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Speed Guide by Chzn8r

Version: 1.0 | Updated: 09/06/03

Complete Speed Guide for Super Metroid

Version 1.0

Copyright © 2003 Aaron Ringgenberg

This may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of any public
display is strictly prohibited, and a violation of copyright.

To ask for permission to use this guide, to give a suggestion, or
if you have any comments in general, email me at chzn8r@hotmail.com.

-My brother Jon for introducing me to Super Metroid at least 5
years ago, and showing me many tricks.
-Han of Metroid Speed Runs. His site helped me find everything I
never knew about.
-The people of the GameFAQs forum for helping me make this the
way it needed to be done.
-Nintendo for creating such a great game!

Table of Contents
   I. About
  II. Intro
 III. Crateria
  IV. Brinstar
   V. Kraid (Brinstar cont.)
  VI. Norfair (pre-Crocmire)
 VII. Norfair (Crocmire+)
VIII. Going to Wrecked Ship
  IX. Wrecked Ship
   X. Scavenger Hunt
  XI. Maridia, part 1
 XII. Maridia, Part 2
XIII. Ridley's Norfair (pre-Ridley)
 XIV. Norfair (Ridley+)
  XV. Back to the Ship
 XVI. To Tourian
XVII. Tourian and Ending
XVIII. Weapons & Items
  IXX. Moves (Tricks)
   XX. Bosses
  XXI. Version History

 I. About

In this guide, you will learn how to beat Super Metroid in under 1.5 hours,
how to collect every item in the game, and how to defeat all enemies and
bosses you will encounter. The small reward, though not a very good one,
is seeing a 16-bit Samus in a 1 piece bikini when you beat the game. I
don't think that makes it worth it. Beating Super Metroid this quickly
is just for fun and pride.

Also, in order to follow this guide, you will need to be able to wall
jump and super jump (in any direction). Practice those moves. Also,
during this guide, you'll be tempted to sidetrack and explore. If you
already know the game, that should not be necessary. If you are worried
about being too weak because something was skipped early on that you
could've gotten, don't sweat. A few missle packs won't make much of
a difference. They will be gotten when the time is ripe, so very few
trips have to be made to any specific area.


 II. Intro

After Samus speaks about what she's done up to this point, you are taken
to a space station. It is very small, consisting of only 6 rooms. Make
your way to the last. There is a canister with a metroid inside. Ridley
will appear, but you cannot harm him. He will only go away if you get
damaged down to 30 or less health. Try to get hit by his tail a lot, it
does the most damage. Once he leaves, you're given a minute to get back
out of the station. Hurry out and get back to your ship. You should make
it back in about 30 seconds.

 III. Crateria

Your ship will come down on the surface of the planet Zebes. It is dark,
wet, and lonely. Head left and into the next room. Continue left until
you can go down. Go all the way down, and through the long vertical
shaft afterwards. Continue to your right, and take the elevator down. If
you have ever played Metroid on the NES, you will notice that this is the
place where you started in that game. Anyways, go to the left and collect
the MORPH BALL. This allows Samus to crunch down into a tiny, mobile

Go to your right and into the next room. Shoot the floor beneath you and
go downward. and collect the MISSLE package in the next room. Do not go
to your right when you come back out. Head back to the elevator and make
your way back towards your ship. There will be enemies in your way, now.

When you are almost back to your ship, don't go out into the large open
area. Roll into a ball and go underneath the platform shortly before
there. Head down, and to the right. Use missles to open the door, and
go in for BOMBS. Once you have them, the door locks. You must fight the
STATUE you took them from. It should not take you longer that about 15
seconds. Just stand in the middle of the room as often as you can, and
shoot aiming diagonally up.

After beating it, go up and too the left. Use bombs to open a hole in
the wall, and go left. Continue left and get the energy tank. Go left
and down, then left again, until you reach an elevator. Hopefully you
still have 5 missles, and if not, full health.

 IV. Brinstar

Once the elevator get's down, drop to the bottom of this corridor. Use
your 5 missles and open the door to the right. Make your way through the
horizontal tunnel and out into a large room. Go up as far as you can and
go to the right. You should end up in a boss room. You're going to fight
the SPORE SPAWN. While it waves around, wait in ball form on the very left
or right. When it opens it's mouth, shoot missles in there (usually 1 but
try for 2). If you need refills, shoot the spores that fall down. After
a few hits his movement quickens. Just keep this up until he dies.

Continue up and go through the door. Go right and drop down through the
fake floor. Grab the SUPER MISSLES, and go left. Continue left. Once you
get to the room with the tunnel in the wall, use a super missle to open
a hole and crawl through to the other side. Go downwards and grab the
MISSLES on the left wall. Then, before going through the squeeze to
leave the room at the bottom, bomb the odd blocks and go down to get
CHARGE BEAM. Now, go right into the long green room. The 3rd pipe you
see will be fake. Wall jump up and crawl through it for some MISSLES.

Continue right and into a room with a long path above the floor. Shoot
the poofy spikey thing to help refill your super missles. Then, get
up on the path and dash across so you don't fall through. Shoot another
poofy thing before leaving the room.

Go downward a bit, then shoot the floor when you see an orange door. Go
farther downward and to the right. Keep going until a room with pincers
under water and a poofy thing on a platform. Shoot the ceiling above
the door and walljump up. Go through the tunnel to SPAZER BEAM. Get
back down and go right until you get to an elevator. Don't go down it.
Use super missles on the wall to the right so that you can cleanly run
through it. Walk back towards the door, then hold dash and jump to the
right to get to the door in the big mouth.

 V. Kraid (Brinstar cont.)

This is Kraid's area. Enter.
Go down, right, and up, into a room with flying ugly things. Shoot them
down, then shoot a spot in the middle of the floor where it looks weak.
Go down through that and keep going right, right, right, until you get
to a room where boss music starts. You're about to fight KRAID. He takes
4 super missles to kill. Shoot his head with regularly shots and then
hit him with a super missle in the head when he roars. It's the same
process after he makes the room grow. This shouldn't take long, and
if you're having trouble, shoot the floating claws to get refills.

When you're done, go to the right and get the VARIA SUIT. Head back out
the way you came, but before leaving Kraid's area, go in the door below
the entrance. Shoot the ceiling for an ENERGy TANK. Go back out to the
elevator and go down.

 VI. Norfair (Pre-Crocmire)

Drop to the bottom of this vertical hallway and take the door to the
left. Go in, grab the energy tank, and try to kill the enemy before it
gets out of reach of the top. Then open the door you came through so you
won't have to kill the enemy again when you come back in. Anyways, drop
down and go left, get the HIGH JUMP BOOTS, and come back out. Go up and get the
MISSLES and get out. In the first room, take the top door on the right.

Go through the first room. In the second, in the third pit in the room,
get the MISSLES submerged in lava. Roll into a ball and get it, then
continue right. Get through the room where the lava rises, and you'll
into a cavern composed of mostly green bubbles. Go up and save in the
room to the left.


Missles: 25
Super Missles: 5
Energy Tanks: 3

As you are coming back out, jump off the ledge outside to the door and
go as far right as you can, and wall jump up and over the puffy spike-
shooting thing. Go through the green door, shoot the ceiling, and enter
the room up and to the right. You have to dash through this tunnel because
the floor will break beneath you. Before going through the door at the
end, shoot the ceiling, and you should see some MISSLES. Get it, go
in the door, and get the Speed Booster. Now, lava starts to rise.

Dash all the way back up to the far left of the corridor before it comes
up and boils you. Go back out to the bubble room and go down to the door
below the one you just came through. Go down and into the first door on
the right that you see. Hop across the robot platforms, open the gate,
and get the MISSLES. Run-jump off that platform and wall jump up off the
far wall and go into the room with WAVE BEAM. Go back out and drop into
the middle of the spike pit. Leave the room and make your way back to
the bubble room.

Go to the lower-right corner and collect the MISSLES
down there. Then go to the center of the room and shoot the floor
between two small pillars, and go through a few little tunnels until
you see a door to your left and beneath you. Go left, then go down
and left through the gate in the next room. Go down some more, and left
some more. You will wind up in a room with a green door in the floor.
If you feel you need to save, there is a room above you to the right.
If not, go down and prepare for CROCOMIRE.

 VII. Norfair (Crocmire+)

Crocmire is one of the simpler of the space pirates you have to fight.
He does not take visible damage, but is not very aggressive either. To
take care of him, shoot him in the head with something (preferably Charge
Beam) when his mouth is open. He will keep moving backwards. Eventually
you knock him back into boiling lava. Fun :). As he burns, use your time
wisely and jump through the lava to get the ENERGY TANK at the other side.

Come back and go to the spiked wall at the left. Wait until the boss
music comes on again, and you will see the wall fly at you and Crocmire's
skeleton will come crashing down on you. Weird. Anyways, open the door to
your left. Charge up for a super jump on the long walkway and do one
through the door to the left. You'll hit a red door in the next room. In
here is your first pack of POWER BOMBS. Now go through the door in the
floor of the large room and drop down to the bottom of the pipe you enter.
Go through the door downwards. Use a Power Bomb when you come in. Go to
your right, and run back left and hold you charge before you jump left.
Spin jump a tad into the air to the left and jump up for some MISSLES.

Come back down, and this time do a long spin jump to the left to get
the GRAPPLING BEAM. Come back the way you came and get back into the pipe.
Take the only door on the right. Charge up as you go along the wavy floor
and stop your charge before the crawl space. Roll through and do a super
jump right. Collect the MISSLES. Charge for another super jump as you head
back into the pipe. Jump straight up off the ledge outside the door and
hold left after you drop from the ceiling above. Get back to Crocmire's
room, go up, up some more (optional save spot), and left. Grapple along the
ceiling for some MISSLES at your left and continue to the main corridor
of Norfair. Go through the green door at the top left. Charge for a super
jump as you go under the gates, and speed jump left through the door.

Go through the crawl space in the wall to the right and get ICE BEAM. Go
up, right, back down, and back right and exit Norfair. Work yourself back
to the brown/orange vertical corridor in Brinstar with the floating enemies.
Use Ice Beam to turn them into platforms. Go all the way up until you can
take a door to your right. Continue right and then go down through the
floor in the next vertical room. Get the POWER BOMBS, and then power bomb
the wall for some missles behind the statue. Come back out, and go up to
the Save Point.


Missles: 60
Super Missles: 5
Power Bombs: 10
Energy Tanks: 4

 VIII. Going to the Wrecked Ship

Go a bit up and into the door to the left. Right away, roll into a ball
and draw all 3 enemies all the way to the left of the room. Lay a power
bomb, and that will not only kill them, but it will also open up a hole
in the floor. Get the POWER BOMBS and go out and up the elevator. When
you are in the small room with the 2 flying things, kill them both. Use
a super bomb on the door on the right. Go back to the left, and then run
right to charge for a super jump. Hop up by the door and super jump right.

You will shoulder-tackle some MISSLES. Go through the door, and using
the grappling hook and very careful jumping, go all the way right and into
the Wrecked Ship. Immediately go down. On the bottom left of the largest
wall you see, bomb the floor. Go in and collect some MISSLES. Come back
out and go down to the grey door. Shoot the floor and continue down, use
a super missle on the green door in the floor. Bomb the floor on your
right and head into the boss room where PHANTOON awaits.

 IX. Wrecked Ship

Phantoon is one of the harder bosses in this game, just because you don't
have many tanks when you are fighting him, and anything that hits you
in this room does 20 damage. I think the best way to beat him is using
the charge beam. Wait around and shoot blue things until he becomes solid.
Shoot him with a charge shot, and he will fly around. You should hit him
2-3 times every time he's flying around solid. His pattern will repeat,
all you have to do is stay alive. There is another way to beat him, using
super missles. It takes about 5, but you only get to hit on rare occasions,
and he spends a lot of time doing a really annoying attack.

After victory, get back out into the main area. Go to the spot where you
shot the floor by a grey door. Enter it, and get some SUPER MISSLES. On
the other side of the hall, bomb the floor and go in for another pack
of SUPER MISSLES in a secret room on the right.

Continue up the vertical corridor and take the newly open door on the right.
After 2 rooms, the second with perilous spikes and much water, you come
to a vertical room. Shoot ceilings and get to the door at the upper left.

Use a combination of the grappling beam and some jumping skills to get
the ENERGY TANK at left. Make your way back to the main area of the ship
and save at the newly powered save point right by the entrance.


Missles: 70
Super Missles: 15
Power Bombs: 15
Energy Tanks: 5

Get up to the room at the top, and kill all the enemies. Open the door
at the left but don't go through. Go in the door to the right, get the
MISSLES, and come back left. When you're outside, speed up on the ground
for a super jump. Use it to the immediate right of the 3rd platform from
the left. When you hit the ceiling, hold left and shoot. You should grab
the MISSLES stuck in the rock. Come down and shoot a super missle
between the two patches of grass near the left wall. Get the MISSLES, and
come back out exactly how you came in; otherwise, you'll fall down and
have to go through the ship again.

Now, shoot the floor and the point
where you see the crawl space farthest right. Roll in there, go through
the small room and across the bridge, and into a room of spikes with
grapple holds on the ceiling. Grapple right and sit in the statues hand
in ball form. He will carry you down. Before going left, bomb the floor.
Crawl right and then shoot away some stuff, and you'll find some robots.

Move them out of the way, and get the MISSLES. Power bomb the statue and
dash to the right, and speed jump by the right wall. Get the RESERVE TANK
and make your way to the door at the left. Get the GRAVITY SUIT, and go
left again. You pop out of the Wrecked Ship. Go into the water and at
the very left, shoot the wall near the floor. Roll through for some MISSLES.
Get out of the water, and make your way left, left, left, and left some
more until you can save and recharge at your ship.


Missles: 95
Super Missles: 15
Power Bombs: 15
Energy Tanks: 5
Reserve Tanks: 1

 X. Scavenger Hunt

Make your way to the farthest left elevator of to Brinstar. Once you
go down it, take the first door to the right. Jump up on the walkway
and dash across. Go through the door, get the RESERVE TANK, and roll
under the statue for some MISSLES, and some more buried in the right

Exit the room, shoot the ceiling, and go up. Get the SUPER MISSLES, come
back down, and get the MISSLES under the walkway. Get out and down to
the bottom of the main corridor. Power bomb the floor and take the door
at the bottom left. When you in a small grey tunnel, there is an energy
tank to get, but watch out. There's a 1 way pit you can fall through,
which is 3 squares wide and lies just 2 squares from the ENERGY TANK.

The best way to get over it is to just run, jump, and clear it, so you
won't have the danger of inching over the edge. Now, get the tank and
the SUPER MISSLES in the next room, then go down the pit. Make your way
right until you're in a vertical tunnel with funny creatures (eticoons).
Wall jump up to the top and get the POWER BOMBS through the hole in the
wall. Go left to get back out, and make your way to the very large cavern.
In here, go to the right and take the first door down on your right.

It should be orange. Go in, shoot the enemies, go through the gate above,
and then through the door for an ENERGY TANK. Come back out, go up a bit,
and grapple to the right for some MISSLES. Lay a power bomb, and go
through the fake left wall. Shoot a super missle at the odd spot in the
floor and collect the POWER BOMBS. Get out of this room and go down into
the room where you got charge beam. Power bomb the floor, go down, and
dash through the watery room to get another ENERGY TANK. Get up and back
out. Now, make a long trek right/down to just past the room where you
got spazer beam. Roll into a ball in the glass tube/tunnel, lay a power
bomb, and watch the glass shatter. Drop down and save in the room below.


Missles: 115
Super Missles: 25
Power Bombs: 25
Energy Tanks: 8
Reserve Tanks: 2

 XI. Maridia, part 1

Go up through the door, and then immediately right. Open the gate, and
kill all the enemies in the room (grapple beam is most effective). Open
the door you came through, run to right and then dash back left, charging
for a super jump. Make sure to stop your charge right before leaving the
room or be pressing down as you're going through the door. Walk over to
the patch of grass on the floor a bit to the right of the orange enemy,
and jump. You'll fly up to some MISSLES. Make your way to a door on
the right side of this room in about the middle. In this room, wall
jump over the first wall, and go through an invisible path at the bottom
of the pit you're in. Go into the large room with the turtle. Wake it
up, and ride on its back. Jump off when its at its peak, and grapple
onto the block with the ENERGY TANK on it. Swing yourself up and get it.

Then go over and shoot the funny spot about the middle of the right wall
and get the MISSLES. Get back out of this room, and go through the
left door in the ceiling. Along the left wall as you enter, you'll see
an orange enemy crawling along, then it'll go through an invisible tunnel
in the wall. Roll into a ball and also go through this to receive some
SUPER MISSLES. Roll back out, and stand on top of the door in the floor.

Dash right, and do a diagonal up-right super jump to get to the upper
right door in this room. Run towards the right through a fake wall and
collect a pack of MISSLES. Make your way up and then left, and go through
the fake wall in the next room. Go up, left, and then door through the
secret floor in the next room for some SUPER MISSLES and MISSLES. Get
out of the brown room and this time go downwards in the pink room, and
go right through the green door. Power bomb the floor when you get in,
and then dash to the right. Use a super jump upwards at the farthest
right path up, and grab the MISSLES. Be careful as you go right for some
more SUPER MISSLES. Now, get the top-left door in this room.

After you get past the room with all the weak walls where little metroid
resembling things float around, you will enter a mini-boss room. This
sea-serpent is known as BOWTOON, but that's not important. Just turn on
your super missles and shoot his head as often as possible. That was easy.

 XII. Maridia, part 2

Continue to your right, and speed dash through the next room. Hold your
charge and walk out the door. Super jump up to the door on the right.
In this room, you'll have to use the grappling beam and wall jumping a
lot. Make it to the right side, go through the top door and refill.


Missles: 140
Super Missles: 40
Power Bombs: 25
Energy Tanks: 9
Reserve Tanks: 2

Drop down and go in the lower door. Go over to the right wall and get
the MISSLES. Then go back by the door and drop through the floor.
Enter the boss room.

Shoot down all the wall guns. Then, wait for the boss to come swooping
in. Let him grab you, and equip your grapple beam. As he carries you
closer and closer to the wall, try to hook your beam into one of the
broken guns. If you get it, hold it and wait a few seconds. You lose
about 200 health, but DRAYGON dies super fast. Get SPACE JUMP and
head back towards where you fought Botwoon but not quite there. Get
the ENERGY TANK in the long room, and then drop down through the sand.

Go left and into the familiar room with the pipe in the background. Go
down to the right side of the floor and shoot the weak spot. Go under
the floor and drop down through the first sand pit. Grab the MISSLES
and POWER BOMBS in this room, and drop through the sand. When you get
down, go right. Grapple the weak block in the ceiling, and it will
disappear. Jump up through and all the way to the top. Come back down
on the other side and go through the door at right. Use a power bomb
in this next room to clear the pink wall, and don't kill the enemy.

Let him destroy the rock. When it's all cleared, get SPRING BALL in
the next room, and get back out to the room where you dropped into
from the sand. Go left and into a small hall. Super bomb the room
and holes will appear in the ceiling. Go up and through the pipe. It
will take you up to the top part of Maridia. Go up and around, into
the flashing door, up, right, and into a big room with a bunch of
pink space pirates. At the bottom right is PLASMA BEAM. Get it and
kill every enemy in the room. Get back out to the large room at the
top of the pipe. Go to the very bottom of this room and through the
door to the right.

Continue right for a ways and you end up back near where Draygon was.
Again, go down into the room where the energy tank was, and drop through
the sand. Get down under the floor of the room with the pipe in the
background, and this time go through the second sand pit (on the left).
Get the RESERVE TANK and MISSLES, drop through the sand, go left, down,
left, and down again, and you're out of Maridia!

 XIII. Ridley's Norfair (pre-Ridley)

Head right but don't go down the elevator to Norfair.
Quickly head into Kraid's lair, and go to the room with the ugly
flying things. Power bomb the right wall and spring ball in for some
MISSLES. Now get back out and go down the elevator into Nofair.

Take the room to the left, but don't go towards Ice Beam. Power bomb
the floor towards the left and go down and right. Get the MISSLES
hidden in the top left wall of the red vertical corridor. Drop down
and go right. Super dash all the way until you've broken through all
the rock. Hold your charge. Open the door at right, and super jump
through it. Go right through the grappling room with no floor, then
drop down in the vertical corridor. Power bomb the door, and go under
the lava in the next room. Enter through the statue of Ridley's head.


Missles: 165
Super Missles: 40
Power Bombs: 30
Energy Tanks: 10
Reserve Tanks: 3

Go down the elevator. Go left through the door. Use a power bomb to
reveal the Chozo statue on the other side. Roll into his hand. When
the lava goes down, drop through the hole in the floor and use a
power bomb. Go right. Be careful getting the next MISSLES you see,
because the floor will break. Use spring ball to get them safely.

Go down and prepare to fight the GOLDEN TORIZO STATUE. Just keep
using charged plasma shots, nothing else. When he is defeated, get
Screw Attack from the next room. Come back in, and go up for some
SUPER MISSLES. Go back right, up, right through the room with the
gate, right some more, right through a rising lava room, up past
a bunch of heads and pirates, and then shoot the ceiling and take
the door in the upper left. Shoot the floor, then go all the way
to the left wall and bomb the floor. Go immediately left for some

Roll back out and make sure not to roll past the second
block. Get up and out and then take the door to the right in the
next room. Get to the door in the upper right of this huge rising
lava room, using space jump most likely. Shoot the floor and go
down, saving at a save spot on your right (optional). Continue
down, bomb the floor, crawl a bit, bomb the door, go through and
then left. At the very left of this hall, lay a power bomb.

Go to the secret at left and get a pack of POWER BOMBS, then go
through the hole where you blue up a statue. Go down and through
the green door. You'll have to fight some strong pirates (mantises),
but they aren't too hard. Just wait for them to turn yellow and
blast away with regular shots. When done, go left through 2 rooms
to the boss room where you will fight RIDLEY.

 XIV: Norfair (Ridley+)

Immediately when you get in, lay a power bomb. Even as you see
Ridley appear, lay 2 more. This helps weaken her. Use up your
super missles on her first, and if those run out, switch to
regular missles. You will either kill her by shooting her, or
rarely, she will grab you and self-destruct. Either way, it
feels good with her dead. Get the ENERGY TANK under the door
in the next room, and then backtrack all the way to the save
point a little ways back.

**EIGHTH SAVE- GOAL TIME: 1:05-1:10**

Missles: 175
Super Missles: 45
Power Bombs: 35
Energy Tanks: 13
Reserve Tanks: 3

Go up and take the door to the right. Shoot the first head
you see with a super missle, and go through him. Collect the
ENERGY TANK below, then get up and to the top of this room
where you see a door on the right. Go left through the fake
wall and take that door. Go left, up, and right to some
MISSLES. Bomb the wall by the ceiling and go through, then
ball jump up to the ceiling again and keep hold right and
jump. Go down through the door to some POWER BOMBS.

Head left again, this time going up and left. Go under the
crawl space in the next room, and bomb the spot 3 squares
from the right on the first platform you see. Collect the
MISSLES and get out, go up through the ceiling, and left through
a room with no enemies. You will pop out in plain old Norfair
in a familiar place. Go left to the bubble room and through
the only green door (top left). Get the MISSLES, then shoot
the upper wall and go through to another door. Get the
RESERVE TANK in this room, and also the MISSLES hidden in
the farthest-left rock. Get back out to the bubble room
and save.

**NINTH SAVE- GOAL TIME: 1:10- 1:12**

 XV. Back to the Ship

Outside the save room, drop down and use a power bomb. Go
through the floor, left, left, left, past a save room and
into the Norfair entrance hall. Go back into Brinstar and
get to where there's an orange door that you've passed by
about 3 times now (in the middle of the brown vertical
shaft). Go through in and space jump across to the room
with the X-RAY SCOPE. Come back out, and take the door
up and to the left. When you are near the top/left of the
room, turn back right and go through the orange door. Bomb
the floor at the first wall you see and get some POWER BOMBS.

Power bomb the second wall you see, and you're all of the
sudden by where morph ball was. Continue right and through
the red door you didn't take at the beginning of the game.
Get the ENERGY TANK stuck in the ceiling, and grab the
MISSLES at the far right. Power bomb the big fat chunk of
rock. Run back left, then dash to the right and super jump
up through the middle of the spot you just bombed.

Take the door to the left, go across the invisible platform,
and get two sets of MISSLES in the next room. Now leave
and get to the elevator up to Crateria. In the first
room left, power bomb near the left door. Go down for
some more MISSLES. In the adjacent tunnel, bomb the wall right
by the first platform down on the right side. Go in, freeze
the enemies in the floor, dash across them, and super jump
up to your last Super Missles. Grapple or jump left and get
out of the pipe. Take the first door you see to the left,
and go in for some MISSLES. Come back out and save at the


Missles: 220
Super Missles: 50
Power Bombs: 45
Energy Tanks: 13
Reserve Tanks: 4

 XVI. To Tourian

Dash a bit to the left of the ship, then charge up and speed
jump diagonal up-right. Open the door with a power bomb, then
walk to the edge of the ledge. Run towards the door and press
down as you're going through. This should hold your charge.
Speed jump to the right and shoulder tackle some POWER BOMS.
Then, go back outside, charge, and dash off the ledge. Roll into
a ball while soaring through the air. If done right, you will be
a flying blue ball, and you'll crash through the wall at the
left. Open the door, then space jump back to the door at right.

Charge up again for a jump, but this time hold it at the edge
of the platform. Drop down to the platform right below, and
speed jump left. This will take you through the left door and
all through the next room to another door. Get the ENERGY TANK
and lay a power bomb. Crawl under and through. Go all the way
left to a door. Go through and shoot away the blocks.

Use ball jumping to test where the middle of the hole is, so you
can destroy both sides of the disappearing blocks at the same
time. Before going all the way down, get the MISSLES to the left
and right, being very careful. Continue down and take the door
to the right. At the end of this hall is the door to Tourian.

Wait for the statues to go gray, then go down the elevator. Save
in the room to the right.


Missles: 230
Super Missles: 50
Power Bombs: 50
Energy Tanks: 14
Reserve Tanks: 4

 XVII. Tourian and Ending

In the next 4 rooms you will fight metroids. Just freeze them and
hit them with 5 missles or a super missle. If they catch you, use
bombs or power bombs to get them off. 3 power bombs will kill them.
Once you're past all the metroids you get to a couple tannish/brown
rooms. In the 3rd one you go into, a little enemy appears, and then
A GIANT METROID! AHHH! He sucks the life out of the enemy, and now
it's your turn. But, he'll leave you with one health when he
realizes that you're the person who rescued him on SR388.

Go left and down to the energy/missle recharge at left. Head right
and down. Save if you want, but you can't go back if you save here.
Go left and into a room with lots of guns, flying cheerios, and lava.
Destroy the barriers with missles. Then, start blasting MOTHER BRAIN
with more missles. Once you hit enough, the brain falls down. Then
her full body comes up. Uh-Oh! Well not really. Just start pumping
super missles to the head. When those run out, use missles. Once she
is damaged enough, she starts using a rainbow beam on you which does
300 damage. If you want the battle over quicker, make sure to get
hit by all of the blue lasers and red blasts she shoots out.

That way she'll spend less time with the rainbow beam. When she is
about to finish you off, the big Metroid comes in and sucks her brains
out and restores your energy. Then Mother Brain kills it, and you
get your own rainbow beam. You can't loose this battle now unless
you're someone's parent **haha**. When she's dead, you have 3 whole
minutes to escape off of Zebes. It actually only takes a minute to
a minute and a half to do.

You start off going left, down, and right. In your first large room,
take the path that's the first one up off the ground. You'll go
around a bit and end up at a door right. In the next room, which is
very large, you start by going all the way up to the top. As you're
running along the top, shoot aiming down to pre-open the door at the
right. Then drop down to your left and come back up on the other
side. When you are close to the door start dashing. Blast through
any pirates in the way. You will get to a familiar corridor in
Crateria. Hold your charge, and super jump right up the left wall.
Hurry now and get back to your ship!

Now you'll get away from the planet. It should give you your time.
Hopefully you got 1:30, which was the target for this guide. After
the credits roll, you should get a 100% message if you did it right.
Congratulations! See you next mission!


 XVIII. Weapons & Items

 Morph Ball:
This is a basic and essential tool for Samus. It allows her to roll
into a ball one block long and wide, easily fitting here into small
crawl spaces. It is found left of the bottom of the elevator that
connects blue Brinstar with metallic Crateria.

These weapons are another basic, necessary item for Samus. They allow
her to destroy certain enemies, break open red doors, and are used
often against bosses. There are 46 packs of 5 scattered throughout
Zebes. The first pack is in a room in blue Brinstar.

The bombs are another returning feature at Samus's disposal. Once you
obtain this item, you can use unlimited bombs while rolled into a
ball. It is helpful for breaking open many cracked walls/floors, and
can be used against certain enemies. They are found in the room in
Brinstar where you fight the Torizo Statue.

 Energy Tanks:
If you plan on serviving more than a few hits in this game, you are
going to need energy tanks. They increase your maximum HP by 100 each.
Try to collect every energy tank possible. When you first obtain one,
it refills all of your health, so getting these right after bosses is
always smart. There are 14 scattered throughout Zebes. You find your
first in a long slanted room in Brinstar.

 Super Missles:
This item was a nice addition to Samus's tools in Super Metroid from
previous games. With these weapons that are 5 times the strength of
missles you can open green doors, beat many bosses more easily, and
open special passaes that are marked as green on their entrance.
There are 10 packs of 5 scattered throughout Zebes, and your first
is found after defeating Spore Spawn.

 Charge Beam:
With this add-on, Samus is able to charge up her weapon for a stronger
blast by holding fire a little bit before shooting. This is a very
efficient way to beat certain bosses, like Phantoon or Golden Torizo
Statue, because you can save your (Super)Missles for other things,
and charging with Plasma Beam is more powerful than Super Missles.
Also, with this you can do a few other special tricks. The Charge
Beam is located at the bottom of Brinstar's largest connecting room
in a hole in the floor.

 Spazer Beam:
This is your first upgrade to Samus's weapon strength. It not only
makes it more powerful, but it also makes 3 shots instead of 1. It
is located above the room to the left of the glass tube. You access
through a hole in the ceiling 1 screen further left.

 Varia Suit:
This special armor turns Samus a bit darker, and beefs up her looks.
It reduces damage taken by half of normal, and allows her to be in
lava longer and also remain in hot areas (like in Norfair). This is
your prize when you fell Kraid in far east Brinstar.

 Speed Booster:
With this, Samus can, after holding dash, start moving extremely fast
and start flashing blue. While doing this, Samus will blow through
obstacles like cracked blocks and enemies, and she can jump much
higher/farther. There are also many special tricks to do with this.
Find it in north-east Norfair.

 Wave Beam:
This is the second upgrade for Samus's gun. It makes your shots go
up and down as they move, and lets them pass through walls (very
useful). Find it in eastern Norfair.

 Power Bombs:
Power bombs are another great and powerful item for Samus to use.
They do what a bomb does and more. They are limited, coming in packs
of 5 like (super)missles, and rightfully so. They explode and the
radius of the explosion spans the whole screen plus. These can open
orange doors, and get to many place bombs couldn't reach. These are
good for revealing secrets before you get the X-Ray scope. The first
pack is just past Crocmire in lower Norfair, and many more are hidden
throughout Zebes.

 Grappling Beam:
With this special piece of equipment, Samus can hook onto holed blocks
in the celings and walls in various place in Zebes, and can thus traverse
many new places with it. It loses its usefullness when you get space jump,
but while you have it it is quite fun to use. Find it a few rooms south
and west of Crocmire in lower Norfair.

 Ice Beam:
With this enhancement to Samus's gun, you freeze enemies you shoot, turning
them into harmless platforms temporarily. This is only good in a few places,
other times it is just annoying. Located in north-west Norfair, fairly
close to the elevator.

 X-Ray Scope:
Using this, you are able to view everything that is hidden in a room. VERY
useful for finding new secrets or figuring out how to do something in a
thin or winding hidden passage. Go through the orange door in the middle
of the longest vertical shaft in Brinstar.

 Gravity Suit:
With this suit that turns Samus a pinkish hue, you are able to move freely
underwater. It also allows you to go in a certain kind of lava and come out
unscathed. You will grab this on your way out of the Wrecked Ship on the
left side.

 Reserve Tank:
For each reserve tank Samus has, she has basically an emergincy back-up of
100 more health that kicks in when her main tanks are empty. These are filled
only at energy fill stations or when you collect energy and you are at full
health. There are 4 in Zebes, the first is in the Wrecked Ship, right near
the Gravity Suit.

 Space Jump Boots:
When Samus gets these, she can jump in midair, as many times as you want her
to. This completely replaces the need for the Grappling Beam, and makes
getting across enemy infested ground much quicker. This is your reward for
slaying Draygon in eastern Maridia.

 Spring Ball:
Some people don't get this because they never find it. It is not a necessity,
just a luxury. It allows you to jump as high as you normally could while
morphed into a ball. Many players don't realize how much faster you can do
things with this power and they skip getting it.

 Plasma Beam:
This is Samus's most powerful gun upgrade, making her beams very strong,
able to kill most enemies you encountered previously in one hit. It replaces
Spazer Beam. Located in north-east Maridia.

 Screw Attack:
With this final upgrade to Samus's outfit, she becomes no longer vulnerable
while jumping. You see bits of electricity around her, and she destroys most
all of the things she flies through. This is your reward for taking down the
Golden Torizo Statue in Ridley's Norfair.

 IXX. Moves (Tricks)

 "Screw attack" with Charge Beam:
Hold the fire button down with charge beam equipped until you flash. If you
do a spin jump in the air, anything you hit will get damaged or destroyed,
depending on how strong it is. This is useful while facing Phantoon.

 Ball Climbing with Bombs:
In order to climb high lengths while in ball form, do this: lay a bomb, then
as it starts to flash quickly (right before it explodes) lay another, and the
first wll bounce you up. As you come down again, lay another bomb right before
you hit your second, and you'll bounce up. repeat this pattern. It takes
fairly good timing to pull off. Some say you should follow the rhythm of the
background music if you're having trouble.

 Wall Jumps:
To wall jump, do a spin jump towards a wall, then when you hit it (time this
just right) push the opposite direction and press jump at the same time. You
should bounce of the wall and be higher than before. To do this repeatedly,
when you bounce of, aim yourself back towards the wall and repeat the original
process. This move helps get many items early.

 Beam Shields:
Equip Charge and ONE other beam, any beam, and select power bombs. While
standing, hold down your fire button to charge. Hold until beam things start
going around you, which look and act different for different beams. Ice Beam
makes 4 crystals that float around you in a circle, Spazer sends beams that
quickly bounce up on bounce on your left and right, Wave makes little red balls
that hover around you in crazy directions, and Plasma makes 4 large orbs spin
out around you for a short time.

 Super Jumping:
With this move, you fly up, left, right, or diagonally in a straight line,
until you hit something. Your health is slowly and minimally drained while
doing so. To do this, run with the Speed Booster until you are flashing, then
crouch and get back up to be able to move around for a bit while flashing white.
Before you stop flashing, press jump and then immediately up, left, right, or
angle-up +right or +left. This move is great for cutting off time by transversing
long distances quickly.

 Speed Balling:
This is a very fun move. To do this, run with the Speed Booster until you are
flashing, do a spinning long jump, and then while holding dash, tap down and
ROLL your control pad from left or right to down, and make sure to keep holding
the direction you're going. If you do it right, you should turn into a flashing,
flying, ball that will smash through any enemies or breakable walls in your
path. When you hit the ground, you will bounce until something stops your
forward movemnet (which could be you).

 XX. Bosses

Torizo Statue:

Fireball: 8HP
Laser Orbs: 10HP
Laser Shield: 10HP
Contact: 8HP

You must deafeat this boss in order to take your life along with the bombs
you just grabbed. After the door locks, kneel down a few paces away from
the statue, pointing your gun up-right. When he comes alive, just fire away.
Regular shots will do, but if you have missles you can kill him in 15
seconds or less, and time is of the essence.

Spore Spawn:

Spores: 4HP
Contact: 12HP

You face this boss in Brinstar in order to get your first Super Missle. You
can defeat it and come out unscathed. At the start of the battle, roll into
a ball on the upper step next to either wall. Doing this, you will avoid
getting hit by anything. While the Spore Spawn is moving slowly, he will
rock back-forth 3 times, then open up. If you are using missles, try to land
2 in then. If you are using charge beam, anicipate his pattern and ready a
charge. After he starts moving fast, he will swing back-forth 6 times before


Rock Shot: 2HP
Ramming Claw: 20HP
Spike Plants: 16HP
Boomerang Claw: 10HP
Abdominal Spike: 10HP
Contact: 20HP

To defeat Kraid and obtain the Varia Suit, simply come prepared with all your
5 super missles, and your regular missles should also be plentiful, but they
aren't necessary. Kraid is vulnerable in the face when his mouth is open.
Sometimes he opens it on free will, any other time you must shoot his belly
to get it to open. 4 Super missles to his face, 4 fully charged Spazer shots,
or a buttload of missles will kill him. Now, this isn't all just so easily
accomplish. He moves back and forth in his large chamber, and his abdominal
spikes can knock you off course. If you get too low on HP, avoid him by staying
at the far left by the door and shooting the boomerange claws for energy.


Triple Claw: 20HP
Fireball: 10HP
Conact: 20HP

Crocmire is a lot simpler than he looks. Just wait for him to open his mouth,
fire in a charge shot, repreat. Don't miss though, because if he is not shot
at, instead of moving backwards towards the lava like you want him to, he will
advance on you, and if he comes to close you become trapped between him and
a spike wall. That doesn't happen to most people though. Just keep him going
back. When he falls in, run back to your left to the spike wall. It will come
crashing down, and his skeleton will fall on you. Don't worry. This is when
you get replenished with missles/health.


Blue Flame: 20HP
Contact: 20HP

This boss has different patterns, but the easiest one to beat would be the
one he is in when you shoot him with charged shots. When there are blue flames
around, avoid them / shoot them for refills. When you see Phantoon become
solid, shoot a charge shot at him. He will fly around, and go off the screen
a few times. Try to get in some more charge shots here. After he quits flying
he will repeat the pattern he began with. Once you are used to this pattern
he is not hard at all. When he is defeated, the Wrecked Ship will regain power.


Acid Spit: 20HP
Contact: 20HP

This is a mini-boss you must fight to continue your passage through Maridia
to reach Draygon. To beat Botwoon, just whack him with a charge beam or super
missle when his head pops out, and when he moves around. He isn't hard at all.


Grey Slime: No damage
Tail Swipe: 40HP
Contact: 40HP

Draygon can be really easy or really hard. Let's make him easy. Instead of going
all out, trying to whoop him up, let him grab onto you. and if you blew up those
wall shooter thingies, then here's what to do: let him carry you around, and you
must just equip your grapling beam, attach to one of those wall shooters (and
HOLD IT), and with him attached, you will both get damaged, but only he will
die. You lose about 100-200HP, much less than you would doing it the mad-style
way, which also takes much longer (it takes like 40 super missles to beat him

Golden Torizo Statue:

Fireball: 20HP
Flare Shots: 2HP
Laser Shield: 30HP
Torizo Spawn: 25HP
Super Missle: 50HP
Contact: 40HP

Hmmmm here's a hint: DON'T FIGHT THIS GUY WITH SUPER MISSLES! Why? A: Save them
for Ridley. B: He can throw them back at you, causing 50 DMG. Not good. We're
clear on that now. Ok, so you will use charge beam. Do so, firing straight at
him. If you find it THAT hard to shoot him and avoid projectiles, get counseling,
and/or shoot some yellow balls to get refills. His head pops off eventually,
then he dies a bit after. Congrats, go pick up Screw Attack.


Heatseeking Fireballs: 5HP
Fireball Blast: 15HP
Vertical Tail Spike: 30HP
Claw Hold: 20HP
Swooping Tail Swipe: 30HP
Contact: 40HP

I would say Ridley is your hardest fight, and also the hardest to give a strategy
for, since she doesn't have a pattern. She flies around, does a horde of attacks,
and is very unpredictable. A few tips, though. A: At the start of the battle,
lay 3 super bombs. It weakens her alot. After those few just shoot her with as
many super missles as you can. B: Screw attack will protect you from every part
of her except the tail. Make sure to avoid it. C: Don't go too crazy shooting
your missles. Try to aim. It saves a lot of good ammo. Occasionally, before you
destroy her, she will grab you in her claws and self-destruct for no reason. I
like it when that happens; it saves some good time.

Mother Brain:

Bomb: 40HP
Bomb Explosion: 20HP
Eye Laser: 30HP
Heat-seeking Blue Laser Rings: 40HP
Fire Laser: 200HP
Unavoidable Rainbow Beam: 300HP
Contact: 30HP

You'd think, of all things, the end boss would be frightenly hard right? WRONG!
After you have busted open Mother Brain's brain-shield, and fired enough missles
at it, she turns into a huge beast. Oh no. This will be so hard! (COUGH COUGH).
Just switch on Super Missles, and fire away at her head. When she does her
Rainbow Beam, just sit back and relax. You won't die. Your pal from earlier
who nearly sucked the life out of you (the huge metroid who you found as a
baby in Metroid 2 on Gameboy) will attach to Mother Brain's head and absorb
all the energy of the blast, then give it to you. Your health will fill to
the max, and Mother Brain will hurt and kill your friend :(. So, beat the
crap out of that panzy with your new Hyper Beam! This is friggin fun! Now comes
the hard part... escape Zebes in 3:00!!!

 XXI. Version History

  January 9th, 2003: Guide started, progress tracked on Classic Gaming
                     Entertainment (my site at the time).

 January 17th, 2003: Version 1.0, with all parts together, completed. Guide
                     sent to GameFAQs.


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                   /  /___    /  / |    /  / /_/  /
                  /______/   /__/  |___/  /______/


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