hide results

    FAQ/Walkthrough by eyenot

    Version: 3 | Updated: 12/26/01 | Search Guide | Bookmark Guide

    an outbreak of... cholera   .       ,          .
                                                   .  '  .  .  .
                                                               .. .
                                                                 '   ..
                                                                    ' ...
                                     .             --       _         ; ..
                                                     `    `;  . -.    .  ..
    |            |     ___|__       __; . ':__ ;;.| .___. .: ;|  .. |.'; __.'  |
    |            |    |___   |    ,| .|::. |__| ;:|/` .;:,.\/'|  ;..|   |  |   |
    |    |\/|    |     ___|  | . . |..| . .'__;;''|\','_+-.'`\|  '  |-  |  |.. |
    |    |  |    |    |___   |. '. |. |    |  |   |/;\-:.;__./|  .  |   |__|.  |
    |v3.1|  |    |        |  |; .  |  |    |  |.:'|`._;.;   ' |' '  |          |
    `----'  `----'--------'  `-----'  `----'  `---;`---------'`-----`----------'
                             ..;.            `,-;_;. ` . _
                               .. .                `` ' .  ;,  .
                                 `                                      '
                                  .   .
                                   `   .     .
                                           `    .
                                                          ,        *
                                  The METROID Story
          In the year 2000 of the history of the cosmos, representatives from
       the many different planets in the galaxy established a congress called
       the Galactic Federation, and an age of prosperity began.  A successful
       exchange of cultures and civilization resulted, and thousands of inter
       stellar spaceships ferried back and forth between planets.  But space-
       pirates also appeared to attack the spaceships.
          The Federation Bureau created the  Galactic Federation Police , but
       the pirates' attacks  were powerful and it was not  easy to catch them
       in the  vastness of space.   The Federation Bureau and  the Federation
       Police called together warriors known for their great courage and sent
       them to do battle with the pirates.   These great warriors were called
       " space hunters. "   They received  large rewards  when they  captured
       pirates, and made their living as space bounty hunters.
          It is now year 20X5  of the  history of  the cosmos,  and something
       terrible  has  happened.  Space pirates  have  attacked  a  deep-space
       research spaceship  and seized  a capsule containing  an unknown life-
       form that had just been discovered on Planet SR388.  This life-form is
       in a state of  suspended animation,  but  can be reactivated  and will
       multiply when exposed to beta rays for 24 hours.  It is suspected that
       the entire civilization of Planet SR388  was destroyed by some unknown
       person or thing,  and there is a strong possibility that the life-form
       just  discovered  was  the  cause  of  the  planet's  destruction.  To
       carelessly  let  it  multiply  would  be  extremely  dangerous .   The
       Federation  researchers had  named it "METROID" and  were bringing  it
       back to Earth -- when it was stolen by the space pirates !
          If METROID is  multiplied by the  space pirates and then  used as a
       weapon, the entire  galactic civilization will be  destroyed.  After a
       desperate  search,  the  Federation  Police  have  at  last  found the
       pirates'  headquarters,  the fortress  planet  Zebes, and  launched  a
       general attack.  But the pirates' resistance is strong, and the Police
       have been unable to take the planet.  Meanwhile, in a room hidden deep
       within the  center of the fortress,  the preparations  for multiplying
       the METROID are progressing steadily.
          As a  last resort,  the  Federation Police  have  decided  on  this
       strategy:  to  send a  space hunter  to  penetrate  the center  of the
       fortress and destroy  the Mother Brain.   The space  hunter chosen for
       this mission  is Samus Aran.  Samus is  the greatest of all  the space
       hunters and has successfully completed numerous missions that everyone
       thought were  absolutely impossible.  Samus is a  cyborg, who's entire
       body  has been  surgically  strengthened  with robotics,  giving Samus
       superpowers.  Even the  space pirates fear this  space suit, which can
       absorb  any enemy's  power .  But  Samus's  true form  is  shrouded in
          The planet Zebes is a natural fortress.  Its sides are covered with
       a special  kind of stone,  and its interior is a complicated maze.  On
       top of that, the pirates  have planted devices and  booby traps in the
       maze, and the pirates' eery followers lie in wait around every corner.
       Samus has now succeeded in penetrazing Zebes. But time is running out.
       Will Samus be able to destroy the METROID and save the galaxy ?
    "The METROID Story" copied from "_METROID Instruction Booklet_" (c) 1987, 89
    ___________________________ Nintendo of America Inc. _______________________
    All characters, objects,  and their names are the (tm) trademark (c) copy-
    righted property of Nintendo of American Inc. , and all images, names, and
    objects are used without permission.
                     Unpublished work titled  "METROID Game Guide" v-3
                      Copyright 8-11-2001 (c) Gabriel Petrie "Eyenot"
      This guide is for private and personal use only. It can only be reproduced
    electronically, and if placed on a web page or site, may be altered as long
    as this disclaimer and the above copyright notice appear in full. This guide
    is not to be used for profitable / promotional purposes; this includes being
    used by publishers of magazines, guides, books, etc. or being incorporated
    into magazines, etc. in ANY way.
       This guide was created and is owned by me, Gabriel Petrie
    _eyenot@cyberspace.org_ _eyenot@lunarsurf.com_ All copyrights and trademarks
    are acknowledged that are not specifically mentioned in this guide.  Please
    give credit where it is due.
          The above disclaimer was copied from Kao Megura FAQ Disclaimer style
          Eyenot's Email:
       Please keep this guide available only at GameFAQs.com. They keep the same
    site name and the same URLs over time, and nobody else seems willing to do
    that. Nobody else but GameFAQs.com has permission to distribute this
    document electronically. In the past I've been willing to give permission,
    but please don't ask unless you are a special interest. For example someone
    was circulating a petition on the net to keep the next Metroid game a 2d
    shooter instead of a proposed first-person model. At their site they wanted
    a lot of Metroid information, including my FAQ, so I agreed. If it's not
    something cool like that, then please don't ask. If you need a cool FAQ for
    your new FAQS page or if you're a commercialist capitalist imperialist dog
    who needs more searchable material to drag people into their advertisement
    suck zone, then also please do not freaking ask for my permission. Let me
    just reiterate; I only want GameFAQs to host copies of my FAQs.
    ___________________________   TABLE OF CONTENTS:   _________________________
                             _Section_  ______Title______
                              top  .... Title Screen ........
                                   .... Story of the Game ...
                             above .... Legal Information ...
                              toc  .... X-- You Are Here ....
                             01:01 .... About the Game ......
                             01:02 .... About the World .....
                             02:00 .... The Cartridge .......
                             02:01 .... The Control Pad .....
                             03:00 .... Vital Displays ......
                             03:01 .... The Ten Items .......
                             03:02 .... Enemy Characters ....
                             04:00 .... Zebes Outline .......
                              warn .... Information Warning .
                             04:01 .... Master Map ..........
                             04:02 .... Brinster Map ........
                             04:03 .... Norfair Map .........
                             04:04 .... Hideout I Map .......
                             04:05 .... Hideout II Map ......
                             04:06 .... Tourian Map .........
                             04:20 .... What Hidden Map? ....
                             05:00 .... Tiny Walkthrough ....
                             gloss .... Glossary?
                              thx  .... Special Thanks ......
                              URLs .... Other Site URLs .....
    ___________________________ 01:01   ABOUT THE GAME _________________________
       METROID is a very advanced game compared to many other cartridge games
    that were out for the Nintendo Entertainment System at the time. In METROID,
    there is full, smooth scrolling in four directions -- right, left, up, and
    down. There is also retractable scrolling, meaning that you can move back
    along a section of the game that you have already passed. By comparison,
    Super Mario Brothers features full, smooth scrolling in one direction only,
    to the right of the screen, and the scrolling is not retractable. However,
    also by comparison, the Metroid world scrolls only in one dimension at a
    time, either vertically or horizontally. There is no diagonal scrolling or
    scrolling in both dimensions available in one corridor as there is in Super
    Mario Brothers 3.
       The play action is from a flat side-view perspective. The character
    maintains the center third-squared portion of the screen, and scrolling
    commences when the character passes this boundary in any direction, unless
    there is no region to scroll to.
       The action type is platform-jumper, and the gravity is approximately one
    screen per second. By comparison, Donkey Kong gravity is approximately one
    screen every six seconds. The gravity does not change throughout the entire
    flat-projected region.
       Each region is divided into one of two bound types. The first type is a
    scrolling region left-and-right, and the other is a scrolling region
    up-and-down. ~Passing through almost every door forces scrolling from the
    one bound type to the other, with the exception being doors into the Chozo
    Vaults and Ridley's room forcing and holding a horizontal scroll.
       Each region contains the primary obstacles, which are variously shaped
    and placed platforms, and the secondary obstacles which are far less
    numerous and are mobile opponents. Triary obstacles include doorways which
    require blasting to open and are sometimes keyed to particular blasting
    items, and pools of water, lava, and acid which deplete the character's
    life energy.
       The character, Samus Aran, defeats opponents by firing a missile weapon
    in a straight line along one of the four cardinal directions; right, left,
    up, or down. The range of the weapon can be increased from about six spaces
    away, to the edge of the screen, by collecting an item. Other items add
    special effects to the weapon including a wave-form pattern about three
    spaces wide, and the ability to freeze opponents with a shot.
       The regional map is composed of spaces or "bricks", with each terrain
    building block and each sprite in the game occupying a space within a square
    or rectangular area of these spaces. The character occupies an area one
    space wide by two spaces tall. Most opponent types occupy an area of only
    one space, while some of the stronger opponents occupy areas of three spaces
    or more.
       Passage from one major section of the entire regional map to another
    requires acquiring abilities implemented through collecting items that
    increase the character's jumping height, energy level, and ability to
    sustain more prolonged contact with opponents, as well as the power to
    destroy Boss opponents that guard the keys to the final regional zone.
       The game is timed, with the timer offsetting some functions of the areas
    near to the end of the game, and changing the ending of the game altogether
    as well as some of the character's attributes in consecutive missions.
       Game progress is saved using a password retrieval system. Passwords can
    be retrieved at the end of a character's life, and can be entered just after
    the title screen of the game for re-entry to the regional zone last occupied
    by the character, implementing the same items so far accumulated by the
    character, and setting the timer to the time when death occured. There is
    also a button sequence that can be used to get the current password at any
    ___________________________ 01:02  ABOUT THE WORLD _________________________
       The surface world of Zebes is largely unknown at the time of Samus's
    first contact with the planet, though two major subsurface regions, Brinstar
    and Norfair, are travelled extensively in order to pass to the three
    secondary regions which are the two Bosses' hideouts and the final domain:
       The subterranian world of Brinstar is a labyrinth of inpenetrable, raw
    rock surfaces that have given way to some alien refining, and many smooth
    platforms can be found among the caverns. Some things that look like
    lichens, shrubs, and other weak plantlike life forms have made their slow
    way here. Some passages are lined entirely in shiny metals and widgets, and
    others are adorned only with an occasional chiseled stone cap atop smoothed
    rock pillars.
       The next world, deeper still below the planet's surface, is the seething
    vulcan world of Norfair, a sizzling place where life is much less fair than
    within Brinstar's cooled confines. Hot lava pools and lava beasts that dwell
    just underneath their surfaces are primary concerns while traveling Norfair.
    Aside the raw, virgin vulcan flesh of Norfair there lay great masses of
    biomineral walls and shafts that grow among and penetrate the hot crevasses
    of the planet's inner folds.
       And then there are the Bosses' domains, which are mainly composed of
    metallic alloys held in place by masonry cut from the surrouding bedrock.
    Here there grow greener, more lush organisms, and the natural opponents,
    much stronger than their fellows out in the uncontrolled climates, are
    stronger, and among their numbers are legions of robotic drones that may do
    you great damage.
       Scattered throughout the world are energy-field-bubble doorways of
    varying durability, that divide the various regions and hide behind them
    secretly placed items that help you to defeat the creatures who guard them.
       Not all the world of Zebes that appears to be unreachable, is. There are
    countless secret paths that you can take to get past walls several screens
    thick and high, that can lead you to shortcuts and items that will hopefully
    make defeating the game a breeze.
       Somewhere at the beginning of it all is the monster in charge of it all:
    Mother Brain. And the METROIDS, too.
    ___________________________ 01:03 ABOUT THIS GUIDE _________________________
       I wrote this guide as a tool for people who don't have either the booklet
    titled "_The Official Nintendo Player's Guide_" (which I have a copy of,
    first edition,) or the booklet titled "_Metroid Instruction_" (which I also
    have a copy of, second 'adventure series' edition.) Without these two books
    the game can take awhile to dawn on the player. I hope to reproduce as much
    information from these two books as possible, without requiring any graphic
    or other files besides this one text file.
       There are already at least one or two "Walkthroughs" for this game, which
    go into detail about a couple of different paths you can take through the
    game to complete it in as little time as possible. So, I don't intend to
    provide a complete walkthrough here. The biggest feature of this guide are
    the ASCII maps which I have so far seen nothing like from other players, and
    the illustrations of the Ten Items and the various enemy monsters. The
    illustrations are just for fun, something I like to do. They can be a little
    help though.
       There is also a Game Genie guide out there and a Boss Guide, too, so that
    takes care of providing Game Genie codes and detailing other ways or other
    orders in fighting the Bosses.
    ___________________________ 02:00    THE CARTRIDGE _________________________
       The Nintendo Entertainment System ROM cartridge is in some ways fragile
    and in other ways is sturdy. If you take care of it properly, you will get a
    long lifetime of plays out of it. Keep the cartridge clean using a good
    cleaning solution and implements that do not violate the warning on the
    cartridge concerning which solutions are safe to use.
       The METROID ROM cartridge does not contain a battery backup, so after you
    turn off the power or reset the control deck, all current variables will be
    lost. There is a password system built into the game to reproduce progress
    so that you can get through the game in more than one sitting.
       Two major versions of the METROID ROM were released, the first one being
    part of Nintendo's Adventure Series. This first cartridge was the uniform
    grey color plastic, with a label and box featuring a blown-up and drawn-on
    piece of screen shot from the game itself. I am unsure as to what the
    instruction booklet looked like, though I suspect it was uniform with other
    Nintendo-made games at the time, featuring a black color booklet with the
    same screen shot from the game and icons noting the major features of the
    game. The METROID title written on the box, the cartridge, and probably the
    booklet looked like the same font that Super Mario Brothers and Tennis used.
       The second major release of METROID was in a bright yellow box and label,
    with a drawing of Samus Aran centered. The cartridge was still the uniform
    grey color plastic, and the screen shot had been removed. This cartridge
    may or may not have been advertised as an "adventure series" game. The
    instruction booklet was also bright yellow, and the contents were unchanged
    from the original instruction booklet. The METROID title written on the box,
    the cartridge, and the book was a stylized stencil-like font in italics and
    all capitals, the M being slightly larger than the other characters.
       I am almost positive that there are no play differences between the two
    versions of the game.
        DATE: Sat, 11 Aug 2001 17:46:40 UCT
        Curtis "Quasius" Himel is a PC programmer working on a project
        called "MetroidC", and he being well acquainted with the workings
        of the game cleared up my musings on differences between the two
        versions, and corrected me on several things I had wrong about the
        scrolling doors and the maps. Before paragraphs that depend on his
        knowledge, there will be a tilde-mark.
       ~Between the original release and the yellow-jacket release there is one
    major difference in the code. The placement of one of the Ice-Beams is
    changed and the code is different by 1 byte. That is all, and there is no
    difference in difficulties, AI, or any game play.
    ___________________________ 02:01  THE CONTROL PAD _________________________
               This is the Nintendo Entertainment System Control Pad.
    The control pad is composed of a cross-     .-----------------------------.
    shaped piece that controls Directional      |   _   ::===========::       |
    functions such as movement and aim;         | _| |_ ::-----------::       |
    the two buttons Select and Start that       |[_ o _]::___________::       |
    mainly affect game options;                 |  |_|  ::[SEL] [STA]::(B)(A) |
    and the A and B buttons that control        |       ::___________::       |
    most interactions such as fire and run.     `-----------------------------'
     _| |_   Holding left or right on the directional pad makes samus run.
    [_ o _]  Holding up aims the beam weapon up,
      |_|    pressing down rolls Samus into a ball once you have Maru Mari.
             You cannot aim in a downward direction or in a diagonal direction.
    [Select] Pressing this button switches the weapon between beam and missile.
    [Start]  Pressing this button pauses the game action and silences the music.
      (B)    Pressing this button shoots the weapon (or sets a bomb curled up.)
      (A)    Pressing this button makes Samus jump, upwards.
             If you hold towards one direction then press the jump button, you
             will perform a spinjump. If you have Screw Attack enabled, you can
             destroy most enemies with a single hit of your spinjump.
    ___________________________ 03:00   VITAL DISPLAYS _________________________
       The vital displays appear in the upper-left corner of the screen at all
    times. These symbols and numbers actually represent Samus's life energy
    level and number of missiles available to fire.
       When you first begin the game,
    you will see only a display for the
    amount of energy you have. This            [][][][]  the display looks
    number will decrease if you get hit         EN..93   sort of like this
    by a damaging obstacle, an                  +% 010   but better.
    opponent's body or fire, or if you
    fall into one of the hazards such
    as lava. When this number hits below zero, you die. More on that later.
                                              At first, the energy number (next
                                           to the letters EN) can only go up to
     .-+=----+-.   an energy box           99, but later on you will collect
    (^ |^ E  |^^)  looks sort of           Energy Boxes that allow you to carry
     `,|,---,|,'   like this but           up to 100 points more per each box.
    ==`='===`='==  much smaller.           If you've every played ZELDA then you
                                           could say that these boxes are heart
                                           containers, sort of. A box that has
    full energy points is filled with blue, and a box that you have drained the
    energy from to fill your primary level with is a hollow, lonely white
    square. You can collect small red balls that fill your energy level back up
    and even fill up emptied boxes, more on that later.
       As you progress through the game, you will also encounter Missile weapons
    that allow Samus to fire Missile Rockets as well as the usual beam weapon.
    Missile Rockets carry a much more
    damaging punch that the beam
    weapons do, and they will also                .:|:.    a missile box
    blast open special doorways that               .+.     looks sort of
    the beam weapon cannot. At first,           | .:|:. |  like this but
    you will not be able to carry these         |"*:|:*"|  much smaller.
    missiles around, but when you
    collect a missile box you will be
    able to increase the number of missiles you can carry from 0 to as high as
    255 missiles. Pressing the Select button switches your weapon between the
    Beam or the Missiles.
    ___________________________ 03:01    THE TEN ITEMS _________________________
                           The five sounds deafen the ear ,
                           The five colors blind the eye .
                                                  - Lao Tsu
       The Ten Items, however, will not strike you deaf or blind. They will
    actually aid you in your mission.
       Samus will have a much better chance of annihilating the METROID and
    Mother Brain, not to mention getting through Zebes, if the Ten Items are
    collected along the way.
             " Rooms containing Power Items are hidden somewhere in the
               fortress Zebes. Find the rooms and hit the crystall ball
               held by the statue, to make a Power Item appear. "
                                          - METROID Instruction Booklet
       The 10 Items are numbered in the order that I find is fastest and easiest
       to retrieve them in. Maru Mari is first -- it's right next to where you
       start. Energy and Missile Boxes are scattered everywhere, and so are not
       numbered. They are represented on the maps as "M" or "E".
       .|.    The Missile Box will add 5    .----.  The Energy Box will add one
     |_:|:_|  more Missile Rockets to the  ( ) E |) Energy Box to Samus's power
      ``"''   number Samus can carry.      _|====|_ meter, adding 100 energy.
         _                                   ___
      /.=  `\  1 Maru Mari allows Samus    //'_ `\  3 The Bombs blast open any
     (:"    ,) to roll up into a ball     |` (@) .| obstacle that is not totally
      \` _,//  for narrow passages.       [___=__|] solid. Drop when rolled up.
         _                                 .-._ .-.
      /'.. `\  2 The Long Beam lengthens   /; \  /  6 Varia raises Samus's power
     ( ||__  ) the range of the beams to  ("'  )( ) of resistance, cutting in
      \_`^^_/  the edge of the screen.     \./_ \  half all damage taken.
         _                                 `-'_`-'
      /',  `\  4 The blue Ice Beam lets    /:*:::\  8 The yellow Wave Beam is
     ( '     ) Samus freeze the enemies.  (:*:::::) the strongest beam, and
      \. _ ./  Also cancels Wave Beam.     \.:::;/  cancels the Ice Beam.
       ,---,                                _ ,
       | /^^7  5 The High Jump Boots give  /::/(.\  7 The lightning-flashing
      _;-|_7'  Samus the power to jump    (:(( )).) Screw Attack damages the
     [___;_|   150% as high as before.     \:)/../  enemy during a spinjump.
    ___________________________ 03:02 ENEMY CHARACTERS _________________________
    These are just a few of the enemy characters, not all of them by any means.
    The characters below comprise probably HALF of the total number of enemies
    in the game. However, most enemies are exactly like other enemies, so once
    you get these ones down you've pretty much got it.
     -__,,__-  Mellow: These creatures can pass through walls. They like to
    `-=;\/;=-' chase after Samus in groups.
      \_|_/    Zoomer: These are crawling creatures that stick to most of the
     `(`.')'   platforms in Zebes, clinging to the floors, walls, and ceilings.
      ^`^'^    They come in yellow and red variety, red being tougher.
     , (x) ,   Skree: Skree will hang upside down from the ceiling, waiting for
     |^\V/^|   you to get about five spaces away. Then they will drop down and
     |`,",'|   try to drill into Samus. If they hit the ground, they will stick
      \| |/    into it and explode dangerously. Blue ones are tougher.
    |^\ .. /^| Rio: Rio will also stick to the ceiling, waiting for Samus to get
    `-`(`')'-' close. Then it will fly down towards Samus, hovering along the
     (")`'(")  ground until Samus jumps, then it will hit the ceiling again.
      _.---._  Ripper: The Ripper will fly back and forth, turning when it hits
    +'7,\_|_;' a wall. Only bombs or missiles will destroy them.
    _.-'-'"._  Waver: This difficult to draw creature flies back and forth in a
    -._ _  .-' room in a wavelike pattern, turning when it hits a wall. It will
       ' '"    fly higher or lower, trying to collide with Samus.
     |\../(,   Zeb: I know you can't tell by the illustration, but these are the
      ) );--'  hard-shelled bugs that fly at Samus with their horns forward.
     (/'|-"|   They come in red or yellow form, red being the tougher one.
     __.._.-.  Gamet: This is another flying bug with super-hard shells. These
      (_ |_.'  ones have just one horn, and they try to stick Samus with it.
      __;,/{   Between the red and the purple ones, the red ones are tougher.
      `-'`-'`  These, like Zeb, fly out of airholes and vents.
     _, ___.   Zebbo: Zebbo actually looks like a three-winged wasp, not like a
    :')(._Z-.  gryphon. The blue ones take only one blast to kill, but those
    .\'._\,-'  yellow ones take two. These also fly up out of air vents.
    `)-._%-=(  Geega: Geega looks more like a deranged pygmy unicorn-dog than
    [`^;7.`\(' this picture here. It is tough, the brown ones are the stronger
     `"'`;-=;' member of the species, and it flies up out of airholes and vents.
        (o)    Zeela: Zeela works alot like the Zoomers, crawling around only
     \(o)|_/   against a surface. They are a little tougher than Zoomers,
     /_,-,_\   though. Just blast away if you need something from them.
     _\-|;/_   Nova: This thing looks like somebody's hair caught on fire and is
     < _._ >   running around the surface of the planet. It also works like the
      `` ''    Zoomers, and is about the same strength.
      _,--,_   Squeept: This creature does nothing but pop in and out of lava
     =(.--.)=  constantly. Only a missile will destroy the purple kind, the
       <`'>    others are invincible. You can freeze these for platforms.
     .-, ,-.   Geruta: This monster attacks from the ceiling and is quick and
    .-><_><-.  powerful. You should use a tactic like fighting Rio, but remember
    (/(>-<)\)  Geruta is faster and more powerful than Rio.
      .<->.    Holtz: Holtz also attacks from the ceiling, and has greater
    \->'^`<-/  defensive power than Rio or Geruta. Try using a missile instead
     `-`-'-'   of attacking it with your regular beam.
        _      Side-Hopper: This biomechanical being is one of the tougher
      .(_).    monsters on Zebes. You can either shoot it many times or else
    .-`>_<'-.  just once with a missile. It will bounce from the floor, from
    |, ` ' ,|  the ceiling, and from the walls.
       _._     Multiviola: These are balls of purple or yellow fire that spin
      (( _)    fast, bouncing off all surfaces. They are also tough, so use a
       `~      missile if you can. You will usually see many at once.
        _      Rinka: This is a ring of fire that mother brain breaths through
       (O)     the walls of Tourian. Only three will appear at any time.
      _.-._    Zeebetite: These are living walls containing bio-energy for the
      |;o.|    mother brain, and you will find them in the last chamber of
      |;o.|    Tourian. You must shoot them with over ten missiles before they
      ~-.-~    have a chance to regenerate. Once destroyed, they are gone.
                        LIFE FORM DISCOVERED ON PLANET SR388
                                      .- -- -.
                                    .'_ ^()/-^`.
                                   (._ ^()()-^_.)
                                   `' `' ~~ `' `'
                      You have direct orders from the galactic
                      federation to destroy these creatures on
                      sight. Leaving even a single Mertido not
                      destroyed could mean the obliteration of
                      the entire galaxy and all life forms.
                      The best way to take them out is to fire
                      with an ice beam as soon as you see one,
                      freeze it, and fire five missiles on it.
                      If one gets on your, it will suck energy
                      right out of your shell. If you activate
                      the Maru Mari and lay bombs, it will let
                      go of you and you will have your chance.
                      Do not attempt to fire on this creature,
                      unless it is frozen or else it will only
                      absorb your attack and use its energies.
                      It looks like a jelly mold and aagghh it
                      sucky on your head ouch!
    ___________________________ 04:00    ZEBES OUTLINE _________________________
         _____________________________     _        __________________________
        |_  ()B()__________________() |   | |______                           |
       ___| |_____________________  | |   | ()_____                           |
      |     Here There Be METROID | | |   | |        Brinstar (Rocky Zone)    |
      |  ____                     | | |___| |______                           |
      | (__  )      Tourian       | | ()_() ()_____              _.-'-'"._    |
      |   (_(    (Central Base)   | | |   | |                    -._ _  .-'   |
      |     ()                    | | |   | |______                 ' '"      |
      |___________________________| | |   |_()_____                           |
          __________________________| |             _____________  ___________|
         |_M__S______() ()_________()_|            _____________|  |__________
                      | |__                       |                           |
                      |_() |                      |   Norfair (Fire Zone)     |
                     ____| |___________________   |______________  ___________|
                    |      Mini-Boss Hideout I |   _____________|  |__________
                    |                          |  |   Mini-Boss Hideout II    |
                    |______Kraid_______________|  |                           |
    S = Start , M = Maru Mari , B = Bridge
         " This shows you what the inside of the fortress planet looks like. The
       Mini-Bosses have their hideouts in Brinstar and Norfair. Find and zap two
       Mini-Bosses to build the bridge from the corridor that leads into Tourian
       and get to the Central base containing Mother Brain. Three kinds of gates
       will block your way. The blue ones open with one blast from your beam; it
       takes 5 missile blasts to open the red ones and 10 missile blasts to open
       the other ones. "
                                                   - METROID Instruction Booklet
    ___________________________ WARNING !!  WARNING !! _________________________
       The best thing about a game like METROID is that until you've mastered
    the map yourself, you might find yourself adventuring over and over, taking
    hours just to get through one simple spot. It might happen !
       That's what made METROID such a Mystical game for me, anyways. The fact
    that it seemed impassable. Not an impossible game, not by far, since I not
    only knew that many people had beaten it but also that a close friend or two
    had mastered the game into a 50-minute spree. METROID seemed impassable, to
    me, since I relied on no maps to gauge my location or destination, and since
    so many secret passages are so well hidden. My progress through the game
    occured mostly at random.
       If you read any further into this guide, you will encounter information
    vital to the game's completion. You could discover these secrets, tricks,
    and strategies on your own, but it will take alot of time. Something strange
    about the last couple of years is that people seem unwilling to devote large
    amounts of time to simple hobbies. Notice how easy Super Metroid is compared
    to METROID ? I beat that game about as easy as snapping my fingers. METROID,
    however, remains a challenge.
       See, you'll also encounter my opinions.
       So read forward at your own risk ! Don't say I didn't warn you.
    ___________________________ 04:01       MASTER MAP _________________________
             _________________   _ _______________
        |^| |v:b:___________: | | |_|6*_________:_|___________________
        | | |V|             | | | :_______|_|___:_:______M|_|_|E____: |
        | | | |    _________| | | |                        _________| |
        | | | |   |_|2*_____: | | |                       |3*_______: |
        | | | |             | |_| |_________________________________| |
        | | | |_____________| :_: :_________:_:_____:_:____E________:_|
        | | |_@___________* | | | |         | |_____| |_____________|_|
        | |               | | | | |         |_|4*___:_| :_|_|M_M__:_|
        | |               | | | | |_________|_|_____|_| |_|M_M_M__: |
        | |_______________| | | |_:__________M______:v|_:_|4*_|_|_: |
        |_:&____:_________*_| | |_|_________________|V|___________| |
                            | |   | :___|_|__M______:_:___________: |
         ___________________| |   |_:______M|_|M_M__|_|___________:_|
        |_|1_S____:_:___|E|_:_|  ___|7*___:_|_____________________| |
                  | |  _______  | :_______:_:___:_:_____|_|5*_____: |
                  | | | :___: | |_:_______:_:_________|_|_____:_| | |
                  | |_| :___: | | |_____________________|E____:_| | |
                  | :v|_:___: | |_:_____:_:_____:_:___|______M__|_| |
         _________|_|V|_____| | |_|     | |8*___:_|   | :_________:_|
        | :____M|_|_: *__M__:_| |_|     |_:__M_M|_|___|_:v|
        | :_________: *_|_|E|    _________|__M______:_|_|V|_________
        | |    _____| |_________| :___:E*___________:_:_:_:_______: |
        | |   | :___: *_______: | |___| |_________________________| |
        | |   | |___| |___|M__: | :___:_:_______: :____M|_________: |
        | |___|_:___:_:_: |___| | |  ___________| |_______________| |
        |_:_:_*__M______:_:_: | | |_|E*B:_______:_:_______________: |
            |_:_________:_:_:_| |_:__________M____________________:_|
                      |B*_:___:_|_|                               |_|
    Legend:  M = Missile Box     E = Energy Box       vV = Elevator
             # = Item (See 03:01, Above)              _| = Walls / Passages
             : = Blue Door       * = Red Door          @ = Yellow Door
             B = Boss (Either)   b = Monument Bridge   & = Mother Brain
             ^ = The Way Out ?!?!
    ___________________________ 04:02     BRINSTAR MAP _________________________
                 .-A                                  B        C
             _________________   _ _______________  ./       ./
            |v:b:___________: | | |_|6*_________:_|___________________
             V              | | | :_______|_|___:_:______M|_|_|E____: |  D
              \_Tourian_    | | | |                        _________| |./
                   _________| | | |  b = Monument Bridge  |3________: |
                  |_|2*_____: | | |                                 | |
                            | |_| |_________________________________| |
         M = Missile Box 2  | :_: :_________:_:_____:_:____E________:_|
         E = Energy Box  3  | | | |         | |_____| | .           |_|
         1 = Maru Mari      | | | |     F-. |_|4*___:_|  \
         2 = Long Beam      | | | |_________|_|_____|_|   E
         3 = Bomb           | | |_:__________M______:v|
         4 = Ice Beam       | | |_|                  V
         6 = Varia          | |                       \_Norfair_
         ___________________| |
        |_|1_S____:_:___|E|_:_|      |_| = Room with "Solid" Walls
                  | |       |_|      :_: = Room with Blue Doors
                  | |                *_* = Room with Red Doors
                  | |_               @_@ = Room with Yellow Doors
                  | :v|               v  = Elevator
    A : the road to tourian is out and you cannot build it without first
        destroying the two mini-bosses who are Kraid and Ridley. when you
        destroy the mini-boss, shooting his statue will raise it up.
    B : the long horizon corridor with Zeb and Waver requires the bombs to get
        through. in the small green-brick corridor with the wavers and lava,
        shooting up lets you through to the room above. you will need to either
        lure a waver through the small refreshing hole, or else you will need
        the high jump boots, to get the varia beyond the door.
    C : in the long corridor after the missile, you will need to shoot into the
        ceiling to find your way through the walls. use the bombs to propel
        Samus up and get through the third brick up in the small room with Rio.
    D : looking up it seems like you will need to use the Ice Beam on those
        Rippers to get to the top. if you go through from the Gold Column from
        the left, you won't have to.
    E : bomb through the floor of the righter chamber containing the wavers and
        lava here, and you will find the column that leads to the Ice Beam.
    F : if you manage to get yourself into this bad room, you will need to use
        your jumping skills and your timing applied to the destructible blocks
        on the sides of the room. this is a trap, avoid it completely.
    ___________________________ 04:03      NORFAIR MAP _________________________
          |_| = Room with "Solid" Walls               |_|___________
          :_: = Room with Blue Doors      _Brinstar_  | :_|_|M_M__:_|
          *_* = Room with Red Doors                 \ | |_|M_M_M__: |
          @_@ = Room with Yellow Doors               V|_:_|4*_|_|_: |
           v  = Elevator           _________________|v|___________| |
                                  | :___|_|__M______:_:___________: |   A
                                  |_:______M|_|M_M__|_|___________:_| ./
          M = Missile Box 12     ___|7*___:_|_____________________| |
          E = Energy Box  1     | :_______:_:___:_:_____|_|5*_____: |
          4 = Ice Beam        . |_:_______:_:_________|_|_____:_| | |
          5 = High Jump      /  | |_____________________|E____:_| | |
          7 = Screw Attack  B   |_:_____:_:_____:_:___|______M__|_| |
          8 = Wave Beam         |_|    .| |8*___:_|   | :_________:_|
                                |_|   / |_:__M_M|_|.  |_:v|
                                     C              \    V
                                                     D    \_Hide_Out_II_
    A : bomb through the purple floor of this column to reach the purple column.
        go through the first door down on the left for the high jump, and then
        bomb through the pipe beneath the statue to get to the underworld of
    B : fall into the lava at the bottom of the green bubble column and bomb the
        floor underneath it to reach the column below it.
    C : after you pass through the eyeball chamber with the big smashed bricks,
        enter the green bubble corridor and bomb the floor near the right door.
    D : after the second eyeball chamber, the one with the narrow lava traps,
        enter the green bubble corridor with the firebreathing seahorse and bomb
        the leftmost part of the floor. drop down through the passage, down into
        and through the lava, and into the small green bubble column. go through
        the door on the left and along the metal corridor to the statue that
        holds the wave beam.
    ___________________________ 04:04    HIDEOUT I MAP _________________________
          _Brinstar_  | :___: |    M = Missile Box 4
                    \ | :___: |    E = Energy Box  2 !
            A -.     V|_:___: |    B = Kraid
         ___________|v|_____| |
        | :____M|_|_: *__M__:_|
        | :_________: *_|_|E|  .-D
      . | |    _____| |_________
     /  | |   | :___: *_______: |
    B   | |   | |___| |___|M__: |
        | |___|_:___:_:_: |___| |
        |_:_:_*__M______:_:_: | |
            |_:_________:_:_:_| |
              .      .|B*_:___:_|.
             /      /  E          \
            C      F               E
    A : bomb through the purple brick wall at the second brick up
    B : in this grey brick passage with shrubs, when you see the yellow lava at
        the bottom of the screen, fall through it. keep to the right.
    C : this chamber is guarded by the narrow trap in the short column right of
        the missiles that are by the red door. there is nothing in here useful,
        you can avoid this corridor completely ?
    D : the third red door down the first white-stone coulmn is inacessible with
        normal jumping. you will need either the high-jump boots or the ice beam
        to get on the ledge near it. fall from the white bricks in the center of
        the column and hold right. you will land on a ledge beneath the red door
        and from here, either use a high jump to get to the ledge above, or else
        freeze the floating red ripper with ice beam and use it as a platform.
    E : in the column before you enter Kraid's room, there is a geega. there is
        also a hole through the ceiling. this hole is linked with the closed-
        off chambers above. they are closed-off for a reason, there is nothing
        useful up there. you can avoid this corridor completely ?
    F : Kraid is tough to defeat. he will toss many small boomerangs that bounce
        and wave at you, and are hard to get around. you must look for a pattern
        in these boomerangs if you want to get close to kraid. kraid himself is
        coated with layer of spikes that grow out of his body in your direction.
        after a little while they will shoot out for you and they do damage you.
        you must either get to his side that is exposed without spikes and fire
         missiles, or else find a spot on his body that he has fired his spikes
        from and shoot for that weak spot. you might use only missiles on kraid,
        and it will take around 25 direct hits to kill him. you might miss, so
        you should ready yourself with more missiles than just 25. if you can
        collect all the missile boxes in his hideout, you will surely have over
        twenty. along the way to this hideout you most likely gathered at least
        two or three other missile boxes, so you can expect to have around 40
        missiles when you face Kraid. go into this fight with your energy and
        missiles full, and if you need to refill, there is a column with Geega
        in it just outside of Kraid's room. since Geega will refresh itself,
        you can kill it many times until you are full. if you stop the fight
        with Kraid to leave the room, he might be regenerated when you return.
        of course, you can use another attack besides missiles but it will take
        DATE: Tue, 22 Aug 2000 22:30:40 UCT
        "Hi. I was reading your excellent NES Metroid guide on gamefaqs and
        couldn't help noticing you didn't have one energy box location
        written... I was fighting Kraid today, and in his lair if you fall
        into the narror pit of lava to the right, there is an energy tank
        if you shoot the right wall."
                                                   - Douglas 'Karoz' Wilson
        Heck yeah there is! I played to verify it, and sure enough there was the
        box. The Energy Box in Kraid's room is hidden in the right wall, four
        bricks below the door. This is a precarious perch; you have to stand in
        the lava, jump, and fire at the first blue block above the grey-metal
        blocks, to find the Energy Box. Then, get up on Kraid's platform, roll
        into a ball, and hold right so you fall off the platform and fly smack
        into the Energy Box. You could try to get this after you kill Kraid, or,
        you could use it in the middle of the fight to completely re-energize
        all of your suit's damage points.
    ___________________________ 04:05   HIDEOUT II MAP _________________________
                                   B   A
                                    \.  \. ___________   V
          M = Missile Box 3      _________|__M______:_|_|v|_________
          E = Energy Box 2      | :___:E*___________:_:_:_:_______: |
          B = Ridley            | |___| |_________________________| |
                                | :___:_:_______: :____M|_________: |
                                | |  ___________| |_______________| |   C
                                | |_|E*B:_______:_:_______________: | ./
                                |_|                               |_|
    A : the first missile box is easy to get, fire through the ceiling of the
        second small green corridor to the left after the elevator.
    B : the room containing the energy box has a hole in the floor. If you fall
        through you can get back up through the corridor on the left.
    C : you might want the missiles from the bottommost horizon chamber which
        are very easy to get. go far to the left of the second horizon chamber
        from the bottom of the rightmost column and you will find Ridley. after
        you destroy Ridley, go through the door on the left go get an energy
        Box from the wall. Another way to get to Ridley is through the column
        chamber in the center of the map. You can bomb the floor in the upper
        room of this chamber and fall down to Ridley's level.
    ___________________________ 04:06          TOURIAN _________________________
        |^|  V
        | | |v|  @ = Yellow Door , 10 Missile Shots
        | | | |  * = Red Door , 5 Missile Shots
        | | | |  & = The Mother Brain , Many Many Missile Shots
        | | | |  ^ = The Way Out ?!?!
        | | | |_____________
        | | |_@___________* | As soon as you enter Tourian, you will be faced
        | |               | | with the terrible Metroid menace. The ONLY way
        | |               | | you should attempt to beat these things is by
        | |_______________| | freezing them with Ice Beam and shooting them
        |_:&____:_________*_| with 5 missiles. If you don't freeze them, they
                              will just absorb the blast. If they latch onto
                              Samus or absorb any weapon energy, it will just
        refresh their energy and you will have to freeze and fire again. If you
        try to outrun them, you'll definitely fail, I tried it many times. The
        one good thing about Metroids is that they leave behind energy and
        missiles that you can use for your benefit. You will need missiles when
        you enter Mother Brain's chambers. The Zebetites in your way will take
        more than ten, sometimes fifteen, missile shots to destroy. And if you
        stop firing on them for even a short period of time, they will refresh
        themselves. Once you destroy them, however, they are history. This means
        you might have to go back out and destroy more Metroid in order to get
        your missile supply back up.
        As far as Mother Brain, she is not so difficult but the Rinky fire rings
        she breaths through the walls are. They will head right for your
        location when they appear, and you will have to move out of the way or
        else get hit. There can only be three Rinkas on the screen at once, so
        you should freeze all three of them and then stand on the opening left
        by the Zebetite nearest the brain and fire into the glass enclosure.
        If the Rinkas star to thaw, freeze them again. They will survive through
        two freezes before they die and three fresh ones appear. If you want to
        try just killing the Rinka and clearing them out of your way, you are
        crazy but go ahead and use your spin attack to wipe them out. Just be
        careful of both the lava and the nearby rotating guns that will also
        work against your energy level. You will know the Brain is destroyed
        when you see it start to shake. As far as whether or not the Mother
        Brain will regenerate itself if you leave to fill up your energy and
        missiles on the Metroids, I don't know. I haven't had to try it. :)
    ___________________________ 04:20 WHAT HIDDEN MAP? _________________________
       Sometimes referred to as "The Secret World" or "Secret Levels", there are
    some places in Metroid that are not necessary elements of the game and
    appear to many people to be a hidden world of their own. This is not
    entirely the best description of the nature of these hidden areas.
       See the map itself is just a series of "bytes", or six-bit chunks of
    data. Each of these chunks gives the information about a particular room.
       The scrolling of a column chamber is up-and-down. It cannot scroll
    left-and-right at all, and if the player tries to go through to the right or
    left (which is usually impossible) they will just wrap around from the one
    side of the screen to the other infinitely. The scrolling of a horizon
    chamber is left-and-right, and cannot go up-and-down at all. If the player
    tries go through the floor or the ceiling, they will hit a bar of invisible
    "lava". The section at the very bottom of the screen in a left-and-right
    scrolling chamber is a special location that sucks Samus's energy, which you
    know if you have ever stood inside some lava. But it's not the graphics of
    the lava itself that create the effect of sapping your energy, it's
    actually that location at the bottom of the screen that does it. ~And, at
    all screens that contain lava for you to stand in, there is a row of blocks
    running all the way along the top of the screen. These keep you from falling
    through the ceiling.
       And, normally, in a column chambers, there are blocks on the right and
    left walls to keep you from walking around in a loop through the sides of
    the screen.
       Now, I mentioned that room data. This data contains the actual location
    of the blocks and enemies located in each room of the game. Not every single
    block is represented in every room by its own character, but clumps of
    blocks (and enemies) are represented by one character and the rest of the
    blocks form around those based on the makeup of the clumps and enemies found
    at another location in the program. If you ever notice a repetition of large
    groups of blocks on the game (which would be hard to perceive, because the
    programmers did well to preserve continuity without repetition,) then you
    will understand what I mean about clumps of blocks. All those repeating
    clumps are only signified by one foundation block, and the rest are assumed
    to fit in around that. Each room also has a set number of available sprites;
    sprites can serve as the place-holders for the foundation blocks of either
    clumps of blocks or for enemies. The sprites are also ordained from 0 to
    something like that 10th Sprite. ~Two or more overlapping clumps completely
    overwrite the blocks surrounding each other from least sprite to highest.
       ~When you pass through a door in a chamber, into another chamber, this
    will almost always switch the type of processing for the rooms you go into
    from column to horizon, or from horizon to column. If you are in a column
    and go through a door, you will usually end up in a horizon chamber. And if
    you are in a horizon and go through a door, you will usually end up in a
    column chamber. That's just the way the doors work. The exception are doors
    that force a horizontal scroll, and these are located at the entrances to
    Chozo Vaults and Ridley's room.
       There is nothing in any room's information that says whether or not the
    room is actually part of a column or horizon chamber, it's just data about
    the placement of clumps of blocks and enemies and such, which are held in
    place by the sprites, of which there are a set number in any room.
       So. Let's say you use some trick to pass through a floor! There are some
    Game Genie codes that will allow you to do this, and there is also the
    door-wall trick.
       Let's say you use this trick in a horizon chamber, or right-and-left
    scrolling room. What will happen is you will first hit a bar of stuff that
    saps your energy like the lava does. Then your character will hit the
    ceiling ! You can keep working through the floor at this point, and
    eventually you will wrap around bottom-to-top and fall through the ceiling.
       Let's say you use this trick in a column chamber, or up-and-down
    scrolling room. You will probably work your way through a thick screenfull
    of nothing but solid bricks. Then, chances are you will pop through the
    ceiling of a room. It could be any room, and since there are more
    side-to-side scrolling sections of the game than there are up-and-down
    sections, it's most likely you will fall into a room that is designed for
    side-to-side scrolling. Thing is, you fell into this room from a vertical
    chamber, so the last instruction to the game for scrolling was for column
    scrolling, up and down! So the game thinks you are still in a column
    chamber, even though it is reading in information originally intended for a
    horizon chamber's room. Chances are, there won't be bricks on the sides of
    the screen keeping you from walking straight through one edge of the screen
    and walking around out of the other.
       If you encounter a doorway in any of these odd rooms, the glitching will
    not end. In fact it might just get worse.
       So, all the secret world is, is the game processing sections of itself
    not meant to be rooms, doing it as if they ARE rooms. And that's all.
       Because of all this, I won't be going into great detail about the hidden
    rooms themselves. They don't go anywhere in particular, just to other rooms
    in the same dungeon.
       The best way I can describe these areas is "Ghosts in the Machine".
       So that clears all that up. I hope.
       Oh, well, actually something I wasn't sure of the last time I wrote this
    but I have been sure of since (it's been a year) is that there are two bytes
    of code in the game that point to room data that isn't used anywhere else in
    the game, and those two bytes are in locations unaccessible to normal game
    play. I've seen the rooms, they are real, and that about sums up the hidden
    world. There are lots of documents on the web that tell you exactly how to
    get to them.
    ___________________________ 05:00 TINY WALKTHROUGH _________________________
    This walkthrough is not intended to be a full dialogue of every turn you
    need to take to get through Metroid. It will tell you how to reach some of
    the more secretive places like the Wave Beam location or the Hide Out II.
    I will also give you some very basic strategy on how to choose your
    destinations wisely in order to save time, but not much on that. Looking at
    the maps and thinking about how everything is set up should provide you with
    all the strategy you need. I will tell you right now that I find I can cut
    alot of time from the game if I kill Ridley before Kraid, but that is a
    little odd to many people who are used to going through "Hide-Out I" before
    "Hide-Out II".
         ___________________| |   Samus will start off where the "S" is on the
        |_|1_S____:_:___|E|_:_|   map. To there left you can see a map of a
                  | |       |_|   small section from Brinstar -- this is the
                  | |             corridor that you will start in. First thing
                                  you should do is acquire Maru Mari which is
    the ability to roll up into a little ball. From Start, head directly left
    and hop up over the stairlike obstacle, then fall down from the top and land
    on the shiny ball below. You will collect the Maru Mari and listen to some
    organ music. Be careful because there might be a yellow Zoomer nearby and
    at this point, these things can do you a nasty 2 points of damage. Now head
    back to the right. Notice you can't jump back up over the obstacle the way
    you came ? You will have to utilize Maru Mari at this point by pressing
    Down on the control pad. Samus will roll up into a little ball, and you can
    press Right to roll underneath the narrow passage underneath the obstacle.
    Notice that pressing Jump (a) whil you are in Maru Mari will pop you out of
    it. Also, pressing Up will pop you out.
       Now, head to the right being careful of the
    Zoomers and Skrees nearby. Shoot open the blue        _________________| |
    doors in your way (":" on the map) and keep          |___>_>_:_:_>_|E|_:_|
    heading right. Notice that there is a column                 | |       |_|
    chamber with some cracked bricks in it ? Those
    are bricks that can be destroyed using Bombs. You don't have bombs right now
    so keep going right. Keep bewaring the Zoomers and Skrees. Use Maru Mari to
    get under the narrow passage under the huge growth coming from the ceiling.
    Ignore the "E" on the map (an energy tank) because you can't reach it right
    now. Keep going right and shoot through another blue door and enter a column
    chamber. This is probably the tallest column chamber in the game. Remember
    it by its color -- other chambers are other colors but this is the huge tall
    blue one.
     | |   Now head upwards through the chamber until you get to the first door
     : |   on your right. Watch out for yellow and red Zoomers, the red ones are
     | |_  tougher. And watch out for the indestructable yellow Rippers and
     |>:_> their not-so-indestructable (you can use a missile if you had some)
     | |   red cousins. When you reach the first door on your right, shoot it
     | |   open and head through the spacey passageway to the right. Now you
     |^|   should find yourself in the yellow column chamber. The         _
     | |   yellow (or Gold) column chamber has only one exit out of      | |
     | |   it to the left and three to the right. For now, you want      | :
     |^|   to drop all the way down to the bottom door on the right      | |
    _| |   and blast through it. You will enter a gold horizon           | |
    _:_|   chamber with Skree and Zeb in it. Watch out for Zeb, it       | |
     |_|   will fly up out of a red pipe in the ground and come right   _| |
           at you. You can either stay still and shoot it when it is   >_:v:
    near or jump high or roll up to distract it. As long as the item     | |
    generated by a Zeb is still around, another Zeb won't come from      | |
    that pipe. Keep going right and you will soon get your first box     |v|_
    of missiles. 5 of them. You might be thinking you are supposed to    |_:_>
    keep going right, but don't do that. Now turn back and go left       |_|
    until you get to the gold column again. You have alot of choices at
    this point, and by just looking at the map you can see where various things
    are located and how you can get to them. The tricky part is, you can't just
    go straight for one of the items and expect to actually get to it. Some of
    the column passages require bombs or the ice beam to get through, as you've
    seen already. I am just going to give you terse instructions on which item
    to head for next, and when there is a tight spot or a place where a
    particular strategy is needed or useful, I will be more verbose.
    Long Beam: You are real close to it already so might as well pick it up.
    Go left out of the gold column and back to the blue one. Head up and go
    through the first door on your left. Make sure you keep all 5 missiles on
    you, you will need them to break the red door that is in your way. This
    means you will have to take out the large enemies on the ceiling with your
    little gun. You can do it, just take your time and make sure you don't have
    one chasing you while another one is blocking your way. If one is hovering
    along the floor towards you, jump up and it will head back for the ceiling
    again. Get the long beam and now your cannon fire will not stop until it
    hits something.
    Bombs: Now head for those bombs. Go to the blue column, through the only
    door on the right and into the gold column. Go straight through the middle
    door on the right and keep going right past Zoomer and Skree, through all
    the doors in your way. Eventually you will find an Energy Tank ("E" on map)
    in this long horizon chamber. Go through the last door on the right and
    into the much smaller Gold Column. I will refer to this as Gold Column II
    through the rest of the walkthrough. Oh, I almost forgot, while you are
    doing all this don't drop into the yellow acid because it will quickly eat
    away at your energy. You must be patient with the stuff, if you try to jump
    out too quickly you may not be able to jump high enough to get out. Let
    yourself settle into the stuff and then try jumping and you will get the
    height you need. If you want to find a shorter platform to jump onto, then
    dont' just walk through the lava -- move through it in a series of short
    jumps which will keep you out of the lava except for a few points of energy
    at a time, and you will also move faster.
    Bombs: Now from Gold Column II, go up to the middle door on the left and go
    left until you reach the red door. You better have 5 missiles to blast this
    open with. Collect the Bomb. Now if you activate Maru Mari and press the
    Fire (B) button, you will drop these little red circles that blow up after a
    few game-seconds. These are your bombs, and you should use them to destroy
    anything that's on the ground near you. You can also use bombs to get up
    into the air as an alternative to jumping. It's hard to perfect the
    technique, but if you drop a bomb and sit on it, the explosion will push you
    up into the air. If you activate Maru Mari, drop two bombs a second apart,
    and one will push you up in the air. While in the air, drop another bomb,
    then while you are falling the second bomb will explode and push you up
    again. While you are in the air, the bomb you dropped mid-air a second ago
    will explode and will push you up even further. If you can perfect this
    process, you can theoretically use your bombs to reach any height of any
    column chamber.
    Ice Beam: You might notice that it's nearly impossible to get up through
    Gold Column II. There's some Rippers floating around in space up there but
    what lies beyond seems unreachable. That is why you need the Ice Beam. Drop
    down through Column II to the bottom door on the left and head all the way
    back through the first blue door you reach. Stop! In this chamber with two
    Wavers in it, first kill both wavers. You will be able to kill the waver
    under the floor with your bombs. Keep trying... keep trying... takes
    awhile... anyways, lay bombs all over the floor and while you're trying to
    kill that waver, you will blow a hole in the floor. Drop through this hole
    into A Little Gold Column and head through the blue door on the left. Don't
    you waste your missiles in here, you will need 5 of them when you reach the
    red door. How you take care of these little flittering bugs is your
    business, I usually get near them and fire. Go through the red door on the
    left, get your Ice Beam. Ta Daa ! Now when you shoot something it will be
    frozen for awhile, just awhile, but long enough for you to stand on it and
    use it as a platform to reach high places. Every time you freeze and
    unfreeze something, it takes a hit of damage from the normal beam. If you
    are refreezing your opponents to get them in the right position, eventually
    they will be destroyed (unless they are not able to be destroyed by your
    normal beam.)
    At this point there are, once again, many different places you could try to
    go to. With Bombs and the Ice Beam, there are few places that you cannot
    reach. However, you will want to get the high-jump boots which will make it
    alot easier to reach some things that the Ice Beam would take a long time
    to make platforms for.
    High Jump: You will need to enter norfair if you want the High Jump. High
    Jump makes it easier to reach some other items in the game, and not only
    does the High Jump make it easier to beat the mini-bosses, these other items
    you can collect make it easier as well. So head to Norfair, and take the
    first door on the Right. At the top of this column is a series of rooms
    that contain five seperate missile boxes (!!!) and the other location of
    the Ice Beam. The high jump is in the other direction, however. Go down
    to the bottom of the column and bomb through the floor. Fall to the left and
    take the first door on your left. The High Jump boots will be in here.
    Screw Attack: If you also want to acquire the Screw Attack which will be
    your most powerful attacks against normal creatures in the game, then bomb
    underneath the High Jump item statue and pop out on the left side. Keep
    going left until you get to a small chamber of green stuff. You can shoot up
    through the wall here to reach the Screw Attack.
    Wave Beam: The Wave Beam carries about twice the strength of your normal
    beam and also attacks in a rotating wave pattern. This is a useful weapon
    for defeating the minibosses, so go for it. From the location where you
    shoot through the ceiling to get the Screw Attack, keep going left to
    another green column chamber. Fall to the bottom and drop into the lava
    there. Bomb through the floor, and fall through the green chamber below it.
    Take the one door on the right and stay to the right. Pass through the
    eyeball horizon chamber, and enter a small green corridor. If you bomb
    through this floor near the right door, you will be able to reach some more
    missiles below. Through the right door here, go through another eyeball
    horizon chamber and into another small green corridor. Blow up the leftmost
    part of this floor and drop through the tiny passageway and then through the
    lava. This, by the way, is my favorite room in the entire game. At the
    bottom of this column, go through the one door on the left to earn your Wave
    Beam. Back up in the small green corridor, if you go right you will be able
    to collect another missile. Bomb through the large green wall that is in
    your way.
    Let's see now you have the Bombs, the High Jump, either the Ice Beam or the
    Wave Beam, and some missiles. Oh yeah don't dare pass up that Screw Attack,
    it is too powerful a weapon to do without.
    Since you have the High Jump, there are some places you will already be able
    to reach so you could go with the Wave Beam. However there are also some
    places where it would be useful to have both the Ice Beam and the High Jump,
    such as the Energy Box closest to the beginning of the game. If you want to
    get this Energy Box on your way back through Brinstar to the earlier
    chambers of the game, then bring the Ice Beam with you. Just remember it
    will be a long trip away from the Wave Beam, and time is everything. If you
    take the Ice Beam with you only to go back and change it for the Wave Beam
    again, you will end up wasting alot of time for just one energy box. To tell
    you the truth, I personally find that Ridley is tons easier than Kraid to
    destroy, and I prefer to go for Hideout II before Hideout I. This means that
    you could just go through Norfair, Hideout II, kill Ridley with your Wave
    Beam and Missiles, then go back through Norfair, catch the second Ice Beam
    that is at the top of the map, back through Brinstar, on the way there get
    the Energy Box, then kill Kraid. Sounds like a Plan.
                           This is the corridor that contains this oh so
     _________________| |  important Energy Box. Activate Maru Mari to get under
    |_______:_:___|E|_:_|  the growth of stuff hanging from the ceiling, and
            | |       |_|  then look up. Shoot at the second brick from the left
                           of the growth, and an Energy Box will be revealed.
    There should be a Skree near here, so use your Ice Beam to freeze it in a
    good location that you can reach from the floor with your High Jump. Then
    jump up and grab the Energy Box. Ta-da. Alot of effort for 100 more units of
    Energy, and you can easily imagine that it will take you almost another half
    hour to an hour, just to go back now and change your Ice Beam for the Wave
    Beam. That's up to you, of course, but like I said time is everything.
    Well that about does it. There's not much more that you need help on, the
    maps should solve everything. Have a good day.
    _________________________________ GLOSSARY _________________________________
    "Chozo Vault" n.: The creepy place with the statue that holds the powerup.
    "Metroid" n.: 1. This translucent thing that sucks on your upper body.
                  2. A game.
    "Powerup" n.: Get the powerup and win the game.
    "Ridley" ppn.: The boss of Norfair, or a movie director.
    "Kraid" ppn.: The boss of Brinstar, or a jelly doughnut.
    "Zelda" ppn.: Zelda is not in this game.
    _______________________________ SPECIAL THANKS _____________________________
       Lots of people informed me all year long, 2001, that I had all these odd
    spellings of "Metroid" around the guide. That was an in-joke. The only thing
    different from v3~v3.1 are spellings and some grammatical errors. Somebody
    sent me an email 12-24-01 about a bug that hit them outside Kraid's room where
    every missle they collected gave them even more missiles than the last one,
    and that it put them over their limit of 40 missiles way up into 150. How
    strange. Well the missiles weren't showing up anyplace special, they came out
    of one of those psychotic bees, so I don't know how to explain it. Please
    kill Kraid a lot, to raise the probability of this glitch occuring again,
    and if you notice anything like that, drop me a line.
       Curtis 'Quasius' Himel explained the differences in Metroid version
    releases and the difficulty-setting phenomenon that occurs in other
    cartridges. He also corrected me on several things I had wrong about the
    scrolling doors, and block placements, 8-11-2001. Thanks, Quasius!
       Douglas 'Karoz' Wilson showed me where the hidden Energy Box is in
    Kraid's room, 8-22-2000, and prompted me to begin another version of the
    guide. Thanks, Karoz!
                               EVERLASTING THANKS TO:
                           The Nintendo Player's Guide!
                              The CheatZilla server !
                               Nintendo Of America !
                                    David Wonn!
      Last, but very far from least, the two servers GameFAQs and GameSages!
       Extra special thanks go to the Cyberspace.Org server which holds my
    nintendo cart collection list and links site for free, and to Lunar Surf
    Solutions which holds megabytes more of data than that for my home pages,
    and to ARQ Internet Service Providers who make net access affordable and
    friendly even when I bust into their offices ranting about nonsense.
    ___________________________       OTHER URLs       _________________________
                     I removed some site URLs because they changed
                     every freakin' month, and I got sick of keeping
                     track. I have to go back and change my NES
                     page every time they do that, because I have
                     this thing about reliability. Everybody left
                     should still be where I say they are.
                     THE METROID DATABASE !
                     GameFAQs server website
                     GameSages server website
                     Nintendo Of America
                     they dropped their NES hint
                     database, man i dunno
                     David Wonn
                     CheatZilla game server
                     Eyenot's NES ROM-Cart Collection List And Links Site
                     Eyenot's home pages
    - eyenot
                                    TIME B0MB SET
                                    GET 0UT FAST!
                                      TIME 759
    ___________________________ 00:00                  _________________________
    "METROID Game Guide" (c) 08-11-2001 Gabriel Petrie "Eyenot"
    i will continue to work on future versinos weeoww El Dante Por Favor Ya!

    FAQ Display Options: Printable Version