Metroid: Zero Mission 100% Speed Walkthrough Created by: Dynamo <firstname.lastname@example.org> Version 1.00 ========================Table of Contents=============================== 1) Version History 2) Purpose 3) Before You Start 3A) Unlisted Moves 3B) General Time Saving Tips 4) Walkthrough 4A) Prepare Yourself 4B) Kraid 4C) Ridley 4D) Mother Brain 4E) The Final Run 5) Bosses 6) Credits and Closing ======================================================================== 1) VERSION HISTORY v. 0.01- I started this guide on Sunday, March 21, 2004 when I should have been working on a research paper. Metroid was more fun. v. 1.00- I finished on Wednesday, March 24, 2004. I think it's complete, I checked for errors and didn't find any. If there are, email me. If I revise it, it will mostly be to make it prettier, and maybe add in my times at key points as a guide. v. 1.10- Corrected some spelling and grammatical errors, particularly my misspelling of "missles". Brain fart, I guess. I also playtested my guide, adding my own times and fixing a number of flaws. ======================================================================== 2) PURPOSE Well, I got Metroid: Zero Mission the day it came out. I played it on Easy and found around 87% of the items on my own. So, my next game, I used a walkthrough that managed to spring up on Gamefaqs within 24 hours or so of the game's release. Happy with my 100%, I decided to try and get the under 2 hours ending. This is actually a lot easier than it seems. I was going to wait for a speed walkthrough, but because I was able to get a fair amount of items on my under 2 hour game, I decided to try on my own. It's been about a month since then, and there still aren't any speed walkthroughs on Gamefaqs, so I figured why not? It's not that hard, so maybe that's why there aren't any, but just in case there is someone out there who just can't do it, here it is. ======================================================================== 3) BEFORE YOU START 3A) Unlisted Moves- I'm not going to tell you how to control Samus. You probably have the booklet, so read it. If you don't, well, there's only four buttons. You'll figure out what they do. What I WILL talk about are a few tricks you need to know how to do. Most of these everyone knows already, but because these aren't mentioned in the manual, I feel obligated to explain them. Just skip past them if you're bored. Wall Jump: Alright, so who doesn't know this? Basically, jump towards a wall so Samus is somersaulting. When you're against it, hit Away then Jump in rapid succession. If you hit both buttons at the same time, it tends to not work. The ZM wall jump is similar to the Super Metroid one, in that after you wall jump, you can move back towards it and do it again, scaling up long shafts on one wall. Just be warned that Samus jumps faster in this game, so you have to have quicker reflexes. I don't actually use this that often, even if it is cool. Shine Spark: I'll try not to call it "Super Jump". To use this handy move, you need to have the Speed Booster. Then, start running along a stretch of ground until you start glowing. At this point, hit down to store it. While you're storing a shine, you can walk, morph ball, and even somersault jump. Anything but hit just jump by itself, really. If you do hit jump, either in morph ball form or standing, Samus will leap a little, pause, and then fly in the direction you're holding (except for anything downward). This is used frequently, whether it's to get a tricky power up or just to short cut something, so it helps to be good at it. Also, if you hold the direction you're Shining as you hit a hill, you'll start running again, allowing to charge the spark again. This is the only way to get a few power-ups. (When I say "charge", I mean when you start flashing, hit down and store it. When I say "Shine", I mean do the actual dash/jump/body slam thing) Ghetto Screw Attack: Or the "Poor Samus's Screw Attack". After you get Charge Beam, hold down the fire button to charge, then do a somersault jump while still holding fire. You'll do a one-hit screw attack. What this means is if you hit an enemy, you lose the charge, and any other foes you hit will hurt you. Also, if you don't kill the enemy you hit, you'll get hurt. I abuse this move. It kills most enemies in one hit until about Ridley's lair, making those long shaft treks so much easier. Throughout my walkthrough, I'll simply assume you're using this until Ridley's Lair, and I'll try and make note of any rooms this doesn't help during. Any time this won't help, rapid shots usually do. Also note that having an Ice Beam upgrade does NOT give you an Ice Ghetto Screw Attack. Infinite Bomb Jump: You know how to Bomb Jump, right? Well, start placing lots of bombs and see what happens. Don't just tap the button as fast as you can, but do hit the button rapidly. It's not that hard to do in this as it was in past Metroids. I know this is true because this is the only one I can actually pull it off. It's only used twice, but two very nice times. 3B) General Time Saving Tips- Saving- I'll try and make mention of when to save, but use them judiciously. If a Save Point seems out of the way, don't bother. None of them in this game really are, though, so do save often. I reset A LOT when I played, so frequent saves help keep your sanity. Back-Ups- Throughout the game I made backups by copying my main game into an empty file. This was because I got to the end of the game three times only to realize I had forgotten an item so out of the way, that it would raise my time to above 2 hours to get it. Finally, I started making backups after starting over so many times, usually where I've divided the walkthrough into a new part. Seeing as you're using a walkthrough, you probably won't have this problem, but it couldn't hurt, could it? Falling- Landing from running off a ledge takes slightly longer than landing from a jump. If you hit Jump while falling, you'll start somersaulting, and therefore land quicker. This isn't overly important, but if you're impatient it's nice. Resetting- I reset a lot while attempting this. Even in later plays, some of the expansions are just hard to get. My general rule is to give a tough room three tries. If I can't get the item in three tries, I reset. Otherwise, I feel like I'm wasting too much time. Ignoring- Ignore most enemies. If you're playing on Normal, you can smash through most enemies without incurring too much damage. Just abuse the Ghetto Screw Attack and you can run through most rooms fine. Refilling- Chozo Statues refill you completely, and you will most definitely be seeing these on a regular basis. With that said, I'm not sure if time stops when you're refilling. Because of this, I only refilled before bosses, or if I felt I was missing too much health or missiles. Time- The timer stops just about whenever you can't control Samus. Just know that more time in the Real World is passing than your save timer says. As a final note, I advise playing through once all by yourself. Not necessarily to acquaint yourself with Zebes, but my most fun playing through this game was my first time, completely free of the burden of getting a "Good" ending, and everything was spoiler free. Unless you're a perfectionist, and insist on never ever getting a bad ending. ======================================================================== 4)WALKTHROUGH Since most obstacles are fairly obvious on how to get around them, I'll try and keep their descriptions limited (I won't be giving a detailed account of which blocks bomb, for example). Also, I'll label when a new area is entered to help organize things. Finally, I hope no one holds it against me if I don't use the enemy's names. Because really, does it matter if I call it a "Zoomer" or a "Flying Turtle"? ------------------------------------------------------------------------ 4A) Prepare Yourself- This covers the first third or so of the game, where basically Samus is just wandering around collecting the stuff she needs. --Brinstar-- Let's not waste any time. Head left, grab the Morph Ball, and head right. Keep heading right two rooms until you hit a Save Point. Use it, and start heading up the shaft until you reach a room at the left. Shoot the blocks and roll into the room with the Long Beam. Head back, and up, and head left in this cavern. In the next room is the Kraid-Ridley Siamese Heads. Just leave where you came from, and go right this time. The purple Hopper that you have to fight won't appear unless you visited those heads. Fire as fast as you can, and he probably won't hit you. Back in the shaft, start falling until you see a door on the right. Shoot the blocks to roll through, head right, and then head down in the next shaft to the Blue door. Save, and continue downward. Go into the door, and head right in this room until you hit the missile pack [M:05]. Head back now, and you'll fight the Centipede. Look at Bosses section if you need help. If he runs away, reset and try again. You'll only repeat about 20 seconds anyway. Huzzah, you have the Charge Beam. Head back up the shaft, save, and use the Red Door. Keep heading right until you enter a larger cavern about two rooms in. Hop to the upper left corner of this room into the wall to find a secret room. Kill the Fly Pod in the way with rapid shots and maybe a missile or two, and grab the missile pack [M:10]. Head right, killing the other two Pods. In the next hall, shoot the lower blocks of land to reveal more missiles [M:15] and head right to grab the obvious energy tank [ET:01]. In the next shaft, head up and take the first door on the left. Go left to save, and up to move on. Go through this rooms, and get the Bombs, then head under the Statue's platform to enter a secret room. Use the bombs to get to the missiles [M:20]. To get back to the shaft, break the blocks in the room before the bombs and kill the mites with bombs. Head back to the earlier shaft that lead to here. On the way back, in the second small room (to the left of the Fly Pod cavern), bomb the floor to enter a secret room. To get the missiles [M:25], fall off the ledge and place a bomb on the breakable block, then quickly hop back up and roll in by holding right as you fall. Here's your first chance to use the "three tries" trick, although if you can't do this in three tries, you may want to practice controlling Samus. Regardless, head back to where you fought the Centipede and got your first missile upgrade, and head right in the hall. Take the elevator to Norfair. --Norfair-- Save to the right if you wish, but then head left. The way through this long hall is pretty obvious, and you should ignore the missile pack for now. Once you hit a shaft, head up to Crateria. --Crateria-- Ok, immediately head right. If you head down into the water, you can break the ground and head to a missile pack [M:30]. Sometimes I wait until I have the Gravity Suit for this, but it really only saves about 10 or 20 seconds, and you may overlook or forget it later. Regardless, head to the upper left of this watery room and enter a room with tunnels. Head right in here, and end up at a Chozo Statue. Grab your Mystery Item, and on your way out, shoot the blocks to get the missiles [M:35]. Shoot the land on your left if you can't jump out of the water pit. Back in the tunnel room, blast the Mystery Block to get out, and head to the upper left. In this next room, you'll fall. Shoot the wall to the left, and once inside it, jump around to land on a ledge. Once you hit a crumbling block here, hold left to enter the room with the Power Grip. Head back, and a totem will give you a way out. Head left, left again, and fall in the large rainy area. Your ship is here, you can save and refill if you want. Because I'm never running low here, I never bother. Head right and back into Norfair. --Norfair-- Head to the bottom of this shaft now, and in the next hall, the missile pack should be obvious [M:40]. Return to other hall, and on your way back through, you can grab those missiles now [M:45]. Head right, save, and through this large cavern. In the next shaft, head up until you see a door on the left. Follow it through to get the Ice Beam. Move left, freeze the guy to get out of this room, and head left in the next room to save. Back in the shaft, head up, and move right through the rooms, freezing enemies to make platforms. In the second hall, when you reach a spot where you head down from a ledge and there's two purple turtles flying, shoot the wall around the higher one to reveal more missiles [M:50]. In the next room, get ready for a shortcut. In the green bubbly room, shoot the fire enemy. Then, head right, being careful not the fall through the collapsing floor. Try to stand so only one foot is on that block. Then, aim up and right, and shoot the turtle when he is in position. Stand on him, and shoot a missile or two at the wall on the right. A block should blow up, and you can grab it to move into a hidden tunnel. When you fall down the tunnel, try and place bombs. If you don't break the block you were supposed to, just Infinite Bomb Jump until you find it. Go through that tunnel, and in the next tunnel shaft, shoot regular shots at the ceiling, and then wall jump up and out of here. From here, you should start falling... and falling... Eventually you'll land, and should shoot missiles through the tunnel in the left wall. A block should break, leading to freedom and more missiles [M:55]. The block next to those missiles can be broken with one, and you can roll into the passage and head up. Don't go in the door, but shoot the right wall and wall jump up the shaft. Grab the missiles [M:60], and head out of this shaft via the little tunnel at the top. Head into this door. It's easier to shoot the monsters in this room than run by, so do that and move on. Now you have the High Jump Boots. Return to the shaft, and work you way down the shaft you were just wall jumping up. On the little ledge right after the one that had missiles, you'll see a ledge on the other side of the wall. Fire missiles at the wall to find a way through. In this hole, the wall should reveal a hidden cannon. Hop in, and fire it with bombs. You'll end up back at the shaft before the Ice Beam. Start heading back to the Brinstar Elevator. In the large yellow room next to the shaft, walk along the stone bridge until you see a red lobster thing leaping out of the acid. Shoot away enough land to free him, and freeze him at the apex of his jump. Now use him to reach some more missiles [M:65]. Now continue to Brinstar, saving along the way. --Brinstar-- Run back to the brown shaft, and work your way up to the very top. The tippy top. Past the Highest door, freeze enemies to get to the upper left cave. Goodness! Another hidden cave. Grab the missiles [M:70] and return to the shaft, and take the door. To open the barriers in here, shoot the red part. When you reach a bunch of morph ball tunnels, take the top one. To get past the organic barrier, find a tunnel above it. In the next, tiny room, shoot the ceiling to reveal the way up, and kill the mites that try to hurt you with bombs. You can either freeze the flying enemy or make a big jump after the blocks reform to get to the upper left. Just know that if you miss, you'll fall through the floor and have to get back up. Once on that ledge, shoot straight up and jump to get to the top, and go in the door. In this next room, let the mites eat the barriers, then kill them with bombs. Use your morph ball jump to navigate the tunnels above the acid. All the shafts that drop into the acid have collapsing floors, so hold jump to leap back up as soon as you fall down them. When you reach the end, you'll see the part that needs to be bombed. Just let the mites eat the barrier away first, then kill them. In the next room is your Varia Suit. Return to the previous room, and hop in the acid. Shooting at the floor will reveal a path to an Energy Tank [ET:02]. Keep going back to the small room that lead to all this. Head right in here to a save room. Use it, and move on. The missiles in here are pretty obvious [M:75]. When you reach the last acid pit, hop in and break the rightmost block. Now hop into the tunnel above the acid, raise the barrier, and let the mites hop on you (Samus has crabs! Ew!). Go back to the hole you just made, and hold right as you fall to enter a passage with a barrier. The mites will eat it, and you can move on. In the next room, you can use the Chozo if you wish, but head right and out of here. Fall down this shaft to the third blue door, which is one you used earlier in the game. Follow the path all the way back to the blue shaft, the first shaft of the game. Back in this shaft, as you go down, you'll see a turtle hovering near a block formation on the left wall. Freeze him so you can jump on it and into the easily spotted tunnel. This next room is easy enough. Work your way down using collapsing blocks, killing enemies, and grab the missiles [M:80]. Ignore the Super Missiles and move out. Fall down the shaft, save, and go left. In this room, fire at the ceiling near the falling bat thing closest to the wall in the middle of the hall. An energy tank should appear. Use the Infinite Bomb Jump to reach it [ET:03]. Go to the next room, and bomb the floor and work your way to Kraid's Lair. As a reference, my time was 00:21:25 as I entered Kraid's Lair. ------------------------------------------------------------------------ 4B) Kraid- In case you can't tell, the section dividers aren't really divided evenly. This covers the short period through Kraid's lair until you enter Ridley's. --Kraid-- Oh, I love this music... Take the first door on the left to save, and jump into the little hole in the wall to find a missile pack [M:85]. Return the main shaft and take the red door across from yours. There's obvious missiles in here [M:90], and then in the next room (a shaft), shoot around the floor to find a pit, then bomb the floor to find a cannon. Let it shoot you, but start falling straight down again. Hold left near the little tunnel to grab the missiles [M:95]. Use the previous cannon to get back up, but land on the ground this time. The right branch can be wall jumped up, but the left has ledges to hang on. With the High Jump Boots, both are just as fast, so just take the branch with less enemies, and take the door at the top. Work your way left through here and into another shaft. While falling down this one, start placing lots of bombs. At the bottom, fire the cannon back to the top, and hold right as you fall to enter the hole you (hopefully) made. If not, try again. Go into the room you see, and use a bomb to activate the device. Call the zip line, and use it to get an energy tank [ET:04]. Use the save room, fall down to the next floor, and fight the Acid Worm. After the worm, fall into his hole, and head left. Fire at the upper left corner to reveal a passage. There's missiles in here [M:100]. Go left in the boss room and use the cannon to reach the top, and go back to the first shaft. Save if you please, and take the door below the save point now. Just work your way left for now, hitting the zip line in ball form, and in the shaft, take the door above you. In this room, you'll fight two spider things. Just shoot missiles as fast as you can, and you'll take minimal damage. Through the top you can get more missiles [M:105] and fall back into the shaft. At the bottom, blow open the floor and fall in. The acid is fake, and you fall down another shaft. Head right until you hit a room with lots of hoppers. Kill them, and blow up the little green blocks you see to reveal cannons. Use them to break the blocks above you. Once you get all the way to the right of the room, make sure the pulley is above you, and fire at it. It'll drag you to more missiles [M:110]. Return to the room to the left of this one, and fall through the obvious tunnel in the floor. Once you reach the bottom, left is a save, and right leads to a Chozo Statue. Get the Mystery Item 2, and heal up. Get out of here, and in the next hall, just run through. The enemies aren't hurt by Ghetto Screw Attacks, but take too long to kill by shots. Save, and fall through another obvious tunnel in the next room. Save yourself some time by shooting down and left while falling to hit the ledge you want. The next passages lead to Kraid. Beat him, and don't bother collecting what he leaves behind. Just move on, grab the Speed Booster, heal at the Chozo Statue if you like, and start running while shooting. If you do this, you'll run through Kraid's room, the long green hall, and into a shaft where you break a wall. When you hit that wall, start a Shine Spark. Stand on the plant on the floor (about two blocks away from the right wall), and jump. You should rocket to the top. If you don't, I suggest resetting, really. Back tracking to get the boost takes too long, and climbing is kind of slow too (not that slow, actually, but we are going for a good time, right?). At the top, save, and take the bottom door on the left. Grab the missiles [M:115] in the wall, return and take the top. Use the zip line to cross, and start firing missiles when the flies give chase. Otherwise, they'll knock you into the room below you. Back in Kraid's main shaft, you'll see a door across from you. Go in, kill the hoppers, and move the zip line to the right side of the screen. Place a bomb above the activator, move a little to the left (so the bomb doesn't make you jump), and prepare to jump (as a ball) as it zips overhead. Drop off before it reaches the end to grab the missiles [M:120]. Go back to the shaft, and take the middle door on the right side (above the one you entered here from after Kraid). Start running from the entrance and get ready to jump when you reach the end. You should blow open a hole to an energy tank [ET:05]. Go back to the shaft and head to Brinstar. First let's quickly save and check our status. We have 120 missiles, 5 energy tanks, the Morph Ball, Varia Suit, Ice Beam, High Jump Boots, and Speed Booster. My time was 00:30:45. --Brinstar-- Back up the elevator, a wall will collapse. Ignore it and head left instead. Hop on the ledge you see and place bombs around to open the floor to a hidden cannon. Fire it, and hold Right as you fall to get another missile pack [M:125]. Fall back into the room below, and head to the right to the first shaft again. Save if you want, and work your way up until you see a large outcropping on the right wall. Standing on it, jump into the wall and you should grab a ledge. Roll in the hidden tunnel, and in this room, place a bomb on the floor to open the path, which leads to more missiles [M:130]. Continue through the tunnel in the bottom right to shortcut into the second shaft. Follow it through to Norfair. --Norfair-- Start running from the elevator room to the right, and when you reach the cavern room after the save room, use your charge to Shine Spark right. Hold right to continue running when you hit the hill, and start firing. In the next room, you'll break the floor. Hop down the hole you made, and enter the room. Once you have enough room, start running back toward the entrance to repeat what you just did. A second floor will break, and you'll be near where you got the High Jump Boots. Go back to that room, but this time roll under the Chozo Statue to move to a new area. Wall jump from standing in the lava to reach the ledge in the next room. After that, you'll have to clear all the blocks on the floor to make a running leap through a wall. Next you'll fight another spider. Then you can save. Use the left door, and shoot the floor in the next room and hop down. Again, head left until you reach a shaft. At the bottom is fake lava, so jump in to find another shaft. Take the only door in here, and work your way right until you enter a small room. Bomb around the floor and hop in, and enter the door. Work your way through here, but keep an eye on your map. About two blocks in, you'll see a chunk of ceiling that hangs low. Shoot the left side to reveal missiles [M:135]. Continue on to find more obvious missiles [M:140]. Return the original small room you bombed the floor of. Head right, and in this next hall use rapid fire to kill everything, and missiles for what you can't. Go until you reach another small room, and bomb the floor here to find the path to the Wave Beam. The spider thing in here can be killed like the ones from earlier, but use to Wave Beam to kill him through the wall once you get it. Head back to the small room, head right and save. In the next room, just run while shooting to get through. In the following room, stand beneath the worm and fire as fast as you can. Once dead, pass by to find a second worm. He charges when you get close, so place bombs and try to time it so they detonate beneath him. He freezes when they hit, so just pile the bombs on top of each other. Shoot him to back him up a few spaces if you mess up. Once dead, move on while shooting at the ceiling. You should reveal and Energy Tank. Shoot missiles to free it [ET:6]. You'll be back at the bottom of the shaft from waaay earlier now. Head into the bottom left door, save, and move on until you get to the Larva boss. Kill him, and follow his path into Ridley's Lair. My time was 00:37:15 as I stood at the elevator. ------------------------------------------------------------------------ 4C) Ridley- Like Kraid's section, this covers up to Mother Brain's Lair. --Ridley-- As soon as the elevator lands, go right back up. --Norfair-- Go back to where the Larva landed and follow the new tunnel. This leads to the Ugly Moth boss. Kill him, and grab the very nice Super Missiles [SM:02]. Follow the path to the right, open the door with your new shiny Super Missiles, but head right until you can save. Now go back through that door. By now, the Ghetto Screw Attack won't help much, so just shoot fast and just sort of force your way past enemies. It's faster to just take the hits, and you should have plenty of Energy Tanks now. Anyway, when you reach what seems like an obvious Energy Tank, stop. Stand about four blocks away from it, and leap over an invisible pit. If you fall, it's easier to reset than try and wall jump back up, in my opinion. I don't think you can really do that, anyway. After grabbing the tank [ET:7], jump down the pit anyway and leave. Use the door across from you to definitely Save. Further down the shaft are some missiles [M:145]. At the bottom, use the door and use the Map Station (the only one we'll ever visit) or it will mess you up. In the next hall, shoot the door you came from open. Continue on until you see a section of the ceiling hang down, and shoot the leftmost part to reveal a way in. If you also happen to see a little red bubble thing crawling around, shoot him. That little bugger likes to get in the way. Anyway, run along the ceiling until you have enough room to Shine. Start running left, and charge just before you reach the end. Shoot the wall open again if necessary, and hop down to the bottom of the hill near the door you entered from. Shine to the left so you hit this hill and start running. Shoot, too, so you run through the map room. You'll break some blocks and you should fall into the hole you made. Now comes two of the more annoying missiles packs of the game. I suggested saving not too long ago, so if you think you're taking too long getting these, feel free to reset. From the bottom of the hole, start running left into the next room. When you can charge, do so, and jump up the shaft you're more than likely near. At the top, work your way through the morph ball tunnels by unrolling in the shafts so you can grab ledges. At one, you'll have to shoot a missile behind you to open the way. Just don't fall down any shafts or you'll have to start over. Once you enter a tunnel above a missile pack, slow down near the right. There's a collapsing floor nearby. When you roll on top of it, unroll and start shooting down and left. You'll break a block so you can hang on the ledge instead of falling through. Roll into the tunnel, and grab the missiles, but don't roll all the wall over them, because the floor beneath them crumbles [M:150]. Along the way to these missiles, there was a slower crumbling floor. Roll on top of it when it reforms, and stand up so you grab the ledge when it vanishes. Whatever you do, don't let go. Start firing straight up (try hitting fire first, then hold Up, otherwise you'll more than likely roll back into the tunnel). After the blocks clear, start firing a bunch of missiles. Once the block above you breaks, leap away (or even easier, wall jump up) until you grab the next ledge. Repeat shooting missiles, unless there isn't anything above you. In that case, jump up until you find a ledge again. Do this (more than likely once or twice) until you see the missiles you want [M:155]. Now fall down, and start running from the left side of this room to build up the charge necessary to escape from here. It's not that hard once you accomplish it, but it's certainly harder than any previous missiles. Return to the purple hall, and work your way through until you reach very easy missiles [M:160], and a save point. Use it, because we're about to grab the hardest missile packs of the game (time wise, anyway). Return to the purple hall, and on the right side of the hall is a similar overhang to the left side. Shoot the symmetrical equivalent so you can build a charge running to the save point room. The only difference is that the hill you'll be using is the save point platform itself. So, in the save room, Shine to the right, and in the next room, get ready. The moment it fades from black, you'll probably be near a wall. Charge again, and start firing straight up while jumping up the platforms. There's these annoying red balls that stick to the platforms and hit you, thus ruining your hard work. You might be able to just avoid them, but if you shoot straight up, you'll hopefully freeze them, and when you'reach the first platform with one lurking on it (the third jump you'll make), Shine to the right, through a wall. In the room, start building a charge while running into the next. If I mess up getting in here, I just reset and save some time. Ugh. Worst missiles ever. When you can charge, do so, then roll under the wall you see, unroll, and jump. Grab the ledge and roll inside. Now, get ready. When you place a bomb, the whole place will detonate like a big domino chain. You have to run along ahead of the vanishing floor, otherwise you'll fall onto collapsing blocks and have to start over. Some people suggest waiting until you get Space Jump, but that wastes too much time. Instead, try this. Holding "Left" through this whole ordeal helps.As soon as you place the bomb, hold left. You'll fall, and when you roll under the pillar, unroll and jump left to the ledge (not the dead-end tunnel). As your climbing up it, the floor will most likely vanish, so get ready to jump left as soon as you make it up. If you're lucky, you'll land on another ledge. Climb up fast, and leap left again. Hopefully you'll land in the bottom left corner of this whole mess. Leap to the left wall and wall jump off this wall to the upper right where there's some blocks you can hang safely off of. These blocks collapse after a time, but it should be enough that the vanishing floor should be gone, and you can jump left and into the pit with the missiles [M:165] (You'd think for this trouble it would be Super Missiles or even an energy tank, but nooo....). I wouldn't suggest resetting if you mess up too much in here unless you really feel you're wasting a lot of time or you can perform the Shine Spark needed to get into here easily enough. Afterwards, use this room to start charging left, but DON'T run through the wall you entered from. Instead, do a Shine straight up into that little indent in the ceiling. Enter the door and leave. You're going to need the land you destroyed jumping up here. From the very left of the small hidden room, start running. In the next hall, start shooting rapidly. You'll destroy two sets of 3x3 blocks. The second one has a trick, though. The center block is a missile one. So, time it so that once you've destroyed the other normal blocks, fire a missile before you run into it. Easier to do than it sounds. Here comes the part I have problems with. Once you start breaking blocks with your speed after the missile one, jump. You SHOULD jump through a tunnel breaking blocks to a missile pack [M:170]. If not, return the to previous room and try again. Again, I would advise against resetting here if you mess up a lot, unless you can get the previous missiles easily enough, or if waaay too much time is wasted. If you get the missiles, use this room to run left and break the left wall of the little secret room next to it. I would advise taking 10 seconds to use the save room again. Work your way to the top of the shaft either way, and take the door on the left. Make your way left through this hall, until you hit the third pit. Shoot the floor, and hop in against the right side. Climb into the tunnel you've (hopefully) grabbed onto. The smaller lava pool is fake, with hidden missiles in the bottom right corner [M:175]. Get out of here by Wall Jumping up the right wall (and probably taking some damage from the lava). A bug usually knocks me right back in once I get out, so be ready to shoot the moment you reach the top. Move into the next room, and bomb the floor. In the chamber, kill all the enemies, and grab the missiles [M:180]. To the left of these is a small hole in the wall. Climb in and bomb, and go up the shaft. The block in the way can be destroyed with a Super Missile. Grab a Super Missile pack as a reward [SM:04]. Return to the chamber and head left. In this room, kill one bubble, and freeze the other so you can use it to get the missiles [M:185]. You can actually just leap to them, but if you fall, you have to back track to the shaft to get back up. From the missile pack, jump to the platform to the left, and go through the door. At the end of the hall, is a room with a Super Missile pack [SM:06]. Jumping into the upper right overhang will reveal a hidden tunnel. In the room at the end of it, shoot the conspicuous block to get more missiles [M:190]. In the room to the left are two more tricky packs (nothing compared to earlier, though). Go through the tunnel, and grab the ledge as you fall so you can shoot the block in the way of a pack. Fall again and grab the missiles on the way down [M:195]. Use the cannon to get back to the top again. This time, shoot left at the other missiles to break the blocks on the left side of its ledge. Roll through the tunnels and leap up to the missiles before the blocks reform [M:200]. Return all the way to the room where you didn't want to fall, and fall. To the left is a save, so use it, and keep going left, using a Super Missile to kill the Eye Door in one hit, through Ridley's room, and finally at a Chozo Statue. I would definitely suggest refilling. The wall behind the Chozo is fake, and there's an Energy Tank [ET:08]. Return to Ridley's room to fight him. If he's hard for some strange reason, look at the Bosses section. Return to the Save room, save, and keep going right. When you enter a green room with pipes, bomb around before the raised ground to find a hidden tunnel that not only bypasses the enemies, but grabs an Energy Tank [ET:09]. Keep heading right until you enter the shaft again. Work your way to the top, except now you can reach the very top because you can break that mystery block. When you enter the large room to the left of the shaft, you'll see a bug pipe. Jump so a bug comes out high, and freeze him a little to the left of his pipe. Use him to reach a high ledge with missiles [M:205]. Getting out of here is easy enough, using bombs and missiles to get out of the final dead end. You'll end up back near the elevator shaft, so go up. --Norfair-- The right wall will break again, but this time you want to go through. Go past the broken Chozo, and shoot your way down at the dead end. Head left from this lower cavern, and keep running so you'll break some walls. At the end is a cannon, use it. You'll fly up past a bunch of rooms. Head left, and ignore the enemies in the next room as best you can. In the next room is the Screw Attack. Return to the previous room, let them all taste death with your new move, and grab the missiles [M:210]. Use the Screw Attack to return to the nearby save room, and save. Go left, shoot the floor, and open the Green door. The next long hallway isn't really tricky, but at the end is a bomb able floor. This leads to a room with Super Missiles on a very high ledge above lava. Go near the bug pipe, and stand still so a very low one comes out. Run left and wait on the little ledge below, and shoot Up and Left just as he's starting to get out of range. Jump without spinning so you don't kill him with Screw Attack. Use the frozen guy to get to the pack [SM:08]. Wait on this ledge aiming down and left, and do the same when the bug unfreezes. Hop onto him. I find this is easiest by doing a morph ball jump, and shoot a couple shots at the left wall, revealing a path. Go through it for some more missiles [M:215]. If you build up a charge during the run over, do a Shine to the Right to return quickly. Return to the small room where you bombed the floor, and use it to gain speed so you can Shine back through the long hall (it should be pretty obvious where to Shine). Go back to the green shaft before the High Jump Boots (just keep running right from the previous save point). Enter the door immediately above the door you leave from, using Screw Attack to break through the floor. At the end of this hall is a Green door. This hall is kind of annoying. The floors break if you Screw Attack them, so you have to do regular hops. I personally just leap into lava a lot. At the very end is a small platform that doesn't break. Shoot straight up to reveal missiles [M:220]. The room to the left contains another detonating floor room, but much easier than the one in Ridley's Lair. Just grab the Super Missiles [SM:10] and go back to the green shaft. Work your way up to the door between the hall before the Ice Beam and the hall after it, using Screw Attack to break through the floor again. This door should be on your map, near the top right. Once here, just head left and grab easy missiles [M:225]. We could have gotten these before Ridley, but I always seem to forget them until now. They're sort of along the way anyway. Go to the elevator room and leave Norfair, saving along the way. My time was 00:53:39. ------------------------------------------------------------------------ 4C) MotherBrain- The MotherBrain section is proof that I didn't bother dividing this walkthrough into even sections. --Brinstar-- Work your way through this familiar hall until you reach the area where you fought the Centipede. Go against the wall to your right, and start running left while shooting. Once you get into the next room, charge, turn around, and reenter the hall. Stand at the bottom of the small hill, shoot the door open, ball up, and Shine to the left. You'll start smashing into the shortcut room from earlier. When you know the screen is fading into this room, hold Left so when you'll make it over the hill, and then down so you'll charge again. Roll through the secret tunnel into the left shaft, and hop onto the first platform to the left of the ledge you're on, then Shine to the left again (in ball form still). You should blast into a room with Super Missiles you passed earlier [SM:12]. Leave, and go to the top of the shaft, back to the Ridley/Kraid head statues, and go through it to the elevator room. The Chozo along the way is a good place to heal up. If you're playing a New Game + sort of thing, your map should tell you if you have all the items in an area through some little checkbox icons. If so, check Brinstar and Ridley. You should have everything. --Tourian-- Since there's nothing to get in Tourian, there's not much for me to say. Save at every chance, use Super Missiles if you're ambushed by more than one Metroid, and refreeze the Metroids after every two regular missile shots or so. Never stop firing, because at the very least, you'll freeze those irritatin donuts. The third save is the last save. In the hallway after this, fill up on whatever necessary by killing donuts and save. Kill the pillars with regular missiles by shooting very fast, then kill Motherbrain. It's really that easy. If you mess up a lot while escaping, resetting is okay. After this, you'll eventually end up suitless and sexy. --Chozodia-- Chozodia is pretty straightforward as well, so I feel silly giving a detailed walkthrough. Still, Save often. The quickest way through here is to never be spied, unless you have to. When you get into the room with lots of trip lasers, don't set them off until you're in the middle of this tunnel you crawl through. You have to shoot the dead end to open the way forward, which plops you on a trip laser. If you're in the middle, you can hop into the upper right corner before the pirates come out. When you get to the room with searchlights, try not to get caught, and take the highest door. If you are caught, you can reset, but it's not the end of the world. Once you enter the Chozo temple, you get seen almost whenever you encounter a pirate. Luckily, there's more places to hide from them here. Whenever you see a shadowy corner, try sitting in it. In the rooms with the moving eye trip lasers, hide from them by sitting in the dark parts. Mind you, if any part of you is poking out, even a pixel, they see you. For the first set of these, you'll have to hang off the ledge, and climb as the laser passes behind. Just be patient here, it's worth it (and faster in the long run). Eventually you'll be a large cavern (really large, and you'll be running from the lower right corner, to the left side, up and to the right), and more than likely with plenty of pirates after you. When you reach the top door here, shoot the floor you were on to break it and turn off the final security alert. Use the Save point and fight the Chozo Thing after the next few rooms. You'll get your fully powered suit. My time was 01:09:39. ------------------------------------------------------------------------ 4E) The Final Run- This is all pretty much collecting items again, much like the beginning of the game. I love it when things come full circle. After you get your upgrades, go to the previous save point and use it. Head right, and shoot the floor with a missile above the water. On the obvious straightaway, run until you get some Super Missiles [SM:14]. Run back to start a charge, or if you're quick, charge just as you're getting the aforementioned Super Missiles. Regardless, shoot the ceiling near that pack and hop up with a Shine charge. Shine to the left, and recharge after you go up the hill. Now you'll have to Space Jump up and to the right to another ledge. Use the hill here to charge again. Repeat for a ledge to your upper left. I find it easiest to do this by Space Jumping into the wall I'm facing, and just turning around midair when I'm the right altitude for the next ledge. After the third Shine/store, you'll jump to the right again, but this time, keep running after you hit the hill, and shoot. You'll run through a door. Hold down the moment it fades black to store again. Screw Attack the blocks in your way, and hold left as you fall to land on a small ledge with a small hill. Yup, you need to store one more time on this tiny hill. Finally, jump down and land on a ledge against the right wall. Shine into the right wall all the way to an Energy Tank [ET:10]. Return by running right in here, and Shining left at the top of the hill where the Tank was. Back in the shaft, hop up to that little hill you used. Shoot the wall with missiles to reveal a tunnel, roll in and get more missiles [M:230]. Fall to the bottom of the shaft now, and Screw Attack into a room with lava. Go to the bottom right corner in the lava (now that it doesn't hurt you), and follow the tunnels to some Super Missiles [SM:16]. This lava room leads to a shaft, and this shaft's bottom left corner leads to a reversed "L" shaped room. Take the middle door on the right wall, and place bombs as you fall down against the left wall to find a missile block which guards more Super Missiles [SM:18]. Work your way back into the Wrecked Ship using Space Jump to navigate the shafts. Staying against the right wall usually is the safest and quickest route. When you reach a save point within the ship (it should be right after a trip laser room), make your way to the top of the shaft that's a room to the right of this using Screw Attack and missiles. In the upper right area of the ceiling is a missile block leading to some tunnels. They lead to Super Missiles [SM:20]. Enter the door to the right below you, leading to the docking bay. Navigate the ship easily enough until you reach a room that looks like the cockpit on the far left. Go to the bottom left of this room, and follow the tunnels until you see Power Bombs guarded by lasers. Take them [PB:02], and kill the pirates. In the room to your right, place a Power Bomb to reveal a room above you, with more pirates and more Power Bombs [PB:04]. Along the way to the Power Bombs, you more than likely passed a yellow door. Go back there the way you came, and take it. Inside is Super Missiles [SM:22]. You'll probably fall, but you can Space Jump back up to the Green door. From here, work your way back to the previous save point, and then go left until you reach a room where you fall a little and roll into a tunnel (the second room after the trip laser one). Instead of using the tunnel, leap into the left wall to find a passage. Fall down this tunnel, bombing and shooting whatever's necessary. You'll land near the glass tube connecting the temple and ship. Break it with a Power Bomb, and head to the bottom right. The wall here needs to be broken with another Power Bomb. If you start running from the left cliffside you'll be able to build up a charge in the next shaft. Shine straight up a block away from the pillar on the ground to reach the Power Bombs [PB:06] fast. Otherwise, you'll have to Space Jump and kill pirates. Return to the cliffs when you're done. Head to the left side this time, and blow open the left wall with another Power Bomb. Fall to the bottom, and go into the right door to save. Follow the paths left until you reach a small room with green tiles. Start shooting aimlessly at the ceiling, hoping to kill a few spiky things hiding in the invisible tunnels. Leap into these tunnels through the center of the room. To get the Super Missiles, take the left branch, then the right one [SM:24]. Return to the small room and go left. In this next room, go to the end, hop, and place a bomb on the middle girder to detonate it. Hop in, and roll around placing bombs to find the paths through. One or two Power Bombs can reveal a lot, particularly the Super Missiles tucked away in the upper middle of the room [SM:26]. Following the maze through leads to a door. Follow this path out to Crateria, at which point Space Jump along until you see a path leading upwards. In this new area, Space Jump up and right until you see a door. Enter, and follow it through to a dead end. There's a Power Bomb pack being guarded by a missile block on the left wall [PB:08]. In the lower right is a missile block guarding a path to a tunnel. The end of this tunnel is blocked by a Power Bomb block. Break it, and move out into the Temple again. Go through the temple (the long way, unfortunately) until you reach the shaft where we Shined after getting the Fully Powered Suit. At least you don't need to sneak around this time. Anyway, in the shaft, place a Power Bomb on the big pillar that's blocking a small tunnel (this appeared after you got the suit, so that's why you couldn't get this earlier). Through the tunnel, you'll see two more above you. Take the top one when you can, follow it to the end, and shoot the ceiling with missiles to get a Power Bomb upgrade [PB:10]. Now, go back to the room you entered from (you can use the lava shortcut now, and if you forgot the room, just pretend you're heading back to the ship again. You should see the hole you made). --Crateria-- Now, using that long path, start running to Crateria. When you pass through the door leading to it, charge. Jump off the edge, and fall to the right, landing on a ledge. Ball up, and Shine to the left to get missiles [M:235]. Return to that path to build up another Shine. This time, try and Space Jump to the ledge above the door. I find it easiest to do a short jump to get out of the doorway, then do full jumps by holding down jump until Samus starts falling. Three of these good jumps ought to get you up there with just enough time to Shine into the hill and run through the wall to Super Missiles [SM:28]. If that doesn't work, just find whatever works for you. Now, head left to the other side of this area, through the area that led to the Power Grip, back to where your ship once was. Go to the elevator to Norfair, but place Power Bombs to destroy all the blocks. Start from the right, run left, and when you run into the chasm where your ship was, charge. Hop onto the large ledge in front of you, and stand on the very right part, next to the tiny hill. Ball up, and Shine while holding Up and Left. You should rocket into a mountain side. The rest of the block can be cleared with a Power Bomb leading to more Power Bombs [PB:12]. Hop down now, and start running from the right to blast through the wall. Follow the first pit you see to a dead end... so blow it open with Power Bombs. Hop in and follow the path to a shaft back to the very beginning of the game. --Brinstar-- Immediately head right and down to Kraid's Lair. --Kraid-- Use the save point, seeing as you've accomplished a lot since the last one. Enter the door beneath the save, and hop into the third acid pool. Shoot all the blocks out of the way, and run right until you can charge. Once charges, run left to the bottom of the big hill, ball up, and Shine to the right, while holding right. You should roll into some missiles [M:240]. Head back into the main shaft, and hop down to the next set of doors, taking the one on the right. You should be at a spot where if you fall into the acid, you fall into another room. Do so, and go right. You should recognize here. Use the nearby save point, and actually Screw Attack the right wall. Follow the path, and Power Bomb the dead end. --Norfair-- You'll be in a shaft that had fake lava at the bottom. Fall through it, and in the next shaft, fall to the bottom. Now the lava won't hurt, so find a missile block on the ground and enter. Enter the door, and hop onto the ledge on the left. Jump a little and shoot missiles at the wall to break through. Roll in, and jump to the top to get some Power Bombs [PB:14]. Return to the other room, and grab the missiles in plain sight by firing upwards with a missile as the floor beneath you breaks [M:245]. Go to the top of this room to reenter the earlier shaft, and work your way back up and into the secret passage to Kraid's Lair. --Kraid-- Save, and leave Kraid's Lair like you did earlier. --Brinstar-- Go back to Samus's start point, and place a Power Bomb. Use the cannon to launch back up to Crateria. --Crateria-- Work your way back up to the branch in the path, and go left, which leads back to Tourian. --Tourian-- There's something about reentering here that bothers me. Anyway, fall to the bottom, and go to Mother Brain's room. Bomb around where her tank used to be to find a missile block. Shoot it, go inside and get some Power Bombs [PB:16]. Leave and go back to the save point before her. Use it, and get ready for some trickery. In the long room, start running left and get a charge. Hop into Mother Brain's room. Somersault into the air, and at the peak of the jump, tap Up to stop spinning, then hit Jump to start a Shine in midair. Go left, and if you're at the right height, you'll blow past into a room with missiles hidden in the floor [M:250]. Your last ones, too. If you're too high or too low, you hit unbreakable pillars. Once you get them, head up through the escape shaft (much easier with Space Jump). --Crateria-- Go back to Chozodia via the lower door near the water. If you skipped those missiles earlier to wait until you had the Gravity Suit, do so now. Otherwise, just enter the temple. --Chozodia-- Keep heading right until you get back to the save point. Save, then return to the room with the red crabs. Kill them all, and start running from the top of the hill to the right. Back in the room with the flying atom things, stop in the middle and Shine straight up. If you're lucky enough that one doesn't zap you, you'll fly back to the entrance and grab an Energy Tank along the way [ET:11]. Head back into the Wrecked Ship, and work your way back to the first save of the whole area, towards the bottom of the ship. Head through the Map room's red door, kill the pirates, and shoot at the ceiling to reveal the final Super Missile pack which is of course blocked by a missile block [SM:30]. Keep heading right to leave the ship. Continue moving right to the front of the ship, and hop onto the little ledge (right after you roll beneath it). Power Bomb open the wall to get Power Bombs [PB:18]. Follow the path back into the ship, and work your way aaaaall the way back to the cockpit room. You can slightly shortcut the ordeal by using that Green door that leads to a Yellow door, right above the save point near the Temple. Finally back in the cockpit room, take the door above you and head right to use the last save point in the game. Back to the cockpit, and use bombs to move to the door above you again. Work right until you enter a long path. Start from the right side and run left, and jump just as you start charging. Only a little hop, you're just trying to break the floor in front of you on that slightly higher ledge. Once done, do it again, but hold the charge. Hop into the hole, and do what you did in Mother Brain's chamber. You see, there's these trip lasers all over. You could Space Jump past them all (not a good idea), or you can do a mid-air Shine to the right when Samus is right above the trip laser along the floor. If you hit a laser, you have to kill the pirates and re-enter the room, breaking the floor all over again. I just reset to save time. It takes a few tries to get the positioning right, but the Shine method is far easier than the Space Jump method. Either method leads to an Energy Tank [ET:12]. Go back to the save point. Just quickly check: 250 missiles, 30 Super Missiles, 18 Power Bombs, 12 Energy Tanks (or 1299 energy), and assumably all the suit power ups. Again, if playing through a previously beaten file, open your maps and look at them. You should have little checks on each on for all four items. If not, um... well, maps really help seeing what you missed. So head to Mecha Ridley by returning to the top path, and beat him. Escape by pretty much going back the way you came, and cuss at the slow moving robots that get in your way. If this is your first game, you'll have to fight two grey pirates at the ship. Kill them with rapid fire plasma shots (not charged). Hop in the ship and go. If you've been moving fast, killing with speed, and maybe with a little fairy dust, you've made it out with a timer of less than two hours. My current game says 01:43:31, which is still plenty of time, when you think about it. CONGRATS!!! Now you see why I said it wasn't very hard? ======================================================================== 5) BOSSES This is just some brief strategies to help kill bosses quickly, which mostly involves trading blows and just outlasting them. Centipede- Since we're going for speed, just stand beneath his head and shoot a missile when his eye opens. He doesn't do enough damage on Normal to warrant dodging his attacks, and missing a shot causes you to miss your chance at killing him your first encounter, so just take the hits. Acid Worm- When he goes "CHOMP CHOMP" with his mouth, jump and grab the zip line. When you land on the other side, start pumping out missiles and hit his neck. After a while, he'll raise the acid as an attack, but if you followed my walkthrough, you'll have the Varia Suit, and make this attack useless. Kraid- Hitting his head once with a Charged shot or a missile opens his mouth, at which point you should fire as many missiles in as you can. Shoot his claws to destroy them, and jump away to dodge his swipe attacks. After a few hits, he destroys the platforms and you use his belly spikes to gain the altitude you need. For the sake of time, I generally just keep jumping and firing, and ignore the damage he does. Then, use the Chozo statue after him to heal up. Larva- Really easy. Freeze the turtle when he's near a wall, then jump on him and shoot the vines supporting the Larva with missiles. Every two or three shots, aim down while jumping to refreeze the turtle. Repeat for the other side. Just shoot or ignore the little fuzzies it drops to 'attack'. Ugly Moth- When he's on the left side waiting for you, roll into a ball and come after him. When he swoops down, wait until he's ahead of you, get up, and start chasing him while pumping his butt full of missiles. When he's waiting for you on the right side, just roll into a ball and approach him, so he moves to the left. Doing this, you can kill him in about 15 seconds and not take a hit. Ridley- Ridley disappointed me. After being something of a challenge on the SNES, he was painfully easy here. Make sure you fill up at the Chozo Statue before him. After the cut scene, just stand at the right door (the one you were trying to exit through), and fire your super missiles at him. A few will just hit his fireballs, but most will get through. About the time you run out, he'll come after you to pick you up. When he does, pump his face full of regular missiles. He'll go down before you lose even a quarter of your health. Mother Brain- Freeze the annoying donuts, and stand on the platform on the right. Shoot her glass with regular missiles, but her eye with Super Missiles. You can only shoot her eye if you dodge her blast, but land without hitting the lava. Otherwise she shoots again. The hard part is not getting hit out of the air by the guns and landing in lava. Other than that, she doesn't do enough damage to be hard. Chozo Thing- You should only shoot the orb if it shows a symbol instead of Samus, and only if your gun is fully charged. After a hit or two, it creates lightning. For the sake of speed, I try to stand near it, and just take the lightning hits if it means landing a shot. Unlike other bosses to trade hits with, this one DOES hurt, but you should be able to kill it before you die. Mecha Ridley- Kind of silly looking if you ask me. When his head is raised, fire Super Missiles at his chest orb. Otherwise, Space Jump in the middle of the left wall. His lasers generally miss you here. If he swipes, jump higher, and if he shoots missiles, try to shoot them down before they hit and get back to jumping away. After he swipes, he usually opens to attack, so keep an eye on that. Try to dodge his attacks because first of all, they hurt, and second of all, he's invulnerable most of the time, so you can't just trade hits with him. Might as well dodge then. His attacks seem pretty random, but if you jump at him before he starts his attack phase, he seems to claw earlier, meaning less lasers/missiles to dodge. ======================================================================== 6) CREDITS AND CLOSING That's everything, really. It's pointless to tell you how to get the other endings, because this guide only earns you one. Other FAQs cover that anyway. I'm sure there's quicker ways of doing things, especially utilizing the Sequence Break guide at Gamefaqs (although I'm proud to say I found the Ice Beam-to-High Jump Boots on my own). For instance, you could get a Super Missile pack after Kraid by getting that one in Brinstar (where you morph ball Shine to it). Just as a manner of pride, I only used the sequence break I found, not to mention most of the other ones people found are kind of tricky... I'm happy with my 1:45 anyway... Just a slight musing, I guess. Am I the only who noticed that they basically updated the old NES sprites? Like, look at the way suitless Samus holds her gun. It's the same gawky pose she has on the NES, only better. Speaking of the NES, am I the only one who was a little disappointed with the lack of a Fake Kraid? Maybe I'm the only one because I actually fell for it back when I played the original. I suppose I should thank some people. cJayc- For Gamefaqs, of course. Marshmallow- He wrote a 100% speed guide for Super Metroid, which I thought was impossible. He basically inspired this guide. Devin Morgan- Wrote the walkthrough I used to find the last 13% of the items I was missing. If my guide ends up sounding like either his or Marshmallow's, it's because this is my first one and I was so pleased by theirs. Hat's off to you, fellas. Zeric- He made this really nice maps at www.samus.co.uk. They're under Interactive maps and really helped when I was planning the order to collect items. Paul Wright- Corrected my spelling of "missiles". That was pretty embarrassing for a Lit Major. Gunpei Yokoi- For making a great series of games. I forgive you for Virtual Boy. All the stuff made by me is copyright (c) 2004 to me, Dynamo, except for the stuff not made by me, which I don't think is anything but the game. Those belong to Nintendo, of course.