_| _| _|_|_|_|_| _|_|_|_|_| _|_|_|_| _|_|_| _| _|_|_|_|
_|_| _|_| _| _| _| _| _| _| _| _| _|
_|_|_|_|_|_| _| _| _| _| _| _| _| _| _|
_| _|_| _| _|_|_| _| _|_|_|_| _| _| _| _| _|
_| _| _| _| _| _| _| _| _| _| _|
_| _| _| _| _| _| _| _| _| _| _|
_| _| _|_|_|_|_| _| _| _| _|_|_| _| _|_|_|_|
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
See the html-ised version of this guide at:
http://metroidrecon.planets.gamespy.com
Version 1.00 (Last updated 2004.07.12)
Copyright (c) 2004 Falcon Zero
<falconwingzero@hotmail.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
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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
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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
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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
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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
bugger 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
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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.
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
6.0 : WALKTHROUGH - <CH_06> ----------------------------------------------
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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
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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 wh