go left and jump onto the clamp of the Zip Line
in the ceiling of the following corridor. Face right as you travel along
the conveyer and fire Missiles madly at the flying bugs, as you don't want
to fall into the acid below or you'll fall through to the corridor
containing Missile KR_07 and be forced to backtrack. At the end of the
conveyer shoot out the Unknown Item block and head left to find yourself
back in the main shaft. Before leaving be sure to pick up Missile KR_08 and
Energy Tank KR_02. With both items secured head back up to Brinstar, you're
done here for now.
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--> 6.5 : Heating Things Up
_________________________________________________________________________
As you ride back up the lift to Brinstar, another cutscene will play
depicting Ridley piloting a massive Space Pirate ship in outer space. Now
what could that be about? (you'll find out soon enough). Once back up in
Brinstar the creepy hippo-faced statue on the right wall of the elevator's
room will crumble, revealing a hidden room beyond. Watch out for the Zoomer
emerging from the opening (no, I don't think it knocked the wall down on
its own), then go further inside to find a Chozo Statue awaiting you. Do
the usual trick to be shown where the Hi-Jump Boots are located, deeper
down in Norfair.
On your way back over to Norfair's lift, pick up Missile BR_06 in the shaft
outside the lift leading down to Kraid's area. Proceed back down to Norfair
and save your game before heading into the large lava cavern right next
door to the Save Room. Once inside, make your way over to the right side of
the room and shoot the door open. Run back as far left as you can, then
dash to the right to build up the Speed Booster's charge. You'll charge
into the tall green shaft and break through a range of Speed Booster blocks
set in the floor. Descend the shaft a little way down and head left through
the first door you'll find. Clear out the enemies in this long corridor and
use the space to build up the Speed Booster's charge again as you dash back
into the shaft. Back in the shaft you'll break through another floor of
Speed Booster blocks. If you check your map now, you'll find that the
Hi-Jump Boots aren't far off. Descend the shaft until you see a door
opposite a Missile, then go inside. Cross the adjacent corridor (watch out
for enemies) and blow open the red door to find the Hi-Jump Boots waiting
snugly inside. Now Samus can jump much higher than normal, plus you'll be
able to Spring Jump while in Morph Ball mode. Backtrack to the tall green
shaft and jump over the tall wall to reach Missile NO_06. Continue on
downward as far as you can. You'll descend down past three doors, don't
worry about the one at the bottom for now, as a Kiru Giru blocks your
progress in the corridor beyond. Climb up to the door above and go inside
to find a tall shaft home to the next Chozo Statue. Jump on to be shown
where the Varia Suit resides, high up in Brinstar's northern expanse.
Exit the room via the upper door, then within the small alcove you'll find
yourself in of the tall shaft, walk over to the right wall to discover a
hidden Morph Ball Launcher. Use it to break through the Speed Booster
block-lined floors above and to ultimately escape from this shaft. For now
backtrack and return to Brinstar. On your way up to the Varia Suit's room,
you'll have the option of picking up Super Missile BR_01, but be warned,
it'll be difficult to retrieve. You can also pick up Missile BR_08 along
the way. Either way, once you're ready ascend to the apex of the second
tall shaft (the first shaft you'll enter when coming from Norfair). At the
very top head right to find a familiar green corridor. Proceed right,
jumping over the tall cylinders along the way (shoot the red core to raise
them up). Roll through one of the several horizontal grey pipes you'll
eventually find, once through you'll discover a weird purple ball blocking
the path. You can't injure the obstacle (your shots just irritate it), but
you can still use a hidden tunnel up in the wall above to make it past.
Within the next room you'll be close to finding the Varia Suit. Blast the
Waver and shoot up in the ceiling to eventually discover a breakable
section. Jump up above to find a tall shaft heading skyward. Your target is
a ledge up on the left wall, but there's fake and crumbling blocks up
against the wall, so you'll have to jump from the edge of the solid blocks
roughly in the center of the room. Work out where the fake blocks are by
shooting downward (your shots will go straight through them) to time your
jump from the last solid block, then you should easily make it thanks to
the Hi-Jump Boots (but sequence breakers can still get up there without
it). Shoot up through the platform above and climb up to the door while
watching for Wavers. In the following corridor you'll encounter two more of
the purple ball thingys blocking the path. But watch as a pack of the tiny
parasites begin to swarm all over the balls, slowly destroying them. Once
both balls have been consumed, reward the parasites by laying bombs all
over them before they gang up on Samus. Make your way through the
acid-filled corridor by way of the complex platforms scattered about, and
remember to hold A while in Morph Ball mode to continually jump whenever
Samus lands on the ground. Release the next group of parasites ahead to
clear out another purple ball, then penetrate the red door ahead to finally
locate the Varia Suit.
Now you'll have the pleasure of wading through the acid found throughout
Brinstar without taking a scratch. You'll also be able to survive the
ultra-heated zones of Norfair, so we'll be heading back there again.
Backtrack down to the earlier corridor you were in, and be sure to pick up
Energy Tank BR_03 on your way down.
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--> 6.6 : Just Can't Keep Out of Norfair
_________________________________________________________________________
Back down in the lower corridor, head right to save your game. Proceed
right again past the Save Room to find another long corridor. Not far in
you'll discover Missile BR_09 atop a pillar, pick it up as you go through.
Now you'll need to do some exploring to proceed further down this corridor.
Right at the end of the hall you'll find a tall cylinder covering a small
alcove where a bunch of parasites dwell. Inside the alcove you'll find a
gray pipe in the wall, exploration of that tunnel will take you to a room
where a Chozo Statue's blocking the path, so you'll need to find another
way around. Back in the previous corridor, visit the parasites and allow
them all to attach to Samus' body (they won't bite). Go back over to where
you located the Missile and take a dip in the acid. You'll discover a
hidden underwater tunnel, so take a look further down. Another of the large
purple balls blocks the way down below. Touch it and wait for all the
parasites to latch onto it. Once the parasites devour it roll through the
gray pipe ahead. Jump up out of the acid in the following corridor and jump
onto the Chozo Statue's hands to be shown where the Wave Beam is located,
once again down in the depths of Norfair.
Trek right through this corridor and descend the following shaft. From
here make your way back down to Norfair, taking a slight detour to pick up
Missile BR_10 along the way. Once you're back in Norfair, proceed over to
the tall green shaft on the eastern side. From there ascend the shaft and
go left at the top to find Missile NO_05 in a super-heated corridor. With
that in hand head back down to the lava cavern adjacent to the shaft and
use it to build up the Speed Booster's charge. Break through the Speed
Booster blocks in the floor of the shaft and head left below. Cross the
corridor and blow open the green door at the end with a Super Missile.
Beyond you'll eventually locate Missile NO_07 and Super Missile NO_01 (just
watch out for the dragons spewing fire from the lava in Missile NO_07's
corridor). Once you pick up the Super Missile, exit the room and re-enter
it to restore the Bomb Block alcove. Use the flat open space to build up
the Speed Booster's charge to Shinespark back through the previous
corridor, it save a lot of time and hassle. Once back in the corridor
adjacent to the eastern green shaft, use the open flat space to build up
the Speed Booster and break through the floor in the shaft. Descend the
shaft and return to the Hi-Jump Boots' room. Once there roll under the
statue and through the narrow tunnel in the left wall. Proceed through the
next small room using the Wall Jump trick when needed. In the next giant
heated cavern, you'll need to clear the scattered blocks on the floor away
to clear a path for the Speed Booster. Waste all the enemies and head back
to the door once all the blocks are gone. Run up the slope to the left and
jump at the cliff to smash through the wall of Speed Booster blocks ahead.
Trek into the next corridor to find a nasty large Sidehopper waiting in
ambush. Pummel it with Missiles or Super Missiles and move on to find a
Save Room ahead. You won't know it yet but the next room is part of a tall
shaft heavily broken up into smaller chambers. The Screw Attack is up
above, but to save time we'll pick it up later. Proceed left through the
next heated corridor to find a shaft leading down. Go through the red door
at the bottom to find the Map Room, where you'll quickly discover that
there's plenty more rooms to explore here. Go back outside and jump into
the lava below (it won't hurt). You'll find that it's fake, and that
another hidden shaft lies below. Descend the shaft and head right at the
base. Cross the next large cavern to find yourself in a small room. From
here you can break through the floor and descend the hidden shaft below to
eventually locate Missiles NO_09 & NO_10.
With both Missiles in your possession go back up to the room above the
hidden shaft and proceed right. Cross the following corridor while blasting
away the weird vegetation (some of enemies are caught in it!). Beyond
you'll find another small room, shoot through the floor near the left door
and drop below into the fake lava. Proceed left and clear out the large
Sidehopper in the following corridor. Take the left door at the end of the
corridor to finally locate the Wave Beam, a handy and practically vital
addition to your arsenal. We'll now go down to the south-eastern quadrant
of Norfair to find access to Ridley's lair. Backtrack up to the corridors
above (try out the Wave Beam on the large Sidehopper) and head right to
find a Save Room. Cross through the next heated corridor and run along the
open floor to build up the Speed Booster's charge, as there's a wall
blocking the path you'll need to smash through. Enter the next corridor to
face an unusual sight - you've just entered the lair of two Kiru Girus,
huge larvae/caterpillar creatures. Both are blocking your path and seeing
as the door just behind you sealed you'll need to take them out. Check the
bosses guide at 5_KG for tips to clear each one out.
With both larvae cooked, grab Energy Tank NO_01 before leaving. Run over to
the left side of the corridor and run back to build up the Speed Booster's
charge. Beyond the door you'll find yourself back in the giant green shaft,
and you'll promptly break through the floor ahead clearing a path to the
door below and Missile NO_11. Travel through the door down below and save
your game in the room beyond. Cross the next corridor while clearing out
the vegetation and enemies caught in the vines. You'll now face one more
challenge before gaining access to Ridley's area. The following room is
home to the Ensnared Kiru Giru, a huge Spore Spawn look-alike (it even has
a remake of Spore's theme). Check the bosses guide at 5_EK for tips to
finish it off. Once the creature crashes into the floor writhing and
squirming, drop down through the hole it creates and proceed right. You'll
now locate the elevator descending deep down into Ridley's area, so hop on
and ride it down. During the ride you'll watch a cutscene exhibiting Ridley
landing the massive Space Pirate ship on Zebes' surface before taking off
for his lair, so it looks like he knows you're coming.
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--> 6.7 : Ridley's Magma Pit
_________________________________________________________________________
Ah, another familiar area complete with a familiar tune. You'll find that
Ridley's area is layed out much like the original Metroid, but in the
visual department appears similar to Ridley's lair in SM. Jump off the
elevator and go down to the doors below. You won't find much through the
right door, so instead travel left. Save your game in the room beyond
before continuing on. Now there's one of two things that may happen next.
In the following room your path is blocked by a green door which can only
be opened by Super Missiles. If you've followed my directions thus far,
you'll already have a few in your arsenal so blow it open and head on
through. But if you haven't got any yet (or if you're going for a 100% item
rate), you'll need to find Super Missile RI_01 nearby. Jump up through the
hole in the ceiling to find a tall shaft leading skyward. You won't be able
to reach the door in the alcove above, so continue on up the shaft. At the
very top you'll spot the giant Kiru Giru creature you fought not long ago
sitting up against a wall in a separate alcove. The creature looks as
though it's escaping from its cocoon, and that can't be good. You'll need
to make your way over to where the creature is, to get there begin by
backtracking up to Norfair. Once there go back inside the room where you
initially fought the creature to find a gaping hole in the floor where it
crashed. Follow the tunnel down to re-enter Ridley's area. You'll
immediately fall down into the tunnel where the remains of the creature's
cocoon lies, with it nowhere to be found. Uh oh. Head through the opening
in the left wall to fall into a giant open room where Super Missile RI_01
resides. Walk over to the left end while clearing out the eggs lying
around. As soon as you spot the Super Missile hidden within the wall a
crazy boss theme begins to play right on cue as Imago - an overgrown
multi-eyed wasp - charges in from the right. Check the bosses guide above
at 5_IM for tips to rip the stinger off this monster and send it packing.
Now we'll finally venture deeper into this area. Leave Imago's room and
descend the shaft. You'll find yourself back down in the room with the
green door, blow it open and head left. The following long corridor is home
to a pack of enemies, but if you bomb the floor near the first pillar
you'll find a hidden tunnel running along under the floor. Use it to sneak
past all the enemies and shave off precious time if you're going for a fast
completion. Beyond this corridor you'll discover Energy Tank RI_01 sitting
idly in a narrow room. Watch out for the fake blocks covering a hole in the
center of the room, shoot Missiles into the floor to see where the solid
blocks end. Stand on the fourth block from the door (not including the one
directly under it), and jump from there to clear the hole and reach the
Energy Tank. Pick it up and trek left. Cross the following corridor taking
care when moving through the centre enclosure (use the Wave Beam to clear
out the hidden enemies. Beyond here you'll discover a tall shaft dropping
down below. Descend the shaft and save your game through the left door
below (the right door leads back to the room with the previous Energy
Tank). Drop through the narrow crevice in the floor of the shaft and
proceed further down to discover Missile RI_01 along the way. Once at the
base of the shaft, go right to find the Map Room. With the map downloaded,
head right to find the longest horizontal corridor in the entire game. From
here you can turn back to pick up Missiles RI_02 & RI_03. With both
Missiles secured go back to the ridiculously long corridor and trek to the
right end, using the roof sections to bypass the enemies below. Not far in
you'll find Missile RI_04 easily atop a pillar, so make sure you pick it
up. Once you finally reach the right end of the corridor you'll discover
another Save Room, so save your game before heading on. Beyond here lies a
tall shaft leading up, you'll want to climb up and go through the second
door on the left roughly halfway up, just watch out for the fireball-like
enemies crawling around the platforms.
We're now on the final run to Ridley's lair. In the following long corridor
you'll spot a hole in the floor bridged by a platform. Try to avoid
shooting the platform and falling through otherwise you'll end up in a room
lower down connected to the previous shaft - a real time-drainer. Proceed
through the corridor whilst watching out for Sidehoppers and other enemies.
Don't forget to pick up Missile RI_05 in here before moving on. In the next
room you'll discover Missile RI_06 guarded heavily by fireballs bouncing
around the room. Bomb through the floor closing off the alcove and clear
out the enemies before claiming your prize. From here you should also find
Super Missile RI_02 up through the ceiling. Moving right along, you'll
discover Missile RI_07 atop a pillar in the next room. But watch out for
the hole below, as if you fall down you'll miss your chance at this Missile
for now as well as three others and a Super Missile, you don't want to blow
it. Firstly, freeze one of the blue fireball creatures as it crawls down
the right side of the pillar, then use it to reach the Missile. Then from
atop the pillar, just hold Left to drop off the pillar and grab hold of the
platform's edge at the base of the left door. From there go forth and pick
up Missiles RI_08, RI_09, RI_10 and Super Missile RI_03. With all that new
ammo weighing you down, go back to the room with the hole and drop down
below. Go left at the base of the shaft to discover a Save Room, where it's
a very good idea to save your game now. Beyond you'll discover a large open
room. Proceed over to the left side to discover a Monster Door covering the
hatch. Watch out for its energy projectiles, but it shouldn't be much
trouble at all. Once the creature blows, open the door and get ready to
enter Ridley's lair. Enter the room and... huh? It's empty! Check your map,
you are indeed inside Ridley's room but he's nowhere in sight! Do the only
thing you can do and proceed left through the door on the other side of the
room. Inside this next corridor you'll discover the final Unknown Item, as
well as Energy Tank RI_02 hidden beyond the left wall. If you're low on
health or ammo fear not! Just use the statues to refill your energy/ammo,
then go back inside Ridley's room. Now you'll face the screaming dragon,
and it won't be too happy to see you. Check the bosses guide at 5_RI for
tips to defeat this monster that doesn't know when to quit.
Once you've dealt the final blow to Ridley, among his ravaging screams the
game will return to the Gold Statue room, where the eyes on Ridley's part
of the statue promptly open. With one last shriek Ridley will explode,
allowing you to finally leave this hole. Leave via the right door and
proceed back to the Save Room, using a flying bug emerging from the pipe
back in the following room as a stepping stone to reach the hidden tunnel
up above. Save your game before moving on. We'll now pick up a couple more
items on our way out of here. Proceed right beyond the Save Room and right
again in the next shaft, all the while holding down Right to build up the
Speed Booster's charge. In the next purple corridor you'll charge up the
Speed Booster and careen through the wall at the far end, blowing through
a group of enemies as you do. Pick up all the items they drop before moving
on. The following green corridor contains Energy Tank RI_03, bomb through
the floor near the raised platform ahead to expose a hidden tunnel running
under the floor where you'll find it. Keep going right to eventually find
yourself back in the shaft you visited earlier. Climb to the apex and
travel left. You'll now be in a huge lava cavern, head left and use the
flying bugs popping out the pipe to reach Missile RI_11 above in the
top-right corner. With the Missile in hand, make your way over to the left
side of this large room. Beyond the swooping enemies you'll find a
dead-end. Shoot out the block in the floor up against the wall with a
Missile and bomb your way down through a hidden tunnel. Drop down into the
room below and go left. You've now completed a counter-clockwise run of
Ridley's area, as you're now back in the elevator shaft leading up to
Norfair. Jump on the lift to finally leave this place.
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--> 6.8 : The Mechanical Madness
_________________________________________________________________________
On our way up through Norfair we'll pick up the trusty Screw Attack. Once
back up in Norfair the wall adorned with the two statue heads on the right
will promptly crumble, revealing an opening beyond. Move in to find a
chamber containing the wreck of a Chozo Statue - this one would've directed
you to Tourian if it were still standing (well, it is, but it doesn't have
a head). Move on beyond the statue and climb into the small alcove ahead.
Shoot down through the floor and drop down below to discover a hallway
running left. Just on the right you should've spotted a Morph Ball Launcher
behind a wall, that leads back up to the room directly above but we won't
be using it. Instead, walk left and jump up onto the raised platform. Begin
running left without releasing Left. You'll run through a tube set into the
background of the previous elevator shaft and the tunnel Imago created,
before emerging into a long narrow corridor. Shoot your Beam constantly as
you run to blow down small walls in the way, you'll then smash through
Speed Booster blocks covering up a Morph Ball Launcher in the corner. Jump
in a lay a bomb to be launched right up through the tall shaft broken up
into smaller chambers that you've trekked through a while ago. Once you hit
the roof at the apex of the shaft you'll discover that you're in a hidden
room above the Save Room below on the right (check the map). Go left to
discover a tunnel filled with enemies flying back and forth. You'll also
spot Missile NO_12 in the center up in an alcove, but you can't break in
without the Screw Attack. Freeze the flying fiends and break through the
red door at the end to discover the Screw Attack waiting in a room beyond.
With your newfound power head back into the previous corridor and clear out
the flying enemies before picking up the Missile Tank. Go back into the
segmented shaft and break through the floor to drop back down below. Head
right and save your game before leaving. From here you should now backtrack
to the Brinstar elevator and return there for the trip to Tourian. If
you've been picking up all the items mentioned so far in this walkthrough,
you should be loaded and more than ready to tackle Mother Brain. Use the
Screw Attack often to clear out enemies, you'll find it also saves a lot of
time and hassle. Once you return to the giant green shaft on Norfair's
eastern side, jump up to the Speed Booster blocks barring the way. Around
both of the two floors you'll find there's a range of Screw Attack blocks
hidden within the terrain, break through these to easily bypass the Speed
Booster block-floors. Once you've made it back to Brinstar, trek up to the
Gold Statue room up in the north-western area (check the map and you'll
notice what appears to be two small flames hovering over the room). Make
your way up there to find yourself locked inside upon entering the room.
Walk over to the huge face of Kraid in the statue. The eyes on both faces
will promptly flash before both maws open up wide, allowing you to pass.
Walk through and go left to discover an elevator. Ride it down to enter
Tourian, Mother Brain's lair. Sit back and watch as another cutscene plays,
this time showing several Metroids feeding off a dead Space Pirate - those
morons really don't care about collateral damage. The familiar groaning
tune welcomes you to the this mechanical maze, where you'll be facing quite
a number of Metroids before reaching the big brain. You won't be able to
descend this first shaft upon entering, instead go right to discover a Save
Room where it's a very good idea to save now.
Going beyond the Save Room you'll discover a small chamber with a dead
Space Pirate - but not a single Metroid in sight. Proceed right again and
descend the short shaft beyond. Watch out for the turret emplacements in
the walls and floor, they'll emit small circular projectiles which often
drop items when shot at. Go left at the base of the shaft to find yourself
locked inside a long seemingly empty corridor. Walk forward to witness a
Metroid emerge from the depths of the background. Quickly freeze it before
it lunges at Samus, then fill it with five Missiles or a single Super
Missile to blow it apart. If you ever happen to be caught by a Metroid,
quickly lay bombs to shake the creature off, then freeze it while it's
still recovering from the blast. Proceed through the left door to find
yourself in the main shaft again, but lower down. Keep your eyes peeled in
here for two Metroids lurking in the background; you can see them as tiny
Metroids hovering around before it lurches into the room. Descend the shaft
while taking each Metroid out, make sure you only face one at a time. Try
to shake off the annoying red circles, they'll often fly between you and
the Metroid. With both Metroids cooked go right at the base of the shaft.
The following lava-filled corridor is home to several more Metroids, you'll
have to beat them all to unlock the doors at either end of the hallway.
This corridor's littered with dead Space Pirates, I guess they must be one
of the Metroid's favourite delicacies. Take your time proceeding down the
hall as you take out each Metroid, and again try to avoid the annoying
projectiles fired from the turret emplacements. Enter the next large
chamber and drop down the opening ahead. Watch out for a Metroid lurking
down below in the corner, then proceed on taking down any Metroids in your
path. Beyond in the next small room you'll see a platform covering up a
hole below. The door ahead leads to a Save Room, but there'll be another
one before Mother Brain's lair so you don't have to save now. Shoot out the
platform covering the hole and drop down below to discover a door on the
right. On the left wall is a turret which fires green circles, these ones
move faster than their red counterparts but also drop items more
frequently. Upon entering the next room you'll discover that it's a tall
shaft going straight down. Yet more Metroids lurk in the shadows, watch out
for them as you proceed down through the winding platforms. Take care near
the base of the shaft, you don't want multiple Metroids ganging up on you.
Proceed left at the bottom to find a narrow empty corridor. Once again the
blasted doors will lock you in, so you'll know there's more Metroids to
hunt. Bomb the floor to open up a huge opening revealing a second corridor
below. Watch out as there's two Metroids waiting at either end of the
corridor. Stay atop the floating platforms below and wait for two of the
Metroids to give chase. Jump back up to the corridor above and lure them up
there before freezing and frying both. Clear out the other two Metroids on
the other side before bombing the floor again. You'll reveal yet another
corridor below, where two Metroids lurk among a mass-grave of dead Pirates.
Lure them up to you above and finish both off to unlock the doors. Upon
exiting this huge room via the left door you'll find the last Save Room
before Mother Brain, so I'll state the obvious - save your game now more
than ever.
Proceed left to find a long empty corridor filled with turrets in the
ceiling. Now's a good time to Screw Attack the circles to fill up on
energy/ammo before the big battle. Once you've refilled your payload, go
back and save just in case you have to come back and do it again. Blow open
the red door at the left end of the corridor to finally locate Mother
Brain's lair. You'll feel right at home in the familiar surroundings - the
hallway is designed just like MB's lair in the original Metroid. You'll
have a heap of turrets firing circles in every direction, as well as
smaller turrets firing tiny laser beams in multiple directions. Large glass
tubes will block your path to MB itself, so you'll need to fill them with
Missiles or Super Missiles to blow them apart, just try to keep firing as
if you stop they'll slowly regenerate somehow and you don't want to waste
ammo. Further on down the corridor you'll find lava filling the bottom part
of the screen, try your best to stay out of it as it's a major hassle
trying to get out while projectiles rain down from above. For the lava
section, try staying on the rightmost block, from here you'll have a good
chance of firing at the glass tube while avoiding the persistent laser
beams. Beyond the final glass tube you'll see a narrow opening up on a
wall, roll through it and drop down to finally come face-to-face with
Mother Brain itself, sitting snugly within its glass chamber. Refer back to
the bosses guide at 5_MB for tips to finally defeat this loathsome monster.
Deal the final blow to MB and watch as it ultimately explodes along with
the two gun turrets. You'll then be informed by the game that you need to
escape right now before the time bomb goes off, taking out the entire
installation. You'll now have 2 minutes to get back up to Samus' ship in
Crateria (you only get 1 minute on Hard), so put on those running boots.
The frantic alarm and music gives you more than enough of a hint to get out
of there, so proceed through the door beyond MB's remains. Just like in the
original Metroid a tall gargantuan shaft greets you beyond. Climb up the
floating blocks and platforms as fast as you can and try to avoid falling
down. Watch out as the single blocks will slowly begin to crumble as you
step on them. Upon finally reaching the apex of the shaft you'll discover
an elevator waiting. Quickly jump on to be taken up to Crateria. Now for
the final run. Go right and ascend the rocky shaft amid all the explosions
rocking the screen. At the top shoot through the walls blocking your path
and frantically jump over them to reach the right side of the corridor.
When you reach the edge of a raised platform, there's a door ahead. Begin
running right from here and shoot open the door. Go through to emerge back
out in the landing site where your ship awaits, but there's a wall covered
in Speed Booster blocks barring the way. Keep running to build up the Speed
Booster's charge and you'll easily smash through the wall. Jump atop your
ship to finally escape from this doomed place before everything goes to
hell, then sit back and watch as Samus takes off and escapes from the
planet. Congratulations, you've done it! Or have you?
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--> 6.9 : Didn't See That One Coming
_________________________________________________________________________
Major spoilage time. DO NOT read on if you haven't played up to this part
of the game yet, as something's about to happen that you'd be best not to
know about until playing the game. I mean it. Really.
--- LAST SPOILER WARNING!! ---
Upon finally escaping from the doomed Pirate fortress on Zebes, you'll
watch a cutscene showing Samus taking off into orbit as the ground
facilities blow to oblivion. Taking a well-deserved break, the game shows
you Samus removing her suit and revealing the lovely lady within. But now's
not the time for celebration, as Samus finds herself suddenly surrounded by
weird Space Pirate scout ships. They give chase, madly firing away trying
to shoot Samus down. It appears that Samus escapes her pursuers, but her
ship then takes a direct critical hit from an unknown assailant. Out of
options, Samus takes the ship down and crashes below on Zebes' surface,
sacrificing her ship and Power Suit at the same time. You'll then see a
short narrative of Samus pondering the current situation, while surveying
the giant purple Space Pirate Mothership Ridley landed earlier resting
nearby.
Once the game returns control to you, you'll find Samus completely without
her Power Suit, only wearing a blue body glove which thankfully retains all
your collected Energy Tanks. And what does she have to defend herself with?
A measly little emergency pistol. Things aren't looking good. With this
meager equipment you'll have to infiltrate and surreptitiously move through
the Space Pirate Mothership, trying to find any possible way to escape.
You'll find yourself in an open rocky area with rain pouring down, and the
game calls this area Chozodia. Didn't I say this was more than a remake?
Now you know why. Take the armourless Samus over to the left side of this
rocky area and proceed on. Before going any further, learn how the pistol
works. Normal shots are useless against enemies, but if you stop firing and
wait for the red bar below your Energy Tanks to fill up, firing the pistol
unleashes a stronger shot capable of stunning enemies. Climb up the
following area (yep, somehow the Power Grip ability still works) and
proceed left to locate the underside of the purple Mothership. Crawl under
the ship (Samus automatically crawls through narrow spaces) and proceed
left again. You'll see a bunch of red Space Pirates (aka Zebesians) running
throughout the interior of the ship, but thankfully they can't see you from
there. At the left end of this area you'll find a green door which you
obviously can't penetrate, instead go down to the bottom corner below the
door and shoot through a the grating there to uncover a narrow tunnel.
Crawl inside to enter the ship.
Another short cutscene plays, where you see the close-up of a green
mechanical eye opening. What could that be? Proceed through the first
narrow tunnel without worrying about the Zebesians in the above corridor.
Beyond here you'll find yourself in the Map Room, so download the map to
find that the Mothership is a huge twisting maze of rooms. Go left once
you've got the map to find a Save Room. Notice that the pod looks different
to the other ones in Zebes? Jump on to find out why. These ones not only
save your game but also restore energy and ammo fully, health is something
you definitely need right now. As the left door is red, you'll need to exit
the room via the small tunnel above it. Once in the following large room,
you'll spot a Zebesian guarding the door below. Now the Splinter Cell
aspect of the game comes to light. You really don't want Zebesians to spot
you otherwise they'll trigger an alarm, summoning reinforcements. And you
can't kill them, all the pistol can do is stun them for a few seconds with
a charged shot. The frantic nature of the music doesn't help either.
Unfortunately you can't avoid being spotted by this first Zebesian guard.
The best you can do is jump down through the hole ahead and quickly stun it
before it moves. As soon as the alarm goes off shutters ahead will slam
down, trying to trap you. Walk over to the shutter and an opening up the
ceiling will appear. Jump up and crawl through the narrow tunnel. Be warned
though, as the Zebesians can also crawl through narrow spaces. Jump up the
platforms above and stun a second Zebesian above. Quickly head right and
run into the following room. Crawl through the narrow tunnel and jump up
into the concealed alcove above near the shutter. A Zebesian will walk into
the room and stop, before turning and leaving. The alarms will go off, so
you're safe... for now.
By the way, try to avoid taking damage from the Zebesians, they hurt a lot,
especially on Hard. In fact you can only take three hits before dying on
Hard, so this will definitely be the toughest part of the game. Proceed
beyond the shutter when it opens and cross the hallway to find a giant room
filled with what appear to be green alarm trip wires. Touch one of these
green wires and the alarm goes off, so get used to dodging them. Proceed
right and crawl through the narrow tunnel you find. You'll find it leads
nowhere, but this entire section is covered in Bomb Blocks. Samus' pistol
can shoot through them, but as soon as you shoot hold Right as the ground
beneath her will break apart. You'll crash land down into a trip wire and
set off the alarm, instantly jump up to the now-exposed door in the top
right corner. Run through the next corridor and clamber up the shaft
further in. Shoot out the small block covering the narrow tunnel leading to
the next door and rush through. You'll find yourself in a tall shaft with a
shutter blocking your path, walk up to it to fall through the ground. Stun
the Zebesian at the base of the shaft, then frantically climb up to escape
from it. The creature will try to climb up the wall and catch up, stun it
again if it gets too close. Zip through the door at the apex of the shaft
and immediately jump over the tall edifice in the following room. Another
shutter blocks your path, but if you stay still and don't move, a Zebesian
will run into the room. Stay still and the stupid creature will leave the
room, causing the alarm to turn off. The shutter will open, so head on
through. Jump up through the opening in the ceiling ahead to find yourself
below the hangar bay, where a squadron of scout ships rest idly - yep,
that's your ticket outta here.
Crawl through the narrow tunnel beneath the floor to find yourself in
another tall oddly-shaped shaft (keep an eye on your position on the map).
Drop through crumbling blocks in the floor to enter the shaft, then go
through the door behind you to find a Save Room (but annoyingly you can't
get in there on Hard mode!). With your game saved and health restored
(unless you're on Hard mode), climb up the shaft as high as you can and go
over to the door down on the left side, opposite the door to the Save Room.
In the following shaft your path is blocked by a red door, so you'll need
to shoot through the crumbling blocks near the right door to proceed. Watch
out down below as there's a Zebesian waiting in ambush on the left, quickly
stun him and crawl through the tunnel on the right. Shoot your way down
through the next shaft by blowing away the crumbled-looking blocks.
Once near the bottom of the shaft watch out for Zebesians below, then head
for the door in the bottom left corner. You'll enter the next chamber to be
greeted by a tiny dead-end, but quickly run forward to drop through
crumbling blocks up against the wall just as the Zebesian enters the room
behind you. You'll fall further down into a small alcove blocked off by a
shutter, somewhat like a prison. But of course the stupid Pirates think
you've disappeared again and will lower the security level, opening up the
shutter. Once free of your tiny prison, go left to find yourself at the
base of a tall shaft inhabited by wandering searchlights. You can guess
what they're for, touch one and Zebesians will come running. Ascend the
shaft very carefully, watching the patrol paths of the lights closely. At
the very top go right to re-enter a shaft you visited earlier. Press on up
the shaft and head left through the door above. Break through the Bomb
Block walls in the following room to discover a Save Room beyond - you'll
even be allowed access to this one on Hard mode. Go left after saving to
discover a huge room filled with an assortment of laser trip wires. Spin
Jump up the wall ahead and climb onto the top of it. Jump down on top of
the laser trip wire's block ahead, then jump across to the next purple
platform. Jump over onto the flat floating platform ahead but watch out as
it'll begin to crumble when you step on it. Try to jump over to the top of
the next vertical laser trip wire, but don't worry if you trigger it.
Quickly zip over to the door on the left and go inside. Proceed through the
next small chamber to discover a shaft leading down. If you're not being
pursued by Zebesians at this point, then instead of crawling through the
tunnel below to find a tall shaft filled with Zebesians, I suggest that you
take a quicker route. Spin Jump up the left wall of this shaft to discover
a hidden opening up in the corner. Drop down the hidden tunnel and descend
the shaft. As you fall through the shaft you'll see the rain pouring down
from outside, before dropping down snugly into a glass tube corridor -
totally bypassing the Zebesian-filled shaft behind the door there. Cross
the glass tunnel and go through the next small chamber to find your
surroundings drastically change.
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--> 6.10 : Childhood Memories
_________________________________________________________________________
You've just entered the Chozo Ruins, a massive temple structure in the
western expanse of Chozodia. Drop down into the giant darkened room below
and try to avoid being spotted by the Zebesians ahead. Don't worry if they
spot you, just drop down to the very bottom of the room and crawl through
the narrow tunnel in the left corner. Run through the next corridor blowing
down walls and blocks in your way, and don't stop if you're being chased.
Beyond this corridor you'll find a small chamber with an alcove in the
ceiling, jump up there and hide in the shadows if Zebesians are hot on your
six. Stay there and watch as a stupid Zebesian runs straight through the
room without seeing you. Go left to enter the safe confines of a Save Room,
so be sure to save before moving on. Our new target is a room way up in the
northern expanse of Chozodia almost directly above where you are now. Along
the way you'll find ancient hallways littered with patrolling Zebesians, so
the stealth game isn't over yet. Cross the following room adjacent to the
Save Room to discover a huge room filled with security spotlights. You can
try climbing up the platforms to reach the upper-right door in here but
you'll risk being spotted by sneaky Zebesians. See the shaft leading
skyward near the door? It'll be much easier if you Wall Jump up it to reach
the door safely, but you'll have to wait for the spotlight patrolling the
shaft to hover down to the ground before climbing up. If you ever unluckily
set off an alarm, just run. Descend the next shaft and go right. Trek
through the next corridor (shooting out the blocks below each outcropping
if you're being chased) and climb up the shaft at the far end before
heading right through the open door. In this following room your path will
be blocked by a shutter above if you're being chased, there's not much you
can do except stun the Zebesians coming through the door and backtrack to a
safer area. So now you'll know the importance of stealth in this area. Once
the shutter's open, go left and ascend the next shaft before heading right.
You'll now find yourself in yet another tall shaft, but this one has a
twist. Small eyes moving up and down the left wall emit alarm beams across
the shaft - trigger one of these and Zebesians come running (and to top if
off the darn eyes will fire projectiles at you!). Notice that the lasers
can't penetrate the blocks, especially the blue areas. These blue areas act
as a sanctuary, you can hide in them and the lasers won't see you. Very
carefully climb up the shaft while hiding in the blue areas, but be warned
that as you hang off the edge of the larger blocks the lasers can see
Samus' foot hanging off the edge, so time it well when you climb up onto
the blocks. Watch out for more lasers above, if you trigger one just keep
going. Go left at the apex of the shaft to find a corridor where Zebesians
wander about below a thin platform. Your only way forward is through the
narrow tunnel above the platform, so crawl in and go left. As you touch
the platform the blocks will slowly begin to crumble, and you don't want to
fall down into the Zebesian's grasp. Keep crawling and quickly shoot out
the three blocks barring your path along the way. Walk over to the small
platform in the floor ahead to fall through down a long shaft.
Unfortunately a Zebesian hiding within the right wall will see you and set
the alarm off. Fall down to the bottom and run into the next room on the
left. Don't hide in the shadows of the alcove in the next room, just keep
going through as if you do hide there a Zebesian will go into the room on
the left before coming back through a narrow tunnel right in front of the
alcove. In the next room you'll find a blatant dead-end with a door leading
back right above the one you entered the room via. Quickly shoot the
dead-end wall to break it open and run into the next room. As fast as you
can climb up the following shaft and go right at the top. Don't bother
hiding in the alcove of the next room either as a Zebesian will keep
walking in and out of the room. Shoot open the blocks ahead covering the
narrow opening and crawl through. Zip up the next shaft, at the top you'll
see a strange statue above holding a Power Bomb - but you can't reach it
from here.
Run into the next room to find yourself in a closed-off alcove. Go up
against the wall to fall through crumbling blocks below, you'll now be safe
from the annoying Zebesians. Climb up the shaft to find the shutter
blocking the way open up. On the left wall behind you a door appears
leading to a Save Room, so it's a good idea to save now, especially if
you're playing on Hard mode. Walk into the next room to find the statue
inside, but the Power Bomb's gone! Quickly move on and climb up the room to
spot a cheeky Zebesian walking away with it! You won't get a chance to grab
your first Power Bomb until later, so follow the Zebesian right for now.
Descend the next shaft very carefully to avoid the laser beams moving up
and down, remember to stay in the blue alcoves to remain hidden. At the
base of the shaft crawl through the narrow tunnel to find another shaft
leading skyward, also patrolled by a laser eye. Like before take your time
and watch the movements of the single laser carefully as you ascend the
shaft. At the apex go right to find yourself at the head of a long corridor
filled with patrolling Zebesians. This corridor is the trickiest area to
sneak through without being spotted, even Sam Fisher would have a hard time
(well, that's probably exaggerating it just a bit). The first Pirate is
running back and forth on a floating platform just ahead, very slowly move
to the right until you can see the edge of the platform. Wait for the
creature to turn its back and patter over to the right before running out.
Run underneath the platform and the stupid thing won't see you. Another
Zebesian patrols a platform ahead, move slowly right until you can see him
on the edge of the screen. Wait for the Zebesian above you to walk over to
the left side of his platform at the same time the second one wanders over
to the right side of the next platform before moving. You'll need to wait
for them to both move away so neither one sees you. Quickly crawl under the
next platform and slowly move right. Stay within the shadows and crawl
right until you see the next Zebesian just ahead. This one's walking along
the floor, so you'll need to jump up on the floating platform above to
avoid detection. Once again wait for both visible Zebesians to turn their
backs and walk away from each other at the same time before jumping up to
the platform. You'll need to be extremely fast to avoid detection here, but
if they do see you just keep running right. If you successfully manage to
get on top of the platform without them seeing you, wait for the Zebesian
below to walk left then quickly drop down - don't jump - and run right.
Quickly zip through the door and hopefully the Zebesian standing right
above it doesn't see you. If you are spotted in that corridor you'll have a
hard time shaking them off, but it is possible so don't give up.
The following room is a giant shaft leading up and down, climb up until you
spot a narrow opening in the left wall. If you're being chased, try to Wall
Jump up the shaft above to escape from the Zebesians. If they follow you,
go through the narrow opening into a dark corridor, then stun the Zebesian
following you and re-enter the shaft. Before the Zebesian crawls out of the
opening Wall Jump up the shaft and you could possibly escape from your
pursuer but it will be tricky. If you can't get away from it keep trying
this trick, as I've tested it and it often works for me (but if you're
playing on Hard mode just reset the game and start again from the last Save
Room). Meanwhile back at the ranch, you should now be in an almost
pitch-black corridor where two Zebesians hang out in small alcoves above.
Crawl through here and head through the left door at the end. Climb up the
next empty shaft and go left. Walk down the narrow corridor you'll find to
discover a huge chamber in which your exit lies up in the top-right corner.
Keep going along the floor to the left, but watch out for the Zebesians up
in the alcoves in the ceiling. Wait for each one to walk right up over to
the wall before running past. At the left end you'll discover a narrow
shaft filled with floating blocks. Climb up here and head right over the
narrow platform bridging the gap. Jump up over the gap on the right end and
pass beyond the open shutter to locate another Save Room. You can now
breathe a sigh of relief, the hide-and-seek game is finally over. You'll
definitely want to save your game here before moving on. Go right to find a
sudden change in the atmosphere, the deep dangerous musical theme changes
to a soft and heavenly tune. You can't enter the watery part of this room
for now, so instead climb up the narrow shaft ahead. At the top cross the
empty corridor and go through the open door at the end. You must be
thinking by now that the Chozo have left something behind here of
significant importance, you're about to find out what it is.
Upon entering this room that you've been gunning for ever since entering
the Mothership, you'll witness a cutscene of Samus recalling early memories
of the first time she visited this place. You'll see a young Samus
hand-in-hand with a Chozo Elder admiring a giant engraving/painting of a
Chozo Warrior carved into the wall of a huge chamber. So it looks like this
is where the Chozo first trained Samus since rescuing her from the ruins of
the earth colony where she lost her parents. The game shows a close-up of
Samus' innocent young face before returning to the face of Samus today.
She'll then look up resolutely and with an extremely determined look. So
what's going on now? The game returns with Samus standing in front of the
huge engraving set in the wall surrounded by paintings, which appears to
resemble a Chozo Warrior clad in armor bearing a strong resemblance to
Samus' Power Suit. The four small orbs surrounding the statue will then
abruptly glow and fire blue energy bolts into the round mirror within the
statue's grasp. As a test of strength and will, you'll now have to battle
the engraving itself! There's no choice but to fight it, refer back to the
bosses guide at 5_CH to pass this test.
Once you've struck the mirror a fourth time the blue apparition-like
creature will return to the wall as the final orb is set into the wall.
Walk over to the center of the room and watch as the mirror-image of Samus
appears again. But this time her image shimmers to reveal a glorious sight
- the Varia Suit! You'll then witness a short cutscene showing energy
flowing up over Samus' body, before the mirror restores her entire Power
Suit! Now that's more like it! Not only do you get your suit back, but it's
been upgraded and can interface with all three Unknown Items you picked up
earlier! The game reveals them as the Plasma Beam, Space Jump and Gravity
Suit, all of which you'll receive right then and there, before the game
gives you the final word - you've recovered Samus' fully charged Power
Suit. The Chozo are such good people. Enjoy the beefed up Brinstar theme
that begins playing, and give the Space Jump a try to reach the exit up
above on the right. Roll through the narrow tunnel there and drop down
through crumbling blocks as a massive column falls down to block the
entrance to the statue's room. As you fall back down into the room outside,
two Zebesians will charge forward to attack. You know what to do. The
Plasma Beam works wonders against them, and so does the Screw Attack. No
more hiding from these creatures now.
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--> 6.11 : The Hunt Isn't Over
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With your fully-powered suit restored, we can now finally look for a way
out of here without delay. First things first, we'll pick up a few items in
the ruins on our way back to the Mothership. Save your game below before
moving on if you wish. Now there's only one way out of here - through the
water. Break through the Missile Block platform covering an access point to
the water and take a dip. With the Gravity Suit you'll have no more trouble
moving around underwater. From here go and pick up Super Missile CZ_01 in
the right corner. In this room you can also begin a Shinesparking trek to
Energy Tank CZ_03 in the tall shaft beyond as well. But don't underestimate
it, this item's probably the toughest one to reach in the game courtesy of
the layout of the terrain and the trickiness of Shinesparking. Once you're
ready descend the tall shaft you'll recognise from earlier on. On the way
down be sure to pick up Missile CZ_01 as well. Descend to the very bottom
of the shaft (wasting stupid Zebesians along the way) and go left at the
bottom. Proceed through the next large lava-filled room and be sure to pick
up Super Missile CZ_02 in the corner. With that item in hand go left.
You'll fall into a shaft where the laser alarms reside, don't worry if you
trip any of them. Head left at the base of the shaft and swing down to the
lower door in the next room. You'll recognise this next room as the one
with a shutter blocking your path. Here you can blow through the floor to
discover Super Missile CZ_03 hidden below. From here backtrack to the
Mothership the same way you came in and be sure to save along the way.
Upon reaching the long glass tunnel connecting the Mothership to the ruins,
go back inside the ship and ascend the tall shaft filled with Zebesians.
From here make your way back to the nearest Save Room. But watch out for
black Zebesians along the way, they appear to be immune to your weapons but
you'll need to pummel them hard with your Beam before they blow. Also watch
out for small balls floating about releasing electricity, the only way to
destroy them is with the Screw Attack. Once back in the Save Room, save
your game and head right. Proceed through the small chamber to find
yourself back in one of the numerous tall shafts. Screw Attack your way up
to the very top to find Super Missile CZ_04 at the apex of the shaft. We'll
now go and find your first Power Bomb - the same one that nasty Zebesian
extracted from the ruins. Exit this shaft via the only door along the right
wall and proceed through to the right side of the following shaft (watch
out for black Zebesians). Blow open the red door on the right wall and go
inside to locate the hangar bay - you've been here before. A door blocks
your path to the scout ships ahead, so you'll need to find a way to open
it. Climb up to the top of the room for now and crawl left through the
narrow tunnel in the ceiling. Cross the next room and waste the two black
Zebesians while trying to avoid their huge jumping patterns and green
lasers. Beyond here you'll find a gigantic twisting chamber. Make your way
over to the left side of the room and be patient as the maintenance robot
blocking your path slowly walks forward to clear the way. Descend the next
shaft while clearing out Zebesians, at the bottom you'll spot a yellow door
on the right which can't be opened without Power Bombs. Head left and make
your way through the next corridor by way of the narrow tunnels. Keep
following the next few corridors and shafts filled with Zebesian patrols,
eventually you'll reach what appears to the ship's bridge (there's a range
of huge windows on the left wall looking outside). Once here you won't be
far off your first Power Bomb. Go over to the bottom left corner of the
room and drop down the narrow hole you'll see there. Roll down through the
twisting narrow tunnels below to find yourself at the top of a room where
the Zebesian that stole your Power Bomb lurks. He'll walk off into the room
on the right, follow him down there to discover Power Bomb CZ_01 resting
between two tall laser trip wires. Space Jump over the top of them and fall
down to retrieve your first Power Bomb. Try one out to open up the yellow
door on the right, then go inside to retrieve Power Bomb CZ_02.
Keep in mind that your Power Bomb supply is low, and the only way to refill
them is via the Save Rooms (those stupid Zebesians never give you energy or
ammo refills!). Backtrack up to the bridge room, then from there you can go
and pick up Energy Tank CZ_01 if you wish, but if you want to save time
leave it for later. By the way, if you're not going for a 100% item rate,
feel free to head up to the large room at the top of the Mothership now
seeing as you're already nearby. But as this guide directs you to find all
100% of items, we'll head back down for now. Save your game to refill Power
Bombs just off the bridge before backtracking down into the bowels of the
craft. Upon returning to the shaft where you spotted the yellow door, blow
it open with a Power Bomb and go inside to find Super Missile CZ_05 hidden
within the dividing wall. Pick it up and blow open the green door on the
right. Descend the next shaft and go through the red door. You'll be back
in Super Missile CZ_04's shaft. Descend to the very bottom and go left.
You'll be in a shaft full of searchlights, it really doesn't matter if any
touch you. Drop down to the base of the shaft and go right. In case you're
wondering where we're going, there's a couple of items near the entrance of
the ship below. Lay a Power Bomb to break open the floor in the next shaft
and go right through the door below. You'll now be back in the first large
room filled with laser trip wires. Walk through the one ahead and go
through the door down on the left. From here make your way back down to the
Save Room below. Recharge and save before continuing on, then go into the
Map Room and blow open the red door on the right. Clear out the two
Zebesians in the following corridor, you can then find Super Missile CZ_06
up above the cracked block in the ceiling. Go outside via the green door on
the right and trek back to the right end of the ship - the first part of it
you saw after Samus crashed. Grab Power Bomb CZ_03 hidden in the side of
the ship then go back inside by way of the narrow tunnel behind the Power
Bomb. Once back inside return to the ruins and remember to save your game
along the way.
Exit the Mothership and make your way to the large glass tunnel connecting
the ship to the ruins. Lay a Power Bomb to shatter the glass and open up
access to the rocky area below. Blast the Zebesians and head down to the
bottom right corner of the cliff. Blow open the wall with another Power
Bomb and go inside to eventually find Power Bomb CZ_04 up a tall shaft.
With that in hand, go back up to the remains of the glass tube and descend
the cliff down to the bottom left corner. Blow open the wall with yet
another Power Bomb and go inside to find a hole in the floor. Fall through
to find a hidden shaft below. Screw Attack the electricity balls floating
about and head right at the bottom if you wish to save your game. Go
through the left door at the base of the shaft to locate a large room
sloping upward, filled with small red creatures which you'll recognise from
Kraid's area. From here you can use the open space to build up the Speed
Booster's charge to reach Energy Tank CZ_02. With that item secured, go
back down the shaft and up the ramp to find another small shaft. Go left
again to find yourself in a small chamber with a low ceiling. Up above in
in the ceiling you'll discover Super Missile CZ_07. Leave this room via the
left door to find a huge room filled with twisted platforms packed
together in the ceiling. Concealed within the mess is Super Missile CZ_08,
grab it before moving on. Go left upon retrieving the item to find a long
green corridor. Run through to find yourself back in Crateria's eastern
side, where yellow doors had originally stopped you from entering Chozodia.
Go left and blow open the yellow door with a Power Bomb. You'll now find
yourself back in the watery cavern filled with Skultera swimming about
below (this is where Missile Tank CR_01 was). Go left until you see an
opening up above, then Space Jump up through the open hole in the ceiling.
Up above you'll be in the huge open area in Crateria's north-eastern
expanse. Space Jump up to the yellow door and blow it open. Go inside and
cross the long corridor to find yourself back in Chozodia. From here you
can find Power Bomb CZ_05. In this same room, shoot a Missile into the
floor at the right end to uncover a hidden tunnel leading back into the
main area of the ruins. Before going back to Crateria, make your way
over to the tall shaft in the ruins adjacent to the large watery room near
the Chozo Warrior's room (destroy any huge obstructions you find with
Power Bombs). From there you can now find Power Bomb CZ_06. With both items
secured return to Crateria by way of the upper connecting corridor. Run
back into Crateria to charge up the Speed Booster, then quickly Space Jump
up above to find Super Missile CR_01 behind a wall. Go back into the long
connecting corridor and charge up the Speed Booster again to reach Missile
CR_03.
From here we'll now return to the main areas of Zebes to pick up remaining
items. Go back down to Norfair but before you pick up the remaining items
here, go down to Ridley's area. Pick up Missiles RI_12 & RI_13 before
returning to Norfair. Back in Norfair pick up Missile NO_08, Missile NO_13,
Super Missile NO_02 and Power Bomb NO_01. We'll now take a hidden shortcut
across to Kraid's area to save time. Climb up to the apex of the shaft
outside the Map Room and stand atop the single floating block. Shoot a
Missile at the left wall to uncover a hidden opening and crawl inside. Blow
open the platform blocking your path with a Power Bomb and go through the
tunnel to sneak into Kraid's area without having to trek all the way around
to the main elevator in Brinstar. Pick up Missile KR_09 to clear this area
out, then return up to Brinstar. Head back to the spot where you started
the game and lay a Power Bomb to reveal a hidden Morph Ball Launcher below
the platform. Use it to shoot up the shaft above. You'll now be back in
Crateria, near the landing site. From here make your way over to the
Tourian elevator you used to escape from here earlier. Ride it down to find
the completely desolate remains of Tourian. Descend the escape shaft and go
back into Mother Brain's lair (there's not much left in there), then from
here you can pick up Power Bomb TO_01 and Missile TO_01. With these last
two items in your possession, you should have totally cleared out every
item in the entire game expect for a Power Bomb in Crateria (and an
Energy Tank in Chozodia if you haven't picked it up yet).
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--> 6.12 : Final Run
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It's now finally time to get the heck out of this place. Return to Chozodia
by way of Crateria, picking up Power Bomb CR_01 along the way (you'll find
the landing site in Crateria deserted of course, sniff) and proceed back
into the Space Pirate Mothership. If you go back to the hangar bay you'll
find the door still closed sealing you off from the scout ships, but
there's still one more area that you haven't explored yet; the large
seemingly empty room at the top of the ship. Trek up to the bridge room,
then once there save your game one last time to stock up on energy/ammo.
Cross through the door up in the top right corner of the bridge room to
locate a dead-end room. Lay a Power Bomb to open a hidden tunnel in the
wall and crawl on through. The following corridor houses Energy Tank CZ_01,
grab it if you haven't already. Beyond this corridor you'll find a small
chamber divided in half by a large wall, use a Power Bomb to reveal the
hidden tunnel leading through it. Upon clearing the wall, check your map.
The room right ahead of you is a dead-end, and appears to be empty. Shoot
open the red door with a Missile and enter this last remaining room yet to
be explored. You'll enter the darkened chamber which appears to be a
totally empty maintenance room at first. The door seals behind you as you
begin to hear a faint scraping sound. Remember the large green mechanical
eye that opened up when you first entered the ship? You're about to find
out what it belongs to. Without warning a giant robot with the head and
arms of Ridley comes clawing its way into the room before launching an all
out attack. This mechanical beast is your last boss challenge, take this
thing out and you'll be free to ultimately escape. Check out the bosses
section above at 5_MR for tips to short circuit this monstrous mechanical
version of Ridley.
Once Mecha Ridley finally admits defeat and collapses in a heap on the
floor, you'll think you've won. But this ain't over yet. As one last effort
to defeat Samus, the eye on Ridley's head will flash red before the game
alerts you that the self-destruct sequence has been activated. Uh oh. Now
you've got only 5 minutes to get out of here before the entire ship blows
itself into oblivion (you'll have only 3 minutes on Hard!). Grab all the
health refills that appear above in the air then get the heck out of there.
Like lightning make your way back to the bridge, blowing open any
obstructions and mowing down any Zebesians in your way. When you reach the
corridor before the bridge where there's a shutter blocking your path,
shoot up into the roof and crawl through the tunnel up there to bypass it.
Once back in the bridge, quickly drop down and go through the door in the
bottom right corner of the room. Descend the following shaft while clearing
out Zebesians (part of the floor in here can be blown open with a Power
Bomb to act as a shortcut as you climb down). Make your way through the
next corridors, clearing out Zebesians blocking your path. Eventually
you'll reach the large room where a stupid maintenance droid blocks the
way, shoot it and wait for the slow thing to walk over to the right (you'll
still have time to escape, so don't worry about His Royal Slowness wasting
time). Head right from here and cross the next open room to find the narrow
tunnel leading into the hangar bay. Roll through and drop down into the
hangar. Just before you can finally escape, there's two black Zebesians
waiting in ambush near the door. Finishing both of them off can be tricky,
try your best to avoid their attacks. On Hard mode it's a different story
though, as they can quickly drain your health together. Try to lure them up
to the platform above the scout ships, and take them out one by one as they
climb up after you. Just watch their jumping patterns and try to avoid
their annoying lasers. With both creatures fried the hangar bay door will
finally open, ultimately guaranteeing your escape. Run inside to be greeted
by a Zebesian as it jumps out of the scout ship to attack. Fry the creep
and jump into the scout ship's open cockpit. Now sit back and enjoy the
ending as Samus flees from the doomed Mothership (and watch as a stupid
Zebesian tries to stop you escaping). With Samus finally escaping the
doomed Mothership, she'll have ultimately completed her mission and you'll
have learned what really happened during her first adventure.
...................................Prologue
Upon watching the credits roll in their full, the game will go back to the
giant Chozo Warrior's room. Watch as the camera pans down to the base
of the wall, revealing a small engraving of Samus as a young child
accompanied by two Chozo adults. Ain't that cute? You'll then be given a
piece of artwork of Samus which is determined by your clear time and item
collection rate, as well as the difficulty setting you've played the game
on. Check the Secrets & Tips section below for tips on unlocking all the
image gallery pics, as well as the other unlockables and hidden tidbits in
the game.
So that's it, with this guide you should successfully find all the items
hidden throughout the game and make it one piece (and hopefully in under
two hours). If you've only played through on Easy, why not try Normal then
Hard? And remember that sequence breaking thrives in this game, so there's
plenty of ways to finish the game in absolutely insanely fast times well
below 1 hour.
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7.0 : SECRETS & TIPS - <CH_07> -------------------------------------------
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As with all Metroid titles, Zero Mission has its fair share of hidden
bounties and tricks to be found. Read on for all the secrets and bonuses
the game as to offer.
>>> Wall Jump
Remember this trick from Super Metroid? Thanks to Samus' standard Spin
Jump, with practice you can scale up walls of any height as long as they
remain flat enough. A normal Spin Jump can be executed simply by holding
left or right while jumping. If you Spin Jump into a wall, then quickly
press the direction away from the wall and jump again, Samus will kick
off the wall and jump up higher. Definitely a trick you'll need in any
sequence breaking shenanigans you get yourself into, the only downer is
that the Space Jump renders this trick useless, but it can still come in
handy for the roughly 70% of the game you'll be without the Space Jump.
>>> Unlockables
> Hard Mode
Complete the game on Normal mode to unlock the hardest difficulty setting.
> Sound Test
Complete the game on Hard mode to unlock 24 musical tracks available for
listening from the game's main menu.
> Original NES Metroid
Complete the game on any setting to unlock the original NES Metroid,
available from the game's main menu.
> Metroid Fusion Gallery
Link up to Metroid Fusion using two GBA's or a GBA and the Game Boy
Player to unlock a gallery of MF images. Check the game's manual for
details.
>>> New Game Plus
Upon completing the game on any setting, a small Samus logo will appear
next to the file on the main menu to indicate that you've completed the
game on that save file at least once. If you start a new game via the New
Game option, the map screen will display new information for you. You'll
be able to see a checklist of the items you've picked up in each area, as
well as the total time you've been playing. All very handy for fast 100%
item run-throughs.
>>> Time Attack Mode
An interesting and somewhat baffling hidden addition to the game is Time
Attack Mode. To unlock it, you'll need to use a game file that you've
already completed the game with so that the Samus logo appears next to
the file. Press A on the file to display the options "Start Game" and
"New". Then press Up, Left, Down and Right. The option "New Time Attack"
will appear. The game will play on Normal mode only and will give you a
password upon completing the game along with your clear time and item
percentage. What's the point of it you ask? Is it for some speed-run
competition Nintendo were hoping to hold in the future? Who knows.
>>> Game Endings / Image Gallery
Every time you complete the game you'll be shown your completion time and
item percentage rate. These two variables and the difficulty setting
you've played the game on will determine what piece of Samus artwork
you'll receive, and keep in mind that every time you unlock a new one
it'll be viewable via the Image Gallery in the main menu. Read on for a
list of the requirements for each piece of artwork.
> Complete the game on Easy mode, or in over four hours without finding
100% of items.
> Complete the game on Normal or Hard, over two hours without 100% of
items.
> Complete the game on Normal or Hard, under two hours without 100% of
items.
> Complete the game on Normal or Hard, with 100% of items collected.
> Complete the game on Normal, in under two hours with 100% of items.
> Complete the game on Hard, in under two hours with 100% of items.
> Complete the game on Normal, with an item collection rate of 15% or
less.
> Complete the game on Hard, with an item collection rate of 15% or less.
>>> Crocomire
Crocomire, you ask? Yep, people have actually managed to extract a
complete sprite sheet of Crocomire from MZM's rom, and he still looks
very similar to his SM appearance. So it appears that either Crocomire
was indeed initially up for inclusion in the game and unfortunately
didn't make the cut, or he still is in the game somewhere as a hidden
boss yet to be found. If he is still in the game somewhere and someone
does manage to find him, give me a shout and I'll detail all the info
here. But for now all we can do is wonder, where the heck would Crocomire
have fit in?
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8.0 : CONTACTING THE AUTHOR - <CH_08> ------------------------------------
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Got any good hints not mentioned in this guide? Found any mistakes or need
help with something not covered here? Then feel free to send me a message,
but please don't ask gameplay questions where the answers can be found in
the guide somewhere as that kind of defeats the purpose of this guide. Oh,
and no spam thanks, anyone sane hates that stuff.
Email questions/comments to:
[email protected]
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9.0 : CREDITS - <CH_09> --------------------------------------------------
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This guide and many parts of it couldn't have been possible without the
help of certain individuals and companies out there, so I'd like to give
credit and thank them here.
> Special thanks to Nintendo for keeping the Metroid series and Gunpei
Yokoi's legacy alive, and for creating one of the most original and fun
game series to date.
> Thanks also to CJayC at GameFaqs and TJ of the Metroid Database for
hosting this FAQ.
> Special thanks also goes to CapCom of the MDb for providing me with the
Japanese boss names.
> Thanks also goes to Paul Byrne/consummate gamer for various Image
Gallery info.
And thank you, the reader, for downloading and reading this guide. I hope
in all it's intricacies that your questions have been answered and you
haven't found yourself stuck too much in the game. Thanks always!
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10.0 : LEGAL INFO - <CH_10> ----------------------------------------------
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This file and the contents of it can only appear on the following websites:
http://metroid.retropixel.net/
http://www.metroid-database.com/
http://www.gamefaqs.com/
No guide authors are allowed to plagiarize directly from this guide's
contents into their own, however the information in this guide can be used
as a reference for authors creating a Metroid: Zero Mission guide.
Webmasters of Metroid related sites cannot post this file on their sites
or link directly to the file's location on the server of the sites listed
above. Instead, please link directly to the site's homepage instead.
This file and the contents within cannot be reproduced/edited in any way,
shape or form (electronically or otherwise). It cannot be printed in any
magazine, book, guides, etc. or any other way printed by any commercial
company. This file cannot be given away as a "prize" or "bonus" or given
away in any other way. It also cannot be used in any profitable or
promotional ways, no matter the situation. Breaking any of these rules will
be in violation of U.S law. Do not question any of the legal messages that
are above, they are final, period, and will not be changed under any
circumstances.
All Metroid related material including characters, names, locations or
any other material are copyright to Nintendo. I am personally not
affiliated with Nintendo or any other game company involved with the
creation of this game.
This document and all the guides within are Copyright (c) 2004 Falcon Zero.
All rights reserved.
....................
See you next mission!