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FAQ/Walkthrough by Entity13
Version: 1.0 | Updated: 06/17/05
The 13th Entity's Guide to: ~~~~~~~~~~~~~~~~Metroid 3~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~Super Metroid~~~~~~~~~~~~~~ version 1.0 The author can be contacted at <email@example.com> but, spam not the messenger nor yourself. \^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^/ < Itenuary (aka. Table of Contents): > < > < I. FAQ Info > < II. Controls > < III. Entity's Corner (Storyline in my words) > < IV. Walkthrough > < ______A. Space Colony > < ______B. Breakfast With Chozo > < ______C. Kraid Variety, Suit Varia > < ______D. Crocomire The Crack-Up > < ______E. A Haunted Gravity > < ______F. Maridia - The Ultimate Sports Drink? > < ______G. Doorstep To Rematch (w/ Ridley) > < ______H. Morning Housekeeping > < ______I. Out In Time For Lunch > < V. Items And Moves > < VI. Q&A > < VII. Legal Stuff > < VII. Many Thanks > /vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I. FAQ Info ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ June 13, 2005 First version of my first walkthrough. What took so long? I thought there was nothing I could add to what's available for this game until now. My fellow Video Gamers, Super Metroid is the first game of this series I have played, and I play one or three files of it per year. However, when I decided to glance at what others have done to get less than two hours while holding all items, I saw that everyone used a funny little thing I can do, but I hate it -- the ever annoying Wall Jump. Other things were used, as well. I respect that they like using such things, but I know that not everybody does. Therefore, I solemnly swear upon my shelf of mangas and books that I shall use this guide to help those not liking of the Wall Jump or the many other tricks. It is possible with luck and mastery to get 100% and beat this game in less than two hours, and I wish to show that before anybody decides to deviate from this walkthrough. I also promise this guide to be full of fun for both myself and those playing the game. I will even joke about my couple of mistakes in the last file I did, and I will match this guide to that file since I recorded it. Oh yeah, and you can take your time at first if not worried about the two hours, but practice of this guide can get you an easy 01:59:00 with 100%. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ II. Controls ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D-Pad - The rubbery plus sign on the left side of the controller aims Samus in any direction, but not out of the screen. Select - So long as it works fine, this button's default changes icons at the top of the screen; it toggles Missiles, Super Missiles, Power Bombs, Grappling Beam, X-Ray Scope, and Off under the condition of having these things. Start - From the game, this takes you to the Map. Then the default function is for the Start button to take you back to the game from the Map or the Status Screen. Map - The Map can be toggled to a status screen of Samus via the Select button. If needed, this is useful for planning your route. Status Screen - This takes account of what Samus has gained except for how many Missiles, Super Missiles, and Power Bombs you have gathered; those are left to memory or being fully supplied. Y - By default this toggles off the selected icon at the top. I have used this quite a bit to save a second here and there. X - By Default, this fires Samus' arm canon. To see what can be fired, please read the Items section. B - By default, this helps in dashing about. More details in Items section. A - By default, here's your 'jump' button. Details? Items section R - This allows for aiming diaginally and up. L - This allows for aiming diaginally and down. The Plug - Generally, controllers work by being plugged into the console. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ III. Entity's Corner ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are colonies in Space, and it is supposed to be run by a group called the Galactic Federation. However, there are these nifty Space Pirates who mostly wear armour that makes them look like giant mantis (what's the plural of that?) gone postal, and the Space Pirates tend to do more running of things. Well, the Space Pirates stirred up a little trouble with the colonies by using creatures named Metroids. The Federation hired a bounty hunter they knew about nothing about to go to the planet Zebes, which happened to be the place that the bounty hunter called "home" long ago. Samus Aran, the bounty hunter, picked up tools from the Chozo who had raised her since late childhood, and she beat up the Space Pirates. Kraid, Ridley, and Mother Brain had to recoup and rebuild as their assailent wandered away. Samus was sent to the planet SR388 to put an end to the Metroid race. She was just about successful until the last metroid hatched from its egg and believed Samus to be the mother. Samus carried the Metroid to a laboratory, because she felt that the Metroids weren't all vicious as the Space Pirates and Federation made them out to be. Research was conducted during Samus' short stay on the colony, and scientists confirmed Samus' belief. The Federation learned of this and began nudging the scientists for other work (as revealed in Metroid Fusion) including medicines and cloning the metroid, but such word did not reach Samus until way later. Samus felt re-assured that all was well in the colony, so she left it to seek a new bounty. However, a relatively short distance to them--currently very far to our standards in 2005--passed for Samus before the very same colony sent out a distress signal; (Ceres Station) was under attack. *dun*dun*dun* That whole thing . . . Here's where the game truly begins: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ IV. Walkthrough ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -------------SPACE COLONY------------- Space Colony--Ceres Station--is fairly straight forward at first. You hop down from the platform at the top and walk through a series of automatic doors. You will reach the end of the path with the sixth room. This is some attack. The metroid is being taken away, and yet it sits on the ground in a container. Oh, it isn't alone. ~~~Ridley~~~ ( 0;0; 0; 0; 0) Comment: You can scare him off either with enough firepower or with the alarm that sets off when you reach 29 health or lower. You might think this affects the time, but I saw no difference. I always choose the firepower one. As soon as Ridley appears, be sitting at the ledge by the door. Fire rapidly at him and jump when he rises, but only then. When Ridley rams you, run and jump over the door to reduce the chances of being hit, and continue firing at him first in the upward angle and then straight on with short jumps. When he fires fireballs at Samus, jump from the ledge or fall to the ledge depending on where you were when the fireballs shot out, and you'll dodge them. Usually, my health is at 50-something when Ridley drops the metroid. I hit him once or twice for good measure, and I lean Samus to the door. *end of battle* Now, you have one minute to get back to the platform Samus started on. The first couple rooms outward are easy. The third has pumps shooting gas, and the contacts with them could slow you down unless they're avoided. The fourth room has a falling ceiling, but head to the other side; it's a good thing you can't take damage again for a while (unless time runs out). The last room is a mat- ter of jumping platforms with timing enough to avoid the pumps on the sides. A foot on the elevator at the top platform stops the clock from ticking. Watch the 30-40 small explosions and one big explosion that destroy the Ceres Station. If you made it, you'll also see Samus' ship fly out. Then the ship will fly to Planet Zebes. -------------BREAKFAST WITH CHOZO------------- Don't worry, this game is auto-saved up to this exact point. If the previous section was cleared correctly, you can reset the SNES and see your time as 00:02. Now's a good time to say that time passes faster in the real world than in the game's clock. Also, from here on out, most of the walkthrough will be organized as a paragraph to a room (except on bosses). From the top of the Gunship, run left to the blue door. Shoot it open with a regular beam and go inside. Continue left until you can go down, and fall your way to the blue door at the bottom. Open the door, fall through it, and jump to the right wall to fall the better depth of the corridor. After going down the rest of the way, use the blue door to the next room. Hop the pillars and platforms to the next blue door, and enter the next room. Walk onto the elevator and press down to activate it and go to Brinstar. Run and jump on/over the large structure to the left, and collect the Morph Ball in the small area. Ignore the light that comes on, and head right. Shoot the small block under the structure, and press down twice to roll into a ball. Pass the structure and the elevator, and go through the blue door on the right. Shoot the blocks as you hop downward to the bottom. Roll into a ball, and pass the wall guarding the blue door. Shoot at the sphere in the Chozo Statue's hand as you run to it, and you'll get the first Missile Expansion. Head back out the door. Roll under the wall again, and jump up to the first level of blocks. While you are on two blocks, shoot upward repeatedly. Jump once and fire through the 3rd level of blocks. Hop onto the second level, shoot a block of the fourth level, and jump onto the fourth level of blocks. Hit Select as you land, and fire 5 missiles at the red door to open it. Go through the opened door. Run right until you reach the large structure. Roll under it, hop to collect the Missile Expansion, and roll back out. Run back to the door. Go left to the blue door opposite of where Samus stands. Run left to the elevator and press up on it to ride back into Crateria. The lights have turned on. Go left to the next room. Shoot the first Space Pirate to the left, and take out the one above Samus. A steady pace of going left and taking out the Pirates will land you at a flash- ing gray door. Shoot it open with a beam. The idea here is to hop up from small platform to small platform while taking out the Space Pirates that are about to get in your way; I usually take them all out. You know you're close to the top when there are two Pirates across from one another. Shoot the blue door, and jump into it. Avoid the enemies for the most part until you're out of the vertical part of the room. Take out those three green enemies (Skree) on the ceiling as you go right to the structure in the ground. Roll into the structure to dive down and reach the next blue door. Run right to avoid the enemies as they swoop down, and select the missiles by the time you see the red door. After opening the door, go back to the enemies to replenish your missiles (don't worry about health if it's above 80). Head right into the next room. Shoot the ball and claim the Bombs. Run left as the door closes (gray). Arm the missiles again as the Chozo Statue gets up. ~~~Torizo~~~ ( 0;0; 10; 0; 0) Comment: I used to think this guy hard like I did with most the other big bat- tles. That is, I thought it hard until I started carrying missiles to the fight. Ready? As soon as the battle music starts, hop up and fire a missile into either the chest or the face of Torizo. He'll advance, you'll take damage from attacks coming everywhere but his arse, and he'll jump backward by the time the third or second missile has been fired at him. If you feel gutsy, diagonal-fire a missile into Torizo as he jumps back. Allow yourself up to three misses, as it takes seven missiles to beat this foe. If you run low on health and/or missiles, hope he does the attack in which some spheres are spewed from the mouth. You can shoot those to restock as needed. *end of battle* -------------KRAID VARIETY, SUIT VARIA------------- Back in the previous room (one where you dodged the enemies), run left while once again avoiding the enemies. Head through the blue door. Work your way up until you're to the right of the large structure. While as a ball, bomb each of the four blocks until you're out of there. Go left over the structure. Run and jump over enemies and that pit until you reach a wall of 6 blocks. Bomb the bottom-right block to roll through. Open the door at the end of this area. Run down the slope while avoiding what you can. As soon as you reach the item at the bottom (Energy Tank), roll into a ball to avoid getting hit. Once you have collected the expansion, go into the blue door. Arm the missiles and descend the room while taking out these slightly tougher Space Pirates (regular Power Beam does nothing to these ones). Hope that they give back most of what you spend, and go through the blue door at the bottom. Ignore every creature in here, and run/jump left to the blue door. Go down the elevator to Brinstar. Kill only the crawling monsters if needed for more missiles, but avoid all red anything (enemy or door) until you reach the bottom. Blast open the red door on the right. The crawling monsters (there are two) take priority as they can give missiles. Try to avoid the other three enemies if you can. When you reach the thick wall at what seems the end, use bombs to take out the bottom row of the wall. Once on the other side, run to the blue door, avoiding the enemies. Jump up next to the pipe, and continue right to the wall. Be sure to be high enough up to where you take out an enemy from below with three shots. Jump up to the level the enemy was at and head left to another one. Kill it and get to the next pipe. Open the red door to the right, but use the pipe to refill on missiles and/or health. Run right while arming missiles. Time each missile's shot to an enemy's attack, and collect a missile if one is left behind. There are three enemies in here. Open the flashing gray door at the right end, and jump into it. ~~~Spore Spawn~~~ ( 1;0; 10; 0; 0) Comment: If you need missiles, the little spores can be shot for some. Pick a corner of the room (left-most is best, IMO) to roll into a ball while the mini- boss is swinging around. Keep the missiles armed otherwise, and this should be easy enough. I know this is time consuming, but each time the mouth opens, shoot ONE missile into it. After about 6 missiles, the swinging will get faster. You'll know how close victory is when Spore Spawn turns really dark and swings really fast. Fire one last missile into the core (in the mouth) to turn this plant into a platform. *end of battle* Jump up to the top of the room to the blue door. Head right onto the fake pipe at the end. You'll fall down a shaft. See the map in the top-right of the screen? As soon as the sideways, long equal sign appears, begin firing the beam diaginally down. If done right, then at about the sixth shot a ball being held by a statue will turn into a Super Missile Ex- pansion. I shouldn't have to say the obvious "grab those". Head left. Run and jump left as needed; try to avoid more enemies. Use a super missile on the green door and keep them armed. Hop onto the ledge and kneel while facing left. Use another super missile to blow open the path. Roll in and bomb your way to the other side. Take out the enemy on your way left and down. Grab the Missile Expansion and bomb the block to the right. Roll into an area with a statue holding a ball; shoot it and get the Charged Beam. Head out of the area and onto the wall-structure. Bomb-jump into the narrow slot while re-arming the super missiles. Blast the green door. This room has a few levels going down-and-to-the-right, and at each level is at least one pipe that spews out enemies. Each time you descend a level, be sure your beam is charged (by holding down firing button), and shoot at each enemy that comes at you. While there's somewhere else to go in this room, don't even consider anything beyond descending levels until you've reached the bottom. A gate to the right has a blue switch; hit the switch with a beam and charge your beam immediately afterwards. Take out the Small Side Hopper on the ground with a charged shot and maybe one or both of the ones on the ceiling if they trouble you. Go left to the blue door, and enter it with your beam charged. Kill the green Cacatac before it shoots out spikes (or right after) with a beam that's charged, and collect the super missile it leaves behind. Quickly jump onto the platform and run across--don't walk or stop, or you'll fall--until you reach and run over the right ledge. Take out another Cacatac, collect the sup- er missile, and blast open the green door. Music change as well as a background change. Yes, you're still in Brinstar. A ledge above is visible, but we're not going that way yet. Go right off another ledge and left to go down some more until you're beside a large block guarding a yellow door. Kneel, aim diaginally down and right, and shoot at the ground. If that does not reveal an opening, then carefully lay down bombs on the ground (away from block on the right) until the ground breaks. Shoot down into it to open the path the rest of the way, and go off a couple more ledges to fall down past four Rippers. Go through the blue door on your right. In this room, you have to run to the ledge and jump across to another platform without falling into the water. If you do fall in, then try again. Make sure you get enough of a running start. You'll notice two Skree on the ceiling; you should take them out with one simple shot each. Platform-hop in and out of the water to the next blue door. Kill the Cacatac, and platform-hop to where it was while avoiding the other enemies by timing the jumps. Collect the super missile if one is left behind by the Cacatac, and continue to the blue door. Here is the first Maridia room of the three you'll just be passing through for about an hour in real time. Go right into the blue door. I call this "the tube room". Just keep on right. There's more to this room than you currently see, but continue right. Welcome back to Brinstar and also the doorstep of what you can call Kraid's Layer; the map still calls it Brinstar. Anyways, go down the elevator. Work your way down the room. I usually like to blast open the green door on my way down, but I'll leave that up to you. The enemies in this room are good for missiles and super missiles and sometimes health (though this last file I got nothing). Once next to the red door going left, blast it open with missiles. Collect the Energy Tank. Hop onto a block a couple tiles left of where you got the expansion, and roll into a ball as you fall into the path below. Take out the enemy if you wish, but go left and down until you're right below the blue door on the left. Shoot diaginally up and left to take out the top three blocks of the pillar. I like at this point to get a good jump over the pillar and shoot at the ball in the statue's hand as Samus descends to it. Collect the Hi-Jump Boots. Jump back over the pillar and to the blue door. First roll under the wall and take out the enemy as it approaches. Next, jump up the platforms on the left side of the room. Once at the top, roll in to get the Missile Expansion. Bumb-jump up the next ledge, and bomb the block to the right. Roll back over to the area where you initially entered this room, blast the flashing gray door if you killed the one enemy, and continue right. Now would be a good time to save. Go across into the blue door on the right. Save your game. You did quite a bit so far, and something may happen, whether it'd be a game over or a power outage. Go back to the left, blue door. Go up the room, killing what you must, until you reach the top. Activate the elevator back to Brinstar. Go left into Maridia. Left into the tube room. Continue left, again. Left into Brinstar. Kill the Cacatac, and make your way to the left side of the room. Don't go in the blue door. Instead, shoot upward into the block above the door. Jump into the opening you made to a ledge, and jump up another ledge. Bomb the first of the two blocks; shoot the second. Roll through the passage while arming your super missiles. Blast open the green door. Shoot the ball being held by the chozo statue to collect the Spazer Beam. Go back through the blue door. Shoot the block on the right, and roll to the left block. Bomb the block. You should then head down to that other block that needs to be shot. Notice how a shot with the spazer will instantly kill the Cacatac, but focus on going right; back to Maridia. Right to the tube room. Right to the third Maridia room. Right into Brinstar. Use a super missile on the bottom of three blocks to the right. Yes, we're to skip the elevator for now. Roll through where the block was, and allow Samus a proper fall to the ground. You should see what looks like a ledge sticking out of a creature's mouth right and above Samus. Jump up to the ledge, and go over to the blue door on the right. Below the door is a block-size piece of ground that can be shot apart. Do that to get to the gray door, and you need only take out the enemy in the lower area if it is in the way. At the bottom of the wall opposite of the door, place a bomb. Roll through the path that opens until you get below a blue door. Jump in with your beam charged. Fire a charged shot at the first winged lunch-lad . . . err . . . KiHunter you see, and charge up again. Repeat this with the second and third KiHunters. A fourth will appear in time to be finished off; wasn't that easy? In the middle of the floor is a crack. Shoot at the crack and fall in to the next blue door. Three regular shots of the spazer beam can kill each Space Pirate in here. You should kill the three of them quickly and run to the right until you meet the all-powerful MiniKraid. A super missile should take it out, but perform a few more beam-shots before the super missile to be safe. The gray doors will flash to let you open them, but only take the right one to save time. Enemies come out of the pipe, and they're good for refills. Go right while you avoid the spikes, and arm your super missiles. Use one on the Eye Door as it opens up, and go back to the pipe to be sure that you have all suuplies. Now, go back to where the Eye Door was, and go into the blue door after a breathing deeply for a moment. ~~~Kraid~~~ ( 2;0; 20; 5; 0) Comment: Yes, I also used to think this one hard. I used to miss my shots a lot and take 15-20 minutes using missiles and charged shots until I won with a lot of luck. Now, I give to you this boss I now laugh at in 1-2 minutes. Avoid touching those spike-plants on the ground. When Kraid gets up, he'll do so in a half-arse manner. I can only guess this a foolish attempt to insult Samus, and that this big oaf doesn't remember the first encounter. Switch to super missiles and fire one into Kraid's mouth when it opens; that's a good way to remind him. He'll turn colour at that. Kraid will then get up the rest of the way, and what you thought was the ceil- ing becomes two platforms. Jump up to the left one and get to the right with the super missiles still armed. Each time you see the mouth open, try to shoot a super missile into it. Also, don't shoot at anything if Kraid's arm swings upward. I know it's hard to tell, but you sort of grow an instinct in Metroid games when something will happen (or sometimes you read signs). Exactly four shots of super missiles into the mouth should do it. If you need help opening the mouth at any time, shoot a beam or regular missile into Kraid's eyes; they will flash yellow as the signal the mouth will open. This boss, who started green and is now dark brown, will scream in pain as he sinks into the vanishing spike-plants. Collect the refill items, and go to the flashing gray door on the right. *end of battle* Shoot the ball in the middle of the room, and collect the great Varia Suit. Is there a need to say how nice this is? Go back through the blue door. -------------CROCOMIRE THE CRACK-UP------------- Go left and open the flashing gray door. Continue left past the spikes and pipe to the blue door. Kill Mini-Kraid, collect what is left behind, and continue running left. Take out the Space Pirates to make the gray door on the left start flashing; open it to leave. Climb up the first ledge, and shoot upward for about 10 seconds. If you do the shooting correctly, the four KiHunters will all die. Jump up and head left to the blue door in the ground. Roll left until you stop. Bomb the part of the wall in your way. Only open the flashing gray door if you wish, but do NOT go in it (yet). Kill the enemy on its way down as you make the climb up to the top-left blue door. Remember the breakable part of the bridge below the door. Run and jump over to the three blocks guarding the elevator. Blast the bottom block with a super missile, roll under the wall, and activate the elevator. Back in Norfair, head down to the first blue door on your right. Shoot the ground away and hop in while charging your beam. Take out the first enemy that hops your way with a charged shot, and use another to take out the second hopping enemy. Once on the right side of the room, jump up the platform and the ledge while switching to missiles. Blast the red door. Jump over the first wall-structure, take out the enemies if desired, and then jump over the next wall-structure. The two enemies in this section of the room might be worth killing, but get to the bottom of it. Diaginally shoot down to the bottom of the next wall, and a Missile Expansion should appear. Hop into the lava (yes, mind not the damage from it) to quickly roll into a ball and get the item. Get out of the lava before the damage becomes noteable, and get over this third wall. Quickly change to the super missiles on your way down, and blast the green door. Take out the enemy in case it leaves something behind. Go through the opened door. In this room, avoid the lava, enemies, and attacks from the Dragons as best you can while platform hopping to the right. Open the blue door surrounded by some bubbley walls. Many have dubbed this "the bubble room" by instinct when the game came out. I only stray from that enough to call it "Bubble Hall". Anyways, go right until you cannot anymore. Shoot downward as you make your way down into a small part of the room. Take out the Red Rocket Ripper, and take back the super missile it leaves behind as you pick up the Missile Expansion. Go back up and halfway to the left. Shoot down a couple times to get into a morph ball tunnel. Bomb the block to the right, either shoot or bomb the enemy, fall to and bomb the second block, shoot the second enemy, roll down to the final block, bomb the final block, and roll out of both the tunnel and the ball form. You should now be at two blue doors; take the bottom one. Go down to the bottom, skipping the first blue door. You should land next to the second blue door on the right. This room has lava (avoid it) and five enemies (kill the orb ones with charged shots). Make your way to the right side by avoiding the fireballs being thrown your way and advancing with the passing of each enemy's attack. At the end of this room is a blue door. Just go through the blue door on the right . . . for now. Beware of flying rubble and rising lava. Head right to the enemy in the wall. Roll under the enemy and shoot out the bridge above Samus. Make your way up the room without getting hit by an attack or by the lava. At the top and to your left is a blue door. Hop onto the creature that shows up and morph into a ball. You'll be taken 2/5 across the room. Hop on the first pillar, wait for the automatic gate to be done doing its thing, and hop onto the next pillar to wait. The second gliding creature will show up, but this one can be weighed down; ride it as a ball for most of it's distance, and jump to the blue door on the left. In this room, you need to go up some levels. Take out any enemies you desire. When you reach the red door, blast it open, but go left instead of through the door. At the second last level is two of those Alcoons to either play with or to evade. The blue door is on the left. Now back in Bubble Hall, climb up to take out the Cacatac and the other enemy, and blast the green door on your right. Kill the three Skree and get to the middle of this part of the room. Shoot up the ceiling to open a path. Jump into the path, and shoot up to get out of the other end. Go through the blue door on the right. While running right across this lengthy room, arm your missiles. Stop a short distance away from the red door. After blasting the red door, use a beam-shot on the ceiling. If you did this right, a Missile Expansion should appear, and you can just jump up to get it. If not, then try again at another spot. Go in the door you opened. Shoot the ball to pick up the Speed Booster. Open the blue door after getting the item, and run into it -- to begin picking up speed as you run, run, RUN to the left and up. This will mainly save time, as I've noticed that the lava starts rising as you move. I have not experimented with this, though, so count on needing to run to the blue door. Back in the second bubble room, make your way down and left to the blue door. Take out the Cacatac and the other enemy. As you jump to the left side of the ledge, you might want to use a super missile on the green door you see to save a second or two later on. Keep going down until you reach the morph ball tun- nel again. Navigate the tunnel to the two blue doors, and take the one on the left. Run left. Jump over the gap. Open the blue door, and run through -- and keep running. When you've trampled the last enemy in here, start shooting. If you're lucky, you'll hit the blue door before reaching it. Continue to the Save Station. Save your game. You may or may not mind messin up, but saving's a good idea in any case. Go through the blue door on the left. Work your way upward through the room until Samus is between two doors. Go in the left one with a running start -- and keep running. As soon as you see the blue door, you might want to jump to it to save a little time. The ground above the power bomb blocks tends to give way at multiple things (bombs, speed boosts, power bombs). Go through the blue door. There are three pits of lava, and each has a gliding creature above the lava. Make your way to the left blue door. Careful of those wall monsters. Go up the levels of the left 2/3 of the room. When you've reached the blue door, shoot downward to open a way down. Morph to being a ball. Carefully descend from slot to slot until you reach the one that goes to a little section with a blue door. Shoot the ball in the statue's hand, and collect the Ice Beam. Go back through the blue door on the left. Kill the three Sovas. Jump onto the ledge to roll out to the main part of the room. Fall down to the bottom, and head through the bluw door on the right. Freeze the gliders to make ease on getting across to the right blue door. Here's the part where if you spend too much time messing up you'll have to do get back here from the save point. Above Samus are these two blocks; you have to bomb jump to them and place a bomb under them. This may take practice, and feel free to reset the game as much as you like if you're concerned on time. I usually get done in time for the Sova to appear from the right. Once you have blown up the blocks, blow up the one separating you from the path the Sova is traveling through. Kill the enemy if you can, but focus on using the path to the right side of the room where you'll fall beside the blue door. Go up to the elevator and activate it. Go left to Maridia. Go left to the tube room. Go left to the third Maridia room. Head left back into Brinstar. Enjoying these short trips, yet? They'll turn to longer ones not too long from now. Kill the Cacatac, and freeze the other two enemies to ease advancing through to the blue door on the left. Freeze the Skree, and platform hop to the left blue door. Quickly freeze each Ripper as you see them, and jump on them like platforms. A little timing is all that's really needed to get up to the ledge. Hop up the second ledge, and shoot upwards a couple times to open a path. Jump up a few ledges until you reach the blue door. Remember the ledge above and right of the door? Jump up it and a couple more until you see another Ripper. Freeze it and three more to platform hop to a block. Shoot the block, and hop to the blue door on the right. I loathe this room. First thing: kneel at the door and shoot at the Zeela (the crawler enemy) twice. Hop the first platform, and freeze the enemy that comes out of the red flower-looking thing below. Carefully hop a couple more plat- forms. Freeze the next enemy, and kill another two Zeelas. Hop those couple more platforms. Freeze the enemy, platform hop, freeze another enemy, platform hop thrice without falling into those flower-looking things (or jumping into them), and run right to the blue door. Immediately shoot out the two blocks you see going down. Fall in, and shoot straight down; that should break open a path. Fall further in while avoiding the enemies and also arming your super missiles. Blast the green door. To the left, you'll notice two round, yellow, sponge-like objects sitting still under the condition that you don't get too close. Freeze them. Jump on the platform they help make, and you'll see two more of those things. Freeze these ones to hop further to the left until you reach the chozo statue. The ball in the statue's hand is the Power Bomb. As soon as you collect it, use a power bomb around the statue to destroy the wall behind it. Jump over the statue and continue left to a Missile Expansion. Now, head right; over the statue, over the two sponge-things you freeze a second time, over the other two sponge-like things to freeze again, and to the blue door. Okay, we're going to climb upward. These three green worm creatures often give power bombs when you kill them. Shoot your way through the ceiling of this one area and the one above it. Once next to the yellow door, arm your power bombs. Jump up, roll into a ball, and release a power bomb. If you do this right, you will see a large explosion in mid air that does three things: open the door you are next to, kill the Cacatac to the right, and kill the second Cacatac above a short distance from the first. Jump up the three ledges while arming the super missiles, and blast the green door to the left. Switch to power bombs and roll into a ball before going into the door. There are three Side Hoppers in here; two are on the ceiling. Dodge the ground one as best you can while rolling left until you get right over the last block. Release another power bomb. The explosion, if you stay over the block, will do a collapse of the bridge while wiping out the Side Hoppers. Hop into the large flower thing below (you read correctly) to reach an area with a Power Bomb Ex- pansion. From this area, jump up and be sure the Side Hoppers are finished off before you go right to the door so it'll flash. Go down while taking out the Cacatacs. Reach the blue door on the left. This ugly-arse room again . . . be glad it's the last time we go through it (so far as you got both power bomb expansions). Now, do the reverse of what I had you do in the previous visit, and hope for the best; the worst is being knocked into each big flower (so, keep to the opposite). Your reward is the shiny blue door on the left. Shoot the block to begin going down, and make your way to the very bottom of the room (where there's a blue door to the right). Go right. Jump to the middle platform to take out the two Skree. Jump right to the blue door. After killing the Cacatac, freeze the two remaining enemies as you go right to the door leading into Maridia. Right to the tube room. Do NOT use a power bomb here, yet. Go right to the third Maridia room. Go right back to Brinstar. Use the elevator to Norfair. Head down to the first blue door on the left. Get a running start -- and run across the room while arming your power bombs. Use a power bomb at the end to open a path. Go down the path. Continue left while taking out the ene- mies and the blue door. When you step through, do so gently. Immediately, when Samus appears out of the door, lean and maybe hop right to keep from falling. This next part's a little tricky: barely step on the block to make it vanish and reappear as two rubble blocks, aim diaginally down and left, time your shot, wait for the enemy to be on TOP of its block, freeze the enemy in place, and jump onto the enemy. If you mess up, you'll have to start all over with getting the Ice Beam or else trust your luck and skill in to get to the top again, but that kills too much time. ONCE YOU STAND ON THE FROZEN SOVA, hop up and shoot the left wall to reveal a Missile Expansion; jump up to it before the freezing or the item revealing ware off. Aim down and shoot some couple of times to be safe from contacting another Savo while falling to the bottom of the room. Go to the blue door on the right. Run across the room (with speed booster in effect) until you can run no more. Blast open the green door, but do NOT fall in it just yet. Hop up to kill the couple of Cacatacs and collect the super missiles they leave behind. Right and above them is the blue door to go into. SAVE. YOUR. GAME. Go left through the blue door. Take out the Cacatacs to be sure you have all the super missiles you can carry. Go down to where the green door used to be, and go down the blue door. ~~~Crocomire~~~ ( 2;0; 45; 5;10) Comment: A safe battle with this guy would call for more super missiles, but an expansion isn't for some time. Also, game genie users would find the hyper beam to be their best friend in this fight as 1-2 shots of it would knock this bastard into the acid. Ready? Immediately arm the super missiles. Stand a safe distance away to avoid the arm. Each time the mouth opens, shoot a super missile into it, but try not to hit or be hit by the acidic balls he spits out. Once your super missiles run out, switch to using charged, spazer-ice shots into the mouth with each opening until Crocomire has been pushed back onto a bridge. The bridge will collapse with him on it, and watch this enemy become a skelaton. The skelaton will sink and drift to the left. Tip: Do NOT let Crocomire advance. If he does the job will be harder as this guy gets angrier (thus harder to push back) with each blow. Walk to the left after the whole bridge and acid thing, try not to hit the wall of spikes, and hope for Crocomire to show up soon enough. This constitutes as one of my favourite defeats of a major enemy in any game. Watch the wall break before the skelaton appears for the sole purpose of falling apart. *end of battle* -------------A HAUNTED GRAVITY------------- Here you are, standing among the bones of the beloeved Crocomire. I'll spare you the pun that fits this, as it has gone cliche. Currently, you have a varia suit, two energy tanks, up to five super missiles, up to 45 missiles, bombs, up to ten power bombs, and the (charge/spazer/ice) beams. You'll have much more once this section ends. Ready? Run left to get a start, and jump off the edge and over the pool of acid to the blue door. In this new room, head down. Use the monsters coming out of the well to stock up on a few things (mainly health, but be sure of a couple super missiles). Go left to the blue door in the ground. Run off the ledge to the right. Arm your missiles while falling next to the wall on the right. Blast the red door you land at, and enter. As soon as the acid lowers a decent amount (about 7/8 or more of the dip) run right through the two dips, past the two Metaskree, and to the wall with a path for a ball. The acid will rise again, and I'm sure you'll be quick to learn its rhythm. Roll to the other side of the wall, and freeze the five enemies that come up before they have the chance to separate. As soon as the acid goes below the pillar-ish platforms, do some platform hopping to the Missile Expan- sion to the right. Wait again for the acid to lower, and hop back across. The enemies need to be frozen again, so tend to them and roll to the other side of the wall. Run left across the dips to the door when you have the chance, and you'll be done with this room. Go the rest of the way down this shaft. Open the blue door at the bottom, and arm your power bombs as well as roll into a ball as you fall in. Release a power bomb; in my opinion the best place is a space above the ground below the door. The blast will wipe out the blocks and two of the five enemies in this area. Go left to slay the other three enemies, and run right to just short of the wall. RUN to the left; as soon as you break through a few more blocks, press down to get Samus to flash white (if done correctly). Be sure to stand in the middle of the first section of acid (yes, I mean it), and jump up before the white flashing stops. If you do this right, some health will drain, but Samus will be over a ledge and to the left. Lean right to land on the edge of the area holding a Missile Expansion, and collect the item. Go right over the ledge, and lean right as you fall so you will land on solid ground. Run to the right again. Now, run left until you're just short of the edge, and jump while still pushing left and still blue from the speed boost. If done right, this will land you next to the blue door on the left. Shoot the ball in the statue's hand to collect the Grappling Beam. On the left wall is some platforms to hop up. As you jump up each level, switch to the next icon at the top of the screen (missiles, then super missiles, then power bombs, and then grappling beam). Once at the top level, you'll see two blocks on the ceiling that might remind you of screws, bolts and nuts. Use the new item you just got to latch onto the left of those blocks (preferably) and swing to the blue door on the right. While going right, use the grappling beam and the grapple blocks in the ceiling to swing over the water to the other side. Run to the blue door. Avoid the attacks of these three enemies as you hop up to the platform above the third enemy. Stand on the left side of the platform, and jump straight up while aiming upward with your grappling beam. Latch onto the left block, swing to the right, and go through the blue door. This room is where I messed up one of the couple of times. Swing across the first amount of water (simple enough) to see a longer array of grapple blocks. I don't know why I missed going from one block to another while swinging across this part, but I apparently did and was met with some jumping worms before the chance to jump the ledges out of the water. This killed a minute of my time, and I hope you don't fall. Again, begin swinging on one block, let go, latch onto another block, and swing the rest of the way to the gate. Open the gate by using a super missile on the switch, and continue right to the blue door. Shoot the blue door above you and hop in. Resupply yourself in health as needed with the enemies in the well, but use the yellow platform to hop to the top-right ledge. Use the grappling beam on the Metaripper to swing over to the top-left ledge. Blast the red door. Grab the Power Bomb Expansion, and go back through the blue door. Either swing across to the right or perform in hopping down, over, and up; it's your choice as to how to get to the top-right blue door. Platform hop back over to the remains of Norfair's first mini-boss. Run to the right. Pick whether to swing across normally (which takes some time) or build up a running start before jumping the better part of the distance and grappling to a block (which takes a little timing and/or luck and/or skill), but get to the Energy Tank at the right end of the room. Swing back across to run to the flashing gray door in the ceiling. Go up and slay the two Cacatacs. Use the Save Station to the right if you wish to do so, but continue up to the blue door on the left. Go up, and take out the enemy so it doesn't bother you. Swing across for the Missile Expansion, but do not open the gate to the left. Instead, swing back across, and go down to the blue door to the right. Go down. Once again take out the Cacatacs (or at least one of them). Head to where the two blue doors are (one going down and the other going right). Take the door heading right. Run to the right--while hopping over the three pits--to the blue door on the right. Go right past the energy recharger to the blue door. This room's slightly tricky. It has lava, spikes, and those annoying little pinser enemies that love trying to grab you. All this, and you have to use the grappling beam to swing across the slightly lengthy room. Ready to do this? A blue door is at the right end of the room. Open the gate with a beam shot, and roll right until you are in the main part of this room. Go up to the two blue doors, and take the one on the right. Remember this room? Go across, and freeze the Fune this time. Roll under it to shoot a way to go up, and jump up while freezing the Funes you see. The ice beam makes these guys easier, doesn't it? When you reach the top blue door, go through it. Don't freeze the gliders in this room. Really nothing has changed from how you get across. Ride the first glider, platform hop the pillars while avoiding the automatic gate and the spikes, and ride the second glider to the blue door. Go up the levels of this room while taking out the enemies until you reach the second door on the way up (or third door if you include the one you came from). If the door is still red, blast it; otherwise, go on in. You should be standing on a ledge above a Nahime (skull in the wall). If you are not, then you went into the wrong door and need to go up a level. Freeze the Nahime, and carefully hop from yellow platform to yellow platform. You may want to freeze the second Nahime, but open the gate above it with a beam shot. Jump onto the ledge where the gate was, and collect the Missile Expansion. Go right to the grapple blocks, and swing across this large gap to another ledge. Blast the red door. Shoot the ball being held by the statue, and collect the Wave Beam. Go back in the blue door. Here are your choices: either swing back across and platform hop to stay on the same level, or else jump down to run out (faster at that point) only to climb the level again. I choose the latter as many others do. Four blocks' worth of spikes below the Metaripper are fake and will give way with the blocks below as Samus lands on them. Run left, roll left, and run left to the blue door. Go up the rest of the way to the blue door on the left to Bubble Hall. Go up and left a bit to take out the Cacatac and the other enemy. Use the grappling beam to swing across to the top-right door. Blast it with a super missile if it's still green, or just open it if it's blue. Go in. Kill the enemy and collect the Missile Expansion. Shoot down and a little to the left for a pillar to rise, and hop onto it. Shoot up to reveal a path into the left wall. Roll into a ball and roll left until you fall next to a blue door. Freeze the Savos and Dragons as needed to get to the left end. The item at the end is a Reserve Tank. Aim diaginally down and right. Keep the Dragon frozen, but try to time freezing the Savo under it's platform (which with each shot it turns into the Missile Expansion). Grab the missiles, and make your way back to the blue door on the right. From the first wall on the right, jump up and right into the area behind the bubbles. Kill the enemy while also re-opening the narrow path out. Head right to the blue door. Descend through the Bubble Hall for the distance of a couple blue doors. Use a power bomb while on the left side of the room, and you'll open a route quicker than the morph ball tunnel that's to the right. Go down to the two doors, and use the one on the left. Run left, jump over the gap, and run-start through the blue door after opening it. Keep running through and past the blocks and enemies. Exit this room through the blue door on the left. Save your game. Go left again. Head up the room to the elevator, and activate it (I mean the elevator, not the room . . . >_>) to go back to Brinstar. Head left for yet another trip through Maridia. Go left to the tube room. This is the last visit of the tube room before breaking the tube; I promise. A word more should not be needed for you to go left. Head left back into Brinstar. Okay, kill the Cacatac for what should be the third last time. Freeze those pinser enemies as you make your way to the blue door on the left. Kill/freeze the Skree as you wish, and make your way to the blue door on the left. Freeze the rippers and use them for platform hopping to get to the first ledge. Jump onto the second ledge, shoot up, and notice how you only need one shot to break through the two blocks. Continue up until you reach the blue door on the left side of the long ledge. Only kill the Cacatac if you wish. Jump onto the platform, and run left to go across the unstable bridge and to the blue door on the left. Wipe out the Small Side Hoppers for annoyance reasons. Since you have the wave beam shoot the switch to open the gate. Begin climbing the levels of the room. After the couple more of Small Side Hoppers, be sure to jump high to search the walls (to the right) for what looks like a pipe just below the ceiling. To get up to it, get an enemy to come out of the left pipe below, and freeze it right there. Then, wait below the enemy and a short distance from the wall of the pipe for the enemy to unfreeze and float right; freeze it a second time. Use the enemy as a platform to somersault through the air into the pipe below the celing. Roll to the Missile Expansion, and roll out. Continue left and up to the blue door. Get onto the wall structure. Bomb-jump and roll through it. Climb the levels of the room (past the yellow door and the grapple blocks) to reach the blue door going left. Get a little bit of a running start without letting the speed boost kick in, and arm your power bombs. If you fall into the shaft from the boost kicking in, you'll have to use the boost jump to get out of there. Blow up the thick wall with a power bomb, and continue left while taking out any enemy that gives you trouble. Enter the blue door on the left. Ah, the green vine shaft. Climb it until you reach the red door going right. Blast it open. Here's the quickest way through this an the next room. Jump onto the ledge and run the whole distance right while keeping the missiles armed. Blast the red door on the right. Shoot the ball in the statue's hand for the second Reserve Tank. Roll into the pipe below the statue, and arm the power bombs by the time you jump up to the Missile Expansion. Morph into a ball where the missiles were, and release a power bomb to open a way to another Missile Expansion. Roll back through the pipe, and go out the blue door. Jump back onto the ledge, and shoot upward. Jump up into another area of the room while taking out the flying enemies on the way in. Head left while you kill the other enemies, and jump onto the Super Missile Expansion. Let Samus fall back into the main part of the room, and roll into a ball. Bomb-jump over the pipe. Bomb the bottom block of the first right wall, roll to a Missile Ex- pansion (a lot of these, I know), roll back to the pipe, bomb-jump over it, and go left to the door. Now that you've gotten five items in less than two minutes, go up the room. An elevator back to Crateria beckons you, and I'm not one to argue with that. Go right to the next room. Head right past the enemies to the next blue door. Blast the red door now if you wish, but climb up the room to the blue door. Run up the slope without stopping or shooting. That is, don't shoot anything until you see the blue door going right. Bomb the bottom-left block of the wall, and roll out. Jump over the gap, and keep going right to another blue door. Run right, and jump onto the gunship just before the speed boost kicks in. The best time to save is now. There's a boss coming up that you could EASILY lose to, and I know you want not only to be fully stocked up but also not to have to travel the long distance from Norfair again. Go left off of the ship, and run right (with speed boost kicking in) while arming the super missiles. Once you have broken through the many blocks, blast the green door, and switch to power bombs as you walk in. Continue right through this tunnel. Kill both KiHunters in this room. (Seriously, I call one a "winged lunch lady" because it looks like it wears a hair net and that it spits out mystery meat.) Keep going right in this room until you reach a yellow door. Use a power bomb to get it open, and switch to the grappling beam as you walk through. Swing to the Missile Expansion, and swing quickly to the right blue door before the cracked grapple block you're latches to gives way. Go right. Here's an outdoor area you do not want to mess up with. Go right, and hop onto the first platform. Swing to the second platform, and swing to the third. Hop onto the fourth platform, and use the Metaripper to swing to the fifth platform going right. Make it? Good. Fell? Restart the game, and do the last couple places over again. Toggle to super missiles as you hop two more platforms, and blast the green door. Don't waste these things, because you will need them. Run right across this lengthy room to the blue door to the main chamber of the Wrecked Ship. My advice is to keep moving so that the ghosts of the crew members don't appear right on you. They suck, pardon the pun. You will first go down four ledges (three of them containing stairs) and arm your power bombs for safetly reasons. Once you land above the stairs to the fifth ledge, release a power bomb. You should see a path open to the left if you did this right. Roll left into an area branched off of the main room. The spikes on the ground will not harm you since there is no power in this place, so run/hop to the left to grab another Missile Expansion. Head back to the left with your power bombs still selected, and go down to the gray door. One more power bomb explosion should reveal a path that goes down (starting under the gray door). Arm your super missiles as you continue down until you reach a green door. Do not worry about any other enemy down here; just blast open the green door (you should have seven super missiles left) and go down to the next room. Run right until you reach the wall. Roll into the narrow passage, and bomb the block that is in the way. Be sure the super missiles are armed as you roll to the right. Kill the Eye Door as soon as its eye opens, and open the blue door it leaves behind. Take a deep breath, and enter. ~~~Phantoon~~~ ( 3;2;105;10;15) Comment:The mouth is an eye shedding tears of plasma. Beating this guy would turn the power back on as well as rid the Wrecked Ship of the ghosts of the crew members. Could this thing have manifested from their pain and sorrow, did it feed off of such things, or did it cause all that happened? It matters not as a fraction that this bastard can kick your arse and hand it to you in little time. Even if you had two more tanks of energy, they would do nothing for how quickly you'll die if you are not careful. Ready? Let us look at this battle as rounds of repitition, because predicting the boss can increase your odds of survival. Stand in a corner and keep shooting your beam as rapidly as possible. Plasma flames in this battle can help you with luck as long as you hit them twice or thrice each (charged beam won't help). Once in a while they will resupply you with super missiles and health, but do NOT become dependent on this. Phantoon will float around with the eye concealed both half-visibly and invisibly. And, when it goes from half-visible to invisible, Phantoon likes to let off a ring of plasma flames; shoot them with your beam without worrying about the split second the eye opens. If you get hit once, it'll be somewhere around twenty damage, and that's better than risking being hit more than once inside of five seconds. Randomly, Phantoon will choose how soon to start making it rain plasma across the room. During this time Phantoon will have its eye opened, it will vanish in and out for a couple seconds at a time, and the number of times it does this is--as I can tell--indefinite. This is when you fire a super missile into the eye and either dodge or shoot away enough plasma flame. After the hit, get to the left side of the room before -- Phantoon appears in the middle of the top of the room with the eye concealed. Here, you must dodge waves of plasma as best you can. How? This is something one can predict as your left is always the best place to start. Jump at the boss from your left, and hope your timing and aim are right enough to avoid the plasma (hint: think of where the ears would be on him). Then jump at it from your right. Keep alternating from left to right and back until Phantoon does a vanish at the end of a wave. Hopefully, you took no more than 80 damage from this phase, or else you'll need more practice. No, this plasma can't be shot. Go back into a corner, and repeat with shooting the plasma. Try not to miss. Hope to get more health and super missiles. When Phantoon turns a deep reddish colour, you'll know you're close, and a regular missile into the eye would be all you need. Many blessings upon you. As you've noticed, this takes a good combonation of luck and skill to win. *end of battle* After collecting the recovery items, go through the flahing gray door. Avoid touching the broken circuit. Roll into the passage below. Bomb your way out to the left. Concentrate your firepower upon the floating enemies, but try to get to the blue door in the ceiling. Jump up and to the right Much of the ceiling of the area can be shot away, so get up to the flashing gray door. Carefully hop down, over, and up to the Super Missile Expansion. Go right back to the blue door. Arm your power bombs as you head right across the ground. Release a power bomb at the wall, and roll right to a blue door. Arm your grappling beam as you go into the door. Use the grappling beam on those green urchin-like monsters; there are two. Go across the room while turning on the power bombs, and land on the right side of the second robot. Shoot at the robot to make it fall over the ledge. Roll to the ball form at the bottom right corner to release a power bomb, and lean to the right during the duration of the explosion. Hopefully, you'll not only open a path going into another area, but you'll be rolling into it (if not, then bomb-jump into it). Collect the Super Missile Expansion. Head back out of this area, to the left, and out of the room through the blue door. While in ball form, roll left while placing bombs at the two blocks in the way. Climb up the room past the flashing gray door, and go inside the blue door on the right. Save your game, and go back to the main room of the Wrecked Ship. Make your way upward, and shoot into and through the section of blocks above the last enemy in this room. Continue up onto a platform that is below a blue door. Jump into the next room with your beam charged. In here, you will need to kill all the enemies, and you'll want to open all three doors when you are done. What's a quick way of this? First, head right, and kill the enemies in that direction. Next, kill all the enemies going left. Open the flashing gray door on the left, in the middle of the ground (without falling in) and to the right. With the three doors open, go right. Knock the first robot right into a pit, and jump onto it. Knock the second one into a pit to the right, and repeat this for the third. Oh yeah, avoid the circuits as well as any electricity that may fall from them. All the way to the right is a Missile Expansion. Go left back into the room with the three doors you had to open. You know, in the background is what looks like windows showing large creatures that are contained. I wonder if that had anything to do with the boss? Now, freeze the enemies and/or kill them only as needed. Go to the left-most door, and open it to go back to Crateria. Oh, man, here's an item coming up that's easier to get than it will be for me to explain. Go left and onto the platforms. Hop onto a glider, and, while you go left, hop up periodically to find the next glider. Jump onto the glider above, and wait for the next one comes along to jump onto. Once you are on the highest one, kneel on its back half while aiming diagonally down to its front. Freeze the glider just as it touches a wall, and shoot at the wall to reveal a Missile Expansion. Quickly morph into a ball and bomb-jump to the item. See? Now, fall and go left some more. Arm your super missiles. In the middle of the last dip before the left wall is a block (bomb it to be sure) that can only be destroyed with a super missile, so use one on it. Roll into a ball as you fall in, and bomb the block to the left. Roll over to the Missile Expansion. After enough time passes, the blocks will reform. Jump into the air, release a power bomb, wait for the explosion, jump up, morph into a ball again, and roll through the path before the block comes back. Shoot another super missile up at the respective block, and jump out. Head right a bit to where you see a wall below. Shoot down and to the right to open another block. Bomb around to be sure where I mean. Roll through the passage until you have bomb-jumped into a bit of a clearing. Go through the blue door on the right. Kill the Leeches and the other enemies as you hop right to another door. There's a spikey enemy above you, but ignore it. Go right through the door. Here's a fun room I'll give two paragraphs. Grapple and swing across without falling into the spikes. When you reach the statue, roll into a ball while standing upon its hand (you read right). The statue will carry you into an area below, but do not go through the door, yet. Bomb the ground where you landed, and roll through the passage while arming the power bombs. Release a power bomb at the end to open a nice little clearing. Jump up, and roll through with the power bombs still armed. There are 2 robots and two pits; shoot each robot into each pit, and run to the statue to gather another Missile Expansion. Release a power bomb after the missiles are grabbed to open another passage. Run left a bit, and run right to go into speed boost. Press down near the end of the passage to flash white, and boost jump up from the right wall. If you did this right, go left to fall into an area. JUMP to the ball, shoot it, and grab the Reserve Tank. Tap right to fall all the way down, and go right to the wall you had jumped from. Run left (speed boost) to and through a few blocks. Roll the rest of the way left. Bomb the blocks that keep you away from the door, and open the blue door to the left. Shoot both the ball and the left door. Grab the Gravity Suit. Run out the left door. Fall into the water, and run left (the new suit's nice, I know). Once you are at the wall, shoot it, and bomb-jump into the path you opened. Roll until you can see Samus again, and run left to a Missile Expansion. Run right, and roll to the block that reappeared. Bomb the block. Roll out. Run to the right to jump up onto the second last platform. Once you reach the door to the Wrecked Ship, go inside it one last time. Run right to the door to the main room. Go right and save if you wish, but head down a level. Open the door right of you whether it be blue or a gray, flashing one. Arm your grappling beam as you enter the door. Kill the urchin-like monster. Run and jump over to the door on the right. Here's another room I don't like, and we have to pass through it twice. When the spike platforms come down, use them as best you can to hop across to the right side of the room. Go through the door. Avoiding the circuits in here is once again a plus. Head to the right wall, shoot up, ascend a level, head to the left wall, shoot up, and ascend another level. Skip the door, and jump up a ledge. Shoot upward through the middle. Go to the right wall, and shoot up again. Head over to and blast the red door. In here, try not to fall like I did. Swing to the first platform. Don't let any of the platforms sink too far down. Platform hop to the third one, and use the second set of grapple blocks to swing to the Energy Tank. Now, head right out of this room. Make your way down to the door going left. The other door goes directly into Maridia, and we've a few places to stop by first. So, go left. Use the spike platforms to platform hop again, and go left. You don't have to kill the enemy in here; just go left through the door. Go up to the two doors, and take the left one. Run left to the door, open it, and leave the Wrecked ship. Hopefully, you got everything in there (if not, then you aren't following the guide). -------------MARIDIA - THE ULTIMATE SPORTS DRINK?------------- So much liquid, and so many expansions . . . . Go left across through the water and/or platforms to the door. Grapple the blocks and swing to the other side. Go through the door. Keep going left to the another door. Get a running start -- through this tunnel, and keep running -- through the blocks. Reach the gunship, and save your game. This time, it's a vital idea to save. Go all the way left to the door. Run right to kick in the speed boost. Press down at the hill just left of the ship, aim up and right, and jump while Samus is still flashing white. As Samus flies through the air, arm the power bombs. Lean right as you fall, and run right to the yellow door. Here's another room in which acid goes up and down in a rhythm. Below each of the tall pillars is an enemy. Use your beam to kill the enemies before they can jump up. Now, use the rhythm of acid to time yourself getting across the room to a Power Bomb Expansion, and use it to reach the door. Run -- across the slope, and jump over the ledge to reach the left wall. Be sure the power bombs are still armed. Jump up while morphing into a ball, and release a power bomb. In fact, keep the power bombs armed for the next couple minutes. Use the top-most part of the wall you can stand on to do a jump into the area you have opened up. Hopefully, you did this right, or else try again. Go left to the blue door. More rhythmic acid. Here, use combonations of power bombs and the ice beam to go left across the room as safely as possible. At the left is a blue door. Collect the Energy Tank from the statue, and wait in ball form. As soon as the acid rises to its highest point, release a power bomb and roll into the pathway opened under the statue. Continue left in a similar fashion to the previous room. Only, this time, there are spikes to avoid. Toward the end is an area in which you can't avoid the acid (only lower the contact); that area ends with a thick wall to open a path in with a power bomb. Once you get past all this, go left to the door. Release another power bomb to help yourself see where to go. You should see that the first two tiles are safe. After that is four rubble blocks thick of a chain going down. Jump right in the middle of the two tiles or four blocks of rubble, and roll into a ball. IF YOU MESS UP, THEN RESET THE GAME. When Samus has reached where two large tiles become four smaller tiles, release a power bomb. When you have fallen enough, jump to the left to grab the first Missile Expansion, and jump to the right to grab the second Missile Expansion. Doing that wrong would have given you only one or none of the expansions. Fall down some more. Release one last power bomb when Samus stops to open a path and to kill two enemies that'll give you back a power bomb each. Head down to the door, open it, and run through -- as the start back up the slope. Go through the door at the top-right. Blow up the bottom-left block. Roll through the passage, and go down the room. Go down to where there are two doors; go through the blue one on the left. Arm your power bombs as you roll left, and release one at the first of the four blocks. Continue left to the door. Run to the statue to grab a Missile Expansion. Exit this room. At the first block you reach, bomb-jump into a hidden passage going right. You will drop back down at the end, but keep right to reach the door. Head down the rest of the way to the door going down. Lean to the right wall as you fall down and shoot the Space Pirates. Once you land on a ledge, use a regular bomb on the wall. Roll right while arming power bombs; release one to open the yellow door. Head right to the sponge-like things. Be sure to freeze them from a far enough distance away to keep them from jumping up; you want to make a solid ground to run across. Go left a bit, and run right. Press down to flash white when you are close enough to the vertical shaft at the end. Boost jump up, and collect the Super Missile Expansion just right of where you stop. Go left. Roll under the wall as you arm your grappling beam. Swing across the room to the door. Once again, lean on the right wall as you fall and shoot down at the Space Pi- rates. This time, go all the way to the bottom of the room to the blue door. Kill the first Space Pirate. Release a power bomb on this pedestal where the mother brain once sat to open a way down to a Missile Expansion. Jump out of the little area, and continue right while killing the Space Pirates until you reach the flashing gray door (all the Space Pirates have to be dead). Activate the elevator to go back to Brinstar. Run right to the blue door. Continue right past the two Geemers to the door. Kill the two Geemers and the two Skree, but FREEZE the fifth enemy before it gets the chance to move (trick is to have up to a third of that enemy appear on the screen). Get below the frozen enemy, and shoot upward just left of it to finish the enemy off as well as reveal an Energy Tank; jump up to get it. (If the enemy moved, then shoot around the ceiling where the enemy came from to find the item.) To the right is a large wall structure; use a power bomb on it to open a narrow path going up (which looks blocked, but isn't). Run left, and then run (speed boost) right to the structure before pressing down to flash white. Get beneath the path, and jump up to another area of the room where there is a blue door going left. In here you see a bunch of water and spikes. What you DON'T see is the bridge above the spikes. Sure the X-Ray Scope could have helped someone that couldn't possibly know the bridge is there, but there's no need to see it. From the safe ground on the right, jump up and left as though onto a ledge that starts a space left of the spikes. If you did that right, you'll be standing on the invisible bridge. Run left (don't worry about those boulders) to the door. Grab the obvious Missile Expansion from on top its pedestal. Left and below the pedestal is a raised corner that, if shot, reveals another Missile Expan- sion. Once you have both packs of missiles, go back through the door. Hop up to the invisible bridge. Wait for the first boulder to fall before you run right to the door. Place a bomb on the ground between the two short pillars to detroy a block. As you fall, arm your power bombs, and use one just before landing. Head left out of the room after the power bomb re-opens the wall structure. Continue left, only killing the Geemers as needed. Run/jump left past the elevator into the area you had gotten the morph ball. A power bomb at the left wall will open a path. So, follow it left to pick up a Power Bomb Expansion. Continue left to the wall where a Side Hopper waits for you. Use a power bomb here to open a way through the wall and to kill the Side Hopper. Once on the other side of the wall, continue left with a charged beam to attack and kill the other two Side Hoppers (of course, one shot's not going to do it). When the enemies are cleared, the gray door to the left will flash. Run left off the ledge, and you will recognize this place. Go right and down the levels to the gate, open the gate, and progress through the right door. Kill or freeze the Cacatac. Jump up to that ledge, and run right to the door. Head down as you have twice before: Getting beside the yellow door, shooting your way down, and falling past the Rippers to the two doors. Go right. Now that you can move freely in water you can jump onto the platform from it in here. Go past the Skree to the door. Kill the Cacatac, freeze the pinser enemies, and go right into Maridia. Head right to the tube room. Which would you like broken: the promise I made, or the tube? Let's choose the latter by using a power bomb as you are at a side of the tube (but visible or this won't work). After the explosion, tap which ever direction goes into the tube. If you did this right, then the glass around the tube will shatter apart before your eyes. Why did I say to do this at a side? It's quicker to be able to just jump up to the platform. So, do so to ascend to the top of the room where a blue door awaits. From here to the upcoming item, I need you to follow my directions carefully. To the left is a bigger reef plant that an enemy is approaching, and to the right is a red door. Remember that plant very well as you blast open the red door and enter. Open the blue door, but don't enter it just yet. Kill the enemies in this room as you see them (they give power bombs, also), and open the gate with a super missile. Once you have gone right far enough to be short of the ledge to the door, be sure that: there are no enemies in this room, the gate is open, and the door is open. Ready for the tricky part(s) to all this? Run left to the other side of the room, and press down RIGHT BEFORE ENTERING the door -- to flash white as you quickly go to the middle of the big plant to the left (it is a short distance from the left wall). Boost jump before the flashing wares off, and, if this was done correctly, you will shoot stright up into a Missile Expansion. If you either missed the flash or it wore off then go back to the room with the gate to try this again. If you messed up completely, either try this one more time (thus killing all spare time for mistakes) or reset the game (annoying, I know; especially with where the last save was). ANYWAYS, as you start to fall from the missile pack, lean left to be sure you land on a ledge. Climb the rest of the way up the room--killing enemies as needed--to reach the next door. (You'll get the super missiles later) This room only takes a little bit of doing because it's easy to fall with or without the half of grapple blocks that can give way. Swing across to the 1st platform. At this point, the blocks you swing on become singular. Swing from block to block to the second platform. Then continue swinging until you reach the blue door going right. If you fall at any time, either use the balloon enemies (who look like mini-Phantoons) to swing up, run-and-jump up the right side to a grapple block, or go up and left to start over. Go through the door going right. You will see two pathways going up; take the right one to climb to the top of the room. Open the door, and jump into it. First, run right and jump through the middle of the fake wall. Collect the Missile Expansion, and run back left to the main part of the room until there is a pathway above you. Climb up the pathway. Go left to the blue door. Whenever you see a flying enemy in this room, either freeze or kill it. Now, go left to the wall to bomb-jump through it. Continue left into and through a pathway that looks like a wall. On the other side, jump up a couple ledges to the blue door going left. Shoot your beam diaginally into each pit before the enemies have a chance to fly out of them. Keep going left until you fall, and shoot downward to kill the enemy as you reach it. This may look like the bottom, but tap back and forth through the middle until you fall into another area. Hop left to grab a Super Missile Expansion, and jump right to collect the Missile Expansion. Jump your way out of the area and the shaft above. Go right to the door. Go down and right through the room until you reach the door. Go right, down, and left in the room to reach the door going down. Hop down the left path, and shoot down repeatedly. Once you land, be sure to open up (to shoot) the middle of the ground. Hop into the new path while kill- ing the enemies in the way. Go right to the green door, and blast it open to go through. Go over the ledge near the door while arming your power bombs. Fall into the path to land next to a red door to the left. Blast it open, and step inside. SAVE YOUR GAME. I wish I had, and you'll learn why soon enough. Go back right through the door with a running start. Keep running until you start passing under a large structure, and press down while still in a speed boost and be sure you are flashing white somewhere that is close enough to where the structure indents upward. Stand below the indent to boost jump up through the structure (if you did this right). Collect the Missile Expansion to the right. The next item could be messed up on; go right onto the short ledge. Look below and to the right where the ground is support- ed by two pillars. Between the two pillars is collapsable ground, so jump over that to get the Super Missile Expansion. Walk onto the afforementioned ground (I apologize for the bigger-than-needed word) to fall into a little area. Jump left to the ledge, and run left off the other side. Arm the grappling beam as you continue left, and jump at the left wall you see of grapple blocks. Use these blocks to do a sort of fake wall-jump up the blocks to the top of the wall (The trick is to jump away, up, and near as you let go of the block). The next thing to do in this room is to go left by swinging on the ceiling grapple blocks in that direction. You will land near the door going up. This room calls for killing most of the enemies while shooting at the pillar- based structures. When you have reached the ground on the other side of the first structure, be sure that the pillar on either side has been shot away so you may have a space to run in. Go left as far as you can in the running space to start running right with a speed boost (in other words, start from the wall separating you from the left door, and run right to just below the ledge to the right door). Once you have opened the right door, arm your super missiles as you step inside. ~~~Botwoon~~~ ( 6;3;180;35;25) Comment: After about 2/3's of the game, you are rewarded with an underwater snake that gets progressively faster and tends to be undpredictable as to where it will go. Ready for an easy battle? Avoid contact with Botwoon by sitting in a corner. Once in a while, its head will peek out of a hole and spit acid at you. That's the best time to hit the snake with a super missile. As to the rest of the battle, aim the super missiles for Botwoon's head, as the mini-boss is immune to damage anywhere else. When Botwoon turns red enough and picks up enough speed, switch to using regular missiles to shoot more rapidly. After you hav dealt plenty of hits to Botwoon, it will fall (contact with it could still harm you). The corpse and the right wall will both explode. *end of battle* Go right into the next door. Kill the worms, and stand short of the left door. Speed boost your way to the right; stop right after the smaller sand pit. Freeze the enemies that come out to hop onto the ledge to the left. Roll into the morph ball tunnel. Each time you are stopped by a wall, bomb-jump up to continue left. Only (and I do mean ONLY) the first two times you fall do you continue rolling left. The third time you fall, bomb-jump back up to continue left or else you will fall in the sand (which is bad). If you followed these directions right, your fourth fall will land you upon an Energy Tank. If you messed up, reset the game (and fight that mini-boss over again). From where you picked up the tank of energy, roll left out of the structure (I know I said "only" before, but it was for your own good). Run to the left, and speed boost all the way right to the next door. This room has three Motchroids. Take out the first, jump up to lure the next one, kill the second, and use the grappling beam to grapple jump up to the next level with the left wall. From the gray door, do a jump that goes out, up, and in to lure the third Motchroid to you. Kill the enemy, and grapple jump the right wall up to the door going right. Here's a summary of this room: It's big, has Motchroids up the arse, has some spikes, has a large few sandpits for the batter part of the ground, and you can only get to the other side right now with the grapple beam. Also, I messed up at the end of the room (where there is a single grapple block in a wall) during my last file. Once you've made it by swing around, on, and over the 3 walls, be sure to jump over to the red door in the top right. Blast it open. Save your game, because I know you don't want to do any of that again. Walk to the door going left, and head back into the large room. Kill the two Motchroids on the way down to the green door in the bottom left of the room. Blast the door open, and enter. You're one room away from the boss, and, in my opinion, the game starts to get easier from from on out. The two pits are full of fake spikes you will take no harm from, but avoid the first pit for the moment. Make your way to the right side of the room. About two thirds up the right wall is a sort of horizontal pillar inside the wall to shoot at. This will reveal a Missile Expansion; grab it before it turns back into the piece of pillar. Go left while arming your super missiles, and hop into the first pit (be sure not to land on the platform in the middle of the spikes). Keep going down until you land next to the Eye Door, and blast the eye apart with a super missile. Shoot open the blue door with a beam, and re-arm the super missiles as you step inside. (Be sure you are holding at least 15 super missiles.) ~~~Draygon~~~ ( 7;3;185;35;25) Comment: There are three canons and one socket. Blast each canon (first thing) with a super missile to turn them into sockets so they at least don't shoot any lasers at you. Ignore the much smaller versions of the boss, and stand in the middle to make your decision on a strategy. Of the two ways to beat this guy, I usually pick the latter: 1) Dodge Draygon's swinging through the room as well as the sticky stuff spat out by the boss. Use any needed combonation of missiles, super missiles, and charged beams to shoot the belly of the boss. Eventually, it will fall. 2) Here's what most people do, as I've seen. It starts out a little like the first strategy to avoid being rammed by the boss, but you WANT in this strategy to be caught by the sticky stuff (and grabbed by Draygon). In this strategy, you will also make use of the four sockets as well as the grappling beam. When you are captured, Draygon will take its time shaking you and beating you, but keep shooting out the grappling beam in each time you move forward. Latch onto a socket when you are close enough. HANG ON! You will take damage, but your violator, Draygon, will take shocking amounts more (again, sorry for the pun). If you do this successfully enough, the boss's belly will turn deep red inside a couple seconds and die. After the very small versions of the boss accompany the boss into the soil, the recovery items will appear, and the gray doors will flash. While the second strategy looks longer, I must say that it is much faster. *end of battle* Go through the left flashing gray door. Shoot the ball in the statue's hand, and collect the Space Jump. Leave this room when you're ready. Space jump your way to the top-right flashing gray door. Make your way up to the door going left. Kill the Motchroids as you space jump up towards the top-right door. You can save now, if you wish, but build up a charge with your beam before jumping thru the room. Actually, you'll want to build a new charge on top each wall/plat- form you reach until you get to the top-left door. While doing what you must to the Motchroids, descend a level to the flashing gray door going left. Use the space jump in the room to go around the structures while heading left. Also, be sure to take out the Cacatacs and grab the super missiles they leave behind. Hint: when going around the structures, think of the wave pattern while counting the first two structures as one, try not to touch the spikes, and, when you reach the Cacatac that is on the other side of a narrow passage, go left and up to the door. Kill the four Cacatacs in this room while heading down to the door going left. Jump across the room to the blue door going left. Run left until you can go up. As you go up, the path will split. Go right in the path while space jumping upward (I made the mistake of going left, I don't know why). Keep going up along the wall that separates the paths until a ledge appears to the right, and get on that ledge to reach a flashing gray door. Make your way up to the top of the room where there is a blue door going right. Hop over those egg-looking things, and run to the next door. Avoid the Space Pirates in the room as you make your way to the bottom-right corner. Shoot the ball in the statue's hand. Collect the Plasma Beam. Now, let's go Space Pirate hunting to unlock the gray door: 1) To the left of the statue. 2) Ledge above the statue. 3) Climbing wall above #2. 4) Ledge above #1. 5) Climbing wall above #4. 6) Center platform of top level. Once done with the Space Pirates, open the flashing gray door to the left of the top level. Skip the egg-looking things again, and continue left. Head down the room until you reach the door going left. Space jump away from the door, into higher ground, and left past the highest ground. Head down this shaft until you can go left to a green door. Blast the door, and hop in. Here's when you go blow your nose or something, because this is perhaps the longest doorway ever. When you finally get out of the doorway, head down while getting a power bomb ready. Release a power bomb to open a couple ways into the area with two doors to go right into the next room. Space jump and the plasma beam are your friends in this room. Take out the two Evirs you see. Use the small ledge to kick up some speed, and space jump thru the room to a door going right. Here, use the grappling beam on the block to make it break, and space jump into the shaft above it. Charge your beam. Space jump up the shaft until you get onto the wall to the right. Arm your power bombs as you head right and down. Each level of ground has collapsable blocks; use that to get down to the door going right. Open the door, roll into a ball, and enter. Quickly release a power bomb so the large creature can get into the soil to the right. Stay as a ball as a safety precaution (don't shoot the creature), and stay just a long enough distance away to not be harmed by the thing's legs. An opening to the right will eventually open. That's when you can shoot the slow creature (don't worry, it comes back) is when you can reach the next door. Roll back into the ball, and drop into the morph ball tunnel. When you land, go left. Follow the path to the end. Shoot the ball in the statue's hand, and grab the Spring Ball. Now, roll back into the tunnel, and use your new item to jump as a ball out of the tunnel to the blue door. Run left across the long room to reach the door going left. Walk along the ground until it breaks, and then shoot your way down. When you are finally at the door, open it, and run through into the same room (o_O;). Jump over to the left door. Again, use the space jump to get across the room, but kill the Evirs as needed. Go left through the door. Run left to the next door. Here's another room in which you have to get across while either killing or not receiving any contact from the Evirs. Continue left to the door. Kill the enemy if you think you need more power bombs, but go left. Diagonally shoot down into the platform until two enemies have been slain. Go under the platform as a ball to fall into another area of the room. Head left through the blue door. Get across the room to find a gate near the end. Open the gate with a super missile, and continue left until you see a narrow passage going further down than the others. Go down that passage to enter the more familiar part of this room. Go left through the door. Go up to and through the door. Space jump up past the fish to a pathway going right, and follow the path to a blue door. This room has a few walls; you need only focus on the first one to your right. Space jump your way over the wall to your right, and descend upon a Space Pir- ate. Kill the enemy, and run right through the hidden passage while arming the missiles. Blast the red door at the end, and enter. Run right to the ledge, and use the extra speed to your advantage as you space jump toward the top of the room where you'll find a collect an Energy Tank in the middle of the top of the room. Head right from the item to the right wall. Stand on the highest point possible for standing on the wall, and shoot down with your beam; you should hear something. Carefully, but quickly, space jump down the wall to collect the Missile Expansion before it becomes hidden again. Now, go back down and to the left to the door. Run left while firing your beam repeatedly, and the Space Pirate will be out of your way. Space jump back up and left to go through the door in the ceiling. Right and above Samus is a structure; space jump up the left side of it to get onto the top of it. Kill the enemy to the left as it enters a hidden tunnel. Roll into a ball, and ball-jump over the entrance to the tunnel (be sure you're leaning left when at the wall). Continue rolling left. Kill the enemy that's half-arsely guarding the Super Missile Expansion, and get the item. Roll back out of here through the right. After getting out of the tunnel, space jump to the top-right door in the large room. Go right through the door after opening it. Shoot out the middle of the ground, and go down and right to the door while you arm your power bombs. Release a power bomb, and descend through the room. You can go left and save if desired, but run right to the wall. From there, shoot diagonally down and left to open a path. Go down and left into the first pit of sand; let it take you in. Shoot the enemies as they come at you, and keeping falling until -- you reach a new room. Break left to jump up a few ledges to a Missile Expan- sion. Head back down to ground-level, and go right to the opposite side of the sandfall. Head up, trying to avoid the boulders, and keep from touching any block (the walls are okay). At the right end, roll into a ball before touching the block against the right wall. When you fall in, do so carefully so you can lean left into a slot to collect a Power Bomb Expansion. Make your way into the sand to fall to another room (the place to be for this is just short of the right side of the sand pit). Kill the Evirs on your way left to the next room. Continue left. More Evirs, and more going left to the next room. Left again through this small room. Down through the passage under the platform, and into the door on the left. Head left to the gate again. Open it with a super missile, and continue until the narrow passage going all the way down. Go left through the door. Head back up the room to the door going up for the last time. Now, make sure you've gotten everything I've told you to get up to this point, because we're about to go get the last two items in Maridia. Ready for the long trip to and from? Go up to the pathway above the fish-enemy again, and go right to the next room. Space jump up to the door in the ceiling. Use the space jump again to get onto the structure right and above Samus, and use a running start before the space jump to the top-right door of the room. Shoot open the ground one last time in this room. Fall in, and go right. Use another power bomb. Enter the main part of this room, and run right to the wall. Shoot open the path near the right wall, and hop in. Run and space jump as needed to get across the path without sinking into the first sand pit, but do sink into the second one. Kill these enemies if/when they attempt to attack, and keep falling until -- you reach this new room. Just left of the sandfall is a ledge to jump on to. Shoot up at the block, and jump onto the wall. Use the space jump to safely go down to the next wall opening. Jump onto the next one after that, and shoot up at the next block. Morph into a ball. Ball-jump very carefully off the wall into the narrow passage above (a little tricky, but you can do it). Go up and right to the ball, shoot it, and ball-jump into the last Reserve Tank. Make your way, then, to the left for the Missile Expansion. Descend to the sand; a good place to stand in the sand to sink into the next room is about directly below where you ball-jumped to the narrow passage. Walk around the area if you need to, but sink into the sand all the way. Welcome back to the west Evir room. Kill the Evirs, and head left to the next room. Kill the enemy if needed, and continue left. Go down the passage below the platform, and head through the left door. One last time: Head left to the gate, open it with a super missile, and go down that narrow passage to get to the area with the two doors. This time, however, go through the right door into Brinstar. -------------DOORSTEP TO REMATCH (W/ RIDLEY)------------- Run past the elevator. Blast the bottom block of the right wall with a super missile. Make your way into the blue door at the top-right of the room. Only kill the enemies in here if you need to. Shoot that part of the ground below the door, and descend to the second door. After shooting the second door open, arm your power bombs. Roll as a ball into the room to the left. Release a power bomb to kill these . . . alright, I'll spare you the pun. Just collect the Energy Tank in the ceiling when the enemies are dead. Head out the door to the left. Bomb the bottom of the right wall, and roll through to the end. Open the door going up, and jump into it. Kill the KiHunters. Go right to the wall above what looks like cheap steps. Release another power bomb to blow open a passage; ball-jump into that passage. Roll right and down to the Missile Expansion. When you're done falling, make your way to the left to go down into the previous room. Roll left to the wall, bomb it, and climb to room to the top-left door. Run-start to the left. Space jump to the three blocks. Blast the bottom block with a super missile, and ride the Elevator into Norfair. Go down to the second door going right (to the save station). Save your game if you wish. Continue right with a running start -- to speed boost across the long room to the next door. Run, jump, and run some more to the next door going right. Open the door going down, and drop into it. Fall to the bottom of the room. Go right. Kill the floating enemies, freeze the magma enemies. Go right to the door. In this room, go down to the bottom while arming your power bombs. Blast open the yellow door at the bottom of the room, and go left. Jump into the lava; you'll be fine. Freeze the first two Nahime you see. Get a bit of a running start if you can, and space jump across the pool of lava to- ward the other side until you see a Nahime (to the right) and a ledge above. Keep space jumping around the Nahime's attack to reach the ledge. Hop into what looks like a mouth, and head left to the door. Skip the elevator. Go left. Save your game, because there's an area coming up that can be messed up on. Go back right to the elevator. Ride the elevator from Norfair into . . . Norfair? According to the map it is so, but anybody who knows better can tell you, "Welcome to Ridley's Hideout." Use a running start to the left to space jump a short distance quickly. Once a singular block platform is seen, hit the opposite direction of your space jump to slow down. Every other block platform shoots up pillars of fire, so time it to where you space jump right after the first pillar finishes. If you did that right, each pillar of fire will dissolve by the time you get to it. It might take some practice, it might not, but just get to the left side of the room for the blue door. Arm your power bombs as you space jump across to the other side. Use a power bomb on the wall from a spot you won't fall into the acid from, and a statue will appear. Jump into its hand. Morph into a ball to trigger a quake as soon as the statue grabs you. Once the acid lowers, descend to the bottom to use a power bomb on the three blocks in the way of a path. Roll through the path to find a few enemies; take out the flying ones while freezing the lava one. Keep going right until you reach the door. Here's where you can mess up, so pay attention. Space jump across the small corridor to the Missile Expansion, and release a power bomb where the missile pack was collected. It doesn't look right off like anything was opened, but a way to the next item has. If you messed up, reset the game. If you did those couple of things right, then hop into the lower ground of the corridor to fall through rubble blocks to the main part of the room. Run right a short distance until you reach (and stop at) the last pillar holding up the ground you're on. A statue will fall beside you, so hop back a little for -- ~~~Golden Torizo~~~ ( 9;4;210;40;30) Comment: You'll know when this guy's alive when he's turned yellow. Hmm, this mini-boss doesn't look frightened. Neither missiles nor super missiles will work on Golden Torizo, but that's because he loves catching projectiles and he also loves throwing them back at you. Other than that, this mini-boss is still quite easy. Don't worry too much about losing health in this battle. So, as said before, missiles and super missiles are not a good idea. In fact, power bombs and regular bombs aren't any good. Dodge some of the attacks this guy dishes out, but concentrate on repeatedly shooting Golden Torizo with many CHARGED shots (of ice/wave/plasma). After about 15 charged shots, the battle will end in your favour. But, you're not done with this room. Tip: Shoot those ball things Golden Torizo shoots out for not just health, but also supplies (such as super missiles). *end of battle* Space jump to the top-right area of the room to where the mini-boss sat. This is also where you opened that path with a power bomb. Shoot the left wall of this area (just above the middle of it). Collect the Super Missile Expansion. Head down to the bottom-right of the room to the flashing gray door. Shoot the ball in the statue's hand. Grab the awesome Screw Attack. Welcome to practical god-hood with this thing as your ability. Space jump THROUGH the ceiling and up the room to the top to find the second door going right. Use the screw attack to kill the Red Rocket Rippers, and grab the super missile each one leaves behind. Go right to the gate. Use a super missile to open the gate. Continue right to the door. Skip the two enemies you see. Head right to the next room. Each pillar has a couple spots you can break through (they're quite visible). Use a running start to space jump/screw attack across the room while breaking through those spots of the pillars. At the end of the room is a blue door. This room has some Nahimes and gold Space Pirates. Freeze the former, kill the latter, as you make your way up the room. Below the first celing is a door to the right, but DO NOT GO RIGHT, yet. Instead, break through the ceiling. Get to the door at the top that goes left. Shoot the blocks in the center of the ground to drop down to the next level. A lean to the left after hopping into the opening may help, but get to the left wall. Set off a power bomb at the left wall while still leaning left as a ball to enter the passage. Grab the Missile Expansion from the area to the left, and ball-jump back out to the right to fall into the next level down. Each of the levels down from here to the bottom has a couple blocks and enemies to shoot at in order to descend safely. Once you have reached the bottom, head left (killing/freezing enemies as needed) to the door. Keep the power bombs armed as you enter the door. Kill/freeze the Space Pirates with charged shots and/or the screw attack if it is needed to reach the bottom of the room safely. Place a power bomb on the ground to open a way down into a previously visited area of the room. Go right through the door. Once again, use the running start before space jumping through to the right of the room. Go through the door. Make your way up the room until you're right outside the door going right. The next room is easy, but it can still be died in. So, take the deep breath, and step into the door to -- fall (lean right) a lengthy distance. Once Samus lands, use a combonation of space jump and platforms (which start out going left) to ascend the room. The room has its share of Space Pirates, but you can plow through them with ease. Why is it easy to die in this room? Lots and lots of acid. Once at the top platform, run right to the door. In this seemingly small room, shoot diagonally down at the center of the ground to open a path down into the main part of the room. As you descend this room, take out the KiHunters. Partways down is a door to the left leading to the last save station before the upcoming boss. Once at the bottom of the room, Use a power bomb to open a path going right. After rolling as right as far as you can in the path, use another power bomb to open the way into the next room; Fall into the door going down. Use a power bomb to open the narrow path left and to raise a pillar over the spikes. Ball-jump over the flame pillar into the passage going left. At the left end, keep leaning left as you release another power bomb so that the big explosion will take out the block as well as do damage to an enemy. Kill the enemies while going left, and stop at the left wall. Yes, you might have even guessed it, use a power bomb. Roll left to make your way to a Power Bomb Ex- pansion, and roll back right to jump into the path going down. If you need to shoot the block to continue down, then do so. Ride the first spike platform down partways, go left, wait for the platform to rise, hop down to the second spike platform, ride the platform, go left to get off the platform, blast the green door with a super missile, and, FINALLY, step into the door to the next room. These two Space Pirates are loads of fun only because they take longer than the normal enemies at this point should take. Take care of one Space Pirate at a time to make this easier on yourself. What you do to defeat one is: jump over one, charge your beam, wait for the opponent to temporarily turn yellow, and shoot a charged beam as it jump-kicks at you. Hit the Space Pirate like this a couple more times to kill it. Repeat this strategy for the second enemy. Go left to the door. In this room, kill the enemies that aren't coming out of the pipes to get them out of the way. Then, hover over a pipe with the screw attack and space jump to collect whatever supplies you need (super missiles and health). Continue to to door at the left side of the room. Skip the better part of the enemies while space jumping to the left of the room and arming the super missiles. Kill the Eye Door, open the blue door, re-arm the super missiles, and enter the chamber of -- ~~~Ridley~~~ ( 9;4;215;45;35) Comment: Haha . . . HahaHAhaha . . . . It's the second last boss of the game. He killed Samus' parents. This is the third match with Ridley, and neither of you have anywhere to run to. There's that chance of you losing, but there's an even better one of winning. In fact, this guy's so insecure that a level of acid flushes into the room to help Ridley. So long as you do not fall into the acid, that plan will be flushed back out. Ready? This starts out like the battle in the beginning of the game did . . . almost. This time, stand on the right side of the platform as Ridley appears from the background. Watch out for: -piledriving of the tail -swinging of the tail -fireballs -Ridley's ramming -contact for obvious reasons plus the chance of being grabbed (which you do NOT want him to do). Much of that can be avoided by the combonation of space jump and screw attack. Attack Ridley with super missiles almost anywhere, but not the tail or lower backside. After enough hits to Ridley, he'll try harder to ram and/or grab you until even more hits have been done to him. The battle will end with Ridley dealing the last hit to you, and he'll hold you while this and his defeat take place. That is why you must be sure to have the right amount of health or more when the battle is ending. Other than all of this, have fun. One more thing: try not to miss; IF you run out of super missiles, then switch to regular missiles. *end of battle* Shoot the flashing gray door to the left, and jump on in. -------------MORNING HOUSEKEEPING------------- You'll see the broken tank in which the Metroid was carried away in. However, the reason you're in here is at the bottom of the wall below the door. Shoot the block to reveal an Energy Tank, and roll into it to collect the item. Now, Head back out through the door to the right. Space jump up and right to the door out of Ridley's chamber. Head right past the orb-like enemies to the door going right. Plow through the enemies as you go right to the next room. Ignore the two Space Pirates, and go right to the next room. Use the spike platforms and ledges climb up this part of the room. Shoot the right of the ceiling to get up another level. Power bomb the large block over the way out, and take out the enemies as you go up and right. Bomb the block to enter the passage going furhter right. Use a power bomb at the end to make a safe(r) way to the door going up. Bomb the top-left totem structure to go left. Power bomb the blocks in the way of getting out, and kill the KiHunters as you hop up from level to level. Once at the top of the main part of of the room, shoot the middle of the ceiling for a way up to the smaller part of the room where the two doors are. Go through the right door out of Ridley's Hideout (no elevator? o_O) to regular Norfair. Kill the enemy in the wall with a super missile. Go through the wall where the Nahime used to be to fall to a ground shaped like an arm (with a hand for the left ledge). Avoid contacting the firefly enemies as best you can in order to keep the light in this room from dimming out. If you need to use the bottom- left platform, then space jump to it. In the top-right of the area below the arm (Norfair's armpit?) is a platform with the next Energy Tank on it. Get to the top of that hand-shaped ledge again, and get a running start to the right. Space jump with the running start to ascend the short shaft very quickly. Once back at the door going left, head up the levels of the room. Along the way up the room, evade the boulders, and freeze the Nahime. Don't go through the door going right when you reach the top; run left through the wall to the door you SHOULD be going through. Use a running start before space jumping to the other side where the ledges can be found. Go up, but turn right instead of going through the door. Jump over to the Missile Expansion. Use another power bomb to open a bunch of paths. Go to the top one with the ball-jump, and you'll fall after a short distance. Go into the hidden path at the top by ball-jumping from where you fell, and keep leaning right. In fact, keep leaning right as you ball-jump through the maze you can barely see until you reach the end where you fall through a couple of the rubble blocks. Bomb the block to the right that separates you from the door, and go down through the door to the next room. Shoot out both totem structures, and then jump onto the right pillar to destroy it. Grab the Power Bomb Expansion. Jump onto the left pillar to get to the door going left. Once again, run through the wall to the left to reach the door going left. Run-start left before space jumping over and up to the ledges on the other side of the room. Go through the door going left. Another room of rhythmic acid. Make your way left to a wall structure, and wait for the acid to lower before rolling into a ball to continue left. Ball- jump onto the first ledge you see, and bomb the middle of that level of ground to reveal a passage. Roll left through the passage. Shoot the right totem structure. Break the right pillar as you get to the Missile Expansion, and go back out to that ledge. Kill the KiHunters before jumping up to their levels. The middle of the ceiling of the second last level can be shot away. At the top is the door going left. You've been in this room before, though you might not know this is you're new to the game. Jump left to the first wall to fall through the ground to the main part of the room. Get a running start before space jumping across through the next couple of walls. At the end is a narrow passage; roll left through it to enter the familiar part of the room. Head through the top-left door to the Bubble Hall. Make your way over the Cacatac's wall and to the bottom left of the main area of the large room. Power bomb your way down to the two doors, and take the one going left. Head left across the room to open the door going left. Get a running start as you enter the next room. Speed boost across the long room to the left door. Save your game simply because you've done a lot. When you are ready, go left. Head up to the top of the room. If you followed my directions up to now, then you are done with Norfair. Ride the elevator into Brinstar. Go left to Maridia. Go left to the tube room (even though there's no longer a tube there). Are the doors that good at keeping out large amounts of water? Go left through the doorway where the tube used to be. Go left back into Brinstar. Head across the room to the door going left. Isn't it nice being able to ignore most enemies at this point? Continue left to the next room. No need to use the Rippers as platforms in this room; space jump up to the top of the area (second ledge going up). Here, use a power bomb. Collect the item from the enemy that was hidden, and go left through the door that used to be yellow to the next room. If you did all that right, you'll be in a room with some firefly enemies. Head left across the room while minimalizing your contact with the firely enemies. Also, don't get hit by the spikes or the pinser enemies. At the very end of the room (in the top-left corner) is a red door to be blasted either by five regular missiles or one super missile (take your pick). Go left. I've noticed that if I space jump left with the screw attack onto the short ledge, then the pillar below it would rise (place a bomb beside the pillar and bomb-jump onto the ledge if the same effect doesn't happen for you). Roll left to fall into the left area. Shoot the ball in the statue's hand. Collect the X-Ray Scope (now only needed for 100% items). Bomb the top-left corner of the wall, and enter the passage it reveals to fall to the main part of the passage. Roll right until you can no longer. Bomb-jump through the wall of the morph ball tunnel, and continue right until you reach the door (bomb the pillar if you didn't get it out of the way before). When you're ready, head right. Space jump back across the room to the door on the right (you can be more care- less with hitting the firefly enemies if it helps you feel better). Use a power bomb, and continue up to the next door going left. (Tip: the mid panel of the ground right of the door can be destroyed with the screw attack.) Kill the Cacatacs in this room if you need more super missiles, but go left to the next room. Plow through the Small Side Hoppers, and open the gate. If you didn't get that missile pack in here behind the pipe, here's your last chance. If you missed anything in the East half of Brinstar, get it now. Continue left and up to the door going left. Ball-jump through the wall structure to the left, and bomb the bottom left of it to roll down into the chamber where you got the charge beam earlier. Use a power bomb near the statue to open the pillar below it. Roll through the new passage while arming your missiles, and fall to the bottom left of the room. Blast open the red door. Go left. Head left until you've killed the first two enemies, and run back to the right. From the door, run into a speed boost to plow through wall and enemy alike to reach an Energy Tank. Run right back to the door. Re-arm the power bombs as you climb the right wall to the narrow passage. Use a power bomb when you roll right, and head up to bomb your way out the chamber of the charge beam. Go up to the next level of the room, go right, and head up to the door going right. Blast the door if it's still yellow, shoot it if it's blue, but, either way, head right. Kill the enemies. Open the flashing gray doors to the right and left (one on the right is past opposite side of the wall). Head up to stand on the grapple block in the middle of the area of the room. Open the gate. Head right to the other side of the room, and head right through the door. Grab the second last Energy Tank. Go back left. Get on top of the wall to open the gate. Jump down in a somersault to kill the enemies with a screw attack if/when they attack you. Continue left. Go up until you can go right under the grapple blocks. When you head right, go to and grab the last Missile Expansion (if you got the 45 other packs). Use a power bomb to blow up the large block below you, and head left through the wall to the left of the large block you blew up. It doesn't matter if you kill the Side Hoppers or not. Go left until you see what looks like a flap of ground (about the size of a small block). Shoot the flap with a super missile, and head down to a Power Bomb Expansion. Shoot the pillar left of the item's pedestal, and bomb the block left of where the pillar just was. Fall through the two blocks below the one you blew up, and roll to the right until you can't anymore. Ball-jump through the hole in the wall to reach the door going right. Make your way up the room to the level above the grabble blocks. Go left into the door. Quickly pass the enemies on the celing, but DO NOT SPEED BOOST. Instead, use the running start to space jump left through the wall. Keep going left until you reach the door. Use a power bomb for the third-last time. Head down through the hole you made to descend a shaft to a door going left. The screw attack is all you need on these enemies. Continue left. Get a little bit of a running start, and then space jump across to the last Energy Tank (you don't want to fall, yet). Blast the green door to continue going left. Grab the last Super Missile Expansion. Go right. Run right until you fall. Go left if you wish to save, but roll right a fair distance. Use a power bomb for the second last time to keep from having to put up with that first enemy. Space jump the rest of the way right to the door. A running start through the door might be wanted -- as you run to the Etecoons (they're harmless) and space jump along the right wall until you see a path going left and a narrow passage going right. Get on the left ledge to ball-jump into the passage, and roll right to grab the last Power Bomb Expansion (and last item of game). Roll back left to go back to the Etecoon Shaft. The trick is trying to land on the path going left from where you got the last item, but don't worry if you fall (just lean left to land on a ledge). Either practice the wall jump if you want to or space jump back up the shaft to the path going left (I usually choose the latter). Go left to reach the door. Jump onto that small platform near the top of the area, and use one last power bomb to open the way out of here. Go up to the elevator. Ride the elevator to Crateria. Go right. Head right past the enemies into the next room. Now's a good time to blast open the red door to the right if you have not done so already. But, don't go through that door, yet. Go up the room to the next door going right. Speed boost up the slope and to the door. Use the screw attack to jump through the wall. Get a running start before you space jump right across the room (make a good memory of that wall structure in the floor, I'll explain later). Go right through the door to the outdoor area. Run right, and jump onto the ship. Save your game. *LAST CALL FOR ANY ITEMS YOU MISSED OR PLACES TO SEE!* -------------OUT IN TIME FOR LUNCH------------- Ready for the last section of the walkthrough? Run left from the gunship to the door. Continue left to, over, and past the gap. Get to the door on the other side of the wall left of the gap. Speed boost down the slope to the door going left. Descend the room while killing the Space Pirates. When you are at the bottom, go right through the door (whether blue or still red). Run start into a speed boost, and space jump the rest of the way right to the door. Here's your chance to either grab a snack or go to the bathroom as the statue of the four big bosses does its thing; be sure to stand on the top-left block below the statue when this is happening. When the ground has broken away from the statue sinking, reach the elevator in the lower area. Ride the elevator to Tourian. Tourian is, for the most part, straight forward. But, I'm not leaving you to fend for yourself in this place. Now, go down to the two doors and red acid. Go through the left door. (Tip: From the second room through most of the rest of Tourian there are lasers being shot at you by the walls.) This is the first of four rooms calling for a progression. Head left until you see an enemy that looks like a metroid. Freeze the enemy, and blast it with a super missile (don't miss!). Whatever you do, don't let an enemy latch on you or you have to leave the room and try it again. When the enemy is dead, keep going left until you see the second one (screw attack keeps it from latching). Once you have slain four of these things, go left to the next room. There are two of these enemies in this room, and, luckily, there's no red acid to fall in. Take care of each enemy with care to make the bottom-right door flash, and use the bottom door to go right. Three of these very close attempts at cloning Metroids await you in this room. Go right, and take out the enemies one by one. Go right to the next room. In this room, you go down level by level. Most of the levels have the Metroid- like enemy for a total of three in one room. Drop through the flashing gray door at the bottom of the room when you're done with the first half of Tourian. Space jump left past the green Side Hoppers into the next room. Wow, a dried up Torizo. Jump over the dust statue, and go left. As you contact the dead enemies in this room, they'll turn to dust. Head left until you see a living, green Side Hopper appear. As the enemy progresses to the right, have Samus morph into a ball and wait for the real Metroid to attack the enemy. Go to the left until you can't any more, and wait for the Metroid detach from the Side Hopper (which has turned to sand). Run left until this large creature latches onto Samus, and keep left until you see what looks like a fungus covering a path in the wall. Yes, your energy will drain. Just wait for the Metroid to stop (with your energy being low enough to set off an alarm) so that it will detach and hover over Samus. This is the hatchling. Shoot the fungus stuff around the path going left, and the Metroid will float away. Now, enter the path to the next room. Shoot through the fungus until you are outside the blue door in the bottom-left of the room. Shoot the fungus going to the red door to your right, and blast the door with five regular missiles. When the red door is open, go left into the blue door. Recharge health and missiles in this room. Don't argue with me about it. Once you're refilled, go right. Shoot through the fungus again to go right through the bottom-right door of the room. Use a running start before space jumping right to the Eye Door. Kill the Eye Door with a super missile, and go right. Head halfway down the room to a blue door going left. *LAST SAVE STATION OF THE GAME* Save your game. In case of blackouts or you messing up, be sure you save. Go right through the door. Descend the rest of the way down the room with the missiles armed, and blast open the red door going left. ~~~Mother Brain~~~ (14;4;230;50;50) Comment: I have to separate this into three phases. This is the final battle and the last thing you do before having to escape. At this point I will have to spoil the game for you if you haven't played it before. But, you're at the end, thus making it not so much a spoiler. Ready? *Phase I* Acid is rising to about a quarter of the room's height. The walls are shooting lasers at you. And, you have to break through four forcefields to reach the boss herself. So, have fun dodging the lasers and acid while shooting missiles at the forcefields rapidly. Why rapidly (and only stopping when you can get through)? The bloody things regenerate if you leave them alone. So, take out the forcefields one at a time. The first looks like a singular pillar, the one left of that looks like two smaller ones (but is actually one and is easier to just stand next to as you shoot the missiles), and the next two repeat in that pattern. Once done with the fourth forcefield, you'll see the Mother Brain. Continue shooting missiles at the shell and then the Mother Brain until the big structure explodes. The acid will then lower, the platform you're standing on will dissolve, the wall will stop shooting lasers, the right wall will seal up, and then -- *Phase II* The Mother Brain will grow a body at the beat of the music. Here's the part where the idea is mainly to survive and to get Mother Brain to use her version of hyper beam on you a couple times. So, deplete your super missiles on Mother Brain's face while dodging as many of her attacks as possible (use space jump/screw attack as needed). When you run out of super missiles, limit the missiles you use to around 10-15 because using missiles on Mother Brain will cause her to use a sort of flamethrower attack. Then, use your charged beam on the boss's face multiple times until you see a charge of energy onto the top of Mother Brain's head. Brace yourself for mass- damage to health and also to your supplies. When the attack is finished, and if you have enough energy left, hit up several times on the controller to have Samus get up. Continue the shots of the charged beam until the second hyper beam is used on you once or twice more (depending on your amount of health). You can't get up at this point. Mother Brain will knock your health down with other attacks until -- *Phase III* Mother Brain attempts one last hyper beam on Samus. The Metroid shows up, and it drains the energy from the boss. The boss will turn brown (but not die) and sit down. The Metroid will then latch back onto Samus. All you can do at this time is watch as the Mother Brain gets up and deals attacks to the Metroid, and also you can also watch your health rise back up. The Metroid will float away, but then it will return only to be killed. Samus goes berserk and gets up. You now have the Hyper Beam (and the boss does not). Here's where you take control for this phase of the battle. If you lose this battle after this, then slap yourself. Shoot the new beam repeatedly at the Mother Brain multiple times. Avoid the other attacks dished out by the boss until you have dealt 34 hits to the Mother Brain with the hyper beam. Watch the Mother Brain die as you use the space jump to lean on the LEFT WALL. *end of battle* You now have three minutes to get to the gunship. Go through the new opening the left wall. Shoot through the pillars that close like gates with your hyper beam, and run left to the door going down. (2:56) Lean right, don't worry about the Space Pirates as you fall, and go right into the door at the bottom. (2:52) Jump onto the ledge where the Space Pirate is, kill it, and run right. Jump up to the next ledge, and continue running left. As soon as you see an opening to go up, space jump (hopefully with the running start) to the next level. Go the rest of the way right (go into speed boost while shooting beam repeatedly). Go right through the door just past the Space Pirates. (2:39) Lean right to land on a platform. Use a combonation of platforms, ledges, and the space jump to climb the shaft up to the top of the room. Run right. When you fall down a level, run left until you fall down the narrow shaft. Go right a bit to once again use the combonation of ledges, platforms, and space jumping up the area of the room (before the acid rises). The way into the last level of this room is on the left side of the area. Go right from there to the door. (2:07) After shooting through the Space Pirates and the wall to the right, you'll take notice of the acid rising into the room. Before the acid touches you, use that combonation of jumping techniques again to ascend the long shaft. Go through the door at the top. (1:46) Keep going up (no more enemies at this point). When you can go right again, go right until you reach the structure in the ground. If you have around a minute and a half left, then keep following my guide. If you have around 45 seconds or less left, then keep going right on your own. Now, with there being enough time left for a quick trip, morph into a ball and head down below the structure to the door going right. (1:28) Run across to the right and jump to the door going right. (1:25) Shoot away at the bottom of the bottom three blocks of the right wall. Watch the Etecoons and the Dachura right into the opening you made. Sorry, you can't follow them. So, head back through the door to the left. (1:18) Run left, and jump to the door going left. (1:15) Go up the right side of that large structure, roll out to the right, and head through the door to the right. (1:07) Run and space jump right to the gunship. Enter the gunship to stop the clock. (1:00) Watch the gunship rise out of the atmosphere when -- Zebes EXPLODES! If you got out in time then Samus' gunship will fly toward the screen. If you also saved those creatures in Torizo's room, then you'll also see a small beam of light shoot right from the planet's explosion. Congrats, you have beaten Super Metroid. Item Collection - 100% Clear Time - less than 2:00 -------------THE END------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ V. Items and Moves ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The following has the items in alphabetical order, and the related moves are in order of introduction by the items. ---Items--- *Bombs* # to Find: 1 Main Effect: Release a bomb or more to either do damage to a block, or to do damage to an enemy. Offspring Moves: Bomb-jump, Bomb Cluster *Charge Beam* # to Find: 1 Main Effect: Add power to the equipped beam(s). Offspring Moves: Bomb Cluster, Fake Screw Attack *Energy Tank* # to Find: 14 Main Effect: Add 100 pts. to your max health. Offspring Moves: n/a *Grappling Beam* # to Find: 1 Main Effect: Latch onto grapple blocks and/or Metarippers. Can also open blue doors. Offspring Moves: n/a *Gravity Suit* # to Find: 1 Main Effect: Reduce damage taken. Allow free movement in water. Offspring Moves: Movement in Lava. *Hi-Jump Boots* # to Find: 1 Main Effect: Doubles the height and/or distance for jumps. Offspring Moves: Boost Jump *Hyper Beam* # to Find: 1 Main Effect: Blast the **** out of enemies, vulnerable blocks, and blue doors. Offspring Moves: n/a *Ice Beam* # to Find: 1 Main Effect: Freeze enemies and gliders in place. Adds power to current beam when equipped. Offspring Moves: n/a *Missiles* # to Find: 46 packs (230 missiles total) Main Effect: Blast red doors. Do damage to enemies. Offspring Moves: n/a *Morph Ball* # to Find: 1 Main Effect: Roll into a ball, and move through narrow passages. Offspring Moves: Bomb-jump *Plasma Beam* # to Find: 1 Main Effect: Penetrate through most enemies' armour, deal massive damage. Can- not be equipped simultaneously with Spazer (normally). Offspring Moves: See "Moves" FAQ about a glitch. *Power Bombs* # to Find: 10 packs (50 power bombs total) Main Effect: Blast yellow doors. Do more damage than regular bombs. Break blocks vulnerable to these. Offspring Moves: n/a *Reserve Tank* # to Find: 4 Main Effect: Create a reserve of up to 100 health (per tank). Offspring Moves: n/a *Screw Attack* # to Find: 1 Main Effect: Break through stuff, plow through enemies, avoid most damage. Offspring Moves: Works best with space jump equipped. *Space Jump* # to Find: 1 Main Effect: Spin while jumping repeatedly through air (looks like wall jump without the walls) Offspring Moves: Fast Space Jump *Spazer* # to Find: 1 Main Effect: Deal massive damage to enemies. Non-simultaneous with plasma. Offspring Moves: See "Moves" FAQ about a glitch. *Speed Booster* # to Find: 1 Main Effect: Run super fast through enemies and blocks. Offspring Moves: Boost Jump *Spring Ball* # to Find: 1 Main Effect: Allows for jumping as a ball. Offspring Moves: n/a *Super Missiles* # to Find: 10 packs (50 super missiles total) Main Effect: Deal more damage than missiles. Blast red and green doors and the blocks vulnerable to super missiles. Offspring Moves: n/a *Varia Suit* # to Find: 1 Main Effect: Allows for movement in most heated areas without damage. Offspring Moves: Movement in Lava *Wave Beam* # to Find: 1 Main Effect: Shoot things on the other side of walls and stuff. Offspring Moves: n/a *X-Ray Scope* # to Find: 1 Main Effect: Allows for seeing what really is and/or isn't there. Can also pause the game's clock while in use. Offspring Moves: n/a ---Moves--- I know I've missed some moves. If anyone wants to e-mail them to me, I'll add the missing moves while giving credit to you (just be sure to say your sn). *Bomb-jump* This allows for movement in different directions. Place a bomb, then another before the first goes off, and a third while in the air. You can repeat this method with a good rhythm to get to decent heights as needed. *Bomb Cluster* Charge your beam, and roll into a ball. Five bombs will roll out and do damage to whatever block or enemy they hit. However, a Bomb-jump cannot be done with this move. *Fake Screw Attack* Charge your beam and jump about with it charged until you either hit an enemy or you release the button for firiong the beam. *Movement in Lava* Once you have both the Varia and Gravity suits, you can move in lava like any- where else. This applies to most Metroid games except for the Prime ones. *Boost Jump* Run into a speed boost. Press down to flash white (or "spark"), and hit the button for jumping. In the split second that follows, select the direction to jump. You will shoot into that direction until you hit something that stops you (platform, wall, death). WARNING: THIS WILL DRAIN YOUR HEALTH. *Fast Space Jump* Run however much you can/like before space jumping into that direction. You can use this to cross or climb rooms quickly until you tap the direction that's opposite to the one you ran and originally space jumped in. *Wall Jump* Theoretically faster than the space jump, but is likely slower than the Fast Space Jump. This tends to annoy lots of people, thus is why I made an FAQ that doesn't rely on this move to beat the game (with 100%) in less than 2 hours. How do you do a wall jump? The following was written by a user called Lejes: "First, you absolutely need to be somersaulting. Most people most likely know this already, but I just thought I'd mention it. Second is the sequence of but- ton presses. You need to press [jump] just after [opposite direction]. You may be able to get away with simultaneous button presses sometimes (most likely be- cause the game registered [opposite direction] before [jump]), but if you want your wall jumping success to be consistent, you can't rely on that. It can be inferred from the preceding text, but I'll just say it: pressing [jump] before [opposite direction] will cause failure. "The easiest way to do it is with an area that has two flat walls opposite each other, like the Etecoon Pit. With a little practice, you can do it with walls that are more uneven, and even with single walls (you can't do that in Fusion). "I hope these directions are clear. I'm no wall jumping master by any means; I still have trouble getting the reserve tank in the bubble area of Norfair with wall jumping. You're supposed to use the grappling beam to get it, but I can't resist picking it up early. You can also get the spazer and wave beam early with the wall jump, and they're much easier to get than that reserve tank." ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VI. Q&A ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. What does "sn" mean? A. Screen Name Q. You missed something. Now what? A. Please, e-mail me with your discovery of what I missed (and with your sn) so I may look it over the next time I play the game. Q. Why is this section so short? A. I've not really been asked very much yet. So, please, send your questions. If your questions have to do with the game and are humourous, I'll still see about adding them and my response if I'll be allowed to do so. Q. Click here to win -- A. That's not a question, and please do NOT spam me. ^_^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VII. Legal Stuff ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This FAQ is copyright material by me. GameFAQs and/or my website is/are the home(s) for where this FAQ may be found. So, please don't ask to include my work on your page. This includes quotes and/or plagarism . . . Just don't do it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VIII. Many Thanks ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I thank you, Lejes, for that somewhat lengthy explanation about wall jumps. I thank the previously written FAQs and their writers for inspiring me to do this thing. I have no disrespect for either of you what-so-ever. Thanks to those who read this FAQ and give it some thought. Thanks to the friends who cheered me on in writing this FAQ. And, finally, thanks to GameFAQs for accepting this piece of work.