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

--------------------------------------------------------------------
-------------------------------------- (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
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

   --------------------------------------------------------------------
   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
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      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
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      4.C.04 - Wasp Keeper
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      4.C.05 - Space Pirates/Key Hunters
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

====================================================================
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
   --------------------------------------------------------------------

   (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      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
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      5.C.03 - Tank Collection in Crateria
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      5.C.04 - Tank Collection in Kraid
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      5.C.05 - Tank Collection in Ridley
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      5.C.06 - Tank Collection in Tourian
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      5.C.07 - Tank Collection in Chozodia
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

   --------------------------------------------------------------------
   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
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      5.D.02 - Hard Mode Strategies
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      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
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

      (MAP IS NOT AVAILABLE, YET... SORRY)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      5.E.11 - Early Norfair Missile Tank (Mb) via Bomb Jump
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

      (MAP IS NOT AVAILABLE, YET... SORRY)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      5.E.12 - Early Norfair Missile Tank (Mc) via Bomb Jump
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      (SECTION UNDER CONSTRUCTION, PLEASE STAND BY...)

      (MAP IS NOT AVAILABLE, YET... SORRY)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      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.