Luke Giao's Metroid: Zero Mission Guide
Version 0.19 (February 13, 2004)
Copyright 2004 by Luke Giao
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This guide/document is copyright 2004 by Luke Giao.
It is ONLY authorized to be posted on
http://www.gamefaqs.com
Plagiarism of any part of this guide, will result in the most
extreme punishment possible, as ascertained within the law.
It may not be reproduced in-whole or in-part without
the express written permission of Luke Giao.
Luke Giao is GameFAQs AKA "LGiao" (lukegiao at hotmail dot com)
Tools used to create this guide:
1 Toshiba S507 Laptop, 1 Pad of Graph Paper, 2 Stanford Pencils
WARNING: This Guide, does in-fact, contain some Spoilers.
Some Story Elements, Names, and Misc. may be the
Assumptions, Opinions, and Creativity of the Writer.
--------------------------------------------------------------------
--- (GAME INFORMATION) ---------------------------------------------
--------------------------------------------------------------------
Game Name: Metroid: Zero Mission
Version: US Version
System: GameBoy Advance
Genre: Action/Adventure
Players: 1 Player
Release Date: February 9, 2004
Size: 1 Game Cartridge
Publisher: Nintendo
Developer: Nintendo
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-------------------------------------- (END OF GAME INFORMATION) ---
--------------------------------------------------------------------
--------------------------------------------------------------------
--- (TABLE OF CONTENTS) --------------------------------------------
--------------------------------------------------------------------
===============================================================
1 - Game Basics
===============================================================
1.A - Game Controls
1.B - Core Gameplay
1.B.01 - Easy, Normal, & Hard Modes
1.B.02 - Chozo Statues & Beacon Uploads
1.B.03 - Hatch Doors
1.B.04 - Save & Map Rooms
1.B.05 - Item & Tank Upgrades
1.B.06 - Regaining Energy & Other Weapon Consumables
1.B.07 - Breakable Block Types
1.B.08 - Morph Ball Launchers
1.B.09 - Heat Rooms, Lava, & Acid Pits
1.B.10 - Zip Lines
1.B.11 - Getting your Very First Missile Tank
1.B.12 - Getting your Very First Super Missile Tank
1.B.13 - Getting your Very First Power Bomb Tank
1.C - Basic Techniques
1.C.01 - Angled Arm Cannon Shooting
1.C.02 - Jumping Downward-Aimed Shooting
1.C.03 - Bomb Jumping
1.C.04 - Charged Shooting & Charged Somersaulting
1.C.05 - Speed Boosting & Dashing
1.D - Item Mechanics
1.D.01 - Morph Ball
1.D.02 - Long Beam
1.D.03 - Missiles
1.D.04 - Charge Beam
1.D.05 - Bomb
1.D.06 - Unknown Items 1, 2, & 3
1.D.07 - Power Grip
1.D.08 - Ice Beam
1.D.09 - Speed Booster
1.D.10 - Hi-Jump
1.D.11 - Varia Suit
1.D.12 - Super Missiles
1.D.13 - Wave Beam
1.D.14 - Screw Attack
1.D.15 - Pistol
1.D.16 - Gravity Suit
1.D.17 - Plasma Beam
1.D.18 - Space Jump
1.D.19 - Power Bombs
===============================================================
2 - Walkthrough
===============================================================
2.A - Starting-Off in Brinstar
2.A.01 - Collecting the Morph Ball and the Chozo's Upload
2.A.02 - The Climb to the Long Beam
2.A.03 - Getting your First Missile Tank
2.A.04 - Opening the Red Hatches and Obtaining the Bombs
2.A.05 - The Hunt for the Ice Beam Part 1
2.B - To the Depths of Norfair
2.B.01 - Stuck Down Here, Now What ?
2.B.02 - The Hidden Way to Crateria
2.C - Ancient Chozo Artifacts of Crateria
2.C.01 - Analysis Inconclusive, Unknown Item 1
2.C.02 - The Strength of the Chozo, The Power Grip Relic
2.D - Back to Norfair with New Found Technology
2.D.01 - The Hunt for the Ice Beam Part 2
2.D.02 - The Need for Speed
2.E - The Long Haul to Kraid's Hideout
2.E.01 - Activating the Zip Line System
2.E.02 - The Secret Way to Kraid and Unknown Item 2
2.E.03 - Kraid, the Guardian of the Speed Booster
2.F - Back to Norfair, Yet Again, with New Found Technology
2.F.01 - To the Hi-Jump Upgrade
2.F.02 - Getting too Hot to Handle
2.G - Brinstar and the Sacred Armament
2.G.01 - Obtaining the Varia Suit
2.H - The Very Depths of Norfair
2.H.01 - It's Hot Down Here
2.I - Ridley's Lair, the Center of Zebes
2.I.01 - Exploring the Hidden Chambers of Ridley's Lair
2.I.02 - Unknown Item 3 and Pirate Commander Ridley
2.J - Tourian Area, Operation Eradication
2.J.01 - The Path to Tourian
2.J.02 - Destroy all Metroids
2.J.03 - The Confrontation with Mother Brain
2.J.04 - Escape
2.K - The Corruption of Chozodia
2.K.01 - Infiltrate the Space Pirate's Mother Ship
2.K.02 - Past Memories and the Struggle with Yourself
2.K.03 - The Will of the Chosen, the Savior of Chozo Lore
2.K.04 - Power Bombs, The Ultimate Blast Radius
2.K.05 - The Battle with Mechanized Ridley
2.K.05 - Steal a Pirate Fighter Ship and Escape
===============================================================
3 - Maps of Zebes
===============================================================
3.A - Brinstar
3.A.01 - Western Brinstar
3.A.02 - Eastern Brinstar
3.B - Norfair
3.C - Crateria
3.D - Kraid
3.E - Ridley
3.F - Tourian
3.G - Chozodia
===============================================================
4 - Enemy Creature Strategies
===============================================================
4.A - Boss Creatures
4.A.01 - Kraid
4.A.02 - Ridley
4.A.03 - Mother Brain
4.A.04 - Corrupted Chozo Monolith
4.A.05 - Mechanized Ridley
4.B - Mini-Boss Creatures
4.B.01 - Scolopendra
4.B.02 - Acid Annelida
4.B.03 - Cocooned Larvae Keeper
4.C - Notorious Creatures
4.C.01 - Evolved Sidehoopers/Dessgeegas
4.C.02 - Energy Leeches
4.C.03 - Carapace Larvae Keeper
4.C.04 - Wasp Keeper
4.C.05 - Space Pirates/Key Hunters
===============================================================
5 - High Level Gameplay
===============================================================
5.A - Advanced Techniques
5.A.01 - Diagonal Bomb Jumping
5.A.02 - Wall Jumping
5.A.03 - Speed Boost Charge Retainment
5.A.04 - Speed Boosted Somersaulting
5.A.05 - Dashing in Morph Ball Form
5.A.06 - Shinesparking
5.B - Unlockables
5.B.01 - Metroid Fusion Link
5.B.02 - Gallery
5.B.03 - Original Metroid
5.B.04 - Hard Mode
5.B.05 - Sound Test
5.C - 100% Tank Collection
5.C.01 - Tank Collection in Brinstar
5.C.02 - Tank Collection in Norfair
5.C.03 - Tank Collection in Crateria
5.C.04 - Tank Collection in Kraid
5.C.05 - Tank Collection in Ridley
5.C.06 - Tank Collection in Tourian
5.C.07 - Tank Collection in Chozodia
5.D - Multiple Endings and How to Obtain Them
5.D.01 - Under 2:00:00 Clear Time Strategies
5.D.02 - Hard Mode Strategies
5.D.03 - Less than 15% Item Collection Rate Strategies
5.E - Sequence Breaking
5.E.01 - Sequence Breaking Stoppers!
5.E.02 - Forget About the Long Beam
5.E.03 - Forget About the Charge Beam
5.E.04 - Giving Chozo Statues Amnesia
5.E.05 - Varia Suit as your 3rd Item !!!
5.E.06 - Early Brinstar Missile Tank (Me) via Bomb Jump
5.E.07 - Early Brinstar Energy Tank (Eb) via Bomb Jump
5.E.08 - Early Brinstar Missile Tank (Mf) via Bomb Jump
5.E.09 - Early Brinstar Missile Tank (Mi) via Bomb Jump
5.E.10 - Early Norfair Missile Tank (Ma) via Bomb Jump
5.E.11 - Early Norfair Missile Tank (Mb) via Bomb Jump
5.E.12 - Early Norfair Missile Tank (Mc) via Bomb Jump
5.E.13 - Early Kraid Energy Tank (Ea) via Bomb Jump
5.E.14 - Bomb Jump toward Ice Beam, No Power Grip [SBS!]
5.E.15 - Crossing the Power Grip Area Breakable Bridge
5.E.16 - Get the Hi-Jump After the Ice Beam, Before Kraid
5.E.17 - Pass Heat Room, Behind Hi-Jump, No Speed Booster
5.E.18 - Kill Kraid before going to Norfair
5.E.19 - Fighting Ridley BEFORE Kraid !!!
5.E.20 - Fighting Kraid with Super Missiles
5.E.21 - All the Way to Tourian, without ANY Beam Weapons
5.E.22 - Getting through Chozodia without Screw Attack
5.E.23 - Getting to the Final Boss without Power Bombs
===============================================================
6 - Item Checklist
===============================================================
===============================================================
7 - Epilogue
===============================================================
7.A - Guide Revision History
7.B - Credits and Special Thanks
--------------------------------------------------------------------
------------------------------------- (END OF TABLE OF CONTENTS) ---
--------------------------------------------------------------------
====================================================================
1 - Game Basics
====================================================================
In this section, I go over everything you need to go through the
Walkthrough in this guide, and to beat Metroid: Zero Mission.
--------------------------------------------------------------------
1.A - Game Controls
--------------------------------------------------------------------
B BUTTON: Fire Beam Weapon and Missiles
or Set a Bomb in Morph Ball form
A BUTTON: Jump or Speed Booster Dash
L BUTTON: Angle the Aiming of the Arm Cannon
R BUTTON: Hold + B Button to Fire Selected Missile Type
or Set a Power Bomb in Morph Ball Form
START BUTTON: Map, Status, & Sleep
SELECT BUTTON: Select Missile Type
CONTROL PAD: Lets Samus Move, Crouch, and Aim her Arm Cannon
--------------------------------------------------------------------
1.B - Core Gameplay
--------------------------------------------------------------------
In this section, I go over the things you will see, on Samus' first
adventure as an Intergalactic Bounty Hunter.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.B.01 - Easy, Normal, & Hard Modes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When you first start a game of Metroid: Zero Mission, you will be
presented with 2 choices from the off-set. Easy and Normal Modes.
Normal and Easy Modes are both very similar, except Easy Mode
generally lets you take less damage from enemies, while Normal Mode
is the normal damage taken.
Hard Mode can not be chosen, at first, until you have completed the
game once. Hard Mode introduces many more changes to the game, than
the other 2 Modes. One major difference is that some Save Rooms are
non-functional in Hard Mode. Also, a lot of the Enemy Creatures will
be replaced with harder version of the species, that require more
shots to kill. Oh yeah, and you get less Max Weapons from Tanks too.
Such as only getting 2 Missiles per Tank instead of the usual 5, and
only 1 Super Missile per Tank! Many other surprises await...
To start a game in Hard Mode, the best way is to copy the game data
from one of your other saves, that finished the game. Then pick that
copied save game and choose "Start Game" then "New" and then "Hard".
Another thing to note is that depending on what Difficulty Mode you
choose, you will get time adjusted, when a Time Bomb Sequence Event
is activated. Hard Mode gives you very little time to escape,
while Easy Mode gives you tons of time to escape.
Why play each Mode? Well, if you are trying to collect all of the
Endings for the Gallery, then you will need to play Normal and Hard.
There are no proprietary Endings in Easy Mode.
Easy Mode shares the "worst" Ending, with Normal and Hard Modes.
There are 2 proprietary Endings in Normal Mode.
There are 2 proprietary Endings when beating the game in Hard Mode.
There are 8 Endings in total, 4 Endings share with both the Modes.
There is more information on the different Endings in the
"High Level Gameplay" section 5.D of this guide.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.B.02 - Chozo Statues & Beacon Uploads
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are a few different type of Chozo Statues around Planet Zebes.
Some will Upload a Beacon to your Map, which in turn shows you the
location of an important Item. Others will actually hold these Items
in their possession. Chozo Statues will also be able to restore all
your Life Energy as well as Weapon Consumables to Maximum Levels!
To activate a Chozo Statue, just jump into it's hands, and roll into
Morph Ball Form.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.B.03 - Hatch Doors
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are 6 different types of Hatch Doors, throughout Zebes. You
must use the correct type of ammunition, to proceed through them.
Blue Hatch: Any type of shot or bomb will open these.
Grey Hatch: Special conditions must be met to open this type of
hatch. Some include defeating certain Enemies, or
waiting for a Story Event to occur. Sometimes other
colored Hatched will turn Grey, when there is a
Time Bomb Sequence Event activated.
Red Hatch: Missiles or Super Missiles will suffice, to open
these types of Hatches.
Green Hatch: Super Missiles will open these up.
Yellow Hatch: Power Bombs are the only thing that can unbar them.
Infested Hatch: Sometimes a hideous infestation will posses a Hatch.
You must shoot either Missiles or Super Missiles
into it's Eye, when it opens. It usually takes
between 1 to 3 shots to destroy the infestation,
and turn the Hatch to Blue.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.B.04 - Save & Map Rooms
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Saving is a good fail-safe in any game. Save Rooms let you Save your
current game progress at that point, just in-case you are defeated.
Also, if you must turn-off your GameBoy Advance for any reason, you
can start-off in the last Save Room that you Saved at, when turning
it back on. To Save your game, just stand on the Pad in the middle
of the Room, and answer "Yes" or "No" when prompted.
Map Rooms are useful for downloading data to your Map. The Map
Computers within these rooms, will show you all known locations in
the area, but not unknown locations. Every area in the game has some
unknown locations that you must seek-out and explore on your own.
To activate a Map Computer, just run up to it, and the data will
download to your Map automatically.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.B.05 - Item & Tank Upgrades
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Item Upgrades are very important to your progress through the game.
Although some can be "optional" many are required to get through
some of the areas. Chozo Statues can upload Beacons to your Map,
to help you find some of these lost Items of Zebes, but not all of
them. Sometimes you will require one Item to get another.
Tank Upgrades work a little different than Items, as there are many
of the same type. Once you find your first Tank, that Weapon will
be added to your Power Suit, and available to use. Any other Tanks
you find, will add more Max Ammunition to that Weapon. Below is a
breakdown of all the Tank Upgrades and what they do.
Energy Tanks: Each one of these collected will add 100 more
Life Energy, to your Energy Bar.
Missile Tanks: Missiles are your main staple when facing a
Boss or hard to defeat Enemy. You will find
many of these on your hunt through Zebes.
Super Missile Tanks: Super Missiles main use are for opening the
Green Hatches you'll come across. They are
also very destructive to use against Bosses,
but are very hard to come by. Make every shot
count with these.
Power Bomb Tanks: The most rarest of all the Tank Upgrades.
Power Bombs are used for opening up the few
Yellow Hatches you may find. Power Bombs have
a huge blast radius, but aren't very good for
defeating hard Enemies. The best use for Power
Bombs is for finding secrets, as they will
blast the sheathing off of multiple blocks
in the area.
For more information on the Items, please refer to section 1.D
For more information on collecting the Tanks, please refer to 5.C
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.B.07 - Regaining Energy & Other Weapon Consumables
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are but a few ways to Regain your lost Energy and Weapons.
Either by defeating Enemies and collecting the capsules that they
leave behind, or by activating a Chozo Statue with your Morph Ball.
Also, some special Save Rooms can restore you to Max, but not most
of them.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.B.08 - Breakable Block Types
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are many different Block Types in Metroid: Zero Mission.
Blocks look just like any other wall or ceiling, but this is just
their camouflage or sheathing, if you will. Block Types can be
revealed with Bombs or Power Bombs. Below is a list of the ones
you'll encounter, and how to get blast through them.
Normal Blocks: These can be destroyed with any weapon.
They usually do not regenerate, but there
are a few that do, such as the ones by the
Long Beam.
Bomb Blocks: These can be destroyed with a Bomb,
a Power Bomb, or the Pistol. Sometimes
destroying 1 Bomb Block will destroy many
other adjacent Bomb Blocks. They regenerate
after you leave the room and come back.
Weak Blocks: Will crumble as soon as you walk over them.
They will regenerate just as fast.
Slow Weak Blocks: Will crumble a short while, after you step on
them. They regenerate over time.
Chozo Blocks: 3 different kinds. Must be destroyed after
you obtain the corresponding Unknown Item.
They regenerate after you leave the room
and come back.
Missile Blocks: These can be destroyed with a Missile or even
with a Super Missile, if you want to use one.
They regenerate after you leave the room
and come back. Some special ones don't ever
regenerate, like one in Norfair, off the
top of my head.
Speed Booster Blocks: These can be destroyed with the multitude of
Speed Boosts, Dashes, Boost Jumps, Morph Ball
Launchers, and Shinesparks. They regenerate
after you leave the room and come back.
Super Missile Blocks: These can be destroyed with a Super Missile.
They regenerate after you leave the room
and come back.
Screw Attack Block: These can be destroyed with a Screw Attack.
They regenerate after you leave the room
and come back.
Power Bomb Blocks: These can be destroyed with a Power Bomb.
They regenerate after you leave the room
and come back.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.B.08 - Morph Ball Launchers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are a few of these scattered throughout Zebes. Usually they
are pretty well hidden, and most of them lead to "optional" Tanks.
To use them, simply roll into Morph Ball Mode and set a Bomb inside.
When the Bomb goes off, you will launch into the air. This will be
as though you were Speed Dashing, as a Morph Ball, without doing a
Speed Boost first. This can help break those Speed Booster Blocks.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.B.09 - Heat Rooms, Lava, & Acid Pits
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Heat Rooms and Lava/Acid Pits will all strip you of your valuable
Energy. Be careful not to stay too long in any of them. You can
distinguish the Heat Rooms, as they are marked as Orange Rooms, on
your Map. The Varia Suit can negate Heat and Acid damage while the
Gravity Suits protects completely against Lava damage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.B.10 - Zip Lines
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Zip Lines are a special contraption, only found in Kraid's Hideout.
You must meet 2 separate conditions, in order to use them. One is
that you must of first obtained the Power Grip Relic from the Chozo
Ruins, in Crateria. The other condition is that you must then
activate the Zip Lines. To do this, you must first find the Main
Generator, and use your Morph Ball Form as a Key. Zip Lines will
transport you across many obstacles. To call a Zip Line over to you,
simply shoot the glowing globe, nearby.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.B.11 - Getting your Very First Missile Tank
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There is only 1 spot in the whole game, that you can get your first
ever Missile Tank. It's located in the very Southern-East most
cavern of Brinstar. This is near where the Norfair Elevator is at.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.B.12 - Getting your Very First Super Missile Tank
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In my opinion there are 3 different Super Missile Tanks you can get,
as your very first one. Some of my friends and also people in online
Forums, have insisted that the very first one is kept in Ridley's
Lair. This is entirely untrue. Some say that the one guarded by the
"Wasp Keeper" is the first one, and some say that the one almost
directly over Ridley, is the first one. Then there is another one,
that I tell everyone can be another "first" but... it all depends on
which path you take in the game, what your goal is for the current
game (15%, 100%, speed run, 2 hour clear time, showing off, ect.)
and how much work you want to do.
The one that most people will probably get first, is the one located
almost directly above Ridley. It's 5 rooms away actually, and
requires nothing at all, to get... except maybe for the Ice Beam,
which you probably would of obtained before even getting there.
Another one is one that most people will never even think to get
first, because it requires you to go backwards, to get the one kept
in the "Wasp Keeper's" Lair. This requires you to go directly back-up
the Norfair/Ridley Elevator... back to the "Cocooned Larvae Keeper"
Area. The "Cocooned Larvae Keeper" body will have vanished, then you
can fall through the floor and fight the "Wasp Keeper" for your first
Super Missile Tank.
Then there's the one that I have awed a few people with, in the
game store, as being the "first" Super Missile Tank to obtain.
It is a Super Missile Tank in Brinstar. It is labeled in my
"Maps of Zebes" section 3.A.01 as (Sa). This one requires that
you to have beaten Kraid, and that you have also received the
Speed Booster Upgrade and have gone down in Norfair, just enough
to get the Hi-Jump. This Super Missile Tank is not for the faint
of heart to obtain as their "first", as it requires you to do a
Speed Boost, Keep the Charge, Speed Dash in Morph Ball Form, and then
Shinespark in Morph Ball Form, and then Speed Dash some more with
precision aim... all of this through 4 separate rooms.
Exact information to obtain this Super Missile Tank, is better
explained in section 5.C.01 of this guide. Actually, this one isn't
the best, by far, to get as your "first"... but it's there to do
(even though getting Hi-Jump makes it impractical, because you need
the Hi-Jump to Speed Dash in Morph Ball Mode).
("Wasp Keeper" and "Cocooned Larvae Keeper" are the names that I
have personally given to these Enemies)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.B.13 - Getting your Very First Power Bomb Tank
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From the final Save Room in the game, head all the way left in the
cockpit area, that you can go. You should find a small passageway
that you can fall-down through. Go into Morph Ball Form and go all
the way to the bottom. You will see a Space Pirate take a Power Bomb
Tank into the Blue Hatch, down below. Bomb your way down there, and
go through that Hatch. You will see a couple of Alarm Tips. Go ahead
and tip the Alarms, fight the Space Pirates and obtain your first
Power Bombs. Use them to go in the next room on your right, also.
There you can get more Power Bombs, if you Power Bomb in this room,
the ceiling will crumble, thus revealing the way to yet another
Power Bomb Tank.
--------------------------------------------------------------------
1.C - Basic Techniques
--------------------------------------------------------------------
These are a few basic things you will need to know, to get through
the "Walkthrough" section of this guide.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.C.01 - Angled Arm Cannon Shooting
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use the L BUTTON frequently. It will pay-off learning this basic
technique. You can also press the L BUTTON and then press DOWN to
shoot at Enemies below you, at an angle.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.C.02 - Jumping Downward-Aimed Shooting
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is useful in a few part of the game. Mostly for breaking blocks
that you are standing on top of. To do this, simply jump straight-up
into the air, and then press DOWN and hit that B BUTTON.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.C.03 - Bomb Jumping
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is, by far, my most used and favorite technique in the whole
game! Bomb Jumping is mostly a technique you use to get Items,
before you get the Hi-Jump Upgrade. It has so many applications,
that I will expand more upon Bomb Jumping, throughout this guide.
You will mostly use it to bounce you up narrow passageways, with but
a single Bomb... but you can also bounce yourself in the middle of
the air, with a nice timed "rapid" B BUTTON tap. It takes a little
practice, but is well worth it, for doing things early in the game,
and without the "right" Items.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.C.04 - Charged Shooting & Charged Somersaulting
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When you get the Charged Beam, you can HOLD the B BUTTON down, and
then release it, for a more powerful shot. This can be used on
Bosses when you run out of Missiles, when a regular Uncharged shot
won't work. You can also HOLD the B BUTTON down, and then Somersault
with the A BUTTON, to do Charged Damage, if you fly into an Enemy.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.C.05 - Speed Boosting & Dashing
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Speed Boosting has many different parts, and can be quite an unknown
and complicated thing to the new Metroid Gamer. Let me show you by
breaking-down the many parts of Speed Boosting.
Most of these techniques are not needed to complete the game.
They're mainly use to find Items, or to get through areas faster.
Speed Boost: The Speed Boost is simply the running part. Once
you've obtained Max Speed, Samus will begin to
glow and pulse with a more defined shadow trail.
you can break Speed Boost Blocks by running into
or over them.
Keeping Charge: Keeping Charge is when you begin to Boost, and you
quickly press down to stop, and hold that energy
for a few seconds. Within that time, you can do a
Speed Dash.
Speed Dash: The Dash is when you have a Charge. Press the
A BUTTON, then quickly press and hold a direction.
You will do a "Should Dash", "Rocket Dash", or
"Morph Ball Dash", depending on which way you go.
(Morph Ball Dash is new in Metroid: Zero Mission
and requires that you first have the Hi-Jump.
You must tap DOWN twice while Keeping Charge, then
press the A BUTTON, then choose a direction). This
is the effect that you get when you use a
Morph Ball Launcher.
Boost Jump: A Boost Jump is when you do NOT Keep your Charge.
You would just simply run into a Speed Boost, and
then you would do a Somersaulting Boosted Jump,
by press down the A BUTTON. This is useful, only
for a small % of Item Collection, and perhaps
could be used 1 time in Norfair.
Shinespark: Some people say that "Shinesparking" is anything
and everything, to do with Speed Boosting. Well,
I'm not here to argue... people can think
whatever they want (it's just a game, right?)
What a Shinespark is to my posse and I, is
Keeping a Charge, Speed Dashing with that Charge,
and then regaining another Charge while within
that Speed Dash... thus repeating the "Dash Loop".
To do this, you must find a Slope or a Hill.
Speed Boost and Dash into that Slope, and hold
the direction you're going. When you hit the
Slope, Samus will miraculously start to do her
Speed Boost again! Now you can Keep the Charge
again, and run/jump to another Slope, Dash into
it and do the same thing over and over again.
This is an important technique to use, when going
for a 100% Item Collection Rate.
--------------------------------------------------------------------
1.D - Item Mechanics
--------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.01 - Morph Ball
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Double-tap DOWN to take ball form and gain access to narrow
passageways."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.02 - Long Beam
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Fire long-distant shots with this beam. Press L + B to fire
diagonally."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.03 - Missiles
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Press R + B to fire. Opens red hatches."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.04 - Charge Beam
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Hold B to charge. Release to fire. Charge Attack: Jump with a full
charge."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.05 - Bomb
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Press B in Morph Ball form to set."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.06 - Unknown Items 1, 2, & 3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Analysis inconclusive. Item incompatible with current suit."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.07 - Power Grip
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Grab and hang from ledges and corners."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.08 - Ice Beam
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"This beam can freeze enemies in place. You can safely stand on
frozen enemies."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.09 - Speed Booster
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Run until speed boost begins to break certain blocks and damage
enemies."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.10 - Hi-Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Increases maximum jump height. Adds Morph Ball jumping capability."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.11 - Varia Suit
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Decreases damage taken from enemies. Prevents damage from acid and
heat."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.12 - Super Missiles
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Arm with SELECT. Fire with R + B. Opens green hatches."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.13 - Wave Beam
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"This beam, which is made up of energy waves, can pass through solid
objects."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.14 - Screw Attack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Damage enemies while somersaulting
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.15 - Pistol
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"An auto-charging pistol. Stun enemies with charged shots."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.16 - Gravity Suit
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Reduces damage from foes. Enables free movement in water. Stops
lava damage."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.17 - Plasma Beam
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"This powerful beam can blast through multiple enemies."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.18 - Space Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Somersault continually in the air. Use A mid-somersault to jump
again."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.D.19 - Power Bombs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Set with R + B in Morph Ball form. Opens yellow hatches."
====================================================================
2 - Walkthrough
====================================================================
Welcome to the Walkthrough section. The "meat" of this guide. This
section informs you on how to get from the beginning, to the end of
Metroid: Zero Mission. This is the general path through the game,
that Nintendo "leads" you down using the Chozo Beacons. This path
requests of you, a need to only use basic techniques.
--------------------------------------------------------------------
2.A - Starting-Off in Brinstar
--------------------------------------------------------------------
You start-off in an area called Brinstar.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.A.01 - Collecting the Morph Ball and the Chozo's Upload
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
First, You'll want to head to your left, to get your first upgrade.
The Morph Ball (Maru Mari of old) is one of the most important items
in the game. After getting the Morph Ball, head to the right, and
maneuver through the narrow passageway, in your new Morph Ball Form.
Keep heading right, until you reach a Blue Colored Hatch Door. Shoot
the Blue Hatch Door with your Arm Cannon Blaster, and head-on
through it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.A.02 - The Climb to the Long Beam
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you can head straight right and into the Save Room. Save if you
like to, and then go up that big long shaft. On your way up, you
may see a Blue Hatch, surrounded buy earth and also some Breakable
Blocks. Your shots will not penetrate all the way through all of the
blocks, this requires the Long Beam. (There is a way to get through
here without the Long Beam, but if this is your first time playing
the game, I suggest that you do indeed obtain the Long Beam). Keep
going up until you find the next Blue Hatch, and proceed through it.
Head left as far as you can go, crouch and shoot the Breakable
Blocks that bar your way, then proceed left some more through yet
another Blue Hatch. In this room you will see a Chozo Statue holding
a pulsing orb. Shoot this orb and grab your Upgrade, the Long Beam.
Now it's time to go back to the shaft you came from. You will notice
that you can not get back through the Morph Ball passageway you came
from before. You must shoot the Breakable Blocks on the top. Go all
the way up while shoot any Breakable Blocks in your way. When you
come to the top, head left and through the Blue Hatch. You will see
a rather quick cut-scene, showing you 2 giant states of heads. After
checking that out, head back the way you came, and all the way to
the right. When you get to the Grey Hatch, you'll have to fight one
of the toughest creatures you have fought yet. This Huge Dessgeegas
isn't too tough to beat, just blast away. After he is disposed of,
the Grey Hatch will activate and start to glow. You are now able to
proceed through it. In the next room, you are presented with yet
another Chozo Beacon Upload. This Chozo tells you where to get the
Bomb Upgrade.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.A.03 - Getting your First Missile Tank
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now head back into that shaft and head down to where you saw that
Blue Hatch surrounded by earth and Breakable Blocks. Shoot the
blocks using your new Long Beam Upgrade and go through the Hatch.
Head left through the little 1x1 Room. You will see a new kind of
Hatch in this next Shaft. You can not open Red Hatches, yet. Go
down the shaft and into the next Blue Shaft you see, to Save your
game. Now head down the shaft all the way, and then through the
bottom-most Blue Hatch. Run left until you see the Missile Tank,
suspended above the Acid Pit (yes, that is Acid you see, NOT Lava.
Don't listen to people that tell you it's Lava). Jump up to the
Missile Tank, being careful not to fall in the Acid Pit. Once
retrieving the Missile Tank, you must head back the way you came,
as you are blocked by "Bomb Blocks" to your right. Head left and
prepare to face the Scolopendra Mini-Boss. For more information on
defeating this Mini-Boss, please refer to section 4.B.01 in this
guide.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.A.04 - Opening the Red Hatches and Obtaining the Bombs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
After you're done playing with the Scolopendra, head back to that
Red Hatch you saw earlier. Now shoot a Missile at the Red Hatch, to
open it and proceed through. Keep heading toward that Beacon. You
may have to fight the Scolopendra again, if he ran away from the
previous battle. Once you get all the way to the right that you can
possibly go, you will be in another up and down shaft. I suggest you
go down and through the Hatch you see there. This is your very first
Map Room. Getting a Map Downloaded to your Suit, is always a good
thing. Lastly, just follow that Beacon to get your Bomb Upgrade.
Head back out toward the shaft. The Hatch you came from will now be
a Grey Hatch. Bomb the column, and defeat the Energy Leeches that
come out. For more information on the Energy Leeches please refer to
section 4.C.02 of this guide. After you Bomb all the Energy Leeches,
head through the Grey Hatch, and back to the shaft.
Now you're Beaconless, but if you look on your Map, you will see a
lot of grey areas. You can head-up the shaft that you just came from
but this is not recommended, and it also requires very accurate
Bomb Jumping prowess. Instead lets go the easy path... go down the
shaft, and then go through the Blue Hatch that is 1 higher than the
Map Room. Head all the way left, and go through the Blue Hatch. In
this small 1x1 room, Bomb the 3-high Bomb Blocks. Head down, to find
another Chozo Statue with a new Beacon Upload.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.A.05 - The Hunt for the Ice Beam Part 1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The new Beacon Coordinates you have, point you in the direction of
the Ice Beam. Head on down the Elevator to Norfair, as shown on your
Map.
--------------------------------------------------------------------
2.B - To the Depths of Norfair
--------------------------------------------------------------------
Norfair is a hot place, filled with Lava Pits and Heat Rooms.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.B.01 - Kind of Stuck Down Here, Now What ?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once you head down the Elevator and make your way down, from it...
it will soon appear that you are stuck and you can't get back-up to
the Elevator if you wanted too. That's because you are stuck. Even
Bomb Jumping won't get you trough the Rippers, as far as I know.
Being stuck down in Norfair isn't such a bad thing, so it doesn't
really matter, let's proceed onward. First head to your right and
Save you game, then go right through the Hatch in the Save Room. You
will come to a room filled with Pits, and impossible jumps. This
looks nearly impassable to the untrained eye... but this is the way
toward the Beacon, so now what? How about we just head left. Go left
until through 1,2,3 Blue Hatches, and all the way to a big wall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.B.02 - The Hidden Way to Crateria
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bomb the wall to find an opening and proceed all the way to the
right, go through the Blue Hatch. In this shaft, go up and onto the
Elevator. This goes to the surface of Zebes, Crateria.
--------------------------------------------------------------------
2.C - Ancient Chozo Artifacts of Crateria
--------------------------------------------------------------------
Crateria holds part of the Chozo's Past. The Chozo Ruins are
scattered throughout. What Relics of Chozo Lore, will be found?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.C.01 - Analysis Inconclusive, Unknown Item 1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fresh off of the Elevator, go to your right. Left is blocked-off.
You will come to a body of water (no, Maridia isn't in the game).
Jump up the platforms until you see a nice rectangle of Bomb Blocks.
Bomb them and jump over to the left. Jump up into the next screen.
This is officially where the "Chozo Ruins" start. Go into Morph Ball
Form and go to where that weird looking Block is at. Bomb your way
to the passageway underneath, as you can not break that block yet.
Head right through the Hatch. In this room you will find a Chozo
holding Unknown Item 1. Grab it, and head back to the weird looking
block. Destroy the block, and then head left and through that Hatch.
Here you will come to a bridge. When you set foot on it, it will
break and send you to some Ancient Chozo Architecture, below.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.C.02 - The Strength of the Chozo, The Power Grip Relic
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You can destroy the wall on your left, and also some of the blocks
within the wall. Try to get all the way to the end of the screen, on
the left-side. You will come to a Huge Chozo Statue in this lost
chamber. The Chozo holds the Power Grip. Grab it and head back to
the right. The Chozo Totem outside will now raise-up and give you a
way out of the pit, and a way to try out your new Power Grip Relic.
Once above the bridge again, go through the Hatch on your left. You
will be outside, in the area that Samus landed her Ship at.
Fall-down, off of the cliff, and to the Ship. You can Save the game
and replenish life and weapons, in the Ship. Afterwards, head
through the Hatch to your right. Destroy the Chozo Block and proceed
through the Hatch on the left. You are now back at the Elevator that
leads back down to Norfair. Go ahead and take your new Power Grip
down the Elevator.
--------------------------------------------------------------------
2.D - Back to Norfair with New Found Technology
--------------------------------------------------------------------
Welcome back to the Saunas of Zebes.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.D.01 - The Hunt for the Ice Beam Part 2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Head all the way back to the room on the far right of Norfair. Look
at your Map, if need be. You should be able to get through the room
that you couldn't before (before you got the Power Grip). Go through
the Hatch all the way to the right side of this room. You will come
to a room with lots of condensed bubbles. if you Bomb the floor,
right after you come through the Hatch, you will unsheathe a new
kind of block... the Speed Booster Block. Remember this block
location for later.
Head up the shaft and go through the first Blue Hatch that you see.
The Hatch right above this, is a "Heat Room"... even though we'd
love to see Samus sweatin' to the oldies, it's hard to transverse
this room without either a ton of Energy Tanks or other equipment.
Anyway, head through that first Blue Hatch and go all the way right
through another Hatch.
Once you get inside the Ice Beam Chozo Room, the Hatch Door behind
you will close and can only be re-opened with a Super Missile, which
you don't quite have yet. Grab the Ice Beam from the Chozo Statue.
It's now time to Bomb your way left, in the passageway underneath
the Ice Beam Chozo Statue. Mostly, all the Enemies you see in the
next few rooms and shafts will have to be frozen with your Ice Beam,
and then stepped upon like a platform. Follow the path the game
takes you on, up and around.
You will get to yet another Chozo Beacon Uploading Statue. You know
the drill... get the Beacon Upload, and then book through the Hatch
on your right. You are now back in the previous shaft. Run to your
right and fall-through the Weak Blocks, back down to where you came
from.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.D.02 - The Need for Speed
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Well, now you have a new Chozo Beacon, and you know that you need
the Speed Booster to get through those blocks... so lets follow
that Beacon to Kraid's Hideout. You can head back to Brinstar by
freezing the Rippers by the Elevator and jump on them. Once in
Brinstar, head back to the second room when ever went to... right
after the first Hatch you ever went through. Bomb the floor in this
room. Go down the Elevator that leads to Kraid's Hideout.
--------------------------------------------------------------------
2.E - The Long Haul to Kraid's Hideout
--------------------------------------------------------------------
Kraid likes to party! His pad has some fun Zip Line Devices, and not
to mention, many Luxurious Pools of Acid.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.E.01 - Activating the Zip Line System
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Straight off of the Elevator, you can head left to a Blue Hatch or
right to a Red Hatch. First head left through the Blue Hatch to Save
your game, then head through the Red Hatch. Go right, all the way to
the end of this long room, and trough the Blue Hatch. Bomb the floor
in this shaft, and Bomb the blocks cover the Morph Ball Launcher.
Drop down into the Morph Ball Launcher in Morph Ball Form and set a
Bomb. When the Bomb goes off, you will Speed Dash straight-up the
tube. Once on top, use your Power Grip to climb up to the highest
Blue Hatch and proceed through it. In this room, shoot the 2 blocks
and then Power Grip through the small opening. Head right and
through the Hatch. In this shaft, fall down the hole in Morph Ball
Form, all the while setting Bombs. There is a Morph Ball Launcher at
the bottom of the hole, use it to Speed Dash up the hole and Bomb
the one block, on the right side. Once Bombed, head through the
Passageway, and through the Hatch.
In this room you will come across the Generator System to all those
Zip Line Devices. Use your Morph Ball Form as a Key to turn it on.
Now you can use those glowing globes to call the Zip Lines. Just
jump into the Zip Line here, after calling it over to you. You
should collect an Energy Tank here by default... now head through
the Blue Hatch on the right. Back in this shaft again, fall-down and
head through the Blue Hatch on the left. In this room you will fight
the Acid Annelida. Please refer to section 4.B.02 in this guide, for
more information on this Mini-Boss Creature.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.E.02 - The Secret Way to Kraid and Unknown Item 2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
After you defeat the Acid Annelida. Go back to the beginning. The
way to Kraid is through the Blue Hatch just underneath the Save Room
Blue Hatch. Head left through this room and through the Hatch. Bomb
the floor with the Acid Pit, and fall through it, It is a fake Acid
Pit. Go all the way down this shaft using all the techniques
necessary. Head through the Blue Hatch on the right-side. Head
through the Blue Hatch in this small 1x1 room. In this next small
1x1 room, don't bother with the Red Hatch, instead Bomb the floor,
and head through the hole.
Bomb your way all the way down to the bottom. Head through the left
Hatch to Save your game. Then head over to the Blue Hatch. If you go
through it you will be blocked by a Chozo Block. Just go above the
Hatch via the small passageway, by shoot out the blocks that are
covering it. Grab Unknown Item 2 from the Chozo Statue, shoot the
Chozo Block and head back out through the Blue Hatch. Go up to the
small passageway, again, but to the left. Shoot the Chozo Block. Get
up to the next screen and go through the Blue Hatch on the right.
Go right through this long room, all the way to the Blue Hatch, to
the Save Room. Go right to the next room, and bomb the floor. Fall
through the floor, but right when you hit the bottom of the screen,
come out off Morph Ball Form and shoot to your left. Grab on the
ledge and pull yourself through. If you miss this opportunity to
grab the ledge... don't worry... head right on the bottom, and then
back-up and left again, to those Chozo Blocks. Next, head through
the Blue Hatch on the left.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.E.03 - Kraid, the Guardian of the Speed Booster
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You will come to your first ever Infested Hatch. Wait until it opens
it's Eye, and shoot a Missile at it. Proceed through the Hatch and
prepare to fight Kraid! For more information about Kraid, please
refer to section 4.A.01 in this guide. After Kraid, you will be able
to get the Speed Booster Upgrade.
--------------------------------------------------------------------
2.F - Back to Norfair, Yet Again, with New Found Technology
--------------------------------------------------------------------
Let's head back to Norfair, again, with a newer/faster Samus.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.F.01 - To the Hi-Jump Upgrade
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go back to the room right before the Speed Booster Breakable Blocks.
This will be two Blue Hatches to the right, from the Norfair
Elevator. Go to where 3rd Hatch that leads out the shaft, where you
went-up to get the Ice Beam. Speed Boost out of this Hatch, into the
shaft. You will break-through the Speed Booster Blocks, as you run
over them. Next, you will come to yet another set of Speed Booster
Blocks. Just Bomb the ground to reveal them. There is a Blue Hatch
on your left, so go through it. If you go to the other side of this
room (all the way left), you will come to a Green Hatch which you
can not open, at this time. Use this room to Speed Boost through the
Blue Hatch, out into the shaft again, like in the previous room. You
will need to shoot all of the cloud looking platforms, to clear a
path for yourself, to Speed Boost. You will Speed Boost through some
more Speed Booster Blocks and down the shaft a little more. Finally,
head left through this Blue Hatch. Defeat or run-by the Enemies in
this room, and head left through the Blue Hatch. Collect your next
Upgrade, the Hi-Jump. Now you can jump higher and also jump while in
Morph Ball Form!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.F.02 - Getting too Hot to Handle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You will notice that if you go through the narrow passageway,
underneath the Hi-Jump Chozo Statue, you will enter a Heat Room.
You will also notice that you will take damage, just from being
inside of this type of room. You may want to now get the Varia Suit.
Exploring the Heat Rooms of Norfair are really optional, but a VERY
wise thing to do on your first couple of times through the game.
Going through these Heat Rooms of Norfair will net you a couple of
Super Missile Tanks, as well as the Wave Beam. This can help you get
the Screw Attack earlier than normal, also. If you're feeling like
getting some of these Upgrades, before going through the ferocious
chambers of Ridley's Lair, then go to sections 2.G and 2.H in this
guide. Once again, it is recommended that you first obtain the
Varia Suit, before going through these Heat Rooms and before going
to Ridley. Skipping all of these Items and Tanks are only for people
going for "Speed Runs" and whom would like a more challenging game
experience.
--------------------------------------------------------------------
2.G - Brinstar and the Sacred Armament
--------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.G.01 - Obtaining the Varia Suit
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--------------------------------------------------------------------
2.H - The Very Depths of Norfair
--------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.H.01 - It's Hot Down Here
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--------------------------------------------------------------------
2.I - Ridley's Lair, the Center of Zebes
--------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.I.01 - Exploring the Hidden Chambers of Ridley's Lair
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.I.02 - Unknown Item 3 and Pirate Commander Ridley
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===============================================================
3 - Maps of Zebes
===============================================================
The Maps of Zebes show you where everything in the game is
located. The Legend is as follows.
Items, Chozos, and Rooms always have 2 UPPERCASE schemes.
Tanks always have 1 UPPERCASE and 1 lowercase in the scheme.
\/ = Elevator or Route
-- = Ceiling or Floor
| = Wall
+ = Corner
0 = Hatch Door
: = Breakable Wall, or "Behind the Scenes" Walkthrough Wall
.. = Breakable Floor or Ceiling,
or "Behind the Scenes" Walkthrough Floor or Ceiling
CU = Chozo Beacon Upload
SR = Save Room
MR = Map Room
Mx = x is the corresponding Missile Tank #.
(Ma) thru (Mz) will repeat through each area of the game
Ex = x is the corresponding Energy Tank #.
(Ea) thru (Ez) will repeat through each area of the game
Sx = x is the corresponding Super Missile Tank #.
(Sa) thru (Sz) will repeat through each area of the game
Px = x is the corresponding Power Bomb Tank #.
(Pa) thru (Pz) will repeat through each area of the game
MB = Morph Ball
LB = Long Beam
CB = Charge Beam (Can only get this at one of the locations)
IB = Ice Beam
WB = Wave Beam
BU = Bomb Upgrade
VS = Varia Suit
PG = Power Grip
SB = Speed Booster
HJ = Hi-Jump
SA = Screw Attack
U1 = Unknown Item 1
U2 = Unknown Item 2
U3 = Unknown Item 3
--------------------------------------------------------------------
3.A - Brinstar
--------------------------------------------------------------------
Brinstar is the first area of the game. It's caverns and shafts are
mostly infested with the easy to defeat Zoomer Enemies. It is fairly
simple to transverse the area.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.A.01 - Western Brinstar
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+--+--------+--+
|VS0 0 |
+--+-----+-----+-----+--+-----+--+--+ +--+ +--+ |
| 0 0 CU0 0 |Mf: | |Ec | | |
+ +-----+-----+..---+--+--+ | | +--------------+--+..+
\/ | : | | : | 0 0 0 ===>
Tourian +-----+ | | +--+ +-----------------+--+
| | | | | |
+--+--+..+--+ | | | >====================>
|LB0 0 | | | >= Eastern Brinstar =>
+--+--------+ | | | >====================>
| | | |
| +--+ +-----------+--+
| 0 0 0 0 0 ===>
| +--+ +--+--------+..+
| | | 0SR| | |
+--+ | | +--+ | |
| : | | | |Me|
| | | | | +--+
|Mh| | | |
| | +--+ +---------------
|Sa: :Mi: 0 CB Ma ===>
Crateria +--+ +--+--+---------------
/\ | |
+ + +--+ | |
| | |Mg| | |
+-----+..+-----+..+-----------+ +--+
|MB 0 0 Eb CU0 0SR|
+-----+..+-----+..+-----------+--+--+
| | | |
+--+ | |
| |
| |
| +--+--+--+
| 0 : 0CU|
+--+ +--+--+
\/
Kraid
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.A.02 - Eastern Brinstar
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+--+--------------+--------+--+
<=== 0SR0 Mj 0CU 0 |
<====================< +--+-----+..+..+--+..+-----+ |
<= Western Brinstar =< | | | |
<====================< +--+--+-----+--+--+ |
|Md:BU0 0 | |
+--+--------+ +--+--+-----+--+ + |
|Mb: | |SR0 0 |
+--+ +--+--------------+--+--+ |
<=== 0 0 0Mc CB Ea 0 |
+--------+..+-----------------+--+ |
| | |MR0 |
+--+-----+ | +--+--+
|CU0 0 |
+--+-----+--+
------------+--+
<=== 0 |
------------+ +
\/
Norfair
--------------------------------------------------------------------
3.B - Norfair
--------------------------------------------------------------------
(SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)
--------------------------------------------------------------------
3.C - Crateria
--------------------------------------------------------------------
(SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)
--------------------------------------------------------------------
3.D - Kraid
--------------------------------------------------------------------
(SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)
--------------------------------------------------------------------
3.E - Ridley
--------------------------------------------------------------------
(SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)
--------------------------------------------------------------------
3.F - Tourian
--------------------------------------------------------------------
(SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)
--------------------------------------------------------------------
3.G - Chozodia
--------------------------------------------------------------------
(SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)
====================================================================
4 - Enemy Creature Strategies
====================================================================
This section contains general information on how to defeat the games
Enemy Creatures, as well as providing strategies.
--------------------------------------------------------------------
4.A - Boss Creatures
--------------------------------------------------------------------
These are creatures that are required of you, to defeat, in order to
proceed with the game. These guys aren't really "push-overs" and you
will usually get a pretty nice Item after beating them.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.A.01 - Kraid
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kraid can be defeated by first shooting his head. Then when he opens
his mouth, shoot some Missiles down his throat. If you run-out of
Missiles, you can shoot his spinning "Claw Thingies" to regain them,
as well as health. Part way through the battle, Kraid will destroy
the platform that you where standing on. You must then use his
stomach projectiles as a step ladder to shooting his head and mouth.
If you did a "Sequence Break" and have Super Missiles, this battle
can and will usually play out differently.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.A.02 - Ridley
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.A.03 - Mother Brain
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.A.04 - Corrupted Chozo Monolith
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.A.05 - Mechanized Ridley
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)
--------------------------------------------------------------------
4.B - Mini-Boss Creatures
--------------------------------------------------------------------
These creatures are pretty much "required" also, just like the Boss
Creatures are. The only real exception would be the "Scolopendra",
which can technically be skipped. But not killing him, is so much
more of a pain, then to just actually kill him. So, I say he's a
"Mini-Boss".
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.B.01 - Scolopendra
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This guy may be known as "The Centipede" to some, but that's to
plain for my tastes. I call him "Scolopendra". This guy takes 3
Missile Shots in the Eye, to defeat. You can regain lost Missiles by
shooting his spikes that he fires at you. He can be defeated really
quickly in all Difficulty Modes, if you just shoot him once every
single time he opens his Eye. Scolopendra appears in different
locations throughout Brinstar, if you don't defeat him within an
allotted period of time, as he runs away. He will leave behind the
Charge Beam Upgrade, when defeated.
("Scolopendra" is the name that I have personally given to this
Enemy Creature)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.B.02 - Acid Annelida
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When you see him start to move his mouth, jump-up to the Zip Line.
He should attack your previous location while you Zip to the other
side. Shoot Missiles into his back, where his orange spheres are
located. When he goes down into the Acid Pit, wait for him to move
his mouth again, and repeat. When he is almost defeated, he will
raise the Acid Pit, up and then back down. Just jump on one of the
upper blocks, and wait for the Acid Pit to lower. Repeat the attack
pattern, until he has been defeated. You can replenish your Missiles
and Energy when the Acid Annelida comes up to attack you. Simply
stand by one of the Blue Hatches and shoot-up at the Acid Annelida's
volley. When destroyed, they will leave behind some replenishment
capsules.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.B.03 - Cocooned Larvae Keeper
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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4.C - Notorious Creatures
--------------------------------------------------------------------
Some of these guys are not required, at all. Some of them are really
easy to defeat, but still need to be killed, in order for you to get
an Item you may want. Some of these guys guard Grey Hatches that
won't open until you defeat them. These guys are little more than
just Regular Creatures.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.C.01 - Evolved Sidehoopers/Dessgeegas
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.C.02 - Energy Leeches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These guys will cling onto you, and only drain your Energy when many
are on you at the same time. These guys can be used to eat through
the "Sequence Breaking Stopper Enemy". The Energy Leeches guard 1
Grey Hatch near the Bomb Upgrade. They are easy to defeat, just use
your Bombs, in Morph Ball Mode.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.C.03 - Carapace Larvae Keeper
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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4.C.04 - Wasp Keeper
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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4.C.05 - Space Pirates/Key Hunters
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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====================================================================
5 - High Level Gameplay
====================================================================
This section is what will make this game your second Super Metroid.
This is what makes the game fun for me... not just finishing the
game, but mastering it to the best of my abilities. A Metroid game
of this caliber deserves no less.
This section assumes that you have finished the game at least once.
--------------------------------------------------------------------
5.A - Advanced Techniques
--------------------------------------------------------------------
Most of these techniques you will need to use, if you are to be
successful at getting a 100% Item Collection Rate.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.A.01 - Diagonal Bomb Jumping
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is a pretty hard and frustrating technique, if your not having
a good game day. It's like a regular Bomb Jump, but it can propel
you right or left, while continually going up. This technique has
tons of "Sequence Breaking" applications. My only suggestion, is to
keep you thumb on the lower part of the CONTROL PAD. Use the bottom
left and right corners, to move left and right... not the actual
left and right.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.A.02 - Wall Jumping
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is the version of Wall Jumping found in Super Metroid. You
simply somersault directly at a wall, then press the opposite
direction as you hit the wall + jump again. You can Wall Jump up
the same wall, if you press back towards the wall, as soon as you
Wall Jump off of it. Make sense? I hope so.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.A.03 - Speed Boost Charge Retainment
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is also known as "Keeping Charge", as explain early in section
1.C.05 of this guide. You need this technique, so you can do things
like, Speed Dashing on a different ledge, than of one you that you
can Speed Boost to.
Keeping Charge is when you begin to Boost, and you quickly press
DOWN to stop, and hold that energy for a few seconds. Within that
time, you can do a Speed Dash. You can also move around freely, but
be careful when jumping, or you my end-up doing a Speed Dash. Always
make sure to be moving before you jump, to avoid using your Charge,
and thus doing a Speed Dash.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.A.04 - Speed Boosted Somersaulting
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is also known as "Boost Jumping", as explain early in section
1.C.05 of this guide. Off the top of my head, there are 2 Tanks that
require you to use this technique. One of which is an important
Energy Tank. A Boost Jump is when you do NOT Keep your Charge. You
would just simply run into a Speed Boost, and then you would do a
Somersaulting Boosted Jump, by press down the A BUTTON. There is
also an area, behind the Hi-Jump in Norfair, that this technique can
be used. If you press backwards, at anytime while Somersaulting,
your Boost Charge will dissipate.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.A.05 - Dashing in Morph Ball Form
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Some people may call this "Ball Dashing". This requires you to have
the Morph Ball Upgrade, the Speed Booster, and the Hi-Jump. To do
this technique, simply Speed Boost, Keep your Charge by pressing
DOWN on the CONTROL PAD, then tap DOWN twice into Morph Ball Form,
then press the A BUTTON and the direction you want to Ball Dash.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.A.06 - Shinesparking
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Some people say that "Shinesparking" is anything and everything, to
do with Speed Boosting. Well, I'm not here to argue... people can
think whatever they want (it's just a game, right?) What a
Shinespark is to my posse and I, is Keeping a Charge, Speed Dashing
with that Charge, and then regaining another Charge while within
that Speed Dash... thus repeating the "Dash Loop". To do this, you
must find a Slope or a Hill. Speed Boost and Dash into that Slope,
and hold the direction you're going. When you hit the Slope, Samus
will miraculously start to do her Speed Boost again! Now you can
Keep the Charge again, and run/jump to another Slope, Dash into it
and do the same thing over and over again. This is an important
technique to use, when going for a 100% Item Collection Rate.
--------------------------------------------------------------------
5.B - Unlockables
--------------------------------------------------------------------
Everything that you can unlock in Metroid: Zero Mission, will be
listed in this section.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.B.01 - Metroid Fusion Link
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is available from the outset.
Not an "Unlockable" in and of itself, but you will need to Link-up
Metroid Fusion to get the Unlockables. I have yet to try this, yet.
I will put my findings here when I do.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.B.02 - Gallery
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finish the game once to get this Unlockable.
This Unlockable shows all the Endings that you have obtained, and
perhaps more.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.B.03 - Original Metroid
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finish the game once to get this Unlockable.
This lets you play the original NES Classic in true form, complete
with passwords.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.B.04 - Hard Mode
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finish the game once to get this Unlockable.
Hard Mode really cranks-up the difficulty of the game, while
introducing new gameplay elements like not being able to use some
save rooms and having less Ammunition to use. Hard Mode lets you
find more Endings to add to the Gallery.
To start a game in Hard Mode, the best way is to copy the game data
from one of your other saves, that finished the game. Then pick that
copied save game and choose "Start Game" then "New" and then "Hard".
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.B.05 - Sound Test
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I got this Unlockable when I beat the game in Hard Mode.
This lets you play all the songs in Metroid: Zero Mission.
--------------------------------------------------------------------
5.C - 100% Tank Collection
--------------------------------------------------------------------
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.C.01 - Tank Collection in Brinstar
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Super Missile Tank (Sa)
-----------------------
You must have the Morph Ball, the Speed Booster, and the Hi-Jump.
Go to the room where the Scolopendra Mini-Boss and the first
Missile Tank were previously located. Put your back-up against the
wall, just right of the Scolopendra battle. Start Speed Boosting to
the left while shooting the Hatch. When you get to the other side
of the Hatch, Keep your Charge by pressing DOWN, then go back
through the same Hatch. Back on the other side, run to where the
ground is level (off the small slope), quickly turn around (now
facing left), shoot the Hatch, go into Morph Ball Form, and then
Speed Dash in Morph Ball Form back through the Hatch. On the other
side of the Hatch, you will break through some Speed Booster Blocks
and go into another screen to your left. Quickly hold LEFT on the
CONTROL PAD, when the new screen comes-up. You will Shinespark on
the small slope and destroy the Rippers. Before you get to the next
screen, quickly press DOWN on the CONRTOL PAD to Keep Charge again.
Roll Samus to the next screen on the left, and then Ball Jump to
the closest platform. Do one more Speed Dash in Morph Ball Form,
off of the platform heading left. Grab your Super Missile Tank in
this next screen.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.C.02 - Tank Collection in Norfair
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.C.03 - Tank Collection in Crateria
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.C.04 - Tank Collection in Kraid
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.C.05 - Tank Collection in Ridley
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.C.06 - Tank Collection in Tourian
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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5.C.07 - Tank Collection in Chozodia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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--------------------------------------------------------------------
5.D - Multiple Endings and How to Obtain Them
--------------------------------------------------------------------
The multiple different Endings, in the game, breakdown like this.
Easy: (1) Any Clear Time and Any % Item Collection Rate
Normal: (1) Over 4:00:00 Clear Time
(2) Over 2:00:00 but Under 4:00:00 Clear Time
(3) Over 2:00:00 Clear Time but 100% Item Collection Rate
(4) Under 2:00:00 Clear Time
(5) Under 2:00:00 Clear Time and 100% Item Collection Rate
(7) Under 15% Item Collection Rate
Hard: (1) Over 4:00:00 Clear Time
(2) Over 2:00:00 but Under 4:00:00 Clear Time
(3) Over 2:00:00 Clear Time but 100% Item Collection Rate
(4) Under 2:00:00 Clear Time
(6) Under 2:00:00 Clear Time and 100% Item Collection Rate
(8) Under 15% Item Collection Rate
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.D.01 - Under 2:00:00 Clear Time Strategies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.D.02 - Hard Mode Strategies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.D.03 - Less than 15% Item Collection Rate Strategies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Every Item or Tank you get in the game is worth 1%.
50 Missile Tanks + 12 Energy Tanks + 15 Super Missile Tanks +
9 Power Bomb Tanks + 14 Items = 100 Items and Tanks Total
(50 + 12 + 15 + 9 + 14 = 100%)
You must GET the Morph Ball. +1%
You must GET the Bomb Upgrade. +1%
You must GET at least 1 Missile Tank. +1%
Long Beam is OPTIONAL. Do NOT get it. +0%
Charge Beam is OPTIONAL. Do NOT get it. +0%
You can SKIP the Varia Suit, but the game will give it to you
automatically later on, when you get the Gravity Suit, so SKIPPING
it does NOT matter. +1%
You HAVE to get Unknown Item 1 to get the Power Grip and you HAVE to
get the Power Grip, to get through Norfair. So far, the Power Grip
and Unknown Item 1 are NOT OPTIONAL. +2%
You must GET Unknown Item 2 to get to Kraid. +1%
You could SKIP the Ice Beam, but then you can NOT kill the Metroids,
thus not getting past Tourian. Thus, you must GET the Ice Beam. +1%
You can SKIP the Speed Booster, but it will be VERY difficult to
escape Tourian within the time limit, unless you are a perfect
Bomb Jumper. +0%
Hi-Jump is OPTIONAL. Do NOT get it. +0%
The Screw Attack is OPTIONAL, but in Hard Mode you will probably
not survive without it. +0%
Wave Beam is OPTIONAL. Do NOT get it. +0%
You must GET Unknown Item 3 to trigger the Ridley event and to
escape his Lair. +1%
You DO NOT need to get any Super Missiles, to finish the game,
but they are a better bang for your buck than Missiles are. +0%
You DO NOT need to get any Power Bombs, to finish the game. +0%
Unknown Item 1 will later become the Plasma Beam.
Unknown Item 2 will later become the Space Jump.
Unknown Item 3 will later become the Gravity Suit.
So far this is 9%, and this is all you need to get through the
whole game. You can pick 6% more Items and/or Tanks. I usually go
with 2 Energy Tanks, Screw Attack, and 3 Super Missiles Tanks.
Although, escaping from Tourian is pure hell, when you don't get
the Speed Booster. I have not been able to do this on Hard Mode,
as the time is just too short to Bomb Jump. I always get the
Speed Booster in Hard Mode... but I have skipped it in Normal.
Sometimes Hi-Jump is nice too! ooowww... too many choices.
--------------------------------------------------------------------
5.E - Sequence Breaking
--------------------------------------------------------------------
Sequence Breaking can be a highly debated topic among Metroid fans.
Everyone has a different opinion about what exactly is a "Break of
Sequence".
Some believe that Sequence Breaking can only be coined this term,
when using a glitch in the game, thus bypassing a normally required
area of the game.
Others may claim that Sequence Breaking is using extreme abuse of
the game's techniques, such as hardcore Bomb Jumping, Wall Jumping,
or some other extremely hard and rare feat to accomplish.
Some may even conclude, that Sequence Breaking is simply getting an
Item early than what is expected by 99% of the Metroid playing
population.
Yet again, someone else may say that "Sequence Breaking" is to just
go somewhere without the proper Item that you're "supposed" to have,
such as with-standing a "Heat Room" without the proper Suit.
Heck, in Metroid: Zero Mission, some could even say that
"Sequence Breaking" simply means that you have not followed the
Chozo's Beacons.
Whatever "Sequence Breaking" means to you, I will try to accommodate
a wide array of views, in this section.
You may want to finish the game once, before trying any of these.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.01 - Sequence Breaking Stoppers!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It seams that Nintendo has anticipated some Sequence Breaking,
and wanted to block people from getting insanely quick Clear Times.
I've really only found 1 of these so far, that COMPLETELY stops you
in your tracks. But I hope to find more, really soon!
Although you can see this type of Invincible Enemy in the Area near
the Varia Suit, it really doesn't "Stop" you from proceeding. This
type of Enemy (that doesn't hurt you) looks like a purplish-blue Egg
that is hanging from some dripping Snot. It is completely impassable
and indestructible.
To find the one that I am describing here, simply get to Norfair for
the first time... right before you get the Ice Beam or Power Grip.
Usually you would head to your left, and go to Crateria to get the
Power Grip... but instead go right. In the room with the Lava, just
after the save room, you can actually get through without the
so-called needed Power Grip. You can simply just do a ton of
Diagonal Bomb Jumps instead. This is VERY hard to do, as the ground
will blow-up underneath you... but I have done it!
Finally, when you make it to the end of the room, just before the
Hatch that exits, you will be greeted by one of these
"Sequence Breaking Stoppers". Too bad... no Ice Beam REALLY early :(
Another application for this would be to beat Kraid first, and then
go directly to Ridley, using the Speed Booster, thus skipping the
Power Grip, Unknown Item 1, and the Ice Beam. Now that would be
awesome !!! but... too bad... the Sequence Breaker Stopper is there.
(You do not need the Power Grip to beat Kraid, nor do you need to
go to Norfair at all before Kraid, refer to section 5.E.14).
If Nintendo would of neglected to put this in the game, then you
may not ever have to go to Crateria (in the beginning), and never
have to get the Power Grip and Unknown Item 1 ???
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.02 - Forget About the Long Beam
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yes, you can skip the Long Beam entirely, in this game. The only
real use that most people think they need it for, is to get to a
Blue Hatch that has many Normal Blocks, which need to be destroyed.
The truth is, that you can destroy some "unrevealed" Blocks, just
right above the Hatch... it's just not something that's seen
immediately. The Long Beam is just an optional Item, in this game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.03 - Forget About the Charge Beam
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yes, you can skip the Charge Beam entirely, in this game. It has no
use, but to make you more powerful. You can just let it float in
the air after defeating Scolopendra, or you can just not defeat him.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.04 - Giving Chozo Statues Amnesia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If, for any reason, you do something "Out of Sequence", some of the
Chozo Statues with Beacon Uploads, may just forget about them and
thus just "sit-down". This can be seen with some Chozo Statues, like
if you skip the Long Beam Upgrade and get a Missile Tank instead.
This will make the Chozo Statue, that blocks your path out of the
Long Beam Area, forget about telling you where the Missile Tank is
located. The Chozo Statue will also "sit-down" without telling you
anything at all, so you may pass-on at a later time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.05 - Varia Suit as your 3rd Item !!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I'm not considering Tanks here, just the Regular Items. You can
literally get the Varia Suits as your 3rd Item. It goes like this...
Morph Ball, then the Bomb Upgrade, then the Varia Suit !!!
You simply just use the Diagonal Bomb Jump Technique, and then tons
of other Bomb Jumping Techniques, once you get up to the Varia Suit
Area. It may seem impossible, at first, but it can be done!
You can also skip the Varia Suit entirely, in this game, if you want
to be hardcore. But... the game will automatically give it to you,
near the very end.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.06 - Early Brinstar Missile Tank (Me) Via Bomb Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This one is a very good Missile Tank to get, if you're not going for
a 15% or less run. On your way back from the Bomb Upgrade, Bomb your
way down to this hidden shaft. You can Bomb the block guarding the
Missile Tank, then quickly Bomb Jump your way up to the small
opening. This is Missile Tank (Me) on the Western Brinstar Map in
section 3.A.01 of this guide.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.07 - Early Brinstar Energy Tank (Eb) Via Bomb Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This one is in the third room, that you passed through, from when
you started your adventure. it is in the area where you got your
first Chozo Beacon Upload. Go to the left-side of the narrow
passageway, where you need to use your morph Ball Form. shoot-up at
the ceiling and thus reveal an Energy Tank. You can Bomb Jump up to
this Energy Tank, directly after getting the Bomb Upgrade. This is
Energy Tank (Eb) on the Western Brinstar Map in section 3.A.01 of
this guide.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.08 - Early Brinstar Missile Tank (Mf) Via Bomb Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This one is up near the Varia Suit area, in the shaft on the
right-side of Western Brinstar. Go all the way to the top of the
shaft and Bomb Jump your way up against the wall on your left. All
the while holding LEFT on the CONTROL PAD. This on can be tricky
because you have to dodge the 2 Ripper Enemies on your way up. This
is Missile Tank (Mf) on the Western Brinstar Map in section 3.A.01
of this guide.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.09 - Early Brinstar Missile Tank (Mi) via Bomb Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is located in the first shaft of the game. Bomb Jump along-side
the wall, while holding down RIGHT on the CONTROL PAD. The wall has
a hidden passageway, that you can go through. When inside the small
1x1 room, Bomb the floor... and grab the Missile Tank. This is
Missile Tank (Mi) on the Western Brinstar Map in section 3.A.01 of
this guide.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.10 - Early Norfair Missile Tank (Ma) via Bomb Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.11 - Early Norfair Missile Tank (Mb) via Bomb Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.12 - Early Norfair Missile Tank (Mc) via Bomb Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.13 - Early Kraid Energy Tank (Ea) via Bomb Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This isn't all that urgent to do and let me first warn you, this is
EXTREMELY challenging. You will be in Kraid's Hideout without the
Power Grip or the Ice Beam. All you need to have, in order to get
this Energy Tank, is the Morph Ball, the Bomb Upgrade, and just one
Missile Tank. First, head-on down to Kraid's Hideout. Go into the
first Red Hatch on your right. Proceed to the Zip Line Activation
System as normal... except this time, you must Bomb Jump in 3 spots,
as you do not have the Power Grip Relic. The first spot is right
after you use the Morph Ball Launcher. You will need to Bomb Jump up
the shaft with the Power Grip Handles. After you get up to the top
of this shaft, you must Bomb Jump again to the Blue Hatch Door at
the top of the whole area. Now go one through the Blue Hatch.
This is the Room that is "EXTREMELY challenging". Be careful not to
smash your GBA on the ground. You see those 2 Breakable Blocks up
there? You must destroy those Blocks, and do a Diagonal Bomb Jump
through the small gap, before the Blocks regenerate themselves. All
this while avoiding the Geega Creatures, that come-up and attack you
from the Acid Pit. If and when you manage to get through the small
opening, proceed to the Zip Line Activation System as you normally
would. In that Room you will get that Early Energy Tank (Ea). Now,
all you need to do is leave and thus will have to fight with the
Acid Annelida. If all you have is 1 Missile Tank, this can be a hard
battle... but you can do it, by replenishing your Missiles, when the
Acid Annelida comes up to attack you. Simply stand by one of the
Blue Hatches and shoot-up at the Acid Annelida's volley. When
destroyed, they will leave behind some replenishment capsules.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.14 - Bomb Jump toward Ice Beam, No Power Grip [SBS!]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Simply get to Norfair for the first time... right before you get the
Ice Beam or Power Grip. Usually you would head to your left, and go
to Crateria to get the Power Grip... but instead go right. In the
room with the Lava, just after the save room, you can actually get
through without the so-called needed Power Grip. You can simply just
do a ton of Diagonal Bomb Jumps instead. This is VERY hard to do, as
the ground will blow-up underneath you, but I have done it!
Finally, when you make it to the end of the room, just before the
Hatch that exits, you will be greeted by one of these
"Sequence Breaking Stoppers". Too bad... no Ice Beam REALLY early :(
Another application for this would be to beat Kraid first, and then
go directly to Ridley, using the Speed Booster, thus skipping the
Power Grip, Unknown Item 1, and the Ice Beam. Now that would be
awesome !!! but... too bad... the Sequence Breaker Stopper is there.
(You do not need the Power Grip to beat Kraid, nor do you need to
go to Norfair at all before Kraid, refer to section 5.E.14).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.15 - Crossing the Power Grip Area Breakable Bridge
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This accomplishes absolutely nothing, but it's fun to do once (well,
maybe not). You can Diagonally Bomb Jump your way to the other-side
of the Power Grip Area Bridge, but Nintendo saw it fit to not let
you get to your ship, by putting a Grey Hatch in the way, until you
get the Power Grip.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.16 - Get the Hi-Jump After the Ice Beam, Before Kraid
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is almost like going to fight Ridley before Kraid. Please refer
to section 5.E.20 for information on that. What you'll do is shoot a
Missile at a very well and hidden Missile Block, in the Room right
after where the Chozo Uploads a Beacon to the Speed Booster. This is
the Room with the Weak Blocks you will fall through, and back to
near where you'd go back to the Ice Beam. DO NOT fall-through the
Weak Blocks, and instead freeze the Ripper Enemy near the right-side
of the area. Jump on top of him, then jump and blast Missiles at the
wall. You should uncover a small opening. Jump-through and then
Power Grip onto the edge, then pull yourself in. Now you will have
to do a series of Bomb Jumps, and also destroy] Bomb Blocks while
Bomb Jumping. This can be hard, but it shouldn't take you longer
than 10 minutes to get through here. Once you get through all the
Bomb Jumping, you will Fall down a long shaft, all the way down to
near the bottom of Norfair. This is a pretty long drop, considering
you were just up at the top of Norfair. You can break yet another
Missile Block to find your way out. The Hi-Jump is close-by, you
should know how to get there. You can get back up to the beginning
of Norfair and thus back to Brinstar, using a hidden Morph Ball
Launcher. Getting the Hi-Jump at this time, will give one of the
Chozo Statues Amnesia. This is the Chozo Statue by the Elevator in
Brinstar, leading to Kraid's Hideout.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.17 - Pass Heat Room, Behind Hi-Jump, No Speed Booster
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You may need to do this, if you are doing a 15% run, and you are
heading for the Screw Attack as early as possible. Right behind the
Hi-Jump Chozo, are a couple of Heat Rooms. Near the end is a long
column of Speed Booster Blocks. You can do a Diagonal Bomb Jump,
underneath the column of Speed Booster Blocks, and get to where the
Blue Hatch is located. It's a little hard, but it's manageable.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.18 - Kill Kraid before going to Norfair
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This can be done, but let me first warn you, this is EXTREMELY
challenging. You will be in Kraid's Hideout without the Power Grip
or the Ice Beam. All you need to get to Kraid is the Morph Ball, the
Bomb Upgrade, and a Missile Tank. Just activate the Zip Line, using
the Diagonal Bomb Jump Technique, as described in section 5.E.13 of
this guide. Then, just head on over to Kraid as you normally would.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.19 - Fighting Ridley BEFORE Kraid !!!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This can be done! First do everything up to the Ice Beam, and then
go past the Chozo Statue that Uploads the Speed Booster Beacon, to
your Map. What you'll do is shoot a Missile at a very well and
hidden Missile Block, in the Room right after where the Chozo
Uploads a Beacon to the Speed Booster. This is the Room with the
Weak Blocks you will fall through, and back to near where you'd go
back to the Ice Beam. DO NOT fall-through the Weak Blocks, and
instead freeze the Ripper Enemy near the right-side of the area.
Jump on top of him, then jump and blast Missiles at the wall. You
should uncover a small opening. Jump-through and then Power Grip
onto the edge, then pull yourself in. Now you will have to do a
series of Bomb Jumps, and also destroy Bomb Blocks all the while
Bomb Jumping. This can be hard, but it shouldn't take you longer
than 10 minutes to get through here. Once you get through all the
Bomb Jumping, you will Fall down a long shaft, all the way down to
near the bottom of Norfair. This is a pretty long drop, considering
you were just up at the top of Norfair. You can break yet another
Missile Block to find your way out. The Hi-Jump is close-by, you
should go grab that really quick, if you aren't doing a 15% run.
Next, go through the bottom-most Blue Hatch in this shaft. It leads
to a Save Room, and to Ridley's Lair... but first you must face the
Cocooned Larvae Keeper Mini-Boss. Considering that you have finished
the game previously to reading this... you should know your way to
Ridley.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.20 - Fighting Kraid with Super Missiles
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This requires you to go to Ridley's Lair first. Go to the domain of
the Wasp Keeper, and also get the Super Missiles deeper in Ridley.
There is also a couple in Norfair, that you can get if you'd like,
but they both require you to have Super Missiles in the first place.
I believe that there is a total of 5 Super Missile Tanks, that you
can obtain, before ever laying foot in Kraid's Hideout.
Kraid will die so quickly, with Super Missiles, that it's not
even funny (well maybe a little). Just blast away like usual, and he
will be dead before you know it.... poor Kraid *RIP*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.21 - All the Way to Tourian, without ANY Beam Weapons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Although it is possible to get to, and defeat both Kraid and Ridley
without ever collecting 1 single Beam Weapon, it is also impossible
to get past the Metroids in Tourian. The Ice Beam and the
Plasma Beam are the only 2 Beams the game makes you get. Also, if
you're going to try to do this little mini-challenge, you're going
to have to get the Screw Attack, to get back up to Brinstar from
Norfair. Unless you can Bomb Jump through the Rippers, which I
believe is impossible.
This is not really a rational Sequence Break to do, unless you just
want to play around, and challenge yourself. It serves no purpose.
This is one of the toughest things I've done in this game, by far.
Have fun dieing when you get to the first Metroid :)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.22 - Getting through Chozodia without Screw Attack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yes, it's possible! You may not see it, at first... but when it
looks like your stuck, without the Screw Attack, you're really not.
There always seems to be a Missile Block somewhere for you to
destroy. Just look around.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.E.23 - Getting to the Final Boss without Power Bombs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It may seem that it is require of you to have Power Bombs, to get
into the chamber of the Final Boss. This is entirely untrue. There
is actually a secret passageway, in the ceiling, just above you
think you need to use Power Bombs. My suggestion is to NOT blowup
the big 4 square block on the floor, and instead use it to jump
through the "non-solid" ceiling!
====================================================================
6 - Item Checklist
====================================================================
Beam Weapons
------------
[ ] Long [ ] Charge [ ] Ice
[ ] Wave [ ] Plasma
Misc. Equipment
---------------
[ ] Morph Ball [ ] Bomb [ ] Power Grip
[ ] Speed Booster [ ] Hi-Jump [ ] Screw Attack
[ ] Space Jump
Suits
-----
[ ] Varia [ ] Gravity
Energy Tanks
------------
[ ] Energy Tank [ ] Energy Tank [ ] Energy Tank
[ ] Energy Tank [ ] Energy Tank [ ] Energy Tank
[ ] Energy Tank [ ] Energy Tank [ ] Energy Tank
[ ] Energy Tank [ ] Energy Tank [ ] Energy Tank
Missile Tanks
-------------
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank [ ] Missile Tank
[ ] Missile Tank [ ] Missile Tank
Super Missile Tanks
-------------------
[ ] Super Missile Tank [ ] Super Missile Tank [ ] Super Missile Tank
[ ] Super Missile Tank [ ] Super Missile Tank [ ] Super Missile Tank
[ ] Super Missile Tank [ ] Super Missile Tank [ ] Super Missile Tank
[ ] Super Missile Tank [ ] Super Missile Tank [ ] Super Missile Tank
[ ] Super Missile Tank [ ] Super Missile Tank [ ] Super Missile Tank
Power Bomb Tanks
----------------
[ ] Power Bomb Tank [ ] Power Bomb Tank [ ] Power Bomb Tank
[ ] Power Bomb Tank [ ] Power Bomb Tank [ ] Power Bomb Tank
[ ] Power Bomb Tank [ ] Power Bomb Tank [ ] Power Bomb Tank
====================================================================
7 - Epilogue
====================================================================
--------------------------------------------------------------------
7.A - Guide Revision History
--------------------------------------------------------------------
Version 0.19 (February 13, 2004)
---------------------------------
Added the Map of Eastern Brinstar. Added to section 1.B.08 the fact
that Missile Blocks can also be destroyed with Super Missiles.
Elaborated in section 1.B.09, the differences of the Varia Suit and
the Gravity Suit. Fixed the Table of Contents for the scheme
lettering of section 5.E.07 for (Eb). Added a header to section 4,
Enemy Creature Strategies. Elaborated in section 5.E.05, stated
that you get the Varia Suit no matter what. Added a new section
1.B.13, Getting your First Power Bomb Tank. Added more to the
Walkthrough section, up to obtaining the Hi-Jump and information on
the Heat Rooms and the Varia Suit.
Version 0.17 (February 10, 2004)
---------------------------------
Whoops, forgot all about Wall Jumping as a technique. Silly me...
It is now in section 5, Advanced Techniques.
Version 0.16 (February 10, 2004)
---------------------------------
Small bits of elaboration added. Changed the word "door" to "Hatch"
in one instance.
Version 0.15 (February 10, 2004)
---------------------------------
Added a High Level Gameplay header and also more information to
section 5. Working on the Eastern Brinstar Map in another file.
Have half-way Walkthrough to Ridley, in another file. Corrected
some grammar.
Version 0.12 (February 10, 2004)
---------------------------------
Corrected some mistakes throughout the guide.
Version 0.11 (February 10, 2004)
---------------------------------
Fixed a formatting issue with section 5.B. Added the solution to
obtaining the Brinstar Super Missile (Sa) in section 5.C.01,
because I referenced it in the guide and gave no exact solution.
Version 0.10 (February 10, 2004)
---------------------------------
First release. Table of contents, basic information and outline.
Walkthrough up to Kraid. A bunch of Sequence Breaks. Some sections
need more elaboration. There may be grammar, spelling, or other
mistakes. My friends and I have beaten the game like 20 times now,
and we still want more! I will Link to Metroid Fusion, soon.
Version 0.09 (February 09, 2004)
---------------------------------
Major strides have been made to this guide. The Table of Contents
is pretty much fleshed-out. Metroid: Zero Mission, is simply just
one awesome game. Hard Mode + 15% is one of the more fun and
challenging things, ever.
Version 0.05 (February 09, 2004)
---------------------------------
My store got their shipment tonight, and they're calling all the
cool people! I'm going to pick it up, before they close.
Version 0.01 (February 02, 2004)
---------------------------------
Pre-ordered the game. Got to Tourian on the demo kiosk, with my
friend in a store, within 6 hours of real-time. Created this file
on my Laptop. Going back to play the demo, in the days to come.
--------------------------------------------------------------------
7.B - Credits and Special Thanks
--------------------------------------------------------------------
Nintendo: For creating the Metroid Series,
one of the best Video Game Series of all time!
My Friends: For pushing me to my peak competitive Metroid limits.
Game Stores: For letting me play the Metroid: Zero Mission Kiosks,
for many days and hours on end.
SB Freaks: To all you Sequence Breaking Freaks out there.
You are all hardcore...
My Girl: For putting-up with my Video Game addiction.