_|        _| _|_|_|_|_| _|_|_|_|_| _|_|_|_|     _|_|_|   _| _|_|_|_|
  _|_|    _|_| _|             _|     _|      _| _|      _| _| _|      _|
  _|_|_|_|_|_| _|             _|     _|      _| _|      _| _| _|      _|
  _|  _|_|  _| _|_|_|         _|     _|_|_|_|   _|      _| _| _|      _|
  _|        _| _|             _|     _|    _|   _|      _| _| _|      _|
  _|        _| _|             _|     _|      _| _|      _| _| _|      _|
  _|        _| _|_|_|_|_|     _|     _|      _|   _|_|_|   _| _|_|_|_|

          Ż|Ż|     Ż|Ż|Ż|Ż|Ż|  Ż|Ż|Ż|  Ż|Ż|Ż|    Ż|Ż|                ## 
          Ż|Ż|           Ż|    Ż|      Ż|  Ż|  Ż|    Ż|        _   ##   _
                       Ż|      Ż|Ż|    Ż|Ż|    Ż|    Ż|       /  ##      \
          Ż|Ż|       Ż|        Ż|      Ż|  Ż|  Ż|    Ż|      / ##    ##   \
          Ż|Ż|     Ż|Ż|Ż|Ż|Ż|  Ż|Ż|Ż|  Ż|  Ż|    Ż|Ż|       (   ## ## ##   )
                                                             \   ##    ## /
  Ż|      Ż|  Ż|  Ż|Ż|Ż|  Ż|Ż|Ż|  Ż|    Ż|Ż|    Ż|  Ż|      Ż|\_     ## _/
  Ż|Ż|  Ż|Ż|  Ż|  Ż|      Ż|      Ż|  Ż|    Ż|  Ż|  Ż|Ż|    Ż|     ##
  Ż|  Ż|  Ż|  Ż|    Ż|      Ż|    Ż|  Ż|    Ż|  Ż|  Ż|  Ż|  Ż|   ##
  Ż|      Ż|  Ż|      Ż|      Ż|  Ż|  Ż|    Ż|  Ż|  Ż|    Ż|Ż|
  Ż|      Ż|  Ż|  Ż|Ż|Ż|  Ż|Ż|Ż|  Ż|    Ż|Ż|    Ż|  Ż|      Ż|

/--------------------------------------------------------------------------\
 Metroid Zero Mission Complete FAQ/Walkthrough for Nintendo GameBoy Advance

                    Version 1.00 (Last updated 2004.07.12)

                       Copyright (c) 2004 Falcon Zero
                         <falconzero114@gmail.com>

                    See Chapter 10.0 for full legal info.
\--------------------------------------------------------------------------/

-=> T a b l e   o f   C o n t e n t s <=-
/==========================================================================\
| - - 1.0)  Introduction                      <CH_01>            - - - - - |
|           1.1)  Updates                                          - - - - |
|           1.2)  The Story So Far...                                - - - |
|           1.3)  Take Control                                         - - |
|           1.4)  Easy Sleep Mode                                      - - |
|           1.5)  Difficulty Settings                                  - - |
|                                                                      - - |
| - - 2.0)  Obstacles                         <CH_02>                  - - |
|           2.1)  Doors/Hatches                                        - - |
|           2.2)  Special Blocks                                       - - |
|           2.3)  Interactable Objects                                 - - |
|                                                                      - - |
| - - 3.0)  Power-up Locations                <CH_03>                  - - |
|           3.1)  Samus' Upgrades                                      - - |
|           3.2)  Missile Tank Locations                               - - |
|           3.3)  Super Missile Tank Locations                         - - |
|           3.4)  Energy Tank Locations                                - - |
|           3.5)  Power Bomb Tank Locations                            - - |
|                                                                      - - |
| - - 4.0)  Shinesparking                     <CH_04>                  - - |
|                                                                      - - |
| - - 5.0)  Bosses Guide                      <CH_05>                  - - |
|                                                                      - - |
| - - 6.0)  Walkthrough                       <CH_06>                  - - |
|           6.1)  The Hunter Returns                                   - - |
|           6.2)  Familiar Territory                                   - - |
|           6.3)  Where's My Ship?                                     - - |
|           6.4)  The Wingless Dragon                                  - - |
|           6.5)  Heating Things Up                                    - - |
|           6.6)  Just Can't Keep Out of Norfair                       - - |
|           6.7)  Ridley's Magma Pit                                   - - |
|           6.8)  The Mechanical Madness                               - - |
|           6.9)  Didn't See That One Coming                           - - |
|           6.10) Childhood Memories                                   - - |
|           6.11) The Hunt Isn't Over                                  - - |
|           6.12) Final Run                                            - - |
|                                                                      - - |
| - - 7.0)  Secrets & Tips                    <CH_07>                  - - |
|                                                                      - - |
| - - 8.0)  Contacting the Author             <CH_08>                - - - |
|                                                                  - - - - |
| - - 9.0)  Credits                           <CH_09>            - - - - - |
|                                                              - - - - - - |
| - - 10.0) Legal Info                        <CH_10>        - - - - - - - |
\==========================================================================/

____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 1.0 : INTRODUCTION - <CH_01> ---------------------------------------------
____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Welcome to the next chapter of Ms. Aran's adventures. This time around 
she's gracing the portable power of the Game Boy Advance for a second time, 
but this one is like taking a walk down a souped-up 32-bit memory lane. The 
story of Zero Mission retells Samus' first encounter with the Metroids and 
her initial battles with the nefarious Space Pirates. But this time, the 
true story is to unfold with a stellar twist to follow the defeat of Mother 
Brain. What is that twist you ask? Well, you'll only get the true rush if 
you play through the game and find out yourself. Or... you could just read 
this walkthrough, but that'll ruin all the fun, wouldn't it? So get ready 
for some retro-style Metroid and a trip through some familiar and not-so 
familiar environments.

If you've read my other Metroid walkthroughs from the NES Metroid to 
Metroid Prime you shouldn't have much trouble moving around this guide as 
it contains a fairly similar layout structure. But if you're new I hope you 
find this walkthrough easy to read and navigate, and I hope it can help you 
out in all those tricky bits without spoiling half the game.

By the way, many people have often pulled apart previous Metroid titles 
(not literally) looking for ways to sequence break; finding items in an 
order not originally planned by the game's designers. Often that would 
only be possible by finding and exploiting glitches in the game. But not 
this time. Nintendo have actually designed MZM with sequence breaking in 
mind, so there's potentially hundreds of ways you can go about recovering 
items. This walkthrough will only deal with playing through the game with a 
100% item goal, so you'll need to go hunting for sequence breaking FAQs if 
you're seeking for ways to break the normal item collection cycle.

One other thing, if you want to zip straight to any chapter in this file, 
just press Ctrl + F, then input the chapter's ID tag listed up in the 
contents.

I've also put together a comprehensive jpeg map of the entire game 
revealing the locations of all the items to be found, you'll find it 
complements this guide perfectly for locating items to traversing the 
mazelike areas. Find it at none other than the MZM section of the Metroid 
Database at

[ http://www.classicgaming.com/mdb ]

Enjoy the walkthrough! Now, without further ado, let's get down to business.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 1.1 : UPDATES
   _________________________________________________________________________

[ Version 1.00  2004.07.12 ]

  Here's the first release of this guide, with all the major areas of the 
  game covered. Any future releases will probably have error fixes or 
  reader-submitted tips, so if you've got any send 'em in!


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 1.2 : THE STORY SO FAR...
   _________________________________________________________________________

Intergalactic peace has reigned thanks to the efforts of the Galactic 
Federation and the co-operation of hundreds of planetary governments. Trade 
routes spread by the thousands, allowing the galactic community to remain 
in a constant state of communication with each and every major planetary 
system. Thanks to the efforts of many, prosperity and a golden age of star 
travel became a reality.

But there are always those who seek to cause chaos and destruction in any 
way they can. Enter the Space Pirates, a group of immoral and foul 
creatures bent on causing intergalactic terror. Before long their numbers 
grew and the Federation were powerless to stop them as countless ships were 
raided, heavily disrupting the once orderly trade routes. On top of that, 
the Pirates raided and captured a science vessel which was commissioned to 
the planet SR388. Before the Pirate attack the science crew discovered a 
new lifeform on the planet - which they named Metroids. Parasitical 
creatures capable of sucking the life energy out of any bioform, the 
Metroids would be deadly in the wrong hands. Once the Pirates discovered 
the deadly powers of the Metroids, they became obsessed with manufacturing 
a Metroid army to dominate the galaxy.

All was not lost though. As a desperate effort by the Federation, they 
enlisted the help of Samus Aran, a mysterious and powerful bounty hunter 
renowned throughout the galaxy. Samus was to infiltrate the Pirate's 
fortress on the planet Zebes and destroy their Metroid breeding 
operations, while taking out the Space Pirate leader only known as Mother 
Brain.

More than just a search-and-destroy mission, Samus took the mission with 
the hope of avenging her parents who were barbarically killed by the 
Pirates along with the rest of an Earth colony when she was just a little 
girl. Using the Chozo technology in her hi-tech Power Suit, Samus will 
also have the opportunity to rid the planet of the foul Space Pirate 
threat, as Zebes was once home to a peaceful race of Chozos.

This is a retelling of Samus' first mission in her efforts to rid the 
galaxy of the Space Pirates, and the full events of that fateful day on 
Zebes will be revealed...


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 1.3 : TAKE CONTROL
   _________________________________________________________________________

If you're a veteran player of Metroid Fusion you'll be in for a treat. The 
control system in MZM is almost identical to MF's, so you'll be right at 
home from the word go. Veteran Super Metroid players won't be left out 
either, as the classic 2D Metroid style is back in full. You'll feel as 
though you're playing the original NES Metroid but with the graphical 
beauty of SM & MF.

 <D-Pad LEFT / RIGHT>

   Move Samus around the world, hold down to dash and eventually activate 
   the Speed Booster. Also hold left/right to grab hold of a ledge once 
   you've found the Power Grip.

 <D-Pad UP>

   Aim Samus' Arm Cannon straight up. Also press Up while in Morph Ball 
   mode to return Samus to a standing position.

 <D-Pad DOWN>

   Press once to crouch. Press a second time while crouching to activate 
   Morph Ball mode.

 <A Button>

   Press to jump. Hold down for a higher and longer jump.

 <B Button>

   Press to fire Samus' Arm Cannon. Hold down to charge up the Charge Beam 
   before releasing a more powerful blast. Also use to fire Missiles/Super 
   Missiles and lay Power Bombs by holding R and pressing B. Drop bombs in 
   Morph Ball mode with B.

 <L Button>

   Aim Samus' Arm Cannon up at a 45 degree angle. Press down while aiming 
   to aim downward.

 <R Button>

   Arm Samus' missile launcher. Press B while holding R to fire a missile. 
   Do the same while in Morph Ball mode to lay a Power Bomb.

 <Start>

   Bring up the map screen. From there press R to view a schematic of 
   Samus' Power Suit upgrades. Press L from the map to bring up the Easy 
   Sleep screen.

 <Select>

   Use this to switch between Missiles and Super Missiles.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 1.4 : EASY SLEEP MODE
   _________________________________________________________________________

If you're ever stuck away from a Save Room but need to dash off to do 
something else while playing your GBA/SP, use Easy Sleep mode to preserve 
battery power so you won't come back to find all your progress lost. From 
the map screen hit L to bring up the Easy Sleep prompt and select Yes.

The screen will go blank but the power indicator remains on, so whatever 
you do don't turn off the power. Bring the game out of its comatose state 
by pressing L + R + Select together. But remember that battery power will 
continue to drain while it's sleeping, so don't leave it that way too long 
or it'll run dry.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 1.5 : DIFFICULTY SETTINGS
   _________________________________________________________________________

As an extra feature, MZM contains three difficulty settings - Easy, Normal 
and Hard. You'll find the Easy and Normal modes fairly similar, in Normal 
you'll take more damage, recover less energy and encounter tougher enemies 
compared to Easy. In Hard however, it's an entirely different ball game. 
Missiles, Energy Tanks, etc. won't give you as much power as they do in the 
other settings and enemies tear a chunk out of Samus with each hit. For 
starters, play through on Easy or Normal, Hard is a genuine challenge. 

Here's a list of the major differences in Hard:

- Energy Tanks only give you 50 units of energy instead of the usual 100.
- Missile Tanks only give you 2 extra Missiles instead of 5.
- Super Missile and Power Bomb Tanks only give you an extra 1 round of ammo.
- Some enemies inflict more than 50% damage than in Easy and Normal.

So only try Hard if you're up for a true challenge. Throughout the bosses 
guide and walkthrough I'll often raise tricky situations present in Hard 
mode and offer some hopefully helpful hints.

____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 2.0 : OBSTACLES - <CH_02> ------------------------------------------------
____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Like all other Metroid adventures, you'll find a range of obstacles strewn 
throughout Zebes ranging from hatches (doors) to special blocks littered 
around the terrain. Some of them suit the sole purpose of keeping Samus 
locked out of secure areas, and some serve to lure you into cleverly 
planted traps. Either way, you'll need to know how to deal with each and 
every one of them.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 2.1 : DOORS / HATCHES
   _________________________________________________________________________

Doors/Hatches serve the purpose of keeping Samus out of secure areas within 
the Pirate's fortress. To open them you'll need to use a certain weapon.

 <Blue Hatches>

   These have the lowest-level security. Open them with any of Samus' 
   weapons from beams to bombs.

 <Red Hatches>

   You'll need to blow these red hatches open with a single Missile to open 
   them. Once they're open they'll revert to a normal blue hatch.

 <Green Hatches>

   Open these hatches with a single Super Missile. Like the red hatches 
   it'll become a blue hatch once opened. 

 <Yellow Hatches>

   Blow these hatches open with a single Power Bomb.

 <Grey Hatches>

   These hatches will only open once you've completed a certain requirement 
   within the room.

 <Monster Doors>

   Some doors have large eyeball creatures living on them, usually you'll 
   find these outside the room of a nasty boss waiting inside. Just shoot 
   the eye with Missiles when it opens to destroy the creature but watch 
   out for any projectiles it fires back.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 2.2 : SPECIAL BLOCKS
   _________________________________________________________________________

All the terrain in Zebes is made up of hundreds of small blocks. Most of 
the blocks are solid and immovable, but certain ones have different 
characteristics. Some can be broken, others will crumble as Samus steps on 
them. Keep in mind that you can reveal a special block by laying bombs (or 
a Power Bomb) near them.

  <Damaged Blocks>

    Blocks with visible cracks can usually be destroyed with any beam 
    weapon or bombs, and some blocks are mere illusions - you can pass 
    straight through them. These fake blocks will be tough to find as you 
    can't reveal them with bombs and there's no X-Ray Scope in this game to 
    help you out.

  <Crumbling Blocks>

    Watch out for these common blocks as when Samus steps on them they'll 
    collapse. Once Samus drops below they'll reappear and you can't break 
    through them from below. Some will pause for a second before crumbling, 
    so you'll have a chance to jump off quickly.

  <Bomb Blocks>

    Lay a bomb beside these blocks to break them open. There's also 
    another weapon which can break through these, but I'll keep it under 
    wraps for now to avoid major spoilers. It also seems that some Bomb 
    Blocks can be broken with the Screw Attack, but not all.

  <Power Bomb Blocks>

    You'll usually find a large cluster of these blocks packed together, 
    and the only way to decimate them is with a Power Bomb.

  <Missile Blocks>

    The only way you'll break blocks with a small missile printed on them 
    is with Samus' Missiles.

  <Super Missile Blocks>

    Destroy these blocks with a single Super Missile.

  <Speed Booster Blocks>

    Blocks with arrows printed on them can only be broken through by 
    charging up the Speed Booster and running or jumping through them. 
    These blocks can be tricky customers, they'll usually be positioned in 
    such a way that you'll have to use Shinespark moves to break through.

  <Screw Attack Blocks>

    These blocks can only be shredded by spin jumping into them once you've 
    recovered the Screw Attack.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 2.3 : INTERACTABLE OBJECTS
   _________________________________________________________________________

Apart from new areas and tweaked maps to explore, you'll also find new 
objects Samus can interact with. Read on for a quick overview of some key 
objects you'll need to use.

  <Zip Lines>

    You'll find a range of Zip Lines (rail systems lined in the ceiling) 
    throughout Kraid's area. Before you can use them though you'll need to 
    find the main power station and activate the system. You'll find it up 
    in the north-eastern part of Kraid's area, for precise directions check 
    the walkthrough. Once powered up, Samus can grab hold of the clamp at 
    one end of the Zip Line to be taken across to the other side. If you 
    shoot one of the red buttons near either end of the line you'll summon 
    the clamp over to Samus. Be aware that Samus can also attach to the 
    clamp while in Morph Ball mode - it's necessary for you to do so when 
    the Zip Line leads through narrow tunnels.

  <Morph Ball Launchers>

    Throughout Zebes you'll find elaborate-looking statues with a small 
    socket in the center just big enough for Samus to stand in. Activate 
    the machine by switching on the Morph Ball while standing inside it and 
    laying a bomb. The machine will then promptly charge up energy around 
    Samus and launch her into the air in a Shinespark fashion. Any enemies 
    or Speed Booster blocks in line with Samus' trajectory are history. 
    Usually you'll find Speed Booster blocks up above somewhere so you'll 
    know there's bound to be a secret passageway above these launchers.

  <Itemless Chozo Statues>

    Often you'll come across Chozo Statues (usually standing) without any 
    items in their outstretched arms. If you activate the Morph Ball while 
    standing on the statue's hands, the statue will glow before showing you 
    a map of the current area. A glowing dot will hover over to where the 
    next item you should go for is located. Mainly to help beginner players 
    navigate their way around Zebes, these statues also restore your health 
    and ammo, so be sure to stock up every time you find one.

____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 3.0 : POWER-UP LOCATIONS - <CH_03> ---------------------------------------
____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Strewn throughout Zebes the Chozo have left behind a myriad of items for 
Samus to locate, each one adding vital abilities to her Power Suit. Unlike 
previous Metroid titles, Nintendo designed MZM giving players the ability 
to find items in virtually any order they want. Many items are not even 
mandatory, it's possible to finish the game without a full arsenal and 
maxed-out Power Suit. This guide below will show you the standard order of 
collecting items you'll find for a 100% item rate. For the more plentiful 
items like Missiles and Super Missiles, keep an eye on the map as you 
explore new rooms as often you'll find an open circle appearing over the 
room. That means that an item's hidden somewhere in that room, and you'll 
be doing yourself a favour by taking the time to look for it.

Keep in mind that by activating the Morph Ball while standing on a Chozo 
Statue's hands will restore all your health and ammo, and both statues with 
empty hands and those holding an item will do this. So Samus really has a 
lot to be thankful for from the Chozo.

Many of the consumable items below can only be reached by executing a 
series of tricky Shinesparking maneuvers. Check out Chapter 4.0 below for 
a full lowdown on all the Shinespark abilities as you'll need to practice 
heavily to reach some of these items.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 3.1 : SAMUS' UPGRADES
   _________________________________________________________________________

>>> Morph Ball
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 Double-tap down while standing to activate this classic ability. With the 
 Morph Ball Samus can assume a small ball shape to easily fit through small 
 tunnels and cracks abundant in the terrain. While in Morph Ball mode, 
 Samus can also lay small bombs and Power Bombs.

Location: < Brinstar >

  You'll find this ability within about 20 seconds of starting the game 
  (really). Just travel left as you begin and climb over the large rocky 
  structure to find it waiting on a pedestal.


>>> Long Beam
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 The handy Long Beam ability increases the projectile distance for all of 
 Samus' Beam Weapons. Initially her range is quite short, this upgrade 
 increases it right to the edge of the screen.

Location: < Brinstar >

  Shortly on in the game you'll find the first Chozo Statue with empty 
  hands outstretched. Jump on the hands and activate the Morph Ball. The 
  statue will display a map showing the location of the Long Beam, way up a 
  tall shaft ahead. Climb up the shaft and cross the corridor level with 
  the glowing target on the map to find the Long Beam waiting there.


>>> Charge Beam
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 Simply put, the Charge Beam allows Samus to build up energy in her Arm 
 Cannon before releasing a more powerful blast (hold B). You can also 
 perform a simple charge jump by spin jumping while the Charge Beam's 
 fully powered.

Location: < Brinstar >

  On your way to finding your first Missile Tank (in the long corridor 
  leading to Norfair's lift), you'll experience what seems to be an 
  earthquake occurring near the left side of the room. Come back once 
  you've got your first round of Missiles to be ambushed by the huge Deorem 
  (Centipede) boss. Defeat this overgrown insect to receive the Charge Beam 
  as your prize. Check the bosses guide for more info.


>>> Bomb
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 Another of Samus' must-have abilities, the Bomb gives you the destructive 
 power of laying small bombs while in Morph Ball mode. From breaking open 
 hidden tunnels to blowing away unaware enemies, the Bomb will come in use 
 in a plethora of situations.

Location: < Brinstar >

  The second Chozo Statue you'll find in the game (right after locating 
  the Long Beam) will show you exactly where the Bomb is. Exit the room the 
  statue's in via the right door and descend the huge shaft. Slip through 
  the first door down along the right wall and through the adjacent room to 
  find a second tall shaft. You'll need to break through the red door 
  across the way to reach the Bomb, but you'll need some Missiles first. 
  Grab your first Missile Tank in the long tunnel way down at the base of 
  the shaft and return to the red door (you'll face the Deorem mini-boss 
  on the way). Blow the red door open with a Missile and begin a long trek 
  through the following corridors until you reach a dead-end shaft leading 
  up and down (you'll face Deorem again along the way if it survived the 
  first battle). Down below at the base of the dead-end shaft you'll find 
  the Map Room behind a red door, but if you ascend the shaft and go 
  through the left door up above you'll eventually reach the Bomb's room.


>>> Unknown Item #1 (Plasma Beam)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 Veteran Super Metroid players will recognize this Unknown Item's 
 appearance as that of the Plasma Beam, but you won't be able to use its 
 enemy-shredding firepower until later in the game. Once you've found it 
 you'll be able to shoot through the large blocks with a Plasma Beam image 
 engraved on the side.

Location: < Crateria >

  You'll find the first Unknown Item buried in a chamber in Crateria. Start 
  from the elevator leading down to Norfair and go right. You'll find a 
  huge water-filled cavern with a range of platforms floating around above. 
  Make your way up to the top-left corner of the room and jump up through 
  the shaft in the ceiling there. You've now entered the Chozo Ruins area, 
  not far to go now. Travel through the narrow tunnels on the right to find 
  a blue door beyond. Go inside to find this item at the far end of the 
  chamber.


>>> Power Grip
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 This handy addition allows Samus to grab hold of ledges and pull herself 
 up if she can't reach a platform. Just hold the direction in which the 
 ledge resides to grab hold of the edge, then from there you can either 
 shoot around while hanging, drop down or climb up onto the ledge.

Location: < Crateria >

  Just after locating the first Unknown Item described above, leave the 
  room it resided in (grab the Missile Tank first), then make your way up 
  through the narrow tunnels in the adjacent room to reach the open-air 
  area. Once out in the open travel over to the door up on the left side of 
  the room and proceed through. A massive shaft leading down resides in the 
  following room, you'll have to fall down to find this item. Once at the 
  base shoot through the wall on the left and crawl through a small series 
  of narrow tunnels to find a hidden room beyond. The giant 
  intimidating-looking Chozo Statue inside holds this powerup.


>>> Ice Beam
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 As the name suggests, the Ice Beam is capable of freezing enemies in their 
 tracks, rendering them temporarily harmless. While an enemy's frozen Samus 
 can safely stand on them and use them as handy stepping stones to reach 
 otherwise unreachable areas. The Ice Beam's also essential when combating 
 Metroids.

Location: < Norfair >

  You'll discover that the Power Grip's almost essential before finding 
  this item, although sequence breaking can be pulled off here. From the 
  main elevator in Norfair which leads back up to Brinstar, go right. Pass 
  through the Save Room and proceed through the next giant room (you may 
  need the Power Grip here). On the far side you'll find a gigantic shaft 
  leading up and down, you'll need to go up for now. Proceed through the 
  first door up on the left you find, then cross the corridor to find the 
  Ice Beam waiting beyond the door on the far side.


>>> Unknown Item #2 (Space Jump)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 Once again veteran Super Metroid players will instantly recognise this 
 item as the Space Jump, but you'll have to wait until later in the game 
 before you can use it. Once it becomes available you'll be able to 
 continually spin-jump through the air. You can also shoot through the 
 large blocks with the Space Jump image engraved on the side.

Location: < Kraid >

  The trek to this item's a little tricky so I'll try to be specific. Once 
  you've powered up the Zip Lines (see the walkthrough for more details), 
  you'll be able to explore more of Kraid's area. From the main elevator, 
  go through the second door down on the left. Proceed through the next 
  corridor and go left to find a shaft leading up. Further up this shaft 
  you'll find a Missile Tank, and you'll also find that the base of this 
  shaft hides a second tall shaft leading down. Drop down to the very 
  bottom and go right. Cross through this empty room and you'll find a 
  second seemingly-empty room. See the small crumbling block at the foot of 
  the left door? Bomb through it and drop down below. Descend the room 
  below to the bottom and go right (there's a Save Room on the left). At 
  the far end don't proceed through the door, instead break through the 
  wall up above the door with help of the floating platform to reveal a 
  narrow tunnel. Crawl through to find the statue inside holding this 
  precious item.


>>> Speed Booster
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 This classic ability allows Samus to run at an incredibly high velocity, 
 so high in fact that any enemies that dare cross her path are incinerated 
 instantly. The catch is that you'll need a lot of room to build up enough 
 speed to activate the Speed Booster. With this you'll be able to break 
 through Speed Booster blocks (the ones with arrows printed on the front) 
 and you'll have access to all the famous Shinesparking abilities. For full 
 details on all the Shinesparking tricks you can imagine, check Chapter 4.0 
 below.

Location: < Kraid >

  The Chozo Statue you'll find in Norfair just after finding the Ice Beam 
  will point to a room right behind Kraid's den, so you'll have to finish 
  off Kraid before finding the Speed Booster. Check the walkthrough for 
  full directions to Kraid's room and the bosses guide for hints to flatten 
  the monster.


>>> Hi-Jump Boots
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 With this item Samus can execute higher and longer jumps, depending on how 
 long you hold down A. Always handy for reaching those out-of-reach 
 platforms, and as an added bonus you'll be able to jump around while in 
 Morph Ball mode (aka Spring Jump). Shinesparking in Morph Ball mode is 
 also only possible once you have this ability.

Location: < Norfair >

  You'll first need the Speed Booster to reach this baby. With that in 
  hand, enter Norfair via the Brinstar elevator. Go right and proceed to 
  the end of the large room partially filled with lava. Once at the end, 
  shoot the door open and run back as far as you can to the left. Run back 
  right to build up power in the Speed Booster, you'll then tear through 
  the door and blow through the floor in the adjacent shaft. Drop down 
  below and you'll find another line of Speed Booster blocks barring the 
  way down. Use the corridor beyond the left door to build up enough speed 
  to break through these blocks. Once you're through continue on down the 
  shaft and proceed through the first door you'll find on the left. Cross 
  the corridor to find the Hi-Jump Boots waiting in a room at the far end.


>>> Varia Suit
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 One of Samus' most vital upgrades, the Varia Suit gives you what it always 
 has - protection against extreme temperatures, the ability to wade through 
 acid and a reduction of damage taken from enemies.

Location: < Brinstar >

  Just like in the original Metroid you'll find the Varia Suit hidden in 
  Brinstar. You'll need the Hi-Jump Boots to reach this (Or do you? It is 
  possible to find it without them). From the elevator leading down to 
  Norfair (in Brinstar), cross the long corridor on the left to reach the 
  second tall shaft. Climb all the way up to the very top and proceed 
  right. Cross the following long corridor to find a small apparently empty 
  room. There's a range of fake and destructible blocks in the ceiling, 
  blow through them to find a tall shaft leading up. Climb up and wait for 
  the destructible blocks to reappear then stand on the left edge of them 
  (don't fall through the fake blocks). From here you'll be able to jump 
  across to the left wall and reach the platform up above. From there 
  climb up and head left, you'll find the Varia Suit beyond the left door 
  in the following corridor.


>>> Wave Beam
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 The final Beam upgrade (next to the Plasma Beam), the Wave Beam gives 
 Samus' energy projectiles a wavy pattern as she discharges them. But it's 
 not just for looks, as Samus' shots will penetrate any solid wall or 
 object and pass straight through them. A great corridor-clearer.

Location: < Norfair >

  The Chozo Statue nearby the Varia Suit will show you exactly where this 
  item is - buried in Norfair. The route there is tricky and mazelike, so 
  to begin go back to the room in Norfair where you found the Hi-Jump 
  Boots. From here use the narrow tunnel to head left, you'll now enter a 
  super-heated area but the Varia Suit protects Samus from harm here. Now 
  it's time for a long trek - keep going left through numerous corridors 
  and rooms until you can't go any further. At the end you'll reach a small 
  shaft leading down. Down below through the red door you'll find the Map 
  Room, but you'll also find a way to penetrate the base of the shaft. Drop 
  down and descend the following shaft. At the base proceed right through 
  the following rooms until you reach a small room with a Save Room beyond 
  the right door. Shoot your way down through the floor to find a hidden 
  room below. Travel left and cross the following corridor to locate the 
  Wave Beam waiting in a dead-end room.


>>> Unknown Item #3 (Gravity Suit)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 The third and final Unknown Item is without a doubt the Gravity Suit, 
 you'll instantly recognise the canister-shaped item as the same one you 
 found in the Wrecked Ship (which makes you wonder, as this game occurs 
 before SM, is a second Gravity Suit powerup already hidden within the 
 ship???). You'll be rewarded with the Gravity Suit's abilities later in 
 the game, and once you do you'll be privileged to walk through liquid 
 environments freely as well as walking through deadly lava without taking 
 a scratch.

Location: < Ridley >

  Surprisingly you'll find this item before fighting Ridley beyond his lair 
  (which is handy as you can fill up on energy and ammo thanks to the 
  statue). Finding your way there is fairly tricky and lengthy, so check 
  the walkthrough for precise directions.


>>> Screw Attack
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 With the Screw Attack Samus will charge energy through her suit while Spin 
 Jumping. As the energy charges over her suit she'll be rendered 
 temporarily invulnerable - any enemies she comes in contact with will be 
 incinerated. You can also break through Screw Attack blocks with this 
 ability.

Location: < Norfair >

  You can find this item either before or after taking Ridley apart (here 
  I'll direct you to find it after fighting Ridley). With Ridley suffering 
  his first defeat, leave the area and go back to Norfair. Once up in the 
  elevator room the wall on the right will collapse revealing another room 
  beyond. Go through the red door to find a room with a ruined Chozo Statue 
  (this one would direct you to Tourian if it were still standing). Proceed 
  beyond it and drop down to find a corridor leading left. Run through the 
  next few rooms to build up the Speed Booster, and keep firing to blow 
  down any walls in the way. At the far left end of a long corridor you'll 
  break through a range of Speed Booster blocks concealing a Morph Ball 
  Launcher. Use the launcher to shoot Samus up through the ceiling. 
  You'll tear up through a number of rooms until reaching the peak of the 
  shaft. From here go through the left door and proceed through the 
  adjacent corridor to find the Screw Attack beyond the red door.


>>> Plasma Beam/Space Jump/Gravity Suit
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\

 When you finally recover (*cough* spoiler *cough*) Samus' Power Suit 
 you'll also be given all three of the Unknown Item's abilities. Check the 
 individual item's descriptions above for a quick overview of their 
 abilities.

Location: < Chozodia >

  *MAJOR SPOILER BELOW!*






  You'll need to successfully infiltrate the Space Pirate Mothership and 
  make your way through the mazelike Chozo Ruins in Chozodia to reach the 
  highest room where you'll confront the huge Chozo Warrior Engraving boss. 
  Defeat the statue and you'll regain Samus' fully-powered suit with these 
  three new abilities. Check the walkthrough for proper directions and the 
  bosses guide for survival hints against the Chozo Warrior boss.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 3.2 : MISSILE TANK LOCATIONS
   _________________________________________________________________________

Each Missile Tank gives you an extra 5 missiles for Samus' arsenal. Keep in 
mind that in Hard mode you'll only get 2 extra missiles per Missile Tank. 
With 50 Missile Tanks in total to find you'll reach a maximum of 250 
missiles (100 in Hard).


--->>> < Brinstar >

01. - Your very first Missile Tank can be found in plain view nearly 
      halfway through the long corridor leading to Norfair. From the first 
      Chozo Statue you find, head right and ascend the tall shaft. Go right 
      at the first door up the shaft and cross the small room to find a 
      second tall shaft. Descend to the base and go right to locate the 
      corridor where this Missile waits.

02. - Upon discovering your first Missile Tank above, you'll be able to go 
      hunting for more straight away. For this one, go back to the second 
      tall shaft in Brinstar (the right, shorter one on the map). Blast 
      through the red door halfway up with a Missile and cross the long 
      corridor beyond. Cross through the next chamber to find a large 
      cavern home to a group of flying bug's nests. Jump up to the top left 
      corner of this room and walk through the wall there to find this 
      Missile hidden behind a bug nest. Blow the nest away to reach it.

03. - After locating Missile BR_02 above, cross the large bug nest cavern 
      and head right. Proceed through the next small room to find a long 
      corridor blocked by a large wall. Shoot the wall down; you'll find 
      this Missile hidden in the base of the wall.

04. - Right after retrieving the Bomb upgrade (the second Chozo Statue 
      pinpoints its location), bomb your way through the wall at the end of 
      the narrow tunnel under the Bomb's statue. Inside you'll find this 
      Missile above two platforms, bomb your way up past the Bomb Blocks to 
      reach it.

05. - Head back to the tallest shaft in Brinstar once you've found the 
      Bomb. Keep an eye on the left wall as you descend to eventually catch 
      a small mysterious outcropping near a Ripper. Bomb through this small 
      alcove to reveal a tunnel leading left. Go inside to eventually find 
      this Missile further down the hidden shaft. You'll also find Super 
      Missile BR_01 in here, but you'll need the Speed Booster and Hi-Jump 
      Boots before having a chance to grab it.

06. - Right at the base of the shaft leading down to Kraid's area you'll 
      find a Morph Ball Launcher tucked away in the left corner. Bomb the 
      floor near the left wall to expose it and drop through to reveal the 
      Launcher. Jump in and lay a bomb to soar up the shaft - at the top 
      you'll keep going to discover this Missile hidden up in the ceiling.

07. - Once you've found the Ice Beam ascend to the very top of the second 
      tall shaft in Brinstar. Once there you'll spot an opening continuing 
      on up the left wall with a pack of Rippers flying about. Freeze the 
      flying foes and use them as stepping-stones to reach an opening way 
      up on the left. Inside you'll find a rocky tunnel leading down to 
      this Missile Tank.

08. - This Missile Tank's hidden along the same route you'll need to take 
      to reach Super Missile BR_01. Once you've found the Speed Booster and 
      Hi-Jump Boots go back to the long corridor where you first faced off 
      against Deorem. Walk over to the small edifice on the right of the 
      long open area and run to the left. Shoot open the door and run 
      through to the adjacent shaft. Quickly press down once inside to 
      charge up the Speed Booster and dash back into the corridor on the 
      right. Once back inside shoot open the door and quickly run to 
      the base of the small slope at the foot of the door. Activate Morph 
      Ball mode and Shinespark to the left. You'll zip through the door and 
      blow through Speed Booster blocks at the base of the adjacent shaft. 
      Within the hidden room you'll enter this Missile Tank awaits.

09. - Upon retrieving the Varia Suit from Brinstar's northern expanse go 
      back down to the long corridor below and head right. Cross the Save 
      Room and travel down the following corridor to find this Missile Tank 
      in plain view atop a pillar.

10. - Having the Power Grip in your possession is almost vital in the 
      retrieval of this Missile Tank. From the large cavern once filled 
      with bug nests (the same room as Missile Tank BR_02 mentioned 
      earlier) leave via the left door to find a small chamber. Bomb 
      through the floor to discover a shaft leading down. Drop below to 
      find this Missile Tank hidden in a small alcove on the right. Blow 
      open the block covering the alcove with a bomb and use the Power Grip 
      to get inside the alcove to reach your prize. You can still manage to 
      get inside without the Power Grip, but it's a heck of a lot harder as 
      the Bomb Block reappears after a few seconds giving you only moments 
      to get inside.


--->>> < Crateria >

01. - The Gravity Suit renders the recovery of this Missile Tank a piece of 
      cake, but you can still find it during your first visit to Crateria. 
      From the elevator leading down to Norfair, cross the corridor and go 
      right. In this giant partially-filled water cavern, you'll find the 
      Missile Tank down below underwater in the bottom left corner. Drop 
      down into the water and expose a hidden tunnel not far down (watch 
      out for Skultera swimming about). You'll find this item at the end of 
      the tunnel, shoot open the rocks to reveal it.

02. - This Missile Tank hides out in the same room as Unknown Item #1. 
      Find the room by climbing up through the opening in the top left 
      corner of the water cavern mentioned for the previous Missile Tank. 
      Then follow the narrow tunnels to the right and go through the door 
      you'll find to locate Unknown Item #1. You'll need it first to blow 
      open the large block covering this Missile Tank.

03. - You won't be able to access this Missile Tank until after you've 
      recovered Samus' Power Suit and found at least one Power Bomb. With 
      all that gear ready, head over to the huge north-eastern open area 
      of Crateria. Power Bomb your way through the yellow door on the 
      right wall and head through to the long Chozodia-connecting 
      corridor. Use this hallway to build up the Shinespark as you run 
      from right to left and back through the door into Crateria. Crouch 
      as you go through the door then quickly drop down to the rocky 
      ledge directly below the door. From here, activate the Morph Ball and 
      Shinespark over to the left. You'll zip through a small number of 
      Speed Booster blocks protecting this Missile Tank through the wall 
      opposite; drop down to retrieve the Missile.


--->>> < Norfair >

01. - This first Missile Tank can be reached with Bombs but the Power Grip 
      makes short work of it. From the elevator leading back up to 
      Brinstar, head left and trek down the partially lava-filled corridor. 
      Near the end you'll spot this Missile atop a small block above in the 
      ceiling. You can easily bomb your way up and grab the Missile without 
      the Power Grip, but having that upgrade will allow Samus to just grab 
      hold of the block and pull herself up to it without breaking a sweat.

02. - From the corridor where you'll find the Missile mentioned previously, 
      keep going left to find a shaft with an elevator leading up to 
      Crateria. From here descend the shaft and head right. Proceed down 
      this following long corridor to find this Missile Tank in plain view 
      right at the end.

03. - Upon tracking down the Ice Beam also found in Norfair you'll be able 
      to reach this item. Go to the far right end of the large lava cavern 
      just right of the Save Room at the entrance of Norfair to find a 
      creature hopping in and out of the lava blocked by a row of rocks. 
      Shoot the rocks just above the creature to allow it to escape up into 
      the air. Once it jumps up and reaches its peak, freeze it with the 
      Ice Beam and use it to reach the platform above where this Missile 
      waits.

04. - Once you've found the Ice Beam (check Samus' upgrades above for the 
      location), head left until you reach a shaft. Ascend the shaft using 
      the Ripper as frozen stepping stones and go right to find a Chozo 
      Statue showing you the Speed Booster's position. Go right into the 
      adjacent corridor and cross over the lava via freezing the flying 
      Ripper. At the end of this room you'll find a Ripper flying back and 
      forth in a narrow space, shoot open this hidden Missile Tank up on 
      the right wall and freeze the creature to reach it.

05. - You'll need the Varia Suit to reach this Missile without feeling the 
      heat of Norfair. At the very top of the huge shaft on the eastern 
      side of Norfair (right below the door leading to the corridor with 
      the previous Missile mentioned, you'll find this Missile Tank at the 
      end of a super-heated corridor.

06. - Right after snagging the Hi-Jump Boots (see Samus' Upgrades above for 
      the room position), go back into the huge shaft on the right. You'll 
      spot this Missile right ahead as you re-enter the shaft, so jump over 
      the tall wall blocking your path to reach it.

07. - Once you've found the Varia Suit it'll be time to explore another 
      sauna. As you enter the huge shaft on the eastern side of Norfair via 
      the large lava cavern near the entrance, break through the Speed 
      Booster-block floor and go left through the first door down the 
      shaft. Cross the corridor and blow open the door at the end with a 
      Super Missile to find a super-heated room beyond. Go left again and 
      cross through the pillar-filled lava corridor to find this Missile 
      Tank hidden within the top of the final pillar.

08. - This Missile Tank can be reached with either a hell of a lot of 
      patience, or once you've got the Space Jump to make it a walk in the 
      park. Go to the Map Room of Norfair and keep proceeding right from 
      there until you reach a dead-end. Shoot through the floor near the 
      door to reveal a passage leading down. Drop down and head left. 
      Inside this corridor you'll find Super Missile NO_02 which you can 
      reach by using the flying bugs emerging from the pipe in the floor as 
      stepping stones. This Missile however, is hidden beyond the wall over 
      on the left. You can try to use a flying bug to reach it, but you'll 
      save far more time and stress if you come down here once you've found 
      the Space Jump. Either way, shoot open the wall near the ceiling to 
      find a tunnel leading to this Missile Tank.

09. - From the shaft adjacent to the Map Room, break through the floor at 
      its base and drop down below. Descend the following shaft and head 
      right near the bottom. Cross the large cavern to find yourself in a 
      small connecting room. Break through the floor in here and descend 
      the hidden shaft below. Take the door down on the right and cross 
      through this super-heated corridor to find this Missile Tank hidden 
      up in an outcropping in the ceiling (keep an eye out for the circle 
      on the map), along with NO_10 at the end.

10. - You'll find this Missile Tank at the far end of the super-heated 
      corridor also containing Missile Tank NO_09 above.

11. - During your travels in Norfair you'll eventually enter a long tunnel 
      home to two large larvae-caterpillar creatures (you'll enter the 
      room via the left end). Defeat both creatures to open up access to 
      the right side of the tunnel (check the bosses guide for more info) 
      and you'll also be able to recover Energy Tank NO_01 from a section 
      in the ceiling. Open up the right end door and run back left. Dash 
      right to build up the Speed Booster's charge, you'll then run into 
      the tall green shaft and break through a few Speed Booster blocks set 
      in the floor. You should spot this Missile by now, sitting within the 
      wall on the left.

12. - You can grab this item along with the Screw Attack either before or 
      after defeating Ridley, but grabbing it after defeating the dragon 
      will save vital time. This Missile Tank's hidden in an alcove up in 
      the ceiling within the corridor right before the Screw Attack's room, 
      but you'll need the Screw Attack first to break through the blocks 
      surrounding it.

13. - This final Missile Tank's submerged in a lava-filled shaft which is 
      unreachable without the Gravity Suit, so you'll have to come back to 
      Norfair once recovering Samus' Power Suit. Go once again back to the 
      shaft just outside the Map Room. Descend through the floor at the 
      base and drop down the following shaft. At the base of this shaft, 
      break through the floor and descend down into the not-so harmful 
      lava. Head left through the submerged door, you're then in the clear 
      to find this Missile Tank hidden up the right side of this hidden 
      shaft (lay a Power Bomb to reveal it). Here you can also locate 
      Power Bomb NO_01 before leaving.


--->>> < Kraid >

01. - Upon entering Kraid's greenery for the first time take a left through 
      the first door down the shaft. Inside you'll find a nondescript Save 
      Room, but there's also a hidden tunnel through the left wall. Roll 
      through and crawl inside to find this Missile Tank atop a floating 
      pillar in a dead-end.

02. - Right after snagging the first Missile in this area, why not grab the 
      second? From the Save Room right near the elevator leading back up to 
      Brinstar, head right through the red door to find this Missile Tank 
      sitting proudly atop the highest pillar in the following corridor.

03. - From the same corridor containing the second Missile in this area, 
      keep going right and enter the tall shaft at the end. Break through 
      the floor up against the wall of the glass tube to find a Morph Ball 
      Launcher below. Use it to launch Samus up through the glass tube 
      (while blowing away a pack of Ripper) and you should spot this 
      Missile Tank on the way. Drop down and roll through the narrow 
      tunnels once at the top to reach this Missile Tank easily.

04. - You'll find this Missile Tank buried under the room of the Acid Worm 
      mini-boss just after powering up the Zip Lines. Check out the 
      walkthrough and bosses guides for directions and tips to defeat this 
      menace. With the creature dead, blow through the floor in the center 
      of the room once the acid drains and head left under the floor. Break 
      through the left wall to find this Missile Tank hidden in a small 
      room.

05. - You should track this Missile Tank down on the way to locating 
      Unknown Item #2. From the main shaft, head left through the door 
      below the Save Room's door. Proceed left through the next corridor 
      (you'll have to power up the Zip Lines first) and ascend the shaft in 
      the following room. Take a right at the top and cross the next 
      hallway. Fill the huge Sidehopper you'll find with Missiles, then 
      climb up to the corridor above at the end and take out a second huge 
      Sidehopper to open the door on the left. Jump into the glass tube 
      beyond to grab the Missile Tank concealed inside.

06. - In the same shaft concealing the previous Missile up in a glass tube, 
      bomb through the floor at the base and drop down to discover the acid 
      is just an illusion covering up a tall hidden shaft tunneling 
      further down. Go right at the base and continue on to the next room 
      containing a red door. Blow through the door to find a long corridor 
      housing this Missile within a narrow enclosure in the roof. Travel 
      over to the right end of the corridor to find a Zip Line waiting, but 
      you'll first have to break the Speed Booster blocks attached to the 
      Zip Line's underside. Below each block is a Morph Ball Launcher 
      hidden under the floor, use these to destroy the blocks. With all of 
      them gone, activate Morph Ball mode and grab onto the Zip Line 
      clamp. It'll carry you straight over to the Missile Tank.

07. - Upon defeating Kraid and recovering the Speed Booster you'll be able 
      to find this Missile on your way out. Go back to the large purple 
      room filled with crawlers and begin running up the sloping ramps to 
      the right end of the room. Shoot through the door on the right end 
      and plow through the wall in the following shaft. Begin ascending the 
      giant shaft (Shinespark up it to save time) until you spot a door on 
      the left wall. Cross the long corridor beyond and shoot open the 
      small wall section at the very end to discover this Missile Tank 
      hidden within it.

08. - You can pick up this Missile either before or after tackling Kraid. 
      Back in the giant shaft at the entrance to this area, descend the 
      shaft and go left through the third door down. Inside you'll find a 
      large room inhabited by Sidehoppers and this Missile Tank hidden 
      among a range of green platforms. Clear out the enemies and make sure 
      the Zip Line's powered up. See the red activator switch on the 
      floating platform near the roof? Go up there and plant a bomb just 
      above the switch. When it blows the Zip Line will take off traveling 
      left across the belt in the ceiling. As soon as you lay a bomb roll 
      to the left end of the platform and lay another bomb so that Samus 
      is launched up into the clamp as it passes. Wait for Samus to line up 
      with the Missile Tank from above then hit A to drop down and claim 
      your prize.

09. - Alas, you'll need the Gravity Suit to find this one so you'll have to 
      come back for it later. Once you've got the required equipment, head 
      left through the door below the Save Room in the main shaft. Inside 
      you'll find much of the room's lower quadrant filled with acid, which 
      of course can't injure you now. Travel left and roll through the 
      narrow tunnels in the wall. Drop down into the second acid pit beyond 
      the wall to find breakable blocks concealing a small shaft. Drop down 
      and begin running to the right to charge up the Speed Booster. Before 
      striking the wall at the far end, crouch and run back to the left of 
      the sloping section of the floor. Quickly activate the Morph Ball 
      before the charge runs out and Shinespark right into the slope. Samus 
      will keep charging through along the floor before breaking into the 
      tiny alcove where this Missile Tank awaits.


--->>> < Ridley >

01. - Once you've found at least one Super Missile to gain entrance deeper 
      into Ridley's area, penetrate the first green door further left 
      of the main elevator. Cross the long corridor beyond to find Energy 
      Tank RI_01 sitting beyond a concealed hole. Not far ahead you'll find 
      yourself in a tall shaft with a Save Room roughly halfway down. Snake 
      through the narrow tunnels in the floor near the two doors to find 
      this Missile Tank atop a pillar in plain sight below.

02. - This Missile Tank along with RI_03 reside in the same room, but 
      reaching both can be tricky. Descend the shaft containing the 
      previous Missile and head right to find the Map Room. Enter the 
      next corridor to find a ridiculously long hallway. You can break up 
      into the roof section to bypass the enemies along the floor, but 
      you'll also be able to use it to build up the Speed Booster's charge. 
      Run to the far right end of the roof section, then begin running back 
      left. Duck at the end to charge up the Speed Booster, then quickly 
      jump down and open the door leading back into the Map Room. 
      Shinespark into the slope at the foot of the door and run through 
      back to the tall shaft. You'll crash through Speed Booster blocks in 
      the floor and drop through the illusion fire below. Beyond the door 
      at the base of the shaft lies the room with the two Missiles, but 
      getting there is only half the trick. At the base of the shaft, shoot 
      open the door and run inside. Keep running all the way to the left 
      wall and Shinespark up to the top of the room there. Now you'll have 
      to work your way through the platforms over to the right side of the 
      room. Once you get there you should spot both Missiles above and 
      below concealed in small alcoves. We'll go for the lower one first. 
      First go and stand in the tall open space on the left side of the 
      area concealing the Missiles. From here face right and aim down at a 
      45 degree angle. Jump up and madly shoot away down below to destroy 
      a few destructible blocks clogging the path you'll take to reach the 
      Missile. Quickly roll along the narrow tunnel after shooting and drop 
      down through several crumbling blocks to reach this Missile Tank 
      before the other blocks reappear.

03. - Right after grabbing the previous Missile Tank, roll back to 
      solid ground as the block right under the Missile will slowly 
      crumble, and you don't want to fall down now. Roll onto the block in 
      the center of this alcove, stand up, and clear out the two blocks 
      directly above. Get to solid ground again before the block you're 
      standing on vanishes, then quickly stand on it again once it 
      reappears and destroy the block above with a Missile. Jump up and 
      clear out the remaining blocks leading up to this Missile Tank to 
      secure it easily.

04. - From the Map Room, enter the gigantic corridor on the right. Further 
      along in this hallway you'll find this Missile Tank sitting atop a 
      pillar in plain view.

05. - Head down to the longest corridor in this area (the one containing 
      the previous Missile) and go beyond the Save Room at its right end to 
      find a tall shaft. Ascend the shaft and go through the second door up 
      along the left wall. Be sure not to fall down into the holes of this 
      new corridor or you'll drop down into a room below (it's more of a 
      waste of time than anything else). Watch out for the range of enemies 
      in this corridor, then at the final hole near the left door, drop 
      down while hugging the right side of the pit. You'll find a narrow 
      tunnel below, crawl through to find a concealed lava pit just ahead. 
      Blow down into the lava to discover that it's just an illusion. This 
      Missile Tank's hidden in the wall on the right corner of the pit. 
      Escape from this hole via a hidden tunnel over on the right leading 
      through a purple pipe enemies usually spring forth from.

06. - From the corridor containing the previous Missile, head left to find 
      this Missile Tank in a room full of bouncing enemies intent on 
      guarding it. Bomb through the floor from underneath to gain access to 
      this Missile. You can also track down Super Missile RI_02 from here.

07. - Head left again from the room containing Missile Tank RI_06 to find 
      this Missile Tank sitting atop a pillar with a large gaping hole in 
      the floor of the room. Don't fall down or you'll miss it outright. 
      Instead, freeze one of the creatures moving around the pillar when it 
      reaches the bottom of the right side of the pillar and use it to 
      graciously reach this item.

08. - See the door on the left of the room holding the previous Missile 
      Tank? You'll need to get through there to find the next three 
      Missiles along with a Super Missile. Once you've used one of the 
      creatures moving around the pillar to reach Missile Tank RI_07, Drop 
      down off the pillar while holding left and you'll grab hold of the 
      platform at the foot of the door. Go through and cross the corridor 
      to find Super Missile RI_03 in the room beyond. Jump up and enter the 
      hidden narrow tunnel on the right wall's outcropping just above the 
      door. Above you'll find a hidden room containing this Missile Tank 
      within a single block in plain view.

09. - Head left from the previous Missile Tank's room to locate the room 
      containing this Missile and RI_10. This Missile Tank should be easy 
      to grab, all you need to do is roll through the narrow tunnel ahead 
      and carefully break through the blocks up on the left side of the 
      structure to reach it above. Watch out for the slowly crumbling 
      blocks below the left edge, you don't want to fall for their trap.

10. - This item in the same room as the previous Missile Tank will be 
      trickier to reach. First, destroy all the blocks on the left side of 
      the upper structure (where the previous Missile was) and hang onto 
      the edge until a single block appears below you (by hanging off the 
      edge you'll prevent the other blocks from reappearing). While 
      standing on the block, aim down to the right and fire away to uncover 
      the block cornering off this Missile Tank. Quickly activate the Morph 
      Ball and roll down to collect the Missile before the block reappears 
      again.

11. - Once again from the Map Room, head right and cross the long corridor 
      to reach a tall shaft leading skyward. Climb to the apex and go left. 
      In the next cavernous room, go over to the left side of the pipe 
      spewing flying bugs out. Lure a bug out as high as you can and wait 
      for it to hover below the large opening up in the ceiling. Freeze it 
      there and use it to jump up to the hidden platform above. Up there 
      you'll find this Missile Tank.

12. - Possessing the Space Jump will drastically reduce the time you'll 
      waste trying to reach this Missile Tank, so it's a great idea to come 
      back to Ridley's area for it once you've recovered Samus' Power Suit. 
      First things first, let's enter the room. From the gigantic long 
      corridor in the lowest regions of Ridley's area, make your way up to 
      the roof section near the right end of the hallway. At the far left 
      end of the flat roof section, begin running to the right to build up 
      the Speed Booster's charge. Once at the end crouch and quickly dash 
      into the Save Room on the right. Shoot open the right door as you 
      enter the Save Room and Shinespark into the slope before bolting into 
      the adjacent shaft. Once at the base of the shaft like lightning jump 
      up to the first door up above. Shinespark into the wall opposite the 
      door to crash through the wall, revealing a hidden room. Open up the 
      new door you'll find and run through to discover a giant room filled 
      with pipes above. You'll now need to dash across to the right corner 
      of the room before charging up the Speed Booster. With it charged, 
      activate Morph Ball mode and crawl through into the narrow opening up 
      against the right wall. Before the charge wears off, stand up and 
      Shinespark straight up. At the top sneak into the small opening on 
      the left to reach the upper area with all the twisting pipes. Lay a 
      bomb to clear a path, but you'll soon discover that the entire pipe 
      section will slowly begin to crumble away. Follow it just as the 
      pipes begin crumbling and roll under the pillar attached to the roof 
      before using the Space Jump to stay in the air, as if you touch the 
      ground below you'll fall through crumbling blocks - not something 
      you'll want to do now. Once all the pipes clear out Space Jump over 
      to the top of the narrow pillar near the left wall and slip through 
      to reach this Missile Tank waiting below.

13. - Right after grabbing the previous Missile Tank, you'll do well to 
      find this one straight away. In the large room containing the 
      previous Missile, run over to the right corner and begin dashing back 
      to the left. Enter the adjacent room and quickly press down when the 
      Speed Booster kicks in. Jump straight up while standing under the 
      small opening in the roof to soar up to a room higher above. Now get 
      ready to try your hand (actually hands) in reaching this 
      uber tough-to-reach Missile. In the room beyond the door on the right 
      you'll find this Missile Tank concealed in an alcove completely 
      sealed off by a massive range of Speed Booster blocks. But 
      Shinesparking straight through them in a run won't do, as there's an 
      edifice in the floor halfway through the range of blocks. So instead, 
      you'll need to run into the room via the previous one and jump just 
      at the right time to Shinespark through the blocks to clear the way. 
      But there's another problem, there's a bunch of shootable blocks in 
      your way you'll need to clear, but there's also a devilish Missile 
      Block hidden among them that'll ruin your day if you don't shoot it 
      at the right time. So be patient and get ready to try this one a few 
      times. The best advice I can give is this: Start from the previous 
      room to build up the Speed Booster's charge, and as you run into the 
      Missile's corridor, blaze away at the blocks with your Beam Weapon, 
      then quickly take out the Missile Block once the surrounding blocks 
      are gone. Then try to time your jump just before Samus slams into the 
      edifice while at all times holding right. If you pull it off properly 
      you'll slam through the blocks in a parabolic path to clear out a way 
      to the Missile Tank. It'll be very fiddly, but it is possible to pull 
      off with a heap of concentration.


--->>> < Tourian >

01. - This one's a trickster, once again you'll need to employ 
      Shinesparking to reach it. Upon recovering Samus' Power Suit you'll 
      gain access to the now-ruined Tourian. Go back down into the depths 
      of Mother Brain's lair and proceed to the Save Room closest to MB's 
      corridor. From there go left into the adjacent corridor and begin 
      running left to charge up the Speed Booster. Now for the tricky 
      part. Once at the end of the hallway crouch and quickly move into 
      Mother Brain's corridor. At the entrance spin jump left until you're 
      about level with the ceiling above the open door, then Shinespark 
      left in mid-air (shoot while you're spin jumping then hit A). If 
      aimed correctly you'll zip through the corridor and fly straight past 
      Mother Brain's remains into the following escape shaft. Samus will 
      then smash through the opposite wall where this Missile awaits among 
      breakable platforms.


--->>> < Chozodia >

01. - Upon recovering Samus' Power Suit you can find this Missile Tank with 
      extreme ease. From the large water-filled room adjacent to the Chozo 
      Warrior boss' room, go through the top right door and begin 
      descending the large shaft. Not far down you'll spot a small alcove 
      in the left wall complete with a tiny slope needed for retrieving 
      Energy Tank CZ_03. There's a Missile Block hidden along the left 
      wall, blow it open and crawl inside to find this Missile Tank tucked 
      away in a tiny tunnel.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 3.3 : SUPER MISSILE TANK LOCATIONS
   _________________________________________________________________________

Super Missiles pack far more of a punch than ordinary Missiles, but you 
won't have as many in your arsenal so preservation and accuracy will see 
you bring out their full potential. There's only 15 Super Missile Tanks 
hidden within Zebes, each one gives you two extra in Easy and Normal for a 
maximum of 30 but you'll only receive one extra in Hard for a max of 15.


--->>> < Brinstar >

01. - Get ready for more Shinesparking. You'll first need both the Hi-Jump 
      Boots and Speed Booster to reach this trickster. This Super Missile 
      is actually in the same room as Missile BR_05 but you'll need to 
      execute Shinespark techniques to reach it. First, head over to 
      the long corridor where you first encountered Deorem. Near the door 
      on the left end you'll see a small slope in the ground. Run over to 
      the edifice on the far right. Run back to the left and quickly blow 
      open the door. Once you're in the following shaft immediately crouch 
      when Samus flashes and run back through the door. Quickly dash past 
      the small slope near the door and shoot the door open before 
      activating the Morph Ball. Before the charge runs out press A and 
      hold Left. Samus will fly through into the shaft and blow through 
      Speed Booster blocks at the base of the large rocky cliff straight 
      ahead. You'll then zip into a small chamber filled with narrow 
      tunnels where you'll find Missile BR_08. Press Down just after you 
      blow through the two Ripper floating around and as Samus reaches the 
      left side of the room. Spring jump up to the platform above and 
      Shinespark into the slope on the right. This way you'll grab the 
      Missile Tank and soar over to the top-right corner of the room. Once 
      you're there quickly press Down again and drop below to the small 
      opening you entered the room via (you need to tour the entire chamber 
      to get enough Shinesparking charge time). Roll to the right of the 
      tiny slope right in front of the opening (but don't accidentally 
      leave the room). Once you're level with the small opening in the 
      wall, jump and hold Left. If performed correctly and accurately 
      you'll soar through the room and exit via the left opening. You'll 
      then sear through the shaft and blow through Speed Booster blocks 
      guarding the Super Missile in an adjacent room. This is an incredibly 
      tricky item to reach, so Shinesparking practice is definitely on call 
      here.


--->>> < Crateria >

01. - Successful capture of this Super Missile requires Power Bombs and 
      Samus' fully restored Power Suit. Way up in the top right corner of 
      Crateria you'll find this Super Missile hidden behind Speed Booster 
      blocks. Thankfully it's just above a Yellow Door leading to Chozodia 
      so all you'll need to do is use the long corridor inside to build up 
      the Speed Booster's charge. Once you emerge back outside in Crateria 
      quickly crouch as you pass through the door and Space Jump up to the 
      ledge above. Shinespark into the slope ahead and Samus will continue 
      running, plowing right through the wall. Not too tricky.


--->>> < Norfair >

01. - To reach this tank you'll need the Varia Suit for protection against 
      super-heated areas. From the main elevator in Norfair leading back up 
      to Brinstar, head right and proceed over to the tall shaft on the 
      eastern side of Norfair. Once inside, break through the first round 
      of Speed Booster blocks in the floor and go through the door below on 
      the left. Cross the corridor and go through the left door to find 
      yourself in a super-heated zone. Keep going left and you'll find a 
      tunnel filled with destructible pillars and a colony of 
      fire-breathing dragons in the lava below. Cross the tunnel while 
      blasting through the pillars, near the end you'll find Missile Tank 
      NO_07 hidden at the top of a pillar. This Super Missile's waiting up 
      in the left corner of the following room, but there's a few traps set 
      around it to give you a challenge. A range of normal Bomb Blocks 
      restricts access to the Super Missile, so you'll need to blow through 
      them. But be warned, as the platform below the enclosure is covered 
      in crumbling blocks, so if you fall you'll have to leave the room and 
      try again. A neat trick is to lay a bomb up on the floating platform 
      to the far right of the enclosure to give yourself extra time. After 
      setting a bomb quickly stand up and run over to the left side. As the 
      Bomb Blocks disappear along the vertical wall, jump over before the 
      blocks you're standing on disappear. With luck and practice you 
      should make it to the platform where the item awaits.

02. - The Space Jump really takes the toughness of reaching this tank away 
      (and Missile Tank NO_08) but you can still pull it off with some 
      patience. From the Norfair Map Room, literally keep traveling 
      right until you can't go any further (it's a long way). In the 
      dead-end room you'll find, blow out part of the floor and drop below 
      to find a door going left. Inside you'll find a long corridor with 
      the Super Missile atop a floating pillar over on the left. The Space 
      Jump makes reaching this one an easy job, but you can always lure the 
      creatures popping out of the pipe over to it and use them as stepping 
      stones thanks to the Ice Beam. But you'll have a tough time reaching 
      Missile Tank NO_08 beyond this one on the left without the Space Jump.


--->>> < Ridley >

01. - For a first time play-through you'll probably find this Super Missile 
      Tank as your initial one as you need Super Missiles to break 
      further into Ridley's area. The giant wasp Imago guards this item, so 
      refer to the bosses guide for tips to squat the bug.

02. - This Super Missile's hidden above the room containing Missile Tank 
      RI_06 so you'll have no trouble finding it. Once you've grabbed the 
      Missile Tank, break through a small section of the roof above and 
      climb up to find a hidden room. Blow open the Super Missile block and 
      roll through the tunnel to find a blocked-up alcove. Lay a bomb to 
      clear out the rubble and reveal the Super Missile inside.

03. - In the room to the left of the one containing Missile Tank RI_06 and 
      Super Missile Tank RI_02, you'll spot Missile Tank RI_07 atop a 
      floating pillar. To reach this Super Missile you'll need to reach the 
      door over on the left without falling down the shaft below. A good 
      way to make it through is to freeze one of the moving blue bubble 
      creatures and use it to reach the Missile. Then from there drop down 
      to the left and hold Left as Samus falls. She'll grab hold of the 
      edge of the platform allowing you to climb up and reach the door. 
      Cross the corridor beyond to find this Super Missile waiting in a 
      small room. From here you can also reach Missile Tanks RI_08, RI_09 
      and RI_10.


--->>> < Chozodia >

01. - Upon recovering Samus' Power Suit, exit the Chozo Warrior boss' room 
      and blow away the two Space Pirates greeting you in the adjacent 
      room. From there drop down to the door leading to a Save Room and 
      blow through the Missile Blocks near the door to access the 
      underwater area. Go for a dip and once at the very bottom of the 
      room, run over to the right side to build up the Speed Booster's 
      charge. You'll sear through the wall guarding this Super Missile on 
      the far right side and grab it neatly.

02. - From the room where you'll find Super Missile Tank CZ_01 above, exit 
      via the door up in the top right-hand corner. Descend the massive 
      adjacent shaft and go left through the door at the very bottom. In 
      this next large room you'll find an area filled with lava. Go 
      swimming in this hot sauna and you'll find this Super Missile easily 
      on the right side of the room.

03. - From the large lava-filled room where you'll locate Super Missile 
      CZ_02 above, leave via the left door down in the corner. Descend the 
      adjacent shaft and proceed left at the bottom. Drop down the next 
      shaft and go through the right door. In this next room you'll find a 
      range of large brown blocks along the right wall and floor. Bomb 
      through them and drop down below; the Super Missile's hidden in the 
      left wall behind a Missile Block.

04. - For this one you should first go to the Save Room positioned around 
      the center of the Mothership's map (it's the first one you'll come 
      across when entering the ship via the Chozo Ruins). From here go 
      right and cross the small room with the shutter to reach a shaft 
      you've most definitely visited a few times. Screw Attack and bomb 
      your way up the shaft to the very top where you'll find this Super 
      Missile hidden. Be patient though with the maintenance droid as it 
      *slowly* gets out of your way.

05. - From the shaft where you'll find Super Missile CZ_04 above, go 
      through the highest door along the left wall. Ascend the shaft beyond 
      and go left again to find a narrow hallway with a wall barring the 
      way. The Super Missile's hidden within the wall, but if you lay a 
      bomb near the wall you'll fall below into a room among a group of 
      Space Pirates. Blow them away and Space Jump back up the room to 
      reach your prize.

06. - With Samus' Power Suit fully powered up, go back down to the Map 
      Room at the base of the Mothership. Once there go right and dispatch 
      the two Space Pirates you'll find in the following corridor. On the 
      right end you'll find this Super Missile hidden up in the ceiling 
      above a damaged block.

07. - Once you've found a few Power Bombs, go down to the large glass 
      tunnel connecting the Mothership to the ruins. Blow the glass apart 
      with a Power Bomb and drop down to the bottom left corner of the 
      rocky area. Smash open the wall there with another Power Bomb and 
      descend the narrow shaft ahead. Drop down through the next large 
      shaft and keep proceeding left until you reach a small room with what 
      appears to be a low ceiling. In the center of the ceiling you'll find 
      a hidden tunnel leading up, upon investigation you'll discover a 
      network of narrow tunnels up in the ceiling with enemies crawling 
      around. Dispatch all the wandering Zoomers and make your way up to 
      the top of the room via the maze-like tunnels to find this Super 
      Missile hidden.

08. - Right after discovering Super Missile CZ_07 above, leave the room via 
      the left door to find a huge room filled with packed-together 
      platforms along the roof. Use a Power Bomb to reveal a range of Bomb 
      blocks riddled throughout the platforms. Make your way up through the 
      maze to reach this Super Missile hidden at the very top near the 
      center of the room.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 3.4 : ENERGY TANK LOCATIONS
   _________________________________________________________________________

Energy Tanks give Samus' Power Suit vital extra energy desperately needed 
for survival. There's a total of 12 to be found in your explorations. Each 
one adds 100 extra units of energy in Easy and Normal, but only 50 in Hard 
- energy preservation is a must.


--->>> < Brinstar >

01. - You'll need the Morph Ball and Bomb to reach this tank. Just like in 
      the original Metroid, this Energy Tank is hidden up in the ceiling of 
      the long corridor containing the first Chozo Statue (you'll see it 
      early in the game). The tank itself is located a little to the left 
      of the large protrusion of rocks in the roof where all the Skree hang 
      about. Upon revealing the tank, use Morph Ball jumping (slowly tap B 
      to lay bombs repeatedly - but not too fast) to ascend and grab your 
      prize.

02. - Nice and easy, you'll find this Energy Tank waiting atop a pillar 
      above the acid pool in the long corridor just beyond the second 
      encounter with Deorem.

03. - This tank's hidden cleverly in the large acid-filled room adjacent to 
      the Varia Suit's room. Once you've gained the Varia Suit ability, go 
      back into the previous room and go for a dip in the acid (it won't 
      hurt). You should see the tank tucked away in a small alcove in the 
      corner. Break into the alcove by way of a hidden tunnel near the 
      center of the room. Blow through the ground and reveal a narrow 
      tunnel to clear a way to this tank.


--->>> < Norfair >

01. - Not long after tracking down the Wave Beam you'll find yourself in a 
      long corridor with two huge larvae/caterpillar creatures blocking 
      the way. Check out the bosses guide for tips to clear them both out, 
      then you'll be clear to find this tank hidden up in the ceiling near 
      the second larvae's dead skin.


--->>> < Kraid >

01. - You'll find this tank hidden within the same room as the Zip Line 
      charging station (check the walkthrough for details). With the Zip 
      Lines charged up, use the one up on the ceiling to zip over to this 
      Energy Tank waiting atop a tall pillar.

02. - Before snagging this one you'll need to beat Kraid and claim the 
      Speed Booster. On your way out of Kraid's area, go through the second 
      red door down on the right below the main elevator. Inside you'll 
      find a long corridor filled with flying bugs further in. The Energy 
      Tank right at the end of the corridor's protected by Speed Booster 
      blocks, so begin running to the right from the door. Quickly crouch 
      before flying off the edge of the platform into the acid and 
      Shinespark to the right. You'll crash through a multitude of bugs and 
      break open the blocks, giving you a clear shot at the tank.


--->>> < Ridley >

01. - Not long into Ridley's area you'll find this tank sitting innocently 
      in a small corridor. But don't go walking straight over to it or 
      you'll fall down through fake blocks planted in the center of 
      the room. Instead, stand on the block four blocks to the left of the 
      door you entered via, then jump left and you should make it easily to 
      the tank's position (you might still not make it, but the Power Grip 
      lends a helping hand).

02. - This tank's hidden in the same room as Unknown Item #3 just beyond 
      Ridley's den. You'll find it over to the left beyond the Chozo Statue 
      hiding behind an Unknown Item block.

03. - Upon defeating Ridley, backtrack and keep going right to eventually 
      reach a long green corridor full of pipes flying bugs spew forth 
      from. What you can't see first off is that there's a hidden tunnel 
      below the pipes, use bombs to break through and you'll find this tank 
      hidden inside the narrow confines of the tunnel.


--->>> < Chozodia >

01. - Try catching this tank on your way to Mecha Ridley's room as it's 
      nearby and can save you precious minutes if you're playing for a fast 
      time. Head all the way up to the room right next to Mecha Ridley's 
      domain. Stand up against the wall blocking your path and run back 
      into the corridor on the left. Charge up the Speed Booster and spin 
      jump over to the slightly raised platform in front of the door on the 
      left. If aimed properly you'll blow through a group of Speed Booster 
      blocks in the floor, revealing a large corridor below. Now for the 
      tricky part. The tank's waiting down in the right corner of the 
      corridor, but the entire tunnel's filled with green laser alarms. 
      Trip one of these menaces and a shutter will seal off the tank, so 
      don't trigger any alarms. A good (but still tricky) way to grab the 
      tank is to Shinespark from the left end of the corridor to sneak past 
      all the alarms and go straight into the tank. Build up the Speed 
      Booster in the corridor above and drop down below before the charge 
      runs out. To aim yourself properly you'll need to drop off the 
      platform slightly and hit A before touching the horizontally-aligned 
      alarm below. Don't go too far though or you'll hit the edge of the 
      platform the tank lies on. Aim the Shinespark correctly and you'll 
      soar right into the tank. Phew.

02. - Recover Samus' Power Suit, then proceed down to the glass tunnel 
      connecting the Mothership to the ruins. Blow the glass open with a 
      Power Bomb and go down to the bottom left corner of the cliff. 
      Break through the wall there with another Power Bomb and drop down 
      the hole in the floor of the following room. Descend the shaft and go 
      left to find a sloping room filled with the small creatures you 
      would've seen in Kraid's area. Clear them out and run back down the 
      slope to build up the Speed Booster's charge. Run back into the shaft 
      and crouch. Quickly walk over to the center of the shaft and 
      Shinespark straight up. You'll blow through a few Speed Booster 
      blocks hidden up in the cave above and snag this tank on the way up a 
      long narrow shaft.

03. - Watch out, you're looking at probably the toughest item to pick up 
      here. If you're not a fan of Shinesparking be warned, the Speed 
      Booster's the only way you'll find this tank. Follow these directions 
      closely and with practice you should manage to track this sucker down 
      without much frustration. Firstly, go back up to the large room 
      connected to the Chozo Warrior boss room (where you recovered 
      Samus' Power Suit). Head into the underwater part of the room and 
      make your way up to the tall shaft through the right door. At this 
      point you'll want to break through both Missile blocks right below 
      you as you'll need to use the narrow tunnels they conceal to get 
      around the wall ahead covered in Screw Attack Blocks. With both 
      blocks destroyed, go back down underwater in the previous large room. 
      At the very bottom you'll have enough room to run around to build up 
      the Speed Booster's charge. From the left corner, run over to the 
      right and crouch when Samus begins flashing. Quickly jump up to the 
      next platform and Shinespark into the slope on the left to give 
      yourself more charge time. Space Jump right up to the platform at the 
      very top and activate the Morph Ball. Shinespark to the right and 
      you'll hit another slope just before going through the door. Hold 
      down *just* before going through the door and roll through. Release 
      the D-Pad as you go through the door. You'll emerge in the shaft and 
      probably land just on the right edge of the pit, tap left to fall 
      down into the tunnel and roll through to bypass the Screw Attack 
      Blocks. Descend further down the shaft to an alcove along the left 
      wall. Stand up quickly and Shinespark into the tiny slope up against 
      the left wall and press down just as Samus hits it to earn yourself 
      more charge time. Then fall down and hug the right wall to land on 
      another small platform. Shinespark into the right wall and you'll 
      soar through a long corridor before finally reaching the Energy Tank 
      at the far end. Good luck with this one, you'll rightly need it.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 3.5 : POWER BOMB TANK LOCATIONS
   _________________________________________________________________________

Power Bombs give you a devastating Morph Ball weapon, lay one of these 
babies and any enemies on-screen are history. You can also use Power Bombs 
to break through Power Bomb blocks. There's only 9 Power Bomb Tanks to be 
found, giving you 18 bombs in Easy and Normal, but only 9 on Hard; use them 
wisely. Spoilers abound below as you can't find any Power Bombs until after 
defeating Mother Brain. This also means that you'll be able to find all 9 
of them straight away without requiring any extra items. 


--->>> < Crateria >

01. - You can only reach this after recovering Samus' Power Suit. Use the 
      Morph Ball Launcher hidden directly below the platform Samus begins 
      the game at in Brinstar to shoot yourself up to Crateria. Once there 
      ascend the rocky shaft and travel right. Use the Speed Booster to 
      break through the wall in the open area where Samus' ship rested 
      earlier. Now for the tricky part. The Power Bomb is hidden up within 
      the left wall blocked by some well-placed Speed Booster blocks. Begin 
      at the door you just entered this room via. Run over to the right 
      until the Speed Booster kicks in. Quickly press down and rush over to 
      the sloping ground just in front of the small edifice on the right. 
      Face left and Shinespark into the small slope. You'll be doing this 
      to buy extra Shinespark time to get into position. Quickly press down 
      again when you hit the slope and jump up to the top of the small 
      edifice on the right. Stand directly on top of the tallest point of 
      the edifice (you'll see it as a tiny mound). Quickly switch on the 
      Morph Ball and press A to activate the Shinespark. Just before Samus 
      rockets off hold Up + Left to diagonally shoot up over to the left 
      wall way above. If you've aimed correctly Samus will shear through 
      the Speed Booster blocks up in the wall, then you'll just need to 
      break through the Power Bomb Block to finally reach this item.


--->>> < Norfair >

01. - This one's located down in the south-western area of Norfair. Start 
      by heading over to the shaft adjacent to the Map Room. From here 
      drop down below the base of this shaft and descend the following 
      shaft. At the bottom of this second shaft you'll find deadly lava 
      below that you can now survive thanks to the Gravity Suit. Break 
      through the floor and drop down below to find a door. Go left to find 
      a large shaft filled with lava. Use a Power Bomb a little way up the 
      shaft to reveal Missile Tank NO_13 in the right wall. Grab the 
      Missile then shoot through the Missile blocks the blast revealed in 
      the left wall. Crawl through the narrow tunnel and Space Jump up the 
      shaft to find this Power Bomb waiting at the top.


--->>> < Tourian >

01. - In legacy of one of the Missile Tank locations in Super Metroid, 
      you'll find this Power Bomb hidden in a room directly below the 
      smoldering remains of Mother Brain. Return to the decimated hallway 
      where you fought the fiend and use a Super Missile to break through 
      the floor directly below Mother Brain's remains. Down below you'll 
      find this Power Bomb waiting.


--->>> < Chozodia >

01. - This is your first Power Bomb, the same one that you'll have seen a 
      cheeky Zebesian walking off with earlier in the ruins. With your suit 
      restored proceed up to the bridge area of the Mothership (up at the 
      top of the ship, the giant room with windows looking outside on the 
      left wall). Once there, go over to the left corner and drop down the 
      narrow opening you'll see there. Descend the narrow tunnels below to 
      find that sneaky Zebesian walking off with your Power Bomb again. 
      Bomb your way down to the main open area of the room and go right. 
      You'll find the Power Bomb waiting inside protected by two alarm 
      lines, just Space Jump over them and drop down to claim your prize.

02. - You'll find this second Power Bomb in a chamber to the right of the 
      first bomb above. Once inside lay a Power Bomb to open up the ceiling 
      where you'll find this one waiting with two Zebesians.

03. - This Power Bomb's located not far from the Crash Site where you 
      appear after defeating Mother Brain. Proceed back there once you've 
      recovered Samus' Power Suit, but don't go further than the edge of 
      the ship. In the area where you first see the purple exterior of the 
      Mothership, climb up to the far right edge of it and lay a Power Bomb 
      to reveal this item hidden inside a small alcove.

04. - Notice a tall blue shaft with no visible entrance on Chozodia's map? 
      That's where this Power Bomb lies. Firstly head to the open area were 
      the glass tube connects the ship to the ruins. From here lay a Power 
      Bomb to break through the glass. Drop down onto the rocky terrain and 
      head down to the bottom right corner of the cliff. Lay a Power Bomb 
      to reveal a hidden opening in the wall, then go inside to find a long 
      corridor leading right. At the far end you'll reach a tall corridor 
      with the Power Bomb waiting at the peak, but you can easily use the 
      Speed Booster to quickly fly up the shaft past all the Zebesians.

05. - The easiest way to reach this Power Bomb is to enter Chozodia by way 
      of the door up in the north-eastern corner of Crateria. From there, 
      cross the long corridor leading into Chozodia and drop down into the 
      first room you'll find. Shoot into the left wall with the Wave Beam 
      to expose the Power bomb, then use a Missile to blow open the block 
      barring your way.

06. - On your way sneaking through the ruins to the Chozo Warrior's room 
      you might remember finding a long dark hallway with two Zebesians 
      apparently stuck at the end of two long narrow tunnels (it's adjacent 
      to the tall shaft near the Chozo Warrior's room). This room was 
      sealed off when you recovered Samus' Power Suit so you couldn't find 
      your way back inside until after finding a Power Bomb. Up in the 
      shaft previously mentioned you'll find the small opening on the left 
      wall leading into the darkened tunnel. Blow away the blocks covering 
      the opening with a Power Bomb and crawl inside. Make your way to the 
      end of the highest tunnel and use Missiles to break through the 
      ceiling there. Up above you'll find this Power Bomb tucked away in a 
      tiny alcove.

____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 4.0 : SHINESPARKING - <CH_04> --------------------------------------------
____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
As this game features the Speed Booster upgrade, the technique and fine art 
of Shinesparking comes into play. If you're unaware of the term, fear not. 
Shinesparking involves utilising the Speed Booster's standard charging 
ability to execute a wide range of Speed Booster-powered jumps.

The Basics:

 By holding Left or Right and running over a large enough area Samus will 
 charge up and run several times faster than normal. Keep in mind that if 
 you hit any solid terrain object the charge will run out instantly.

 If you crouch while Samus is running super-fast she'll return to normal 
 speed, but the Speed Booster's charge will persist for about 5 seconds 
 longer. Before the charge runs out you can direct Samus to jump either 
 straight up, left or right or diagonally up left or right. If done while 
 the charge is still in effect, Samus will launch herself along a vector in 
 the direction you indicated until she strikes a solid terrain object 
 (wall, ceiling, etc). You can break through Speed Booster blocks whenever 
 Samus is flashing (but not moving at normal speed), regardless of the 
 technique used.

Advanced:

 You can prolong the charge time by Shinesparking into 45 degree angled 
 slopes. Do it by crouching to charge up the Speed Booster as normal, but 
 then press A and hold the direction the slope is in when Samus is level 
 with it so that you'll strike it along the Shinespark's flight path. As 
 soon as Samus hits the slope she'll land and continue to run forward. Hit 
 down again to stop moving and charge up the Speed Booster again, giving 
 you more time to get into a position to jump.

 Once you've recovered the Hi-Jump Boots after the Speed Booster you'll be 
 able to execute Shinespark jumps while in Morph Ball form. Everything that 
 applies while standing applies to the Morph Ball form, only with this 
 trick you'll be able to break through Speed Booster blocks lined up with 
 only one row of blocks; too small normally for Samus to break through 
 while standing.

____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 5.0 : BOSSES GUIDE - <CH_05> ---------------------------------------------
____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Monsters lurk within the narrow confines of Zebes' labyrinths at every 
turn. You'll be facing off against a range of the Space Pirate's strongest 
warriors with each one guarding a vital item for your arsenal or just 
blocking a path they don't want you to tred on. Old favourites such as 
Kraid, Ridley and Mother Brain return but they ain't alone in this new 
adventure. As this game has sequence breaking kept in mind, some smaller 
bosses can be bypassed easily but I'll still cover all the nasties you'll 
find on your first run through of the game. Beware of major boss strategy 
spoilers here, so read on only as a last resort.

Each boss has their own distinct code (eg. 5_FG) for your use when reading 
through the walkthrough. Hit Ctrl + F and type in the boss' id number to 
zip back up here for the boss strategies. Then use Ctrl + F to find the 
boss code down in the walkthrough so you can jump back down to where you 
were.


[5_DE]

>>> Deorem (Giant Centipede)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
Location - Brinstar
Attacks  - Head Lunge, Spike Projectiles
Weakness - Missiles to the exposed eye

Strategies - 
  You'll encounter this bug after finding Missile Tank BR_01. The creature 
  will use its long body to block off both sides of the screen so there's 
  no escape. The creature's head will often lunge down in an attempt to 
  slam Samus against the floor, so you'll need to recognise its attack 
  patterns at once. Every time the two pincers on the head lash about, 
  it'll lunge down so keep an eye out for your cue to move. At first the 
  head will travel straight down, but afterwards it'll come down to where 
  Samus is standing, using the Morph Ball to get out of the way quickly 
  often helps. Don't get too close to the walls as small spikes hurl out of 
  them, but shooting them will often reward you with health and Missile 
  refills. Once the head lunges down, the eye will open for a few seconds 
  as it retracts back into the ceiling. Quickly get under it and fire a 
  Missile up into the eye before it closes to injure the creature. You'll 
  need to pop it in the eye a few more times to finish it off, but this 
  creature will run away if the head disappears up into the ceiling. If the 
  creature hightails it out of there before you can deal the final blow 
  fear not, as you'll find it later on in another corridor on your way to 
  finding the Bomb upgrade. At each encounter Deorem will use the same 
  attacks, and if it continues to escape it'll alternate between the two 
  corridors. Once you manage to fry the coward you'll be rewarded with a 
  floating Charge Beam upgrade (really, it floats in the air).


[5_MU]

>>> Mua (Acid Worm)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
Location - Kraid
Attacks  - Acid Bath, Clamp Lunge, Spores
Weakness - Missiles to the red core

Strategies - 
  This crazy worm accosts you just after you power up the Zip Lines in 
  Kraid's area. You'll need to stay up out of the acid for the entire 
  battle, as not only does the acid cause mortal damage to Samus' Power 
  Suit, you won't be able to move around as fast as normal while underwater 
  - not a good thing when a 20 foot giant worm is out for your blood. The 
  creature will stay in the center of the room and lash out when given the 
  chance. Always stay on the blocks to the left and right of the worm, and 
  make sure the Zip Line's clamp is on your side (shoot the red switch if 
  it isn't). Every time the pincers in the creature's maw moves, like 
  lightning grab hold of the Zip Line to be carried across to the other 
  side. If you time it just right the monster's clamp-like mouth will slam 
  into the block instead of Samus, trapping it there for a few critical 
  seconds. From the other side of the room begin tearing into the exposed 
  flashing red core with Missiles before the worm breaks free. Each hit 
  will slowly damage the creature, so you've found its weak point. Wait for 
  the mouth to move again before jumping onto the clamp, then fire Missiles 
  into the core again. After a few rounds the worm may cause the acid level 
  to slowly rise in the room, quickly jump up to high ground before it 
  catches you. Also watch out for the spores it launches at you if you stay 
  near one of the two doors of the room, but keep in mind that they drop 
  energy and Missile refills if shot. Keep moving quickly each time the 
  worm lunges out of the acid and you shouldn't have much trouble finishing 
  it off. And keep out of the acid, it doesn't like it when you invade its 
  home.


[5_KR]

>>> Kraid
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
Location - Kraid
Attacks  - Various Spike/Thorn Projectiles, Claw Swipe
Weakness - Missiles to the open mouth

Strategies - 
  Kraid's not as tiny as he used to be, rather he's been on the most 
  unsuccessful diet ever over the past years to make him so darn big. 
  You'll be reminded of SM as Kraid will use similar attack patterns but 
  you'll be fighting him from the right side of the screen this time so 
  things will quickly change. As before he'll be launching a range of thorn 
  projectiles from his claws and belly (God knows how) so move around 
  constantly in the small space allocated to avoid his weapons. You'll have 
  to feed him Missiles whenever he opens his maw, usually he'll open up 
  when a Missile hits him squarely in the face. Begin by using the platform 
  by the door to jump up and hit him in the mouth, but after several shots 
  his body will darken and thorns shot out of his belly will blow away part 
  of the platform, leaving only one ledge left floating in mid-air. Try to 
  stay atop the ledge while the thorns keep flying at you (shoot them for 
  energy/ammo) and watch out for Kraid's other claw as he'll take swipes at 
  you often. After more of a beating, the last floating ledge will crumble, 
  leaving you with not much else to use. When the large thorns shoot out of 
  Kraid's belly they'll attach to the right wall, you can use these to 
  climb up to shoot the mouth, but once they begin to flash they'll explode 
  before another round fires out from Kraid. The tiny block above the door 
  can be used as a safe breather spot, especially on Hard. By now Kraid 
  should be a violent shade of red, so just keep on feeding him his 
  favourite delicacy before watching the monstrosity's grand exit as he 
  falls down through the floor before erupting with one last roar. Or 
  scream.


[5_KG]

>>> Kiru Giru (Larvae/Caterpillar)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
Location - Norfair
Attacks  - Heavy Charge
Weakness - Wave Beam to the underside (1st) Bombs to the underside (2nd)

Strategies - 
  These two weird creatures block your path in Norfair, plus the door you 
  entered their lair via has sealed, so there's only one way forward. The 
  first creature is too easy, all you need to do is fire the Wave Beam into 
  its underside through the floor, enough of a beating will destroy the 
  monster. Proceed right to face the second creature, and to find it in a 
  pretty bad mood. When you move too close the creature charges forward, so 
  you'll need to run back left before it hits Samus. Firing your Beam at 
  its face (if you could call it a face) only causes it to reel back 
  slowly, but you'll see why soon. The only weak spot is its red 
  underbelly, and the only weapon that can reach it are Bombs. Keep firing 
  at the monster to push it back far enough, then quickly activate the 
  Morph Ball and roll over in front of it. Lay a round of bombs just as the 
  creature reels back to charge forward and the explosions will score 
  direct hits on its underside as it lunges at you. Do this one or two more 
  times to finish the creature off and to secure your escape from the room.


[5_EK]

>>> Ensnared Kiru Giru (Bug Larvae)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
Location - Norfair
Attacks  - Spore Projectiles
Weakness - Missiles/Super Missiles to the veins connecting the creature to 
           the ceiling

Strategies - 
  This monster will hang from the ceiling the entire battle, and has only 
  one form of defense - a random spread of tiny spores it ejects out into 
  the room. Shooting the spores rewards you with energy/ammo refills, 
  and the Ripper floating about is for more than looks. The only weak point 
  of the creature is the huge pulsating veins connecting it to the ceiling, 
  but you'll have a hard time hitting them without using the Ripper as a 
  frozen stepping stone. Wait for the Ripper to float over either left or 
  right of Kiru then freeze it. Jump on and use the extra height to reach 
  the throbbing veins. Pummel them with Missiles or Super Missiles, just 
  watch out for incoming spores. Also remember to shoot the Ripper again 
  before it unfreezes, you don't want to find your platform assistant 
  flying away. Kiru Giru has one vein in the center blocking your shots 
  from reaching the other side once you've cleared out enough veins, so 
  you'll need to jump down and wait for the Ripper to float over to the 
  other side. Freeze it again and jump aboard to reach the other veins. 
  Clear out the remaining veins and watch as the lumpy creature crashes 
  down into the floor. The monster doesn't explode so you know you'll face 
  it again later, pity you can't harm it as it writhes in the floor.


[5_IM]

>>> Imago (Overgrown Wasp)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
Location - Ridley
Attacks  - Ultra Charge, Stinger Projectiles
Weakness - Missiles/Super Missiles to the stinger protruding from its 
           underside

Strategies - 
  This crazy wasp was the result of Kiru Giru's evolution from its larval 
  stage. Keep in mind that this boss is optional - all it protects is a 
  Super Missile and if you're playing for a speed run without a 100% item 
  collection rate it's a waste of time fighting it. The monster will zip 
  back and forth across the vast chamber as it tries to run you down. The 
  best way to avoid taking a beating is to activate the Morph Ball and roll 
  to either corner of the corridor, where the wasp should miss you as it 
  flies up out of the screen on each pass. Follow the monster as it makes 
  each pass, and stay in the corners before it charges down. When it 
  reappears from the top of the screen, follow it from behind while 
  attempting to berate the stinger with Missiles, or Super Missiles if you 
  have any. As it moves right and disappears above the sealed door, at the 
  end of the hall wait for it down at the base of the slope otherwise it'll 
  make mad dives down at you from above. The same goes for the left end, 
  wait for it a little to the right of the enclosure. You might have 
  trouble catching up to it as it flies from right-to-left, just follow it 
  and resume shooting as it goes from left-to-right. Try and stay behind it 
  at all times otherwise it'll deploy small stinger projectiles as it 
  chases Samus, so keep up with it at each end of the corridor. With enough 
  of a pounding the wasp will slowly change colour, first to a sickly green 
  then a solid red. Keep blasting away at the stinger and it'll fall off, 
  leaving the wasp with a massive smoking (dunno how) injury on its 
  underside. The wasp will then take off beyond the right end of the 
  corridor, quickly run over to the enclosure on the left end. Once there 
  you'll witness the wasp kamikaze into the enclosure, finally blowing 
  itself apart and courteously opening your way to the Super Missile.


[5_RI]

>>> Ridley
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
Location - Ridley
Attacks  - Tail Lash, Fireballs, Swooping Claw Grab
Weakness - Missiles/Super Missiles to the head

Strategies - 
  Once again you'll find yourself battling this nemesis deep in a fiery 
  environment. As in previous titles Ridley will constantly fly around 
  the screen attempting to beat Samus to a bloody pulp, but we're not going 
  to let him, are we? Watch out for Ridley's opening attack - a flood of 
  fireballs. Jump up between each one and try to stay airborne as long as 
  you can before the barrage ends. He'll often lash his tail about, 
  slamming it down into the ground while he slowly moves forward, so try to 
  stay at the edge of the screen to wait out his attack run. Also try to 
  keep your footing on the main platform and stay away from the left and 
  right edges where sections have broken off, uncovering the lava pit 
  below. Ridley will also often spew out a range of fireballs, stay behind 
  him or get ready for some fancy footwork as they rain down. Watch out for 
  the dragon's constant swooping attacks, rolling under him with the Morph 
  Ball often helps. Ridley's nastiest attack would be when he charges at 
  Samus and grabs hold of her, not something you want happening in Hard 
  mode. If you're unlucky and are caught, aim up into the dragon's face and 
  pummel it with Missiles and Super Missiles to trade damage with the 
  fiend. As always his screaming head is the weak point, you'll want to 
  fill it with Missiles - a lot of Missiles - to damage it. Start by 
  unloading your payload of Super Missiles, then continue with regular 
  Missiles. On Hard mode survival is a very tough art indeed, but with 
  quick footwork and an accurate trigger finger you should come out of the 
  battle alive. But next time Nintendo should give Ridley different attack 
  abilities, avoiding the same old tricks gives veteran Metroid players a 
  huge advantage.


[5_MB]

>>> Mother Brain
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
Location - Tourian
Attacks  - Eye Laser, Gun Turrets, Circle Projectiles
Weakness - Missiles/Super Missiles to the open eye

Strategies - 
  You'll face Mother Brain in a corridor very similar to the original 
  Metroid and Super Metroid's MB encounters. While MB sits idly in the 
  glass chamber the only defense it has are the gun turrets firing small 
  laser beams everywhere and the circular projectiles, but the frantic and 
  chaotic nature of those weapons makes it difficult to avoid them. Try 
  your absolute best to avoid falling into the lava pool as it's a complete 
  pain trying to get out of it with projectiles raining down. You've only 
  got two blocks to stand on so it will get tricky. Like in Metroid and SM 
  you'll need to crack open the glass chamber around MB to inflict mortal 
  damage to the brain itself. Use Missiles firstly to break apart the 
  glass, you'll want to keep your Super Missiles to damage the brain. Avoid 
  the projectiles as best you can and keep firing at the glass. Eventually 
  huge cracks slowly creep over the glass, before it shatters completely, 
  exposing MB. Don't be too cocky now as MB stills has a trick up its 
  sleeve (even though it's just a brain). Upon exposing the brain a huge 
  single eye will open up and stare blankly at you. This is MB's ultimate 
  weak point, as you can't damage the brain, only the open eye. Quickly 
  switch to Super Missiles and fire a single shot into the eye (you'll need 
  to crouch while standing on one of the blocks to line up with it). As 
  soon as you clear off a successful hit, jump up on top of the gun turret 
  on the right wall, as MB will flash blue before unleashing a huge plasma 
  blast straight across the screen; you don't want to be in its path. Every 
  time MB unleashes a blast the eye will remain open for a few seconds 
  more, use this time to fire another Super Missile into it. Always 
  remember to jump up atop the gun turret to avoid the eye's blast, and 
  don't worry about the circle projectiles as the Screw Attack will protect 
  you (plus they drop energy/ammo refills, hehe). Keep this pattern up and 
  you'll crush this menace in no time. But watch out in Hard mode as MB's 
  attacks pack far more damage, and staying out of the lava is an absolute 
  necessity. Following the tactics mentioned above should suffice on Hard, 
  but avoiding MB's attacks and defenses is far more critical. Upon dealing 
  the final blow MB will erupt along with the two gun turrets. The screen 
  will then promptly tell you to evacuate immediately as a timer appears. 
  This ain't over yet.


[5_CH]

>>> Chozo Warrior Engraving
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
Location - Chozodia (Chozo Ruins)
Attacks  - Random Flight Patterns, Various Lightning Projectiles
Weakness - Charged pistol shot to the glowing mirror

Strategies - 
  This massive engraving/painting in the northern-most expanse of the Chozo 
  Ruins in Chozodia will come to life and battle you, a test no doubt 
  designed by the Chozo to evaluate Samus' strength and determination. 
  You'll easily spot the mirror-image of Samus appearing in the large 
  circular mirror grasped in the Chozo Warrior's hands once the four small 
  orbs surrounding it fire energy bolts into the center. Keep an eye on 
  this mirror at all times. At first the engraving will remain motionless, 
  so wait for the mirror to glow before attacking. Once the mirror glows 
  and emits a humming sound the mirror-image of Samus will disappear, to be 
  replaced by an elaborate glowing symbol. Shoot the mirror once with a 
  fully charged shot from the pistol now to damage it. Be very careful to 
  ensure that you only ever fire at the mirror when Samus' reflection 
  disappears, as if you hit the image of Samus you'll take damage yourself! 
  After scoring a first direct hit, the mirror will deploy a smaller orb 
  into the top-left empty socket in the wall. The giant Chozo Warrior will 
  then glow and produce an ethereal blue version of itself which will float 
  about the room constantly trying to strike Samus. Once again you'll need 
  to wait for the mirror, now within the floating apparition's hands, to 
  glow before shooting it. Also watch out whenever the original painting of 
  the warrior glows, as a lightning bolt will strike down right above you. 
  Move about to avoid taking a hit. Shooting the glowing mirror a second 
  time causes another small orb to emerge out of the mirror and set itself 
  into the hole in the top-right corner. Each time an orb fills a hole the 
  lightning attacks will become stronger and harder to avoid, so you'll 
  need to be quick. Once the third orb sets itself into the bottom-left 
  hole, the lightning attacks will strike down from above and charge out 
  along the floor, so be ready to jump over the energy conduits. Also keep 
  in mind that with each hit, the time the mirror glows is reduced, so by 
  the time there's one hole left in the bottom-right the mirror only glows 
  for about 2 seconds. This gives you very little time to hit it, so be 
  patient with your shots. Upon nailing the mirror a fourth and final time, 
  the final orb will set itself into place in the bottom-right as the 
  apparition returns to the original engraving. Now what? Have you passed 
  the test? Watch the reflection of Samus in the mirror for the answer, 
  something awesome's about to happen.


[5_MR]

>>> Mecha Ridley
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
Location - Chozodia (Space Pirate Mothership)
Attacks  - Claw Swipe, Fireballs, Eye Lasers, Homing Missiles
Weakness - Missiles/Super Missiles to the central core

Strategies - 
  This huge mechanical beast resembling Ridley will battle you in the large 
  room at the highest point of the Space Pirate Mothership. Defeat this 
  thing and you'll be all clear to finally escape from this place. But 
  don't underestimate this foe, its powerful attacks (especially on Hard) 
  really pack a punch. The machine's weak point is the red core covered by 
  glass on its chest. You'll have to first break open the glass cover to 
  expose the core. Watch out first as Mecha Ridley may lash out with one of 
  its arms, immediately begin Space Jumping up while staying up against the 
  left wall to avoid it, you really don't want to fall for that attack. For 
  the entire battle you'll be confined to the left side of the room, but 
  the Space Jump ensures that you can dodge anything Ridley throws at you. 
  Most of the time the head is lowered so you can't get a clear shot at the 
  core. You'll need to wait for Ridley to lash out before the head raises 
  up, giving you a clear shot. Use Missiles to break it open, you don't 
  want to use Super Missiles until it's exposed. Oh, and as the core is a 
  little higher than ground level you'll need to jump up to line up with 
  it, try firing at it as you fall back down to strike it easier. Once the 
  head lowers down again, get ready to Space Jump up and try to stay in the 
  center of the wall's height, as Ridley will begin spewing out a barrage 
  of huge fireballs. Two rounds will come out, one going straight ahead and 
  the other on a downward angle, leaving a gaping hole in the middle. So if 
  you hover about level with the center of the wall you should completely 
  avoid them. Ridley may randomly keep spewing out fireballs, just wait 
  until he lashes out with his arm before firing at the core. Once you 
  finally breach the core, you'll have a clear shot to strike the core 
  directly. Switch to Super Missiles and use them very carefully, only fire 
  when you know your aim will be true. Be warned though, as Ridley may 
  begin to fire green laser beams out of his eye randomly whenever it 
  flashes. He'll also repeatedly launch three large missiles out of his 
  back which home in on Samus, Screw Attacking them is your best bet (and 
  they drop energy/ammo refills too). Try to stay clear of the lasers as 
  they will try to mess you up, and keep an eye on Ridley's arm. As soon as 
  it lashes out again, quickly fill the core with Super Missiles, with 
  luck and accuracy you should be able to score three hits before the head 
  lowers down again. Each direct hit causes the entire machine to flash and 
  spark, so you know you've got it now. After filling it with more Super 
  Missiles the machine will slowly change colour, first to a shade of blue, 
  then purple and finally a deep red. Keep striking the core with Super 
  Missiles and you'll finish it for good. Be very patient though on Hard 
  mode, as you won't have that many Super Missiles to use, and Mecha 
  Ridley's attacks - especially the claw swipe - cause mortal damage to 
  Samus. It also appears that Mecha Ridley becomes significantly stronger 
  with his attacks and defense if you've collected 100% of items in the 
  game. So if you're going for a maximum item rate run, this battle will 
  take longer and be a lot harder than if you have less than 100% of items. 
  Either way, you'll know you've finished off the monster when it freezes 
  before collapsing in a twisted metal heap. But there's no time for that 
  sigh of relief, you've still got to get out of here, and Mecha Ridley has 
  one more surprise in store.

____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 6.0 : WALKTHROUGH - <CH_06> ----------------------------------------------
____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Let's get cracking. This walkthrough will direct you from start-to-finish 
of the entire game, but keep in mind that I won't discuss any sequence 
breaking tactics during the course of the walkthrough. If you're really 
itching for sequence breaking tricks you'll have to look elsewhere (or 
discover them yourself). This run will also direct you to find every item 
the game has to offer, and I'll describe things in the context of Normal 
mode with references to Hard mode whenever there's a neat trick to be used.

When I refer to item locations I'll do so with a short coding system with 
the following terminology:

Eg. Missile Tank NO_05 - refers to Missile No. 5 in Norfair as listed in 
the Missile Tank locations.

Area Code Legend:

Crateria => CR
Brinstar => BR
Norfair  => NO
Kraid    => KR
Ridley   => RI
Tourian  => TO
Chozodia => CZ

Spoilers are aplenty here as ants are to a sugary toffee on a summer's day 
so it's a good idea not to go reading on if you haven't played the game 
yet. Only check out areas you're really stuck in, and steer clear of the 
chapters beyond the defeat of Mother Brain unless you want the surprise 
spoiled. It's something you really should see on your own.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 6.1 : The Hunter Returns
   _________________________________________________________________________

You'll land straight into the game after watching and reading a short 
intro narrative of Samus landing on Zebes for her first mission ever. Once 
Samus appears in Brinstar at the exact same spot she started out at in the 
original Metroid the remake madness begins. Let's get right into it by 
traveling left and climbing over the rocky terrain you'll find. Watch out 
for the Zoomers crawling around, even with a short beam range they won't be 
much of a challenge for the famous hunter. Beyond this you'll find your 
first critical item - the Maru Mari, or Morph Ball as it's affectionately 
known. Each time you collect a new item the game will give you a brief 
description of its powers, be sure to read them in full so you won't miss 
out on anything.

With the Morph Ball in your grasp backtrack to the right and crawl under 
the rocky structure using the Morph Ball to fit in the narrow space. 
Backtrack past the entry point and keep going right down the cavernous 
corridor while blasting Zoomers blocking your path. Head through the blue 
door at the end and cross through the next chamber, not worrying about the 
Bomb Blocks in the floor for now. Further in the next corridor you'll be 
ambushed by three Skree from the ceiling. Run past them and stay back when 
they explode to avoid the nasty shrapnel they expel. Crawl under the large 
outcropping from the ceiling and proceed right to find the first itemless 
Chozo Statue. Jump onto its empty hands and activate the Morph Ball. The 
statue will glow and a heavenly tune will begin playing, before the screen 
displays a map showing you where the Long Beam can be found. Once you've 
seen the location clearly, hit A to return to the game. The statue will sit 
down and release Samus before restoring all of your health and ammo - 
remember that all the Chozo Statues, including the ones holding items, will 
restore your health and ammo whenever you activate the Morph Ball whilst 
standing on their hands.

We'll now go and track down the Long Beam. Enter the new section of 
corridor behind the statue and cross into the next room. You'll find 
yourself at the base of a gigantic shaft, save your game in the Save Room 
beyond the right door ahead before climbing up. Ascend the shaft while 
taking care to avoid the Zoomers crawling about and avoiding the for 
now-invincible Ripper flying about. Climb up past the door on the right 
wall you'll eventually find to reach a door on the left wall. Enter this 
new corridor beyond and cross to the end. Shoot open the door there and go 
inside to find the Long Beam waiting in the hands of another Chozo Statue. 
With your beam range expanded, go back into the corridor and jump up to the 
narrow tunnel jammed with blocks just beyond the Skree. Shoot out all the 
blocks and jump up through the opening in the ceiling beyond. Climb up the 
hidden shaft you'll discover to eventually find yourself inside the long 
corridor north of the Long Beam's corridor (check the map). For now take 
the left path and make sure not to fall in any of the acid pits. Cross 
through the door at the left end to find yourself in the Gold Statue room. 
Here you'll discover a giant statue carved with both Ridley and Kraid's 
heads on either side. As you might have guessed this path leads to Tourian 
but of course you'll need to defeat both monsters before the statue opens 
up. Go back into the previous corridor and head all the way to the right 
end. You'll find a sealed door, but then a large and nasty looking 
Sidehopper will bound down into the room. Watch its movements carefully 
(especially on Hard, this thing packs a punch) while ripping into the 
monster. After taking a beating the thing will eventually blow. Right on 
cue the door will begin flashing indicating that it's now unlocked. Go 
inside to find another Chozo Statue blocking the path, but thankfully it's 
facing you so you can stand on its hands for more directions. This statue 
will direct you to the Bomb upgrade hidden way over on the eastern side of 
Brinstar, so we'll take a trip there next.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 6.2 : Familiar Territory
   _________________________________________________________________________

By now you've probably got the hang of the layout of Brinstar, as much of 
it's layed out in a similar fashion to the original Metroid's map. But 
don't get used to it as this ain't your normal remake, and the map system 
has new surprises. Exit the statue's room via the right door and descend 
the massive shaft you explored earlier. Descend the shaft down to the door 
along the right wall with no visible access point. Shoot through the blocks 
along the narrow tunnel in line with the door to break through to it, then 
head inside. Cross this tiny room to find another tall shaft leading both 
north and south. See the red door right ahead of you? You'll need Missiles 
to break through it, so we'll need to go and find the first Missile Tank. 
To do that begin by descending the shaft right to the very bottom, stopping 
to save your game in the Save Room below the red door if you wish. Once at 
the base of the shaft head right and cross the next rocky corridor to find 
Missile Tank BR_01 sitting atop a pillar. Did you notice the screen shaking 
violently as you entered this corridor? Head back to the left door to find 
yourself accosted by a giant centipede creature, the "Deorem". Check the 
bosses guide above at 5_DE for hints to take this irritating bug out.

If you manage to kill the beast this time around, grab the Charge Beam it 
drops before leaving. But if it escaped you'll fight it again later on for 
another chance to get the Charge Beam so you haven't missed out. Go back 
into the tall shaft and climb up to the red door. One Missile will do, with 
the door open go inside and cross the following corridor. Watch out for the 
annoying bugs flying about in here and don't step in the acid pits. Below 
the next small room lies Missile Tank BR_10, but it'll be easier to reach 
once you've found the Power Grip. Moving right along, in the next cavern 
you'll find two bug nests blocking your path. Shoot them down with your 
beam and don't forget to pick up Missile BR_02 before leaving. Cross the 
next small room to find another large corridor where you'll find Missile 
BR_03 right at the entrance. If Deorem survived the previous encounter 
you'll find it in this corridor waiting in ambush. Finish off the monster 
once and for all to pick up the Charge Beam, then move on to find Energy 
Tank BR_01 atop a pillar. Enjoying the item hunt? Well, you've only hit the 
tip of the iceberg so there's plenty more to find. Beyond the door at the 
right end of the corridor you'll find a shaft leading both directions. Drop 
down below and break through the red door to find Brinstar's Map Room. With 
the map downloaded, ascend the shaft as high as you can and go left. 
Straight ahead in this small shaft you'll find a Save Room, once you're 
ready go left at the top of the shaft. Roll through the narrow tunnel ahead 
in this bluish corridor and blow through the red door ahead to finally 
track down the Bomb upgrade.

Before leaving be sure to pick up Missile BR_04. We'll now go and find the 
next Chozo Statue (it's optional by the way, you don't need to visit all  
the statues). Back in the bluish corridor you'll be sealed in as the doors 
lock themselves. Go over to the pillar near the right door and bomb it open 
to release a bunch of small parasites hiding above the pillar. As they hit 
the ground keep laying bombs before they gang up on Samus. Once all the 
bugs disappear the doors will unlock. Go back down to the shaft and 
backtrack down the long corridor. Once back inside the room to the left of 
the corridor where you found your first Energy Tank, bomb through the floor 
and descend the short shaft. Head left and blow through the red door at the 
end of the corridor (watch out for the herd of Wavers) to find the statue 
waiting patiently inside. Jump on the hands and activate the Morph Ball to 
be shown where the Ice Beam is located, in the northern expanse of Norfair. 
Continue backtracking down to the corridor where you first encountered 
Deorem and head right. Bomb through the wall barring your path and proceed 
right to find an elevator in a small chamber beyond. Ride it down to enter 
Norfair's fiery caverns.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 6.3 : Where's My Ship?
   _________________________________________________________________________

As Samus takes the lift down, a cutscene will play depicting the Mother 
Brain watching Samus closely with an "eye of Sauron" flair. Once the game 
returns you'll find yourself in Norfair, complete with a remake of the 
original Norfair's tune playing. Before locating the Ice Beam, we'll need 
to go and find the Power Grip (you don't have to for sequence breaking) to 
enable Samus' ability to hang and climb up the edges of platforms. Descend 
the elevator shaft down past the purple Ripper and save your game in the 
room on the right before carrying on. Head left once you're ready and cross 
the long fiery corridor beyond the elevator shaft. Along the way you'll 
spot Missile NO_01 but we'll pick it up on the way back once you've found 
the Power Grip. Beyond this corridor you'll find yourself in another shaft 
with an elevator not far up. Hitch a ride on it to find yourself in 
Crateria - there's a few items you'll want to pick up here.

Head right in this dank cave and blow through the wall blocking your path. 
Go through the door you'll find to discover a massive water cavern filled 
with Skultera swimming about. From here you can pick up Missile CR_01 
underwater even without the Gravity Suit. With the Missile tucked away jump 
up to the top-left corner of the cavern via the floating platforms. Blow 
down the obstructing wall and climb up through the opening in the ceiling 
not far ahead. You're now in an outdoor area conveniently named the Chozo 
Ruins. Activate the Morph Ball and roll through the narrows tunnels on the 
right to eventually reach an enclosed door not too far away. Go inside to 
find another dank cave, where you'll locate Unknown Item #1 in the corner 
(doesn't that mysterious item jingle tune make you shiver? heh). The game 
will tell you that this weird item isn't compatible with your current suit, 
but sooner or later it will be (you should be able to tell what it is by 
the item's appearance). With the Unknown Item in your possession you'll be 
able to destroy the large blocks scattered about in this area, so give it a 
try and pick up Missile CR_02 while you're at it. Head back outside and 
make your way up out of the ground to the open air. There's not much to be 
found over on the right for now so head left and jump up the platforms to 
reach a door within the beaked maw of a large statue. Go inside to find 
another desolate area decorated by giant intimidating and crumbling Chozo 
Statues. You can't walk over the bridge spanning the gap ahead without 
falling through, so face the inevitable and drop down to find yourself at 
the base of a tall shaft. Break through the wall on the left corner and 
navigate a short series of tunnels to find a hidden room beyond containing 
the much-needed Power Grip upgrade. Use it to escape from this room, and as 
you re-enter the shaft the large statue in the center of the room will 
begin to rise. Once it reaches its peak small platforms materialise for you 
to climb back up. Aren't the Chozo champs? Ascend the shaft and head left 
at the top. Cross through the next empty room to find the massive landing 
site where Samus' ship resides.

Save your progress in Samus' ship then proceed through the right door in 
the corner. Cross this following corridor to find yourself back at the 
Norfair elevator. Ride it down; we'll now go and track down the Ice Beam. 
Before going back to the room housing the elevator leading back to Brinstar 
you should pick up Missiles NO_01 & NO_02. Back in the Brinstar elevator 
shaft, head right and save your game before moving on. Proceed right to 
locate a giant lava cavern filled with a variety of platforms and enemies. 
Make your way to the right side of the cavern, making sure to stay away 
from the bomb launchers in the ground. Once at the right side go through 
the door to find yourself in a shaft apparently leading skyward. What you 
don't know yet is that this place is the tallest shaft in Norfair, and 
you'll be coming back here numerous times. For now ascend the green shaft 
and head through the first door you'll find on the left. Use the small 
blocks suspended above the lava in the following corridor to make it 
through safely, then head left once more to finally find the Ice Beam. With 
your latest Beam upgrade in hand, you'll have to head left as the green 
door sealed behind you can't be opened without Super Missiles. Bomb through 
the wall behind the Chozo Statue and move on, freezing the purple Ripper 
to reach the door. In the following shaft you'll find a Save Room on the 
left, once you're ready climb up the shaft by freezing the Ripper flying 
about. Use them as stepping-stones to reach the apex of the shaft before 
heading right. In the following corridor use the enemies jumping out of the 
lava as frozen steps to proceed through, eventually you'll find a Chozo 
Statue with outstretched hands. Jump on and the map will show you where to 
go next - right into Kraid's lair. The glowing dot will center on the room 
right behind Kraid's, so you know what's coming. For now go right again and 
pick up Missile NO_04 before leaving. Re-enter the tall shaft you were in 
earlier and backtrack to the Brinstar elevator, picking up Missile NO_03 on 
the way.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 6.4 : The Wingless Dragon
   _________________________________________________________________________

Trek back to Brinstar and backtrack to the corridor where the first Chozo 
Statue you found resides. Pick up Missiles BR_05 & BR_07 along the way if 
you wish. Once back in the statue's corridor head left past the rocky 
outcropping and pick up Energy Tank BR_02 up in the ceiling. Go left again 
to find a small familiar chamber with a line of Bomb Blocks covering up a 
shaft leading down. Bomb your way through and descend the shaft. Go right 
at the base to find an elevator in front of a rocky wall adorned with a 
creepy statue head. The eerie music playing indicates your proximity to 
something big and ugly, so we'll ride down the elevator to find out what it 
is.

Welcome to Kraid's lair, where you'll find a crazy winding maze of rooms. 
Follow these directions closely if you don't want to become lost, and 
always remember to use your map if you do lose your way. Begin by entering 
the Save Room down on the left of the main shaft to save your game, and 
don't forget to pick up Missile KR_01 before leaving. Exit the Save Room 
and blow open the red door across the shaft. If you take the time to 
explore more of Kraid's area, you'll find a range of Zip Lines in some 
rooms and corridors, but they can't be used yet until powered up. Beyond 
the red door mentioned before you'll find a path leading to the power 
generator. Inside the first corridor you'll find Missile KR_02. Traverse 
right beyond the Missile and watch out for the Sidehoppers bounding around. 
In the following room you'll find a shaft leading skyward with a large 
glass tube running up along the right wall. Bomb open the floor right up 
against the tube and drop down below to locate a Morph Ball Launcher. Use 
the Launcher to shoot Samus up the tube to the higher expanse of the shaft 
where you can pick up Missile KR_03 (you can also pick it up on the way 
back to save time). Once you're ready climb to the apex of the shaft and go 
left. Cross the following acid-filled corridor and note the Zip Line in the 
ceiling. The following room is a shaft leading down, but there's a hidden 
enclosure you'll want to find halfway down. Drop through the narrow shaft 
up against the left wall and lay bombs as you fall. Near the bottom is a 
Bomb Block covering the enclosure, blow it open and use the Morph Ball 
Launcher below to reach inside. Take out the enemies and blow open the red 
door with a Missile. This next corridor houses the Zip Line power 
generator, jump on it and activate the Morph Ball to power it up.

You can now grab hold of the Zip Line's clamp and hitch a ride to the other 
side of the conveyer belt in the ceiling. Shoot the red switch to call the 
clamp over, then just jump up and touch it to ride across. Keep in mind 
that you can also ride across while in Morph Ball mode - pretty neat when 
blocks lined up along the conveyer only give you a small space to pass 
through. On the far right side of this corridor you'll find Energy Tank 
KR_01. Now the game plays a trick on you. Notice the left door sealing as 
you entered the room? That means your only escape is via the right door. So 
head on right and save your game in the adjacent room. Go right again and 
jump down to the door below you in the shaft you've visited earlier. Cross 
the next small room to reach a large purple acid-filled room. The door 
behind you will seal, so something's definitely going on. Grab hold of the 
clamp on the Zip Line ahead and you'll be ambushed by Mua, a giant Acid 
Worm creature attacking from the acid. Check out the bosses guide at 5_MU 
for tips to cut this worm out for good.

With the worm dead the acid will drain and the doors will unlock, allowing 
you to escape. Pick up Missile KR_04 before leaving, then exit via the left 
door. From here retrace your steps back to the main elevator shaft. Now 
we'll go after Kraid himself. Save your game if you wish, then go through 
the blue door down on the left wall below the Save Room's door. Cross this 
acid-filled corridor to find a Zip Line in the ceiling. Activate the Morph 
Ball and bomb-jump up to the clamp to be carried across to the left side of 
the room, with the Morph Ball active you'll avoid slamming into a range of 
blocks along the way. Beyond the door you'll find a shaft leading skyward, 
from here you can pick up Missile KR_05. Once you've got it, bomb through 
the floor of the shaft where you can see a Ripper flying about in the acid 
below. Drop down to discover that the acid isn't real and is in fact 
concealing a huge hidden shaft. At the base go right. Go right again and 
break through the red door ahead to find the corridor containing Missile 
KR_06. With that item secured, go back into the room with the red door and 
look around. See the suspicious looking block at the foot of the left door? 
Bomb it open and fall through to discover a hidden area. In this hidden 
shaft you'll see a large block that resembles the ones you found near 
Unknown Item #1 in Crateria. Keep descending the shaft and head left to 
save your game. Back in the previous room, head right going past the pipes 
spewing enemies in the floor. At the end of the corridor you'll find a 
door, but instead of going through shoot open the crumbling blocks above 
and crawl through a narrow tunnel above the door. In the following room 
you'll find Unknown Item #2 (guess what it is?) and notice that you 
couldn't have entered this room via the door. Leave the room (recharge 
health/ammo first) and crawl up into the narrow tunnel above in the 
previous corridor. Roll along while watching out for the crawling enemies 
and make your way up to the door above near the hole you first entered this 
room via. Watch out for the multitude of Sidehoppers and flying bugs in the 
following green corridor, at the end you'll find a Save Room. Head right 
after saving to find a small green room with a crumbling block in the 
floor. Bomb open the block and fall through the concealed tunnel to find 
yourself in a giant room full of red crawlies, now very close to Kraid's 
lair. You'll slip down between two more of the Unknown Item blocks, if you 
fall down make your way back up to them and destroy each one. Go left 
through the tunnel they covered and proceed through the door you'll find. 
The next room yields a weird sight - one of the eyeball creatures known to 
SM & MF veterans covers the next door. Walk up to the creature and wait for 
the eye to slowly open before firing a single Missile into it. One shot 
will do, just watch out for projectiles the eye expels. Go inside to face a 
nasty sight, you've just woken up Kraid and he looks pretty irritated. Give 
him a coffee to calm him down... uh, I mean check the bosses guide at 5_KR 
for tips on taking this oversized monster down.

With Kraid finally admitting defeat, the game will show you the Gold Statue 
room back up in Crateria, where you'll witness the eyes of Kraid's half of 
the statue open with a flash of red. Now you'll just need to find Ridley 
before gaining access to Tourian. With Kraid gone and the giant room empty, 
bomb through the left corner to find a small room housing everyone's 
favourite - the Speed Booster. Time for some happy Shinesparking days. 
Refill your energy/ammo via the statue then go down into the corner 
underneath it. Start running to the right and re-enter Kraid's lair. Keep 
running through Kraid's lair to build up the Speed Booster's charge, you'll 
then slam through the wall on the right side and emerge back out in the 
large room full of red crawlies. Keep running up the slope and shoot open 
the door on the right side of the room. You'll now enter a tall shaft 
leading skyward, slam through the Speed Booster block-wall and begin 
climbing up (you can always crouch and Shinespark straight up the shaft to 
save valuable time). The first door up on the left wall leads to Missile 
KR_07. Pick it up then ascend to the apex of the shaft. Head right to save 
your game if you wish then go left and jump onto the clamp of the Zip Line 
in the ceiling of the following corridor. Face right as you travel along 
the conveyer and fire Missiles madly at the flying bugs, as you don't want 
to fall into the acid below or you'll fall through to the corridor 
containing Missile KR_07 and be forced to backtrack. At the end of the 
conveyer shoot out the Unknown Item block and head left to find yourself 
back in the main shaft. Before leaving be sure to pick up Missile KR_08 and 
Energy Tank KR_02. With both items secured head back up to Brinstar, you're 
done here for now.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 6.5 : Heating Things Up
   _________________________________________________________________________

As you ride back up the lift to Brinstar, another cutscene will play 
depicting Ridley piloting a massive Space Pirate ship in outer space. Now 
what could that be about? (you'll find out soon enough). Once back up in 
Brinstar the creepy hippo-faced statue on the right wall of the elevator's 
room will crumble, revealing a hidden room beyond. Watch out for the Zoomer 
emerging from the opening (no, I don't think it knocked the wall down on 
its own), then go further inside to find a Chozo Statue awaiting you. Do 
the usual trick to be shown where the Hi-Jump Boots are located, deeper 
down in Norfair.

On your way back over to Norfair's lift, pick up Missile BR_06 in the shaft 
outside the lift leading down to Kraid's area. Proceed back down to Norfair 
and save your game before heading into the large lava cavern right next 
door to the Save Room. Once inside, make your way over to the right side of 
the room and shoot the door open. Run back as far left as you can, then 
dash to the right to build up the Speed Booster's charge. You'll charge 
into the tall green shaft and break through a range of Speed Booster blocks 
set in the floor. Descend the shaft a little way down and head left through 
the first door you'll find. Clear out the enemies in this long corridor and 
use the space to build up the Speed Booster's charge again as you dash back 
into the shaft. Back in the shaft you'll break through another floor of 
Speed Booster blocks. If you check your map now, you'll find that the 
Hi-Jump Boots aren't far off. Descend the shaft until you see a door 
opposite a Missile, then go inside. Cross the adjacent corridor (watch out 
for enemies) and blow open the red door to find the Hi-Jump Boots waiting 
snugly inside. Now Samus can jump much higher than normal, plus you'll be 
able to Spring Jump while in Morph Ball mode. Backtrack to the tall green 
shaft and jump over the tall wall to reach Missile NO_06. Continue on 
downward as far as you can. You'll descend down past three doors, don't 
worry about the one at the bottom for now, as a Kiru Giru blocks your 
progress in the corridor beyond. Climb up to the door above and go inside 
to find a tall shaft home to the next Chozo Statue. Jump on to be shown 
where the Varia Suit resides, high up in Brinstar's northern expanse.

Exit the room via the upper door, then within the small alcove you'll find 
yourself in of the tall shaft, walk over to the right wall to discover a 
hidden Morph Ball Launcher. Use it to break through the Speed Booster 
block-lined floors above and to ultimately escape from this shaft. For now 
backtrack and return to Brinstar. On your way up to the Varia Suit's room, 
you'll have the option of picking up Super Missile BR_01, but be warned, 
it'll be difficult to retrieve. You can also pick up Missile BR_08 along 
the way. Either way, once you're ready ascend to the apex of the second 
tall shaft (the first shaft you'll enter when coming from Norfair). At the 
very top head right to find a familiar green corridor. Proceed right, 
jumping over the tall cylinders along the way (shoot the red core to raise 
them up). Roll through one of the several horizontal grey pipes you'll 
eventually find, once through you'll discover a weird purple ball blocking 
the path. You can't injure the obstacle (your shots just irritate it), but 
you can still use a hidden tunnel up in the wall above to make it past. 
Within the next room you'll be close to finding the Varia Suit. Blast the 
Waver and shoot up in the ceiling to eventually discover a breakable 
section. Jump up above to find a tall shaft heading skyward. Your target is 
a ledge up on the left wall, but there's fake and crumbling blocks up 
against the wall, so you'll have to jump from the edge of the solid blocks 
roughly in the center of the room. Work out where the fake blocks are by 
shooting downward (your shots will go straight through them) to time your 
jump from the last solid block, then you should easily make it thanks to 
the Hi-Jump Boots (but sequence breakers can still get up there without 
it). Shoot up through the platform above and climb up to the door while 
watching for Wavers. In the following corridor you'll encounter two more of 
the purple ball thingys blocking the path. But watch as a pack of the tiny 
parasites begin to swarm all over the balls, slowly destroying them. Once 
both balls have been consumed, reward the parasites by laying bombs all 
over them before they gang up on Samus. Make your way through the 
acid-filled corridor by way of the complex platforms scattered about, and 
remember to hold A while in Morph Ball mode to continually jump whenever 
Samus lands on the ground. Release the next group of parasites ahead to 
clear out another purple ball, then penetrate the red door ahead to finally 
locate the Varia Suit.

Now you'll have the pleasure of wading through the acid found throughout 
Brinstar without taking a scratch. You'll also be able to survive the 
ultra-heated zones of Norfair, so we'll be heading back there again. 
Backtrack down to the earlier corridor you were in, and be sure to pick up 
Energy Tank BR_03 on your way down.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 6.6 : Just Can't Keep Out of Norfair
   _________________________________________________________________________

Back down in the lower corridor, head right to save your game. Proceed 
right again past the Save Room to find another long corridor. Not far in 
you'll discover Missile BR_09 atop a pillar, pick it up as you go through. 
Now you'll need to do some exploring to proceed further down this corridor. 
Right at the end of the hall you'll find a tall cylinder covering a small 
alcove where a bunch of parasites dwell. Inside the alcove you'll find a 
gray pipe in the wall, exploration of that tunnel will take you to a room 
where a Chozo Statue's blocking the path, so you'll need to find another 
way around. Back in the previous corridor, visit the parasites and allow 
them all to attach to Samus' body (they won't bite). Go back over to where 
you located the Missile and take a dip in the acid. You'll discover a 
hidden underwater tunnel, so take a look further down. Another of the large 
purple balls blocks the way down below. Touch it and wait for all the 
parasites to latch onto it. Once the parasites devour it roll through the 
gray pipe ahead. Jump up out of the acid in the following corridor and jump 
onto the Chozo Statue's hands to be shown where the Wave Beam is located, 
once again down in the depths of Norfair.

Trek right through this corridor and descend the following shaft. From 
here make your way back down to Norfair, taking a slight detour to pick up 
Missile BR_10 along the way. Once you're back in Norfair, proceed over to 
the tall green shaft on the eastern side. From there ascend the shaft and 
go left at the top to find Missile NO_05 in a super-heated corridor. With 
that in hand head back down to the lava cavern adjacent to the shaft and 
use it to build up the Speed Booster's charge. Break through the Speed 
Booster blocks in the floor of the shaft and head left below. Cross the 
corridor and blow open the green door at the end with a Super Missile. 
Beyond you'll eventually locate Missile NO_07 and Super Missile NO_01 (just 
watch out for the dragons spewing fire from the lava in Missile NO_07's 
corridor). Once you pick up the Super Missile, exit the room and re-enter 
it to restore the Bomb Block alcove. Use the flat open space to build up 
the Speed Booster's charge to Shinespark back through the previous 
corridor, it save a lot of time and hassle. Once back in the corridor 
adjacent to the eastern green shaft, use the open flat space to build up 
the Speed Booster and break through the floor in the shaft. Descend the 
shaft and return to the Hi-Jump Boots' room. Once there roll under the 
statue and through the narrow tunnel in the left wall. Proceed through the 
next small room using the Wall Jump trick when needed. In the next giant 
heated cavern, you'll need to clear the scattered blocks on the floor away 
to clear a path for the Speed Booster. Waste all the enemies and head back 
to the door once all the blocks are gone. Run up the slope to the left and 
jump at the cliff to smash through the wall of Speed Booster blocks ahead. 
Trek into the next corridor to find a nasty large Sidehopper waiting in 
ambush. Pummel it with Missiles or Super Missiles and move on to find a 
Save Room ahead. You won't know it yet but the next room is part of a tall 
shaft heavily broken up into smaller chambers. The Screw Attack is up 
above, but to save time we'll pick it up later. Proceed left through the 
next heated corridor to find a shaft leading down. Go through the red door 
at the bottom to find the Map Room, where you'll quickly discover that 
there's plenty more rooms to explore here. Go back outside and jump into 
the lava below (it won't hurt). You'll find that it's fake, and that 
another hidden shaft lies below. Descend the shaft and head right at the 
base. Cross the next large cavern to find yourself in a small room. From 
here you can break through the floor and descend the hidden shaft below to 
eventually locate Missiles NO_09 & NO_10.

With both Missiles in your possession go back up to the room above the 
hidden shaft and proceed right. Cross the following corridor while blasting 
away the weird vegetation (some of enemies are caught in it!). Beyond 
you'll find another small room, shoot through the floor near the left door 
and drop below into the fake lava. Proceed left and clear out the large 
Sidehopper in the following corridor. Take the left door at the end of the 
corridor to finally locate the Wave Beam, a handy and practically vital 
addition to your arsenal. We'll now go down to the south-eastern quadrant 
of Norfair to find access to Ridley's lair. Backtrack up to the corridors 
above (try out the Wave Beam on the large Sidehopper) and head right to 
find a Save Room. Cross through the next heated corridor and run along the 
open floor to build up the Speed Booster's charge, as there's a wall 
blocking the path you'll need to smash through. Enter the next corridor to 
face an unusual sight - you've just entered the lair of two Kiru Girus, 
huge larvae/caterpillar creatures. Both are blocking your path and seeing 
as the door just behind you sealed you'll need to take them out. Check the 
bosses guide at 5_KG for tips to clear each one out.

With both larvae cooked, grab Energy Tank NO_01 before leaving. Run over to 
the left side of the corridor and run back to build up the Speed Booster's 
charge. Beyond the door you'll find yourself back in the giant green shaft, 
and you'll promptly break through the floor ahead clearing a path to the 
door below and Missile NO_11. Travel through the door down below and save 
your game in the room beyond. Cross the next corridor while clearing out 
the vegetation and enemies caught in the vines. You'll now face one more 
challenge before gaining access to Ridley's area. The following room is 
home to the Ensnared Kiru Giru, a huge Spore Spawn look-alike (it even has 
a remake of Spore's theme). Check the bosses guide at 5_EK for tips to 
finish it off. Once the creature crashes into the floor writhing and 
squirming, drop down through the hole it creates and proceed right. You'll 
now locate the elevator descending deep down into Ridley's area, so hop on 
and ride it down. During the ride you'll watch a cutscene exhibiting Ridley 
landing the massive Space Pirate ship on Zebes' surface before taking off 
for his lair, so it looks like he knows you're coming.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 6.7 : Ridley's Magma Pit
   _________________________________________________________________________

Ah, another familiar area complete with a familiar tune. You'll find that 
Ridley's area is layed out much like the original Metroid, but in the 
visual department appears similar to Ridley's lair in SM. Jump off the 
elevator and go down to the doors below. You won't find much through the 
right door, so instead travel left. Save your game in the room beyond 
before continuing on. Now there's one of two things that may happen next. 
In the following room your path is blocked by a green door which can only 
be opened by Super Missiles. If you've followed my directions thus far, 
you'll already have a few in your arsenal so blow it open and head on 
through. But if you haven't got any yet (or if you're going for a 100% item 
rate), you'll need to find Super Missile RI_01 nearby. Jump up through the 
hole in the ceiling to find a tall shaft leading skyward. You won't be able 
to reach the door in the alcove above, so continue on up the shaft. At the 
very top you'll spot the giant Kiru Giru creature you fought not long ago 
sitting up against a wall in a separate alcove. The creature looks as 
though it's escaping from its cocoon, and that can't be good. You'll need 
to make your way over to where the creature is, to get there begin by 
backtracking up to Norfair. Once there go back inside the room where you 
initially fought the creature to find a gaping hole in the floor where it 
crashed. Follow the tunnel down to re-enter Ridley's area. You'll 
immediately fall down into the tunnel where the remains of the creature's 
cocoon lies, with it nowhere to be found. Uh oh. Head through the opening 
in the left wall to fall into a giant open room where Super Missile RI_01 
resides. Walk over to the left end while clearing out the eggs lying 
around. As soon as you spot the Super Missile hidden within the wall a 
crazy boss theme begins to play right on cue as Imago - an overgrown 
multi-eyed wasp - charges in from the right. Check the bosses guide above 
at 5_IM for tips to rip the stinger off this monster and send it packing.

Now we'll finally venture deeper into this area. Leave Imago's room and 
descend the shaft. You'll find yourself back down in the room with the 
green door, blow it open and head left. The following long corridor is home 
to a pack of enemies, but if you bomb the floor near the first pillar 
you'll find a hidden tunnel running along under the floor. Use it to sneak 
past all the enemies and shave off precious time if you're going for a fast 
completion. Beyond this corridor you'll discover Energy Tank RI_01 sitting 
idly in a narrow room. Watch out for the fake blocks covering a hole in the 
center of the room, shoot Missiles into the floor to see where the solid 
blocks end. Stand on the fourth block from the door (not including the one 
directly under it), and jump from there to clear the hole and reach the 
Energy Tank. Pick it up and trek left. Cross the following corridor taking 
care when moving through the centre enclosure (use the Wave Beam to clear 
out the hidden enemies. Beyond here you'll discover a tall shaft dropping 
down below. Descend the shaft and save your game through the left door 
below (the right door leads back to the room with the previous Energy 
Tank). Drop through the narrow crevice in the floor of the shaft and 
proceed further down to discover Missile RI_01 along the way. Once at the 
base of the shaft, go right to find the Map Room. With the map downloaded, 
head right to find the longest horizontal corridor in the entire game. From 
here you can turn back to pick up Missiles RI_02 & RI_03. With both 
Missiles secured go back to the ridiculously long corridor and trek to the 
right end, using the roof sections to bypass the enemies below. Not far in 
you'll find Missile RI_04 easily atop a pillar, so make sure you pick it 
up. Once you finally reach the right end of the corridor you'll discover 
another Save Room, so save your game before heading on. Beyond here lies a 
tall shaft leading up, you'll want to climb up and go through the second 
door on the left roughly halfway up, just watch out for the fireball-like 
enemies crawling around the platforms.

We're now on the final run to Ridley's lair. In the following long corridor 
you'll spot a hole in the floor bridged by a platform. Try to avoid 
shooting the platform and falling through otherwise you'll end up in a room 
lower down connected to the previous shaft - a real time-drainer. Proceed 
through the corridor whilst watching out for Sidehoppers and other enemies. 
Don't forget to pick up Missile RI_05 in here before moving on. In the next 
room you'll discover Missile RI_06 guarded heavily by fireballs bouncing 
around the room. Bomb through the floor closing off the alcove and clear 
out the enemies before claiming your prize. From here you should also find 
Super Missile RI_02 up through the ceiling. Moving right along, you'll 
discover Missile RI_07 atop a pillar in the next room. But watch out for 
the hole below, as if you fall down you'll miss your chance at this Missile 
for now as well as three others and a Super Missile, you don't want to blow 
it. Firstly, freeze one of the blue fireball creatures as it crawls down 
the right side of the pillar, then use it to reach the Missile. Then from 
atop the pillar, just hold Left to drop off the pillar and grab hold of the 
platform's edge at the base of the left door. From there go forth and pick 
up Missiles RI_08, RI_09, RI_10 and Super Missile RI_03. With all that new 
ammo weighing you down, go back to the room with the hole and drop down 
below. Go left at the base of the shaft to discover a Save Room, where it's 
a very good idea to save your game now. Beyond you'll discover a large open 
room. Proceed over to the left side to discover a Monster Door covering the 
hatch. Watch out for its energy projectiles, but it shouldn't be much 
trouble at all. Once the creature blows, open the door and get ready to 
enter Ridley's lair. Enter the room and... huh? It's empty! Check your map, 
you are indeed inside Ridley's room but he's nowhere in sight! Do the only 
thing you can do and proceed left through the door on the other side of the 
room. Inside this next corridor you'll discover the final Unknown Item, as 
well as Energy Tank RI_02 hidden beyond the left wall. If you're low on 
health or ammo fear not! Just use the statues to refill your energy/ammo, 
then go back inside Ridley's room. Now you'll face the screaming dragon, 
and it won't be too happy to see you. Check the bosses guide at 5_RI for 
tips to defeat this monster that doesn't know when to quit.

Once you've dealt the final blow to Ridley, among his ravaging screams the 
game will return to the Gold Statue room, where the eyes on Ridley's part 
of the statue promptly open. With one last shriek Ridley will explode, 
allowing you to finally leave this hole. Leave via the right door and 
proceed back to the Save Room, using a flying bug emerging from the pipe 
back in the following room as a stepping stone to reach the hidden tunnel 
up above. Save your game before moving on. We'll now pick up a couple more 
items on our way out of here. Proceed right beyond the Save Room and right 
again in the next shaft, all the while holding down Right to build up the 
Speed Booster's charge. In the next purple corridor you'll charge up the 
Speed Booster and careen through the wall at the far end, blowing through 
a group of enemies as you do. Pick up all the items they drop before moving 
on. The following green corridor contains Energy Tank RI_03, bomb through 
the floor near the raised platform ahead to expose a hidden tunnel running 
under the floor where you'll find it. Keep going right to eventually find 
yourself back in the shaft you visited earlier. Climb to the apex and 
travel left. You'll now be in a huge lava cavern, head left and use the 
flying bugs popping out the pipe to reach Missile RI_11 above in the 
top-right corner. With the Missile in hand, make your way over to the left 
side of this large room. Beyond the swooping enemies you'll find a 
dead-end. Shoot out the block in the floor up against the wall with a 
Missile and bomb your way down through a hidden tunnel. Drop down into the 
room below and go left. You've now completed a counter-clockwise run of 
Ridley's area, as you're now back in the elevator shaft leading up to 
Norfair. Jump on the lift to finally leave this place.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 6.8 : The Mechanical Madness
   _________________________________________________________________________

On our way up through Norfair we'll pick up the trusty Screw Attack. Once 
back up in Norfair the wall adorned with the two statue heads on the right 
will promptly crumble, revealing an opening beyond. Move in to find a 
chamber containing the wreck of a Chozo Statue - this one would've directed 
you to Tourian if it were still standing (well, it is, but it doesn't have 
a head). Move on beyond the statue and climb into the small alcove ahead. 
Shoot down through the floor and drop down below to discover a hallway 
running left. Just on the right you should've spotted a Morph Ball Launcher 
behind a wall, that leads back up to the room directly above but we won't 
be using it. Instead, walk left and jump up onto the raised platform. Begin 
running left without releasing Left. You'll run through a tube set into the 
background of the previous elevator shaft and the tunnel Imago created, 
before emerging into a long narrow corridor. Shoot your Beam constantly as 
you run to blow down small walls in the way, you'll then smash through 
Speed Booster blocks covering up a Morph Ball Launcher in the corner. Jump 
in a lay a bomb to be launched right up through the tall shaft broken up 
into smaller chambers that you've trekked through a while ago. Once you hit 
the roof at the apex of the shaft you'll discover that you're in a hidden 
room above the Save Room below on the right (check the map). Go left to 
discover a tunnel filled with enemies flying back and forth. You'll also 
spot Missile NO_12 in the center up in an alcove, but you can't break in 
without the Screw Attack. Freeze the flying fiends and break through the 
red door at the end to discover the Screw Attack waiting in a room beyond.

With your newfound power head back into the previous corridor and clear out 
the flying enemies before picking up the Missile Tank. Go back into the 
segmented shaft and break through the floor to drop back down below. Head 
right and save your game before leaving. From here you should now backtrack 
to the Brinstar elevator and return there for the trip to Tourian. If 
you've been picking up all the items mentioned so far in this walkthrough, 
you should be loaded and more than ready to tackle Mother Brain. Use the 
Screw Attack often to clear out enemies, you'll find it also saves a lot of 
time and hassle. Once you return to the giant green shaft on Norfair's 
eastern side, jump up to the Speed Booster blocks barring the way. Around 
both of the two floors you'll find there's a range of Screw Attack blocks 
hidden within the terrain, break through these to easily bypass the Speed 
Booster block-floors. Once you've made it back to Brinstar, trek up to the 
Gold Statue room up in the north-western area (check the map and you'll 
notice what appears to be two small flames hovering over the room). Make 
your way up there to find yourself locked inside upon entering the room. 
Walk over to the huge face of Kraid in the statue. The eyes on both faces 
will promptly flash before both maws open up wide, allowing you to pass. 
Walk through and go left to discover an elevator. Ride it down to enter 
Tourian, Mother Brain's lair. Sit back and watch as another cutscene plays, 
this time showing several Metroids feeding off a dead Space Pirate - those 
morons really don't care about collateral damage. The familiar groaning 
tune welcomes you to the this mechanical maze, where you'll be facing quite 
a number of Metroids before reaching the big brain. You won't be able to 
descend this first shaft upon entering, instead go right to discover a Save 
Room where it's a very good idea to save now.

Going beyond the Save Room you'll discover a small chamber with a dead 
Space Pirate - but not a single Metroid in sight. Proceed right again and 
descend the short shaft beyond. Watch out for the turret emplacements in 
the walls and floor, they'll emit small circular projectiles which often 
drop items when shot at. Go left at the base of the shaft to find yourself 
locked inside a long seemingly empty corridor. Walk forward to witness a 
Metroid emerge from the depths of the background. Quickly freeze it before 
it lunges at Samus, then fill it with five Missiles or a single Super 
Missile to blow it apart. If you ever happen to be caught by a Metroid, 
quickly lay bombs to shake the creature off, then freeze it while it's 
still recovering from the blast. Proceed through the left door to find 
yourself in the main shaft again, but lower down. Keep your eyes peeled in 
here for two Metroids lurking in the background; you can see them as tiny 
Metroids hovering around before it lurches into the room. Descend the shaft 
while taking each Metroid out, make sure you only face one at a time. Try 
to shake off the annoying red circles, they'll often fly between you and 
the Metroid. With both Metroids cooked go right at the base of the shaft. 
The following lava-filled corridor is home to several more Metroids, you'll 
have to beat them all to unlock the doors at either end of the hallway. 
This corridor's littered with dead Space Pirates, I guess they must be one 
of the Metroid's favourite delicacies. Take your time proceeding down the 
hall as you take out each Metroid, and again try to avoid the annoying 
projectiles fired from the turret emplacements. Enter the next large 
chamber and drop down the opening ahead. Watch out for a Metroid lurking 
down below in the corner, then proceed on taking down any Metroids in your 
path. Beyond in the next small room you'll see a platform covering up a 
hole below. The door ahead leads to a Save Room, but there'll be another 
one before Mother Brain's lair so you don't have to save now. Shoot out the 
platform covering the hole and drop down below to discover a door on the 
right. On the left wall is a turret which fires green circles, these ones 
move faster than their red counterparts but also drop items more 
frequently. Upon entering the next room you'll discover that it's a tall 
shaft going straight down. Yet more Metroids lurk in the shadows, watch out 
for them as you proceed down through the winding platforms. Take care near 
the base of the shaft, you don't want multiple Metroids ganging up on you. 
Proceed left at the bottom to find a narrow empty corridor. Once again the 
blasted doors will lock you in, so you'll know there's more Metroids to 
hunt. Bomb the floor to open up a huge opening revealing a second corridor 
below. Watch out as there's two Metroids waiting at either end of the 
corridor. Stay atop the floating platforms below and wait for two of the 
Metroids to give chase. Jump back up to the corridor above and lure them up 
there before freezing and frying both. Clear out the other two Metroids on 
the other side before bombing the floor again. You'll reveal yet another 
corridor below, where two Metroids lurk among a mass-grave of dead Pirates. 
Lure them up to you above and finish both off to unlock the doors. Upon 
exiting this huge room via the left door you'll find the last Save Room 
before Mother Brain, so I'll state the obvious - save your game now more 
than ever.

Proceed left to find a long empty corridor filled with turrets in the 
ceiling. Now's a good time to Screw Attack the circles to fill up on 
energy/ammo before the big battle. Once you've refilled your payload, go 
back and save just in case you have to come back and do it again. Blow open 
the red door at the left end of the corridor to finally locate Mother 
Brain's lair. You'll feel right at home in the familiar surroundings - the 
hallway is designed just like MB's lair in the original Metroid. You'll 
have a heap of turrets firing circles in every direction, as well as 
smaller turrets firing tiny laser beams in multiple directions. Large glass 
tubes will block your path to MB itself, so you'll need to fill them with 
Missiles or Super Missiles to blow them apart, just try to keep firing as 
if you stop they'll slowly regenerate somehow and you don't want to waste 
ammo. Further on down the corridor you'll find lava filling the bottom part 
of the screen, try your best to stay out of it as it's a major hassle 
trying to get out while projectiles rain down from above. For the lava 
section, try staying on the rightmost block, from here you'll have a good 
chance of firing at the glass tube while avoiding the persistent laser 
beams. Beyond the final glass tube you'll see a narrow opening up on a 
wall, roll through it and drop down to finally come face-to-face with 
Mother Brain itself, sitting snugly within its glass chamber. Refer back to 
the bosses guide at 5_MB for tips to finally defeat this loathsome monster.

Deal the final blow to MB and watch as it ultimately explodes along with 
the two gun turrets. You'll then be informed by the game that you need to 
escape right now before the time bomb goes off, taking out the entire 
installation. You'll now have 2 minutes to get back up to Samus' ship in 
Crateria (you only get 1 minute on Hard), so put on those running boots. 
The frantic alarm and music gives you more than enough of a hint to get out 
of there, so proceed through the door beyond MB's remains. Just like in the 
original Metroid a tall gargantuan shaft greets you beyond. Climb up the 
floating blocks and platforms as fast as you can and try to avoid falling 
down. Watch out as the single blocks will slowly begin to crumble as you 
step on them. Upon finally reaching the apex of the shaft you'll discover 
an elevator waiting. Quickly jump on to be taken up to Crateria. Now for 
the final run. Go right and ascend the rocky shaft amid all the explosions 
rocking the screen. At the top shoot through the walls blocking your path 
and frantically jump over them to reach the right side of the corridor. 
When you reach the edge of a raised platform, there's a door ahead. Begin 
running right from here and shoot open the door. Go through to emerge back 
out in the landing site where your ship awaits, but there's a wall covered 
in Speed Booster blocks barring the way. Keep running to build up the Speed 
Booster's charge and you'll easily smash through the wall. Jump atop your 
ship to finally escape from this doomed place before everything goes to 
hell, then sit back and watch as Samus takes off and escapes from the 
planet. Congratulations, you've done it! Or have you?


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 6.9 : Didn't See That One Coming
   _________________________________________________________________________

Major spoilage time. DO NOT read on if you haven't played up to this part 
of the game yet, as something's about to happen that you'd be best not to 
know about until playing the game. I mean it. Really.






--- LAST SPOILER WARNING!! ---










Upon finally escaping from the doomed Pirate fortress on Zebes, you'll 
watch a cutscene showing Samus taking off into orbit as the ground 
facilities blow to oblivion. Taking a well-deserved break, the game shows 
you Samus removing her suit and revealing the lovely lady within. But now's 
not the time for celebration, as Samus finds herself suddenly surrounded by 
weird Space Pirate scout ships. They give chase, madly firing away trying 
to shoot Samus down. It appears that Samus escapes her pursuers, but her 
ship then takes a direct critical hit from an unknown assailant. Out of 
options, Samus takes the ship down and crashes below on Zebes' surface, 
sacrificing her ship and Power Suit at the same time. You'll then see a 
short narrative of Samus pondering the current situation, while surveying 
the giant purple Space Pirate Mothership Ridley landed earlier resting 
nearby.

Once the game returns control to you, you'll find Samus completely without 
her Power Suit, only wearing a blue body glove which thankfully retains all 
your collected Energy Tanks. And what does she have to defend herself with? 
A measly little emergency pistol. Things aren't looking good. With this 
meager equipment you'll have to infiltrate and surreptitiously move through 
the Space Pirate Mothership, trying to find any possible way to escape. 
You'll find yourself in an open rocky area with rain pouring down, and the 
game calls this area Chozodia. Didn't I say this was more than a remake? 
Now you know why. Take the armourless Samus over to the left side of this 
rocky area and proceed on. Before going any further, learn how the pistol 
works. Normal shots are useless against enemies, but if you stop firing and 
wait for the red bar below your Energy Tanks to fill up, firing the pistol 
unleashes a stronger shot capable of stunning enemies. Climb up the 
following area (yep, somehow the Power Grip ability still works) and 
proceed left to locate the underside of the purple Mothership. Crawl under 
the ship (Samus automatically crawls through narrow spaces) and proceed 
left again. You'll see a bunch of red Space Pirates (aka Zebesians) running 
throughout the interior of the ship, but thankfully they can't see you from 
there. At the left end of this area you'll find a green door which you 
obviously can't penetrate, instead go down to the bottom corner below the 
door and shoot through a the grating there to uncover a narrow tunnel. 
Crawl inside to enter the ship.

Another short cutscene plays, where you see the close-up of a green 
mechanical eye opening. What could that be? Proceed through the first 
narrow tunnel without worrying about the Zebesians in the above corridor. 
Beyond here you'll find yourself in the Map Room, so download the map to 
find that the Mothership is a huge twisting maze of rooms. Go left once 
you've got the map to find a Save Room. Notice that the pod looks different 
to the other ones in Zebes? Jump on to find out why. These ones not only 
save your game but also restore energy and ammo fully, health is something 
you definitely need right now. As the left door is red, you'll need to exit 
the room via the small tunnel above it. Once in the following large room, 
you'll spot a Zebesian guarding the door below. Now the Splinter Cell 
aspect of the game comes to light. You really don't want Zebesians to spot 
you otherwise they'll trigger an alarm, summoning reinforcements. And you 
can't kill them, all the pistol can do is stun them for a few seconds with 
a charged shot. The frantic nature of the music doesn't help either. 
Unfortunately you can't avoid being spotted by this first Zebesian guard. 
The best you can do is jump down through the hole ahead and quickly stun it 
before it moves. As soon as the alarm goes off shutters ahead will slam 
down, trying to trap you. Walk over to the shutter and an opening up the 
ceiling will appear. Jump up and crawl through the narrow tunnel. Be warned 
though, as the Zebesians can also crawl through narrow spaces. Jump up the 
platforms above and stun a second Zebesian above. Quickly head right and 
run into the following room. Crawl through the narrow tunnel and jump up 
into the concealed alcove above near the shutter. A Zebesian will walk into 
the room and stop, before turning and leaving. The alarms will go off, so 
you're safe... for now.

By the way, try to avoid taking damage from the Zebesians, they hurt a lot, 
especially on Hard. In fact you can only take three hits before dying on 
Hard, so this will definitely be the toughest part of the game. Proceed 
beyond the shutter when it opens and cross the hallway to find a giant room 
filled with what appear to be green alarm trip wires. Touch one of these 
green wires and the alarm goes off, so get used to dodging them. Proceed 
right and crawl through the narrow tunnel you find. You'll find it leads 
nowhere, but this entire section is covered in Bomb Blocks. Samus' pistol 
can shoot through them, but as soon as you shoot hold Right as the ground 
beneath her will break apart. You'll crash land down into a trip wire and 
set off the alarm, instantly jump up to the now-exposed door in the top 
right corner. Run through the next corridor and clamber up the shaft 
further in. Shoot out the small block covering the narrow tunnel leading to 
the next door and rush through. You'll find yourself in a tall shaft with a 
shutter blocking your path, walk up to it to fall through the ground. Stun 
the Zebesian at the base of the shaft, then frantically climb up to escape 
from it. The creature will try to climb up the wall and catch up, stun it 
again if it gets too close. Zip through the door at the apex of the shaft 
and immediately jump over the tall edifice in the following room. Another 
shutter blocks your path, but if you stay still and don't move, a Zebesian 
will run into the room. Stay still and the stupid creature will leave the 
room, causing the alarm to turn off. The shutter will open, so head on 
through. Jump up through the opening in the ceiling ahead to find yourself 
below the hangar bay, where a squadron of scout ships rest idly - yep, 
that's your ticket outta here.

Crawl through the narrow tunnel beneath the floor to find yourself in 
another tall oddly-shaped shaft (keep an eye on your position on the map). 
Drop through crumbling blocks in the floor to enter the shaft, then go 
through the door behind you to find a Save Room (but annoyingly you can't 
get in there on Hard mode!). With your game saved and health restored 
(unless you're on Hard mode), climb up the shaft as high as you can and go 
over to the door down on the left side, opposite the door to the Save Room. 
In the following shaft your path is blocked by a red door, so you'll need 
to shoot through the crumbling blocks near the right door to proceed. Watch 
out down below as there's a Zebesian waiting in ambush on the left, quickly 
stun him and crawl through the tunnel on the right. Shoot your way down 
through the next shaft by blowing away the crumbled-looking blocks. 
Once near the bottom of the shaft watch out for Zebesians below, then head 
for the door in the bottom left corner. You'll enter the next chamber to be 
greeted by a tiny dead-end, but quickly run forward to drop through 
crumbling blocks up against the wall just as the Zebesian enters the room 
behind you. You'll fall further down into a small alcove blocked off by a 
shutter, somewhat like a prison. But of course the stupid Pirates think 
you've disappeared again and will lower the security level, opening up the 
shutter. Once free of your tiny prison, go left to find yourself at the 
base of a tall shaft inhabited by wandering searchlights. You can guess 
what they're for, touch one and Zebesians will come running. Ascend the 
shaft very carefully, watching the patrol paths of the lights closely. At 
the very top go right to re-enter a shaft you visited earlier. Press on up 
the shaft and head left through the door above. Break through the Bomb 
Block walls in the following room to discover a Save Room beyond - you'll 
even be allowed access to this one on Hard mode. Go left after saving to 
discover a huge room filled with an assortment of laser trip wires. Spin 
Jump up the wall ahead and climb onto the top of it. Jump down on top of 
the laser trip wire's block ahead, then jump across to the next purple 
platform. Jump over onto the flat floating platform ahead but watch out as 
it'll begin to crumble when you step on it. Try to jump over to the top of 
the next vertical laser trip wire, but don't worry if you trigger it. 
Quickly zip over to the door on the left and go inside. Proceed through the 
next small chamber to discover a shaft leading down. If you're not being 
pursued by Zebesians at this point, then instead of crawling through the 
tunnel below to find a tall shaft filled with Zebesians, I suggest that you 
take a quicker route. Spin Jump up the left wall of this shaft to discover 
a hidden opening up in the corner. Drop down the hidden tunnel and descend 
the shaft. As you fall through the shaft you'll see the rain pouring down 
from outside, before dropping down snugly into a glass tube corridor - 
totally bypassing the Zebesian-filled shaft behind the door there. Cross 
the glass tunnel and go through the next small chamber to find your 
surroundings drastically change.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 6.10 : Childhood Memories
   _________________________________________________________________________

You've just entered the Chozo Ruins, a massive temple structure in the 
western expanse of Chozodia. Drop down into the giant darkened room below 
and try to avoid being spotted by the Zebesians ahead. Don't worry if they 
spot you, just drop down to the very bottom of the room and crawl through 
the narrow tunnel in the left corner. Run through the next corridor blowing 
down walls and blocks in your way, and don't stop if you're being chased. 
Beyond this corridor you'll find a small chamber with an alcove in the 
ceiling, jump up there and hide in the shadows if Zebesians are hot on your 
six. Stay there and watch as a stupid Zebesian runs straight through the 
room without seeing you. Go left to enter the safe confines of a Save Room, 
so be sure to save before moving on. Our new target is a room way up in the 
northern expanse of Chozodia almost directly above where you are now. Along 
the way you'll find ancient hallways littered with patrolling Zebesians, so 
the stealth game isn't over yet. Cross the following room adjacent to the 
Save Room to discover a huge room filled with security spotlights. You can 
try climbing up the platforms to reach the upper-right door in here but 
you'll risk being spotted by sneaky Zebesians. See the shaft leading 
skyward near the door? It'll be much easier if you Wall Jump up it to reach 
the door safely, but you'll have to wait for the spotlight patrolling the 
shaft to hover down to the ground before climbing up. If you ever unluckily 
set off an alarm, just run. Descend the next shaft and go right. Trek 
through the next corridor (shooting out the blocks below each outcropping 
if you're being chased) and climb up the shaft at the far end before 
heading right through the open door. In this following room your path will 
be blocked by a shutter above if you're being chased, there's not much you 
can do except stun the Zebesians coming through the door and backtrack to a 
safer area. So now you'll know the importance of stealth in this area. Once 
the shutter's open, go left and ascend the next shaft before heading right. 

You'll now find yourself in yet another tall shaft, but this one has a 
twist. Small eyes moving up and down the left wall emit alarm beams across 
the shaft - trigger one of these and Zebesians come running (and to top if 
off the darn eyes will fire projectiles at you!). Notice that the lasers 
can't penetrate the blocks, especially the blue areas. These blue areas act 
as a sanctuary, you can hide in them and the lasers won't see you. Very 
carefully climb up the shaft while hiding in the blue areas, but be warned 
that as you hang off the edge of the larger blocks the lasers can see 
Samus' foot hanging off the edge, so time it well when you climb up onto 
the blocks. Watch out for more lasers above, if you trigger one just keep 
going. Go left at the apex of the shaft to find a corridor where Zebesians 
wander about below a thin platform. Your only way forward is through the 
narrow tunnel above the platform, so crawl in and go left. As you touch 
the platform the blocks will slowly begin to crumble, and you don't want to 
fall down into the Zebesian's grasp. Keep crawling and quickly shoot out 
the three blocks barring your path along the way. Walk over to the small 
platform in the floor ahead to fall through down a long shaft. 
Unfortunately a Zebesian hiding within the right wall will see you and set 
the alarm off. Fall down to the bottom and run into the next room on the 
left. Don't hide in the shadows of the alcove in the next room, just keep 
going through as if you do hide there a Zebesian will go into the room on 
the left before coming back through a narrow tunnel right in front of the 
alcove. In the next room you'll find a blatant dead-end with a door leading 
back right above the one you entered the room via. Quickly shoot the 
dead-end wall to break it open and run into the next room. As fast as you 
can climb up the following shaft and go right at the top. Don't bother 
hiding in the alcove of the next room either as a Zebesian will keep 
walking in and out of the room. Shoot open the blocks ahead covering the 
narrow opening and crawl through. Zip up the next shaft, at the top you'll 
see a strange statue above holding a Power Bomb - but you can't reach it 
from here.

Run into the next room to find yourself in a closed-off alcove. Go up 
against the wall to fall through crumbling blocks below, you'll now be safe 
from the annoying Zebesians. Climb up the shaft to find the shutter 
blocking the way open up. On the left wall behind you a door appears 
leading to a Save Room, so it's a good idea to save now, especially if 
you're playing on Hard mode. Walk into the next room to find the statue 
inside, but the Power Bomb's gone! Quickly move on and climb up the room to 
spot a cheeky Zebesian walking away with it! You won't get a chance to grab 
your first Power Bomb until later, so follow the Zebesian right for now. 
Descend the next shaft very carefully to avoid the laser beams moving up 
and down, remember to stay in the blue alcoves to remain hidden. At the 
base of the shaft crawl through the narrow tunnel to find another shaft 
leading skyward, also patrolled by a laser eye. Like before take your time 
and watch the movements of the single laser carefully as you ascend the 
shaft. At the apex go right to find yourself at the head of a long corridor 
filled with patrolling Zebesians. This corridor is the trickiest area to 
sneak through without being spotted, even Sam Fisher would have a hard time 
(well, that's probably exaggerating it just a bit). The first Pirate is 
running back and forth on a floating platform just ahead, very slowly move 
to the right until you can see the edge of the platform. Wait for the 
creature to turn its back and patter over to the right before running out. 
Run underneath the platform and the stupid thing won't see you. Another 
Zebesian patrols a platform ahead, move slowly right until you can see him 
on the edge of the screen. Wait for the Zebesian above you to walk over to 
the left side of his platform at the same time the second one wanders over 
to the right side of the next platform before moving. You'll need to wait 
for them to both move away so neither one sees you. Quickly crawl under the 
next platform and slowly move right. Stay within the shadows and crawl 
right until you see the next Zebesian just ahead. This one's walking along 
the floor, so you'll need to jump up on the floating platform above to 
avoid detection. Once again wait for both visible Zebesians to turn their 
backs and walk away from each other at the same time before jumping up to 
the platform. You'll need to be extremely fast to avoid detection here, but 
if they do see you just keep running right. If you successfully manage to 
get on top of the platform without them seeing you, wait for the Zebesian 
below to walk left then quickly drop down - don't jump - and run right. 
Quickly zip through the door and hopefully the Zebesian standing right 
above it doesn't see you. If you are spotted in that corridor you'll have a 
hard time shaking them off, but it is possible so don't give up.

The following room is a giant shaft leading up and down, climb up until you 
spot a narrow opening in the left wall. If you're being chased, try to Wall 
Jump up the shaft above to escape from the Zebesians. If they follow you, 
go through the narrow opening into a dark corridor, then stun the Zebesian 
following you and re-enter the shaft. Before the Zebesian crawls out of the 
opening Wall Jump up the shaft and you could possibly escape from your 
pursuer but it will be tricky. If you can't get away from it keep trying 
this trick, as I've tested it and it often works for me (but if you're 
playing on Hard mode just reset the game and start again from the last Save 
Room). Meanwhile back at the ranch, you should now be in an almost 
pitch-black corridor where two Zebesians hang out in small alcoves above. 
Crawl through here and head through the left door at the end. Climb up the 
next empty shaft and go left. Walk down the narrow corridor you'll find to 
discover a huge chamber in which your exit lies up in the top-right corner. 
Keep going along the floor to the left, but watch out for the Zebesians up 
in the alcoves in the ceiling. Wait for each one to walk right up over to 
the wall before running past. At the left end you'll discover a narrow 
shaft filled with floating blocks. Climb up here and head right over the 
narrow platform bridging the gap. Jump up over the gap on the right end and 
pass beyond the open shutter to locate another Save Room. You can now 
breathe a sigh of relief, the hide-and-seek game is finally over. You'll 
definitely want to save your game here before moving on. Go right to find a 
sudden change in the atmosphere, the deep dangerous musical theme changes 
to a soft and heavenly tune. You can't enter the watery part of this room 
for now, so instead climb up the narrow shaft ahead. At the top cross the 
empty corridor and go through the open door at the end. You must be 
thinking by now that the Chozo have left something behind here of 
significant importance, you're about to find out what it is.

Upon entering this room that you've been gunning for ever since entering 
the Mothership, you'll witness a cutscene of Samus recalling early memories 
of the first time she visited this place. You'll see a young Samus 
hand-in-hand with a Chozo Elder admiring a giant engraving/painting of a 
Chozo Warrior carved into the wall of a huge chamber. So it looks like this 
is where the Chozo first trained Samus since rescuing her from the ruins of 
the earth colony where she lost her parents. The game shows a close-up of 
Samus' innocent young face before returning to the face of Samus today. 
She'll then look up resolutely and with an extremely determined look. So 
what's going on now? The game returns with Samus standing in front of the 
huge engraving set in the wall surrounded by paintings, which appears to 
resemble a Chozo Warrior clad in armor bearing a strong resemblance to 
Samus' Power Suit. The four small orbs surrounding the statue will then 
abruptly glow and fire blue energy bolts into the round mirror within the 
statue's grasp. As a test of strength and will, you'll now have to battle 
the engraving itself! There's no choice but to fight it, refer back to the 
bosses guide at 5_CH to pass this test.

Once you've struck the mirror a fourth time the blue apparition-like 
creature will return to the wall as the final orb is set into the wall. 
Walk over to the center of the room and watch as the mirror-image of Samus 
appears again. But this time her image shimmers to reveal a glorious sight 
- the Varia Suit! You'll then witness a short cutscene showing energy 
flowing up over Samus' body, before the mirror restores her entire Power 
Suit! Now that's more like it! Not only do you get your suit back, but it's 
been upgraded and can interface with all three Unknown Items you picked up 
earlier! The game reveals them as the Plasma Beam, Space Jump and Gravity 
Suit, all of which you'll receive right then and there, before the game 
gives you the final word - you've recovered Samus' fully charged Power 
Suit. The Chozo are such good people. Enjoy the beefed up Brinstar theme 
that begins playing, and give the Space Jump a try to reach the exit up 
above on the right. Roll through the narrow tunnel there and drop down 
through crumbling blocks as a massive column falls down to block the 
entrance to the statue's room. As you fall back down into the room outside, 
two Zebesians will charge forward to attack. You know what to do. The 
Plasma Beam works wonders against them, and so does the Screw Attack. No 
more hiding from these creatures now.


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 6.11 : The Hunt Isn't Over
   _________________________________________________________________________

With your fully-powered suit restored, we can now finally look for a way 
out of here without delay. First things first, we'll pick up a few items in 
the ruins on our way back to the Mothership. Save your game below before 
moving on if you wish. Now there's only one way out of here - through the 
water. Break through the Missile Block platform covering an access point to 
the water and take a dip. With the Gravity Suit you'll have no more trouble 
moving around underwater. From here go and pick up Super Missile CZ_01 in 
the right corner. In this room you can also begin a Shinesparking trek to 
Energy Tank CZ_03 in the tall shaft beyond as well. But don't underestimate 
it, this item's probably the toughest one to reach in the game courtesy of 
the layout of the terrain and the trickiness of Shinesparking. Once you're 
ready descend the tall shaft you'll recognise from earlier on. On the way 
down be sure to pick up Missile CZ_01 as well. Descend to the very bottom 
of the shaft (wasting stupid Zebesians along the way) and go left at the 
bottom. Proceed through the next large lava-filled room and be sure to pick 
up Super Missile CZ_02 in the corner. With that item in hand go left. 
You'll fall into a shaft where the laser alarms reside, don't worry if you 
trip any of them. Head left at the base of the shaft and swing down to the 
lower door in the next room. You'll recognise this next room as the one 
with a shutter blocking your path. Here you can blow through the floor to 
discover Super Missile CZ_03 hidden below. From here backtrack to the 
Mothership the same way you came in and be sure to save along the way.

Upon reaching the long glass tunnel connecting the Mothership to the ruins, 
go back inside the ship and ascend the tall shaft filled with Zebesians. 
From here make your way back to the nearest Save Room. But watch out for 
black Zebesians along the way, they appear to be immune to your weapons but 
you'll need to pummel them hard with your Beam before they blow. Also watch 
out for small balls floating about releasing electricity, the only way to 
destroy them is with the Screw Attack. Once back in the Save Room, save 
your game and head right. Proceed through the small chamber to find 
yourself back in one of the numerous tall shafts. Screw Attack your way up 
to the very top to find Super Missile CZ_04 at the apex of the shaft. We'll 
now go and find your first Power Bomb - the same one that nasty Zebesian 
extracted from the ruins. Exit this shaft via the only door along the right 
wall and proceed through to the right side of the following shaft (watch 
out for black Zebesians). Blow open the red door on the right wall and go 
inside to locate the hangar bay - you've been here before. A door blocks 
your path to the scout ships ahead, so you'll need to find a way to open 
it. Climb up to the top of the room for now and crawl left through the 
narrow tunnel in the ceiling. Cross the next room and waste the two black 
Zebesians while trying to avoid their huge jumping patterns and green 
lasers. Beyond here you'll find a gigantic twisting chamber. Make your way 
over to the left side of the room and be patient as the maintenance robot 
blocking your path slowly walks forward to clear the way. Descend the next 
shaft while clearing out Zebesians, at the bottom you'll spot a yellow door 
on the right which can't be opened without Power Bombs. Head left and make 
your way through the next corridor by way of the narrow tunnels. Keep 
following the next few corridors and shafts filled with Zebesian patrols, 
eventually you'll reach what appears to the ship's bridge (there's a range 
of huge windows on the left wall looking outside). Once here you won't be 
far off your first Power Bomb. Go over to the bottom left corner of the 
room and drop down the narrow hole you'll see there. Roll down through the 
twisting narrow tunnels below to find yourself at the top of a room where 
the Zebesian that stole your Power Bomb lurks. He'll walk off into the room 
on the right, follow him down there to discover Power Bomb CZ_01 resting 
between two tall laser trip wires. Space Jump over the top of them and fall 
down to retrieve your first Power Bomb. Try one out to open up the yellow 
door on the right, then go inside to retrieve Power Bomb CZ_02.

Keep in mind that your Power Bomb supply is low, and the only way to refill 
them is via the Save Rooms (those stupid Zebesians never give you energy or 
ammo refills!). Backtrack up to the bridge room, then from there you can go 
and pick up Energy Tank CZ_01 if you wish, but if you want to save time 
leave it for later. By the way, if you're not going for a 100% item rate, 
feel free to head up to the large room at the top of the Mothership now 
seeing as you're already nearby. But as this guide directs you to find all 
100% of items, we'll head back down for now. Save your game to refill Power 
Bombs just off the bridge before backtracking down into the bowels of the 
craft. Upon returning to the shaft where you spotted the yellow door, blow 
it open with a Power Bomb and go inside to find Super Missile CZ_05 hidden 
within the dividing wall. Pick it up and blow open the green door on the 
right. Descend the next shaft and go through the red door. You'll be back 
in Super Missile CZ_04's shaft. Descend to the very bottom and go left. 
You'll be in a shaft full of searchlights, it really doesn't matter if any 
touch you. Drop down to the base of the shaft and go right. In case you're 
wondering where we're going, there's a couple of items near the entrance of 
the ship below. Lay a Power Bomb to break open the floor in the next shaft 
and go right through the door below. You'll now be back in the first large 
room filled with laser trip wires. Walk through the one ahead and go 
through the door down on the left. From here make your way back down to the 
Save Room below. Recharge and save before continuing on, then go into the 
Map Room and blow open the red door on the right. Clear out the two 
Zebesians in the following corridor, you can then find Super Missile CZ_06 
up above the cracked block in the ceiling. Go outside via the green door on 
the right and trek back to the right end of the ship - the first part of it 
you saw after Samus crashed. Grab Power Bomb CZ_03 hidden in the side of 
the ship then go back inside by way of the narrow tunnel behind the Power 
Bomb. Once back inside return to the ruins and remember to save your game 
along the way.

Exit the Mothership and make your way to the large glass tunnel connecting 
the ship to the ruins. Lay a Power Bomb to shatter the glass and open up 
access to the rocky area below. Blast the Zebesians and head down to the 
bottom right corner of the cliff. Blow open the wall with another Power 
Bomb and go inside to eventually find Power Bomb CZ_04 up a tall shaft. 
With that in hand, go back up to the remains of the glass tube and descend 
the cliff down to the bottom left corner. Blow open the wall with yet 
another Power Bomb and go inside to find a hole in the floor. Fall through 
to find a hidden shaft below. Screw Attack the electricity balls floating 
about and head right at the bottom if you wish to save your game. Go 
through the left door at the base of the shaft to locate a large room 
sloping upward, filled with small red creatures which you'll recognise from 
Kraid's area. From here you can use the open space to build up the Speed 
Booster's charge to reach Energy Tank CZ_02. With that item secured, go 
back down the shaft and up the ramp to find another small shaft. Go left 
again to find yourself in a small chamber with a low ceiling. Up above in 
in the ceiling you'll discover Super Missile CZ_07. Leave this room via the 
left door to find a huge room filled with twisted platforms packed 
together in the ceiling. Concealed within the mess is Super Missile CZ_08, 
grab it before moving on. Go left upon retrieving the item to find a long 
green corridor. Run through to find yourself back in Crateria's eastern 
side, where yellow doors had originally stopped you from entering Chozodia. 
Go left and blow open the yellow door with a Power Bomb. You'll now find 
yourself back in the watery cavern filled with Skultera swimming about 
below (this is where Missile Tank CR_01 was). Go left until you see an 
opening up above, then Space Jump up through the open hole in the ceiling. 
Up above you'll be in the huge open area in Crateria's north-eastern 
expanse. Space Jump up to the yellow door and blow it open. Go inside and 
cross the long corridor to find yourself back in Chozodia. From here you 
can find Power Bomb CZ_05. In this same room, shoot a Missile into the 
floor at the right end to uncover a hidden tunnel leading back into the 
main area of the ruins. Before going back to Crateria, make your way 
over to the tall shaft in the ruins adjacent to the large watery room near 
the Chozo Warrior's room (destroy any huge obstructions you find with 
Power Bombs). From there you can now find Power Bomb CZ_06. With both items 
secured return to Crateria by way of the upper connecting corridor. Run 
back into Crateria to charge up the Speed Booster, then quickly Space Jump 
up above to find Super Missile CR_01 behind a wall. Go back into the long 
connecting corridor and charge up the Speed Booster again to reach Missile 
CR_03.

From here we'll now return to the main areas of Zebes to pick up remaining 
items. Go back down to Norfair but before you pick up the remaining items 
here, go down to Ridley's area. Pick up Missiles RI_12 & RI_13 before 
returning to Norfair. Back in Norfair pick up Missile NO_08, Missile NO_13, 
Super Missile NO_02 and Power Bomb NO_01. We'll now take a hidden shortcut 
across to Kraid's area to save time. Climb up to the apex of the shaft 
outside the Map Room and stand atop the single floating block. Shoot a 
Missile at the left wall to uncover a hidden opening and crawl inside. Blow 
open the platform blocking your path with a Power Bomb and go through the 
tunnel to sneak into Kraid's area without having to trek all the way around 
to the main elevator in Brinstar. Pick up Missile KR_09 to clear this area 
out, then return up to Brinstar. Head back to the spot where you started 
the game and lay a Power Bomb to reveal a hidden Morph Ball Launcher below 
the platform. Use it to shoot up the shaft above. You'll now be back in 
Crateria, near the landing site. From here make your way over to the 
Tourian elevator you used to escape from here earlier. Ride it down to find 
the completely desolate remains of Tourian. Descend the escape shaft and go 
back into Mother Brain's lair (there's not much left in there), then from 
here you can pick up Power Bomb TO_01 and Missile TO_01. With these last 
two items in your possession, you should have totally cleared out every 
item in the entire game expect for a Power Bomb in Crateria (and an 
Energy Tank in Chozodia if you haven't picked it up yet).


   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
--> 6.12 : Final Run
   _________________________________________________________________________

It's now finally time to get the heck out of this place. Return to Chozodia 
by way of Crateria, picking up Power Bomb CR_01 along the way (you'll find 
the landing site in Crateria deserted of course, sniff) and proceed back 
into the Space Pirate Mothership. If you go back to the hangar bay you'll 
find the door still closed sealing you off from the scout ships, but 
there's still one more area that you haven't explored yet; the large 
seemingly empty room at the top of the ship. Trek up to the bridge room, 
then once there save your game one last time to stock up on energy/ammo. 
Cross through the door up in the top right corner of the bridge room to 
locate a dead-end room. Lay a Power Bomb to open a hidden tunnel in the 
wall and crawl on through. The following corridor houses Energy Tank CZ_01, 
grab it if you haven't already. Beyond this corridor you'll find a small 
chamber divided in half by a large wall, use a Power Bomb to reveal the 
hidden tunnel leading through it. Upon clearing the wall, check your map. 
The room right ahead of you is a dead-end, and appears to be empty. Shoot 
open the red door with a Missile and enter this last remaining room yet to 
be explored. You'll enter the darkened chamber which appears to be a 
totally empty maintenance room at first. The door seals behind you as you 
begin to hear a faint scraping sound. Remember the large green mechanical 
eye that opened up when you first entered the ship? You're about to find 
out what it belongs to. Without warning a giant robot with the head and 
arms of Ridley comes clawing its way into the room before launching an all 
out attack. This mechanical beast is your last boss challenge, take this 
thing out and you'll be free to ultimately escape. Check out the bosses 
section above at 5_MR for tips to short circuit this monstrous mechanical 
version of Ridley.

Once Mecha Ridley finally admits defeat and collapses in a heap on the 
floor, you'll think you've won. But this ain't over yet. As one last effort 
to defeat Samus, the eye on Ridley's head will flash red before the game 
alerts you that the self-destruct sequence has been activated. Uh oh. Now 
you've got only 5 minutes to get out of here before the entire ship blows 
itself into oblivion (you'll have only 3 minutes on Hard!). Grab all the 
health refills that appear above in the air then get the heck out of there. 
Like lightning make your way back to the bridge, blowing open any 
obstructions and mowing down any Zebesians in your way. When you reach the 
corridor before the bridge where there's a shutter blocking your path, 
shoot up into the roof and crawl through the tunnel up there to bypass it. 
Once back in the bridge, quickly drop down and go through the door in the 
bottom right corner of the room. Descend the following shaft while clearing 
out Zebesians (part of the floor in here can be blown open with a Power 
Bomb to act as a shortcut as you climb down). Make your way through the 
next corridors, clearing out Zebesians blocking your path. Eventually 
you'll reach the large room where a stupid maintenance droid blocks the 
way, shoot it and wait for the slow thing to walk over to the right (you'll 
still have time to escape, so don't worry about His Royal Slowness wasting 
time). Head right from here and cross the next open room to find the narrow 
tunnel leading into the hangar bay. Roll through and drop down into the 
hangar. Just before you can finally escape, there's two black Zebesians 
waiting in ambush near the door. Finishing both of them off can be tricky, 
try your best to avoid their attacks. On Hard mode it's a different story 
though, as they can quickly drain your health together. Try to lure them up 
to the platform above the scout ships, and take them out one by one as they 
climb up after you. Just watch their jumping patterns and try to avoid 
their annoying lasers. With both creatures fried the hangar bay door will 
finally open, ultimately guaranteeing your escape. Run inside to be greeted 
by a Zebesian as it jumps out of the scout ship to attack. Fry the creep 
and jump into the scout ship's open cockpit. Now sit back and enjoy the 
ending as Samus flees from the doomed Mothership (and watch as a stupid 
Zebesian tries to stop you escaping). With Samus finally escaping the 
doomed Mothership, she'll have ultimately completed her mission and you'll 
have learned what really happened during her first adventure.



....................................Prologue

Upon watching the credits roll in their full, the game will go back to the 
giant Chozo Warrior's room. Watch as the camera pans down to the base 
of the wall, revealing a small engraving of Samus as a young child 
accompanied by two Chozo adults. Ain't that cute? You'll then be given a 
piece of artwork of Samus which is determined by your clear time and item 
collection rate, as well as the difficulty setting you've played the game 
on. Check the Secrets & Tips section below for tips on unlocking all the 
image gallery pics, as well as the other unlockables and hidden tidbits in 
the game.

So that's it, with this guide you should successfully find all the items 
hidden throughout the game and make it one piece (and hopefully in under 
two hours). If you've only played through on Easy, why not try Normal then 
Hard? And remember that sequence breaking thrives in this game, so there's 
plenty of ways to finish the game in absolutely insanely fast times well 
below 1 hour.

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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 7.0 : SECRETS & TIPS - <CH_07> -------------------------------------------
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As with all Metroid titles, Zero Mission has its fair share of hidden 
bounties and tricks to be found. Read on for all the secrets and bonuses 
the game as to offer.


>>> Wall Jump

  Remember this trick from Super Metroid? Thanks to Samus' standard Spin 
  Jump, with practice you can scale up walls of any height as long as they 
  remain flat enough. A normal Spin Jump can be executed simply by holding 
  left or right while jumping. If you Spin Jump into a wall, then quickly 
  press the direction away from the wall and jump again, Samus will kick 
  off the wall and jump up higher. Definitely a trick you'll need in any 
  sequence breaking shenanigans you get yourself into, the only downer is 
  that the Space Jump renders this trick useless, but it can still come in 
  handy for the roughly 70% of the game you'll be without the Space Jump.


>>> Unlockables

  > Hard Mode

 Complete the game on Normal mode to unlock the hardest difficulty setting.

  > Sound Test

 Complete the game on Hard mode to unlock 24 musical tracks available for 
 listening from the game's main menu.

  > Original NES Metroid

 Complete the game on any setting to unlock the original NES Metroid, 
 available from the game's main menu.

  > Metroid Fusion Gallery

 Link up to Metroid Fusion using two GBA's or a GBA and the Game Boy 
 Player to unlock a gallery of MF images. Check the game's manual for 
 details.


>>> New Game Plus

  Upon completing the game on any setting, a small Samus logo will appear 
  next to the file on the main menu to indicate that you've completed the 
  game on that save file at least once. If you start a new game via the New 
  Game option, the map screen will display new information for you. You'll 
  be able to see a checklist of the items you've picked up in each area, as 
  well as the total time you've been playing. All very handy for fast 100% 
  item run-throughs.


>>> Time Attack Mode

  An interesting and somewhat baffling hidden addition to the game is Time 
  Attack Mode. To unlock it, you'll need to use a game file that you've 
  already completed the game with so that the Samus logo appears next to 
  the file. Press A on the file to display the options "Start Game" and 
  "New". Then press Up, Left, Down and Right. The option "New Time Attack" 
  will appear. The game will play on Normal mode only and will give you a 
  password upon completing the game along with your clear time and item 
  percentage. What's the point of it you ask? Is it for some speed-run 
  competition Nintendo were hoping to hold in the future? Who knows.


>>> Game Endings / Image Gallery

  Every time you complete the game you'll be shown your completion time and 
  item percentage rate. These two variables and the difficulty setting 
  you've played the game on will determine what piece of Samus artwork 
  you'll receive, and keep in mind that every time you unlock a new one 
  it'll be viewable via the Image Gallery in the main menu. Read on for a 
  list of the requirements for each piece of artwork.

  > Complete the game on Easy mode, or in over four hours without finding 
    100% of items.

  > Complete the game on Normal or Hard, over two hours without 100% of 
    items.

  > Complete the game on Normal or Hard, under two hours without 100% of 
    items.

  > Complete the game on Normal or Hard, with 100% of items collected.

  > Complete the game on Normal, in under two hours with 100% of items.

  > Complete the game on Hard, in under two hours with 100% of items.

  > Complete the game on Normal, with an item collection rate of 15% or 
    less.

  > Complete the game on Hard, with an item collection rate of 15% or less.


>>> Crocomire

  Crocomire, you ask? Yep, people have actually managed to extract a 
  complete sprite sheet of Crocomire from MZM's rom, and he still looks 
  very similar to his SM appearance. So it appears that either Crocomire 
  was indeed initially up for inclusion in the game and unfortunately 
  didn't make the cut, or he still is in the game somewhere as a hidden 
  boss yet to be found. If he is still in the game somewhere and someone 
  does manage to find him, give me a shout and I'll detail all the info 
  here. But for now all we can do is wonder, where the heck would Crocomire 
  have fit in?

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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 8.0 : CONTACTING THE AUTHOR - <CH_08> ------------------------------------
____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Got any good hints not mentioned in this guide? Found any mistakes or need 
help with something not covered here? Then feel free to send me a message, 
but please don't ask gameplay questions where the answers can be found in 
the guide somewhere as that kind of defeats the purpose of this guide. Oh, 
and no spam thanks, anyone sane hates that stuff.

Email questions/comments to: falconzero114@gmail.com

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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 9.0 : CREDITS - <CH_09> --------------------------------------------------
____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
This guide and many parts of it couldn't have been possible without the 
help of certain individuals and companies out there, so I'd like to give 
credit and thank them here.

 > Special thanks to Nintendo for keeping the Metroid series and Gunpei 
   Yokoi's legacy alive, and for creating one of the most original and fun 
   game series to date.

 > Thanks also to CJayC at GameFaqs and TJ of the Metroid Database for 
   hosting this FAQ.

 > Special thanks also goes to CapCom of the MDb for providing me with the 
   Japanese boss names.

 > Thanks also goes to Paul Byrne/consummate gamer for various Image 
   Gallery info.


And thank you, the reader, for downloading and reading this guide. I hope 
in all it's intricacies that your questions have been answered and you 
haven't found yourself stuck too much in the game. Thanks always!

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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 10.0 : LEGAL INFO - <CH_10> ----------------------------------------------
____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
This file and the contents of it can only appear on the following websites:

http://metroid.retropixel.net/
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http://www.gamefaqs.com/

No guide authors are allowed to plagiarize directly from this guide's 
contents into their own, however the information in this guide can be used 
as a reference for authors creating a Metroid: Zero Mission guide.

Webmasters of Metroid related sites cannot post this file on their sites 
or link directly to the file's location on the server of the sites listed 
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This file and the contents within cannot be reproduced/edited in any way, 
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be in violation of U.S law. Do not question any of the legal messages that 
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All Metroid related material including characters, names, locations or 
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This document and all the guides within are Copyright (c) 2004 Falcon Zero.
All rights reserved.

.....................
See you next mission!