-------------------------------------------------------------------------------
//version 2.2//						 //updated 12-17-2012//
	             
		     ==================================
		     ========== SUPER METROID =========
	             ======== 100% SPEED GUIDE ========
 	             ======= written by NeoChozo ======
		     ==================================

    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Welcome to my 100% speed guide for SUPER METROID, the third game in the
    METROID series. This text document covers all of the pertinent infor-
    mation necessary for speed running this title. Version 2 is a total
    revision of the original source material. Use the index below as a 
    reference guide, and visit GameFAQs (http://www.gamefaqs.com/) to find 
    other FAQs I've written.
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

   == CONTENTS ==
   ==============
   1. Setup and Controls
   2. Version History
   3. About This Game
   4. The Story So Far
   5. Samus' Abilities
   6. Weapons and Items
   7. The Planet Zebes
   8. Speed Walkthrough
      A. Space Colony
      B. Return to Zebes
      C. Brinstar
      D. Norfair
      E. Wrecked Ship
      F. Scavenger Hunt
      G. Maridia
      H. Lower Norfair
      I. Tourian
   9. Item Locations
  10. Secrets and Tips
  11. Acknowledgments
  12. Legal Info

-------------------------------------------------------------------------------

=========================
== 1. SETUP AND CONTROLS:
=========================
SUPER METROID was originally released for the Super Nintendo Entertainment Sys-
tem, but has been ported to the Nintendo Wii on the Virtual Console. Refer to
the setup manual for more detailed information on your individual platform.
This game offers you the option to customize the button layout to fit whatever
control scheme works best for your play style. Below is a recommended layout
that facilitates quick access to the run button (since you'll be using it a lot
during this playthrough).
 
  RECOMMENDED CONTROLS
  --------------------
  CONTROL PAD:     Move Samus left or right.
  START:    	   Pause game and bring up map screen or inventory.
  SELECT:	   Not Used.
  L BUTTON:        Run/Dash, engage Speed Booster.
  R BUTTON:        Aim Up.
  Y BUTTON:        Fire Beams or Missiles, set Power Bombs in Morph Ball mode.
  X BUTTON:	   Item Select.
  A BUTTON:        Item Cancel.
  B BUTTON:        Jump, Space Jump, use Screw Attack.

Do note that some secondary functions of the buttons require you to be in Morph
Ball form, such as setting Bombs or using the Spring Ball. Also note that this
particular setup prevents you from utilizing the Crystal Flash technique, so 
you will have to do some rearranging if you need to use that move to get one of
the Super Missile Expansions.


======================
== 2. VERSION HISTORY:
======================
This speed run guide has gone through numerous changes since the first draft.
Below is a list of the major and minor updates that have been made over time,
starting with the most recent.
  
  VERSION 2.2 (12/17/2012)
  Added damage ratios for various weapons and included boss HP amounts in the
  individual boss strategies. All strategies were rewritten to include any
  new attacks gained at certain HP amounts, and Mother Brain was separated into
  three different entries. Also, the descriptions of the Zebetite Glitch, the
  Kraid quick kill, and the Space/Time Beam were revised with more detail.

  VERSION 2.1 (12/12/2012)
  Reconfigured a small part of the speed run to save a bit of time. Originally,
  the Mockball for early Super Missiles was included as an alternate route;
  the guide now makes that part of the regular walkthrough. The Super Missile
  Expansion guarded by Spore Spawn is gotten before the Charge Beam, a Mockball
  is added after the Grappling Beam, and a mid-air morph is used to grab the 
  Energy Tank before Draygon instead of after. Final clock time after this re-
  vision is 01:20 instead of 01:24.

  VERSION 2.0 (12/09/2012)
  This update actually started 11/02/2012. This completes a full revision of 
  the guide's content - every piece of the walkthrough starting from the Space 
  Colony to the escape from Zebes has been rewritten for more detail, weapons/
  items and techniques have been moved from the end to the start of the guide, 
  Secrets and Tips has been revised to include Blue Suit and the Murder Beam, 
  and the guide's structure has been reformatted to match the guides for MET-
  ROID PRIME and METROID PRIME 2: ECHOES.

  VERSION 1.5 (03/22/2005)
  This update finally finishes the item locations section. Even though all of
  the game's items are detailed in the walkthrough, a separate checklist of all
  upgrades and expansions was necessary for completion's sake. Access to the
  Wrecked Ship early and the Mother Brain glitch have been added, along with a
  small description of the Space/Time Beam. Refined Kraid quick-kill strategy.

  VERSION 1.0 (2/18/2003)
  Finished the actual speed run walkthrough, with a final time of 01:26. There 
  is obviously room for improvement, but this is designed to achieve a low time
  with 100% without requiring some of the more advanced moves. Mockballs are
  described, but not required for this particular route.
  

======================
== 3. ABOUT THIS GAME:
======================
SUPER METROID was the first (and only) 16-bit adventure for Samus Aran, and at
the time of the game's release, was the largest SNES game with a 24 megabit
cartridge size. The game itself is an expansive title, and provides countless
hours of replay value just to explore all of the nooks and crannies that the
planet Zebes provides. 
This game expands Samus' inventory from the previous iterations, although the
Spider Ball from METROID II: RETURN OF SAMUS is absent. The beams stack atop
each other so you don't have to switch, you have upgraded Missiles and Bombs,
a suit that lets you navigate underwater, and finally a grappling attachment 
and a visor that lets you look for hidden passages. The fact that this game is 
still played by many over a decade after its initial release is itself a test-
ament to its incredible design.
The planetary environment is much larger than previous games, and like its
NES predecessor, incorporates Transports that connect to different areas. Nor-
fair and Brinstar return, as do Kraid and Ridley, but this time there are two
more areas - Wrecked Ship and Maridia - added to the mix, each with a new boss
that has never been seen before. These expansive areas will test your abilities
and equipment like no other METROID game before it (we're not counting the MET-
ROID PRIME titles here), although half the fun comes from trying to get places
without the "required" equipment.
Overall, SUPER METROID was a significant upgrade for Samus Aran. The world was
more expansive than before, and it laid a path for many things that followed 
in later installments of this series.


=======================
== 4. THE STORY SO FAR:
=======================
SUPER METROID is the third game that was released, but chronologically speak-
ing is the sixth game in the series (the three METROID PRIME games take place
in a single arc between the first and second games - and no, I'm not counting 
METROID PRIME PINBALL because, come on). The events follow those of METROID II:
RETURN OF SAMUS after Samus Aran delivers the Baby Metroid to the scientists
at the Ceres Space Colony. The introduction to the game is provided below.

NARRATOR: The last Metroid is in captivity. The galaxy is at peace.
[SAMUS ARAN recounts the past events from her Log.*]
SAMUS: I first battled the Metroids on Planet Zebes. It was there that I foiled
the plans of the Space Pirate Leader Mother Brain to use the creatures to 
attack galactic civilization...
[A flashback shows SAMUS fighting MOTHER BRAIN.]
SAMUS: I next fought the Metroids on their homeworld, SR388. I completely erad-
icated them except for a larva, which after hatching followed me like a confus-
ed child...
[A flashback shows SAMUS finding the BABY METROID.]
SAMUS: I personally delivered it to the Galactic Research Station at Ceres so 
scientists could study its energy producing qualities...
[A flashback shows SAMUS handing off the BABY.]
SAMUS: The scientists' findings were astounding! They discovered that the pow-
ers of the Metroid might be harnessed for the good of civilization!
[A scene shows the SCIENTISTS studying the BABY METROID.]
SAMUS: Satisfied that all was well, I left the station to seek a new bounty to 
hunt. But, I had hardly gone beyond the asteroid belt when I picked up a dis-
tress signal! Ceres station was under attack!!!
[SAMUS returns to the SPACE COLONY.]

* Obviously there is a continuity gap here because Samus Aran only recounts the
  events from the first and second games. This is easily fixed, though, because
  in 1994 at the time of this game's release, the METROID PRIME series had yet
  to be developed.


=======================
== 5. SAMUS' ABILITIES:
=======================
You have a number of powerful moves at your disposal besides just jumping and
firing Beams or Missiles. Utilizing the full potential of your Power Suit will
allow you to perform many kinds of advanced moves. Below is a brief list of the
various feats you can perform in the game.

  STANDARD MOVES
  --------------
  These are moves that are pre-programmed into the game already that you can
  use to take advantage of terrain and obstacles.
  1. BOMB JUMP
     Once you have the Morph Ball Bomb, you can morph and set a Bomb. Stay in
     place to let it pop you up. You can infinitely Bomb Jump by practicing 
     with the timing and placement of each jump.
  2. BOMB SPREAD
     Once you have the Morph Ball Bomb and the Charge Beam, you can morph while
     charged to drop a spread of five Bombs. Each Bomb inflicts 60 dmg; all
     five will combine for 300 dmg assuming one single enemy is hit by all 5.
  3. MOCK SCREW ATTACK
     Once you have the Charge Beam, you can spin jump while charged to simulate
     a Screw Attack. This technique inflicts 200 dmg to any enemy you touch, 
     but only works against weaker enemies. Bosses are not affected by this.
  4. WALL JUMP
     This is used to reach higher areas. Spin jump towards a wall, then as you
     brush against it, tap the opposite directional button and jump again to
     bounce diagonally up. You can wall jump as many times as a vertical area
     will allow.
  5. SPEED JUMP
     Once you have the Speed Booster, you can spin jump while Speed Boosting to
     fly across an area at great speed and gain incredible distance. Enemies
     that you strike while Speed Jumping will be destroyed. Anything you hit
     while Speed Jumping sustains 500 dmg (which is usually a kill).
  6. SPEED BALL
     This is more or less a Mockball with the Speed Booster equipped. The keys
     for execution are the same, too - press Down in the middle of a Speed 
     Jump, and press Down and Forward when you hit the ground to rocket forward
     in Speed Booster mode. It's not particularly useful, really. Like Speed
     Jumping, anything you hit while rolling takes 500 dmg.
  6. SHINESPARK
     Once you have the Speed Booster, you can tap Down on the directional pad
     while Speed Boosting to hold a temporary charge. Press another directional
     button and jump again to rocket off until you hit a wall. This move will
     gain incredible distance or height, but drains energy rapidly. The damage
     ratio for this is 150 dmg per "frame" (as you travel).

  ADVANCED MOVES
  --------------
  These are moves that are used for speed running or sequence breaking in the
  game. Some of these are present in the game itself, others have been develop-
  ed and/or refined by expert players.
  1. MOCKBALL
     This is a move that mimics the Speed Booster in Morph Ball form before you
     have the item. Take off runnning, then spin jump. Hit Down twice (you can
     hit Down at any point during the jump, but the second time must be done
     just as you touch the ground), then hold Forward to roll forward at the
     same speed you were running at.
  2. BOMB LADDER
     This uses consecutive Bomb Jumps, but angles the trajectory. Set a Bomb,
     and set a second one before the first detonates. As you go in the air, 
     press Left or Right to move and set a third Bomb. Fall into the second 
     Bomb, and keep pressing Left or Right to move diagonally across the area.
     This is really more for kicks than anything else - because of the diff-
     iculty of this, nothing in this speed guide uses this maneuver.
  3. SINGLE WALL JUMP
     This variation of the Wall Jump involves leaping up a single wall. As you
     spin jump at a wall and brush against it, tap the opposite directional
     button and jump again, but curve your jump back towards the starting wall.
     Repeat as many times as necessary.
  4. SPEED BOOSTER SHORT CHARGE
     Ordinarily, charging up the Speed Booster requires a certain distance, but
     you can trigger it faster by running forward without holding L. Start to
     run like normal, then hold L after your second or so step to reduce the
     distance you have to go to engage the Speed Booster.
  5. BEAM BOMB SHIELDS
     This is a feature that is programmed in the game, but you are never really
     instructed on how to do it. Each Shield requires the corresponding Beam 
     plus the Charge Beam to activate. First arm your Power Bombs, then go to 
     your inventory and select only the Charge Beam and one other Beam. Return 
     to the game and charge up, then release to activate the shield. Each of
     these Bomb Shields consumes a single Power Bomb, but they have the nice
     effect of inflicting 1000 dmg per hit.
     - SPAZER BOMB:  Six large beams surround you for a short time and then
		     launch straight up into the air.
     - ICE BOMB:     Four large ice snowflakes rotate continuously around you
		     until they strike a target.
     - WAVE BOMB:    Four large balls of electrical energy will spark out from
		     you diagonally. While moving around, the beams will follow
	             your movements for a short distance.
     - PLASMA BOMB:  Four large green plasma orbs spin rapidly away from you in
		     a screen-wide circular attack.
  6. ENERGY CRYSTAL CHARGE
     This is a highly advanced move also already in the game that you can use 
     to recharge your entire energy complement if you meet certain conditions. 
     To trigger it, you must be at 49 units of energy or lower, your Reserve 
     Tanks must be empty, and you must possess at least 10 Missiles, 10 Super 
     Missiles, and 11 Power Bombs (the maneuver itself consumes those amounts
     of ammo, and you need the 11th to start the move). To pull it off, first
     select the Power Bomb icon and then morph. Hold Down and the buttons you 
     have mapped to Aim Up and Aim Down (L & R by default), then detonate your 
     Power Bomb and keep the Fire button held down. After a few seconds, you'll
     be engulfed in energy from the Power Bomb and your energy will be fully 
     restored. As a graphical bonus, you will see Samus outside of her Power 
     Suit during the animation.


========================
== 6. WEAPONS AND ITEMS:
========================
The Power Suit is an advanced Chozo exoskeleton that the Chozo modified for
your personal use. It provides life support functions and is well shielded from
attack. The modular nature of the Power Suit allows for the addition of weap-
ons and other gear as needed, all of which are strewn about the planet Zebes.

  BEAM WEAPON ENHANCEMENTS
  ------------------------
  The Beam System in this game uses a stacking system - in other words, when
  you acquire a new Beam, all the effects of previous beams are also included
  in the new upgrade unless you disable one from the inventory screen. The 
  damage ratios provided list the normal amount of damage, how much it inflicts
  uncharged for normal combinations assuming you're stacking the beams and then
  leaving them stacked, and finally how much damage each charged version will
  inflict. Plasma gives a differential variation for the Ice since it isn't
  always equipped during a speed run.
  1. POWER BEAM [Normal: 20 dmg | Charged: 100 dmg]
     This is your default Beam Weapon that has a fairly slow rate of fire. You
     can have up to three shots on the screen at once, and overall is fairly
     weak.
  2. CHARGE BEAM [+ 80 dmg]
     This power-up allows you to store energy in your Arm Cannon for a larger
     and more powerful burst.
  3. SPAZER [Normal: 40 dmg | Charged: 120 dmg]
     This upgrade widens the radius of your shot by transforming your standard
     energy bullet into a tri-beam spread. Charging it up increases the size of
     the beams. You cannot equip this at the same time as the Plasma Beam.
  4. WAVE BEAM [Normal: 50 dmg | + Spazer: 70 dmg | Charged: 200 dmg]
     This upgrade adds electrical disruption capability to your Beams and will
     allow your shots to travel through walls. Without any other beam weapons
     equipped, your shot travels in a wavy pattern. Charging it up increases 
     the size of your Beam.
  5. ICE BEAM [Normal: 30 dmg | + Wave/Spazer: 100 dmg | Charged: 300 dmg]
     This upgrade turns your Beam into a freezing shot. You can freeze enemies
     in their tracks or use them as platforms. Charging it up increases the 
     size of your Beam. 
  6. PLASMA BEAM [Normal: 150 dmg | + Wave: 250 dmg | Charged: 750 dmg]
     This upgrade turns your Beam into a powerful laser that will cut through
     almost any kind of armored enemy. Charging it up increases the size of 
     your Beam. You cannot equip this at the same time as the Spazer. Adding
     Ice to this combination inflicts 300 dmg regularly; 900 dmg charged.
  7. HYPER BEAM [Normal: 1000 dmg | Charged: N/A]
     This upgrade is gained when the Baby Metroid steals the Mother Brain's
     power and gives it to you. This replaces all of your Beams and will cut
     a swath through anything you fire it at. Using a Game Genie code, you can 
     start the game with this and have some fun, since even bosses go down in 
     a few hits (although in doing so you need to be creative with your save 
     points since some areas will require you to have normal Beam weapons 
     available).

  MISSILE SYSTEM ENHANCEMENTS
  ---------------------------
  Your Arm Cannon can be adapted into a concussive blast system that enables
  you to fire energy-based Missiles. There are two different types of Missiles
  that you can find in the game.
  1. MISSILE LAUNCHER [100 dmg]
     The first Missile Expansion gives you the ability to fire Missiles to take
     out strong enemies and open red doors. You can collect additional Expan-
     sions to increase your Missile supply.
  2. SUPER MISSILE [300 dmg]
     The Super Missile is a larger, much stronger Missile that is equivalent to
     five regular Missiles. These can take out certain structures and open 
     green doors. You can collect additional Expansions to increase your Super
     Missile supply.

  MORPH BALL ENHANCEMENTS
  -----------------------
  The Morph Ball function allows you to compact your size in order to fit into
  small passageways. There are multiple upgrades to this form that increase 
  your effectiveness while morphed.
  1. MORPH BALL
     This upgrade changes your Suit into a compact, mobile sphere. Like the 
     Varia, it is modular and able to accept numerous modifications to its 
     structure. Press Down twice to activate this feature.
  2. MORPH BALL BOMB
     This is your default weapon for the Morph Ball. When morphed, press Y to
     set Bombs. You can have up to three at a time unless you use the Charge
     Beam to activate a Bomb Spread. These can be used to destroy certain kinds
     of rock or metallic structures, and you can use them to propel yourself to
     new heights as well.
  3. SPRING BALL
     This upgrade adds jumping capability to the Morph Ball. Press B to jump, 
     and hold the button down to bounce up and down.
  4. POWER BOMB [200 dmg; can hit twice for enemies. No bosses except Ridley]
     This is the strongest Morph Ball weapon, and can destroy many different
     kinds of structures, harm enemies in the blast radius, and open yellow
     doors. You can collect additional Expansions to increase your Power Bomb
     supply.

  ARMOR AND ENERGY ENHANCEMENTS
  -----------------------------
  You can find specialized Armor Enhancements that increase your defensive cap-
  abilities, mobility, and reduce the damage that you take from enemies and the
  environment.
  1. POWER SUIT
     The is an advanced Chozo exoskeleton/battlesuit specially built for you 
     by the Chozo. It is well-shielded against attack, and its modular nature 
     allows for the equipping of battle gear as needed. You begin the game with
     this upgrade. 
  2. VARIA SUIT
     This is an extra layer of armor that increases your defensive capability
     by reducing damage by 50%. Its dense structure also allows you to survive
     in the heat of Norfair without damage.
  3. GRAVITY SUIT
     This is an extra-dense layer of armor that increases your defensive power,
     further reduces damage by an extra 25%, and allows unhindered movement in
     water and regular lava.
  4. ENERGY TANK
     There are 14 Energy Tanks scattered throughout the environment. These will
     increase the power level available to your Suit's defensive screens. Each 
     Energy Tank increases your Suit's energy by 100 units. The more energy 
     your Suit has, the longer you can stay alive. You can fully recharge your 
     Energy Tanks at Save Stations as well as your Gunship.
  5. RESERVE TANK
     There are four special emergency energy supplies hidden throughout the
     environment. You can set these to be used automatically or program them to
     manual control from your inventory screen.

  VISOR ENHANCEMENTS
  ------------------
  Your Visor is your primary means of navigation through the environment. Mod-
  ifications to it will allow you to increase the number of things you can see
  and track via radar optics.
  1. X-RAY SCOPE
     This upgrade changes what you can see in the visible spectrum by revealing
     hidden passageways, block types and other structural anomalies.

  MOVEMENT SYSTEM ENHANCEMENTS
  ----------------------------
  Part of your power is your agility and jumping prowess. With these special
  Chozo upgrades, your mobility is greatly enhanced.
  1. HIGH JUMP BOOTS
     This upgrade adds a special thruster to your Boots that will dramatically 
     increase your jumping height, allowing you to reach new areas.
  2. SPEED BOOSTER [500 dmg when boosting]
     This upgrade adds special powers to your Boots that allow you to run at
     high speed. After charging it, you will blaze through enemies and obstac-
     les and only stop once you reach something you can't break through. You 
     can hold a charge in this form and use the stored energy to rocket through
     the air at incredible speed as well.
  3. SPACE JUMP
     This upgrade adds specialized thrusters to your Power Suit that allow you 
     to continuously spin jump in the air. Using this, you can remain airborne 
     and reach new heights.
  4. SCREW ATTACK [2000 dmg per hit]
     This upgrade transforms your normal jump into a buzzsaw of destructive en-
     ergy. You can use this in tandem with the Space Jump to create a spinning
     and unstoppable energy force. Only the strongest enemies can resist the
     effects of this weapon. 
  5. GRAPPLING BEAM [50 dmg per hit]
     This upgrade allows you to swing back and forth from special [+]-shaped
     icons or certain enemies in the environment. Select the Grappling Beam and
     then press Y to fire at an icon and stay connected. Some Grapple Points 
     are damaged and crumble after a few seconds.


=======================
== 7. THE PLANET ZEBES:
=======================
Metroid games have always been focused on exploration, and this one is certain-
ly no exception. Within this game lie twisting tunnels and mazes that challenge
your sense of direction in many ways. Much of this game is spent looking high 
and low for different passages (although this in of itself might be more of a 
sequence-breaking mentality), bombing obstacles out of the way, and looking for
the most efficient way out of an area. What you'll find below is a brief list 
of some things to consider that will make your journey through Zebes easier.

  GENERAL TIPS
  ------------
  1. SUPER METROID kind of lets you off a little easy by not flooding you with 
     vast hordes of enemies like in some of the Metroid titles. Many enemies 
     require different tactics to defeat, but for the purposes of a speed run, 
     you'll most likely be ignoring the vast majority of them. However, always 
     be wary of what's off-screen - you never know when some giant enemy is 
     going to swoop in on you to attack, such as the mutant Sidehoppers (well,
     actually, you will, since an unwritten rule of speed running is a detailed
     knowledge of the entire map).
  2. Your inventory is pretty expansive, and once you get an idea for the lay
     of the land, some items like the X-Ray Scope won't even be used. Also, 
     keep your Ice Beam deactivated for most of the game unless you need to use
     it to freeze something. The Ice Beam doesn't, as some people assume, add
     an "extra" hit, but since you freeze objects right before destroying them,
     it can still slow you down.
  3. This speed run doesn't require absolute mastery of all of the tricks, but
     being familiar with them is a good idea. For ones like the Mockball, which
     can be difficult to pull off, alternate routes are listed to ensure that
     you still get all of the game's items.

  AREAS OF ZEBES
  ---------------
  You'll travel through six different areas on Zebes during the course of the 
  game. All of the areas interconnect through the use of elevator transports. 
  Some areas, though, cannot be explored until you have acquired certain items
  or upgrades.
  1. CRATERIA
     This is the surface area of the planet that contains pathways to the old
     Space Pirate Base as well as the Wrecked Ship. Your Gunship will always
     be located on the surface area, which you can use at any time to reload
     ammunition, replenish energy, and save.
  2. BRINSTAR
     This subterranean area has three distinct regions - the upper jungle area,
     the eastern cave area, and the lower crustal area that leads to Maridia.
     Kraid, one of the Space Pirate generals, has established a base in the
     southeastern area. 
  3. NORFAIR
     This fiery area has two distinct regions - the upper rocky area and the
     lower region which has some of the strongest creatures on the planet. The
     other Space Pirate general, Ridley, has established his stronghold near
     the planet's core.
  4. WRECKED SHIP
     Millennia ago, an alien crew crash-landed on the planet and succumbed to
     some unknown fate. What remains of their ship lies partially submerged in
     the eastern area of Crateria. This technologically advanced area has been
     taken over by a large spectral entity named Phantoon, and also contains
     a pathway to the eastern-most area of Maridia.
  5. MARIDIA
     This aquatic area has both dry and wet terrain features. Some of the hard-
     ier creatures reside here, and the strongest areas are guarded by the
     large creature known as Draygon.
  6. TOURIAN
     The Space Pirates have reestablished their base of operations on the plan-
     et in a new location. They have also revived Mother Brain, and are working
     to continue harvesting Metroids for their ultimate military weapon.

  GETTING AROUND
  --------------
  Running around a planet takes a long time. Fortunately, there are plenty of
  region-connecting transport elevators that link them. Moving around within
  individual areas is accomplished via doors, gates, or tunnels. Moving between
  areas of the planet, though, is accomplished via larger elevator systems.
  Refer below to see a short list of the means you will be using to move from 
  place to place.

    DOORS/GATES
    -----------
    1. BLUE DOOR
       These are standard doors, and can be opened with any Beam or Bomb.
    2. BLUE GATE
       These are like blue doors. Fire at the blue gem to open them.
    3. RED DOOR
       These doors can only be opened by using 5 Missiles or 1 Super Missile.
    4. GREEN DOOR
       These doors can only be opened with the use of a Super Missile.
    5. GREEN GATE
       These are like green doors. Fire at the green gem to open them.
    6. YELLOW DOOR
       These doors are resistant to all weaponry except Power Bombs.
    7. LOCKED DOOR
       These cannot be opened until a certain objective has been completed.

    OTHER TRANSPORTATION
    --------------------
    1. TRANSPORT ELEVATOR
       The elevators will take you between areas on the planet Zebes. Some will
       take you to different sections within a planetary region as well.
    2. MORPH BALL TUNNEL
       Once the Morph Ball has been acquired, you can and will use these small 
       passages to travel new places. Some tunnels are blocked, though, and the
       obstructions must be removed.

  POWER-UP STATIONS
  -----------------
  There are various consoles you will find that can aid your progress in some
  form or another.
  1. MAP STATION
     These will allow you to download an entire copy of an area map. Plug into
     the console to download the data, and open your subscreen to view the map.
     Areas that you have explored will be colored pink, while unexplored areas
     remain blue.
  2. SAVE STATION
     These will allow you to save your game progress. Step into the capsule
     and your game will be saved up to that point, with all energy and weapons
     intact. These are marked on the Map Screen with an [S] icon.
  3. MISSILE STATION
     These will refill your complement of Missiles (not Super Missiles). Plug
     into the console to activate it.
  4. ENERGY STATION
     These will refill all Energy Tanks you have on hand (not Reserve Tanks).
     Plug into the console to activate it.

  OBSTRUCTIONS AND HAZARDS
  ------------------------
  There are many things in Zebes' environment that will hinder your progress.
  Some are natural, while others are man-made.
  1. WEAKENED BLOCK
     These are blocks that can be destroyed by any kind of weapon.
  2. COLLAPSING BLOCK
     These collapse under your weight.
  3. BOMB BLOCK
     These can only be destroyed by Morph Ball Bombs.
  4. SUPER MISSILE BLOCK
     These can only be destroyed with Super Missiles, and are marked with a 
     Super Missile icon.
  5. POWER BEAM BLOCK
     These can only be destroyed with Power Bombs, and are marked with a Power
     Bomb icon.
  6. BOOST BLOCK
     These can only be destroyed with the Speed Booster, and are marked with a 
     Speed Booster icon.
  7. WATER
     Falling into water slows you down unless you have the Gravity Suit.
  8. HOT ROOM
     The air in some rooms of Norfair is dangerous unless you have the Varia.
  9. LAVA
     There are three kinds of lava - orange, yellow, and red. Orange is found
     mostly in upper Norfair and harms you if you don't have the Gravity Suit.
     Yellow is found in middle Norfair and some areas of Crateria, is far hott-
     er than regular lava and harms you regardless of your Suit. Finally, red
     lava is found in Tourian and harms you just like yellow lava.


========================
== 8. SPEED WALKTHROUGH:
========================
This speed run walkthrough is broken into segments that comprise the major reg-
ions of the game as you head through them: Crateria, Brinstar, Norfair, The
Wrecked Ship, Maridia, Lower Norfair, and finally, Tourian. While this game 
isn't as expansive as the METROID PRIME games, the same subdivisions are used
in this guide to maintain a standardized format. Every time you enter a new
area or take a path from one area to another, a "Mission Outlook" will be pro-
vided that goes over immediate objectives and what items or expansions you'll
acquire on that trip. 

  ITEM NUMBERING
  --------------
  Every item is numbered within the walkthrough segments. While this was orig-
  inally designed so that I could keep track of what items had been acquired 
  during the writing process, I found that it also makes for a handy reference 
  tool for the player utilizing this guide to make sure they're "on track", so 
  to speak. This numbering format lists the item or expansion with the amount 
  you currently have divided by the end total to be found, i.e. "[ENERGY TANK 
  (01/14)]" or "[MISSILE EXPANSION (005/230)]", etc. Your end-game expansion
  totals should be 230 Missiles, 50 Super Missiles, 50 Power Bombs, 14 Energy
  Tanks, and 4 Reserve Tanks, plus all of the Power Suit upgrades.

  GAME TIMER
  ----------
  The game timer begins when you land on the Space Colony and ticks until you
  stop playing or escape from Zebes. However, there are certain parts where the
  timer stops - collecting an Expansion, for example. Pausing the game, viewing
  the Map or your inventory also stops the timer. Using Transports, though,
  does not stop the timer, nor does using Energy and Ammo refill stations (see
  a speed trick in Section 9: Secrets and Tips, though, to gain a few seconds
  during usage of the refill stations. The biggest one of all, however, is
  using save stations. Even though you are only "using" the save unit for maybe
  15 seconds, this ultimately adds up to a minute onto your overall time. 
  Therefore, if you can skip save stations, even the ones recommended in this
  guide, you will be able to improve your times. Good save points to use are
  the first one in Maridia - I prefer this one since Maridia is sometimes hit
  or miss on certain tricks - and the one right at the beginning of Tourian.

Additionally, each Mission Outlook will also give you an "Optimal Time" entry 
that gives you an idea of what your game timestamp should be upon finishing a 
particular section. These aren't tailored to any particular individual skill 
level; these are the times I recorded while playing the game and writing this
speed run walkthrough. To get each time entry, I started with three blank save 
files and at every save, I copied the data three times, then played three ver-
sions of the segment and took the best time of the three. Times provided in
between save segments are more or less approximated. That said, you may need a
fair amount of practice before being able to complete a 1:20 timestamp. You may
even get lower than 1:20; it's all in how flawlessly you are able to execute
certain segments. In all fairness, 1:20 is actually more on the liberal side
of the spectrum - the record for 100% completion is 00:54. Below, you'll find
the speed walkthrough subdivided into segments of the game. Each segment is
designed to have a save at or near the end, although keep in mind that you will
be even faster if you skip save points. The game timer begins when you land on
the Space Colony.


  8A. SPACE COLONY
  ----------------
  This section details the first part of this walkthrough as you explore the
  derelict Ceres Space Colony to investigate what happened to the scientists
  and the Baby Metroid.

  : =SPACE COLONY= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Investigate the colony and determine what happened.		     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    None					             |
   |  3. Supplies:    None	   			                     |
   |  4. Ammunition:  None				                     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:01								     |
   |_________________________________________________________________________|

  As soon as you touch down on the elevator pad, drop down the right-hand side
  and fall to the bottom. Hold the Dash button as you make it through the 
  corridors of the deserted colony. After making your way through about five of
  them, you'll reach a room and you'll see the Baby Metroid. Head over to it, 
  but before you can get over there, Ridley swoops down for a confrontation.

    BOSS BATTLE: RIDLEY
    ===================
    HIT POINTS: 2000
    ATTACKS:    Collision (5 dmg), Fireball (3 dmg), Tail Whip (15 dmg)
    -------------------------------------------------------------------
    STRATEGY
    There are two ways to get away from this battle. The first one is to take
    time to tediously hit him 100 times with your Power Beam (20 pts of damage
    X 100 hits = 2000 HP). The second and more recommended method is to hang
    out at the lower-right and try to get hit by his tail as fast as you can -
    once you're below 30 units of energy, Ridley leaves anyway. Get this one
    over fast to avoid tacking on more clock time.

  Ridley grabs the hatchling and hightails out of the colony. You'll have one 
  minute to escape the exploding colony, so start backtracking the same way 
  you came, being mindful of the tilting of the station as it spins out of or-
  bit. In one room, ceiling tiles will fall and will slow you down if you get 
  hit by them, but keep in mind that you can also make long spin jumps through
  the open-ended rooms. Once you reach the final vertical corridor, you'll 
  have to contend with some steam pockets and the tilting screen at the same 
  time. Get to the top and hit the elevator pad to escape. If you escape with-
  in 30 seconds, you'll only have 1 minute on the clock when you land on the
  planet. After escaping, you'll automatically fly to Zebes and land on the 
  surface.


  8B. RETURN TO ZEBES
  -------------------
  This section details the second part of this walkthrough as you explore the
  surface area of Crateria and make your way further into the planet.

  : =CRATERIA= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Explore the surface of Zebes and search for the Baby Metroid.	     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    Morph Ball, Morph Ball Bomb		             |
   |  3. Supplies:    Energy Tank (x1) 			                     |
   |  4. Ammunition:  Missile Expansion (x1)		                     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:05								     |
   |_________________________________________________________________________|

  As you land on Zebes, you'll exit your ship and emerge on the upper surface 
  of the planet. Immediately turn left and head through the blue door. Head to
  the pitfall and drop down through it to the blue door located at the bottom
  of the tunnel. Drop down into the large shaft that you used to escape from
  Tourian in the first game. Hug the right-hand wall to make a fast trip to
  the bottom, but count the ledges that you pass. After the fifth one, move 
  slightly to the left to pass a small one sticking out of the wall, then at
  the bottom, go through the door to reach the old Mother Brain chamber. This
  area is also deserted, so spin jump across the ledges to reach the door at
  the end, which leads to a transport. Take this down to reach the area of 
  Brinstar where you began the first game. Just like in that one, head direct-
  ly to the left over the obstruction to find the [MORPH BALL] sitting on a
  pedestal. As soon as the animation is complete, run to the right and spin
  jump up, then use the narrow passage to wall jump up through to the other
  side. Continue all the way to the left and go through the blue door. There is
  a path in the floor along with another door. Ignore the door and shoot 
  through the floor to reach a Morph Ball path leading to another door. Head
  inside and shoot the orb in the Chozo Statuary's hands to find your first
  [MISSILE EXPANSION (005/230)]. Exit out of here and go back the way you came
  to the Transport and take it back up to Crateria.
  Now that you've awakened the natives with your arrival and exploration, some
  Zebesian Space Pirates will occupy Old Tourian. Take them out with your Power
  Beam and head back to the escape shaft. Use single wall jumps to get up the
  right hand side of the shaft, defeating the Gray Zebesians along the way. 
  Once you reach the top, go back up to the upper level while avoiding the Gee-
  mers and the Ripper, then roll past the Skrees into a Morph Ball Tunnel. Fall
  down this passage, avoiding another Ripper, and enter the door at the bottom.
  Go past the Flickerbats and use your Missiles on the red door and go through 
  it to find another Chozo statuary here with an orb; shoot it to reveal the
  [MORPH BALL BOMB] upgrade. After you get it, though, the doors will lock and
  you'll fight a mini-boss.

    MINI-BOSS BATTLE: SILVER TORIZO
    ===============================
    HIT POINTS: 800
    ATTACKS:    Collision (8 dmg), Claw (10 dmg), Wave Attack (10 dmg), Bomb 
                Spread (8 dmg)
    ------------------------------------------------------------------------
    STRATEGY
    The Chozo statuary shatters and reveals one of the Chozo's most powerful
    sentry guardians, a Torizo, behind it. The Torizo awakens since you've
    "stolen" what it was guarding, so get ready for a brief battle. Once it has
    risen, spin jump over it and fire your Power Beam diagonally. It does very
    little damage right now, but when it uses its bomb attack, fire at them for
    Missile refills, then switch to those for much faster damage. When you've 
    taken off 400 of its HP, you'll destroy the chestplate. Another 150 HP and
    you'll blast off its face and it will increase in speed. Finish it off with
    more Power Beam blasts or Missiles to end the fight quicker.

  After destroying the Torizo, you'll get numerous refills and the doors will
  unlock. Return the way you came to the uppermost level of Crateria and head
  to the far left. Use your Bombs to break through the wall and you'll reach
  another blue door that leads to a long diagonal tunnel. Run down this tunnel
  and spin jump over the Wavers to reach the door at the bottom. This leads to
  a zig-zagging room full of Green Zebesians. These take too long for you to
  destroy right now, so just run through them to reach the bottom of the shaft.
  At the bottom are two doors. Ignore the red one and take the blue one on the
  left to reach another diagonal tunnel. Make your way through this one and 
  you'll reach an [ENERGY TANK (01/14)] at the end. Head through the next door 
  to reach a Transport that leads down to another area of Brinstar.


  8C. BRINSTAR
  ------------
  This section details the third part of this walkthrough as you explore the
  jungle area of Brinstar and make your way to Kraid's lair.

  : =BRINSTAR= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Explore the subterranean regions of Brinstar.			     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    Charge Beam, Spazer			             |
   |  3. Supplies:    Reserve Tank (x1)			                     |
   |  4. Ammunition:  Missile Expansion (x5), Super Missile Expansion (x1)   |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:09								     |
   |_________________________________________________________________________|

  This takes you to the green jungle area of Brinstar. Make your way down this
  shaft and stop at the first red door on the left to go for a pretty powerful
  sequence break that can cut off a few minutes. Open the door, then back up
  against the ledge and get a running start. Jump just as you cross the part
  where the door transition animation starts and you should continue to spin
  jump as you go through the next room. Execute a Mockball by pressing Down
  twice (hit Down the second time just as you touch the ground, or this won't
  work right) and hold Forward to roll forward at the speed you were running
  at so you manage to get under the security gates. After you get past the
  second gate, shoot up through the ceiling and wall jump up to the upper area.
  Defeat the Wavers and the Sidehoppers up here for Missile refills, then go to
  the end and claim the first [SUPER MISSILE EXPANSION (05/50)]. Now go back
  and drop down to the red door, then open it to find a Chozo statuary in the
  next room that holds the first [RESERVE TANK (1/4)] - you can keep these on 
  standby in Auto Mode in case you run out of energy, or use them manually at 
  any time. Drop down to the bottom corner of the ledge that the Chozo is on 
  and roll through the tunnel into another room with a [MISSILE EXPANSION (010/
  230)], then set Bombs directly behind it to break through the wall where you
  will find a second [MISSILE EXPANSION (015/230)]. Exit back to the room with
  the security gates, and shoot through the ceiling again. Take the path to
  where you got the Super Missile Expansion, and drop through the floor to get
  back to the first part of the room. Go past the first pipe with the Zebs and
  Bomb through the wall to get a third [MISSILE EXPANSION (020/230)] that is
  just sitting out in the open. Now exit the room completely and proceed down-
  ward to reach the rest of Brinstar.
   
   NOTE: If the Mockball proves too difficult for you, you can skip this seg-
   ment, collect the Super Missiles like normal from the Spore Spawn, then 
   return to this room after you have the Speed Booster to get the Expansions
   from here.
   
  Continue to make your way down to the bottom of this vertical green tunnel, 
  then take the red door to the right to reach a pink corridor. Run through 
  here and spin jump over the Waver, then bomb through the wall to reach an
  area with some Metarees. Run past them as they dive to reach the blue door 
  that takes you to a very large pink room. Here, you have a choice of what you
  want to do. To save a few minutes, you can now skip the Spore Spawn mini-boss
  and go via the back route to get the Super Missile Expansion that it guards, 
  or you can fight it - it's rather amusing to use Super Missiles to finish it 
  off (or even leave the room during the fight), and collect the Expansion as 
  you would normally. For this speed run, you will be skipping the mini-boss 
  and getting the Super Missiles from the back. 
  Drop down through the large pink room until you get to the last ledge above 
  the bottom. Defeat the flying enemy here, then go to the right-hand wall. 
  Jump up, morph, and set Bombs on your way down to expose a Morph Ball passage
  in the wall. Morph into it and set another Bomb to fully clear the tunnel,
  then go out and back and run to the left of the ledge. Go back to the right
  now and stop just in front of the second small plant sticking out from the
  ground. Jump and fire a Super Missile into the tunnel; your "reset" of the
  screen should allow your projectile to destroy the block just off-screen. If
  you don't hear a detonation, you didn't do it right. If the screen shakes and
  you do hear the Super Missile impact, then mid-air morph into the tunnel and
  roll to the blue door, then head inside.

   NOTE: If you can't get this to work right on the first couple of tries, you
   can always reset or just come back to try this again later, although resett-
   ing the screen and standing by that particular plant always seems to work. A
   secondary method is the Crystal Flash. Bomb your way into the tunnel and 
   execute the technique (it should go without saying that you first need to 
   meet all other criteria - less than 49 units of energy, all Reserve Tanks 
   empty, and over 10 Missiles and Super Missiles. This will force you into a 
   kneeling position afterward, and you can then fire another Super Missile to 
   break into the tunnel. Keep in mind, though, that this particular speed run
   doesn't give you an "Aim Down" button, so you'll have to rearrange the butt-
   on layout so you have both "Aim Down" and "Aim Up" available for this trick.

  Go past the Zebs to reach the next room, where you can claim the [SUPER MISS-
  ILE EXPANSION (10/50)] from the Chozo statuary. Now exit the way you came in 
  and go back to the large pink room. Go down to find another [MISSILE EXPAN-
  SION (025/230)] sitting on a pedestal in the corner. Grab it and use some 
  Bombs to break through the lower-right corner of the next obstruction to find
  a room with another Chozo statuary that holds the [CHARGE BEAM]. Now go back 
  up and over the obstruction to reach a door leading to a staggered section of
  the Brinstar jungle.
  Head through here and use single wall jumps after the second Zeb pipe to find
  a vacant pipe at the top of the room. You will be able to fit inside without
  a mid-air morph, but you need to roll into the Morph Ball to get through the
  tunnel, where another [MISSILE EXPANSION (030/230)] waits at the end. Grab it
  and go back out and travel through the remainder of the room, defeating the 
  Zebs and Sidehoppers as you see them. Towards the end is a blue gate; shoot 
  the crystal to make it open and head forward to reach a green door. Open it 
  with a Super Missile to reach a room filled with Cacatacs that you can de-
  stroy for Super Missile refills. Jump to the ledge above you and run across 
  the collapsing bridge to find another Cacatac, and take the next door into a 
  large pink vertical shaft. This large room has some Zebs and what seems like 
  a dead end. Shoot down through the floor to reach more of the long tunnel, 
  and fall down the right-hand wall while firing downward to pre-open the door 
  below you. The next room has water that can slow you down along with two 
  Skrees at the end. Shoot the Skrees down and jump across the next water pit 
  to reach the next door. In the next room is a Cacatac and two Yapping Maws; 
  the Yapping Maws can latch onto you and pull you down onto the spikes, so 
  don't get caught by them. Stand against the door and fire upwards into the 
  ceiling, then single wall jump up into the new passageway. Use your Beams and
  Bombs to clear a path through the Morph Ball Tunnel at the top, then roll
  through to reach a new area with a green door. Open it and fire at the orb in
  the Chozo statuary's hands to find the [SPAZER] upgrade, then go back down 
  through the narrow passage and clear the remainder of this room. Keep going
  on through the next few rooms, past the large glass pipe that leads towards
  Maridia, and you'll reach a Transport that will take you to Norfair. Ignore 
  it for now and fire a Super Missile at the lowest block in the right hand 
  wall to expose a path to Kraid's Lair. Go into this blue area and drop to 
  the first stair platform. Make a quick running spin jump and hold it in the 
  air, then wall jump as you brush against the bridge to go up and over the 
  high path leading into the next room. 

  : =KRAID'S LAIR= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Infiltrate Kraid's Lair and destroy the resurrected beast.	     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    Varia Suit				             |
   |  3. Supplies:    Energy Tank (x1)			                     |
   |  4. Ammunition:  None						     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:12								     |
   |_________________________________________________________________________|

  Kraid's Lair is very short and very straightforward. Start off by shooting
  through the floors to reach a new room with a locked door. Bomb through the 
  right-hand wall to expose a tunnel that leads to a door in the ceiling, then
  wall jump up into the door. Defeat the Kihunters in this area and shoot a
  path through the cracks in the floor to expose a path leading to a long
  tunnel. Use your Missiles to quickly eliminate the Green Zebesians and just
  run through the spikes flying from off-screen. Towards the door, you'll run
  into Fake Kraid, a small version of the main guardian himself. Wipe him out
  with one or two Super Missiles and collect all of the refills he leaves be-
  hind, then enter the next door. This room has a few spikes and and Zebs, as
  well as the body of a dead Federation Scout Trooper. Jump past it to the
  door to find a Gadora guarding it. Wait for the eye to open, then fire at it
  with a Super Missile to destroy the shield and turn it back into a regular
  door. Once you've done so, open the door and head inside for the first major
  boss battle.

    BOSS BATTLE: KRAID
    ==================
    HIT POINTS: 1000
    ATTACKS:    Collision (20 dmg), Boomerang Claw (10 dmg), Spine (10 dmg), 
                Abdominal Spike (16 dmg)
    ------------------------------------------------------------------------
    STRATEGY
    Kraid surfaces for this fight from out of the ground, and he is a great
    deal larger than the first time you fought (depending on which version
    you take to be first - METROID or ZERO MISSION). However, you can defeat
    him easily using one of two methods. The first one glitches the game a
    bit because Kraid doesn't rise fully out of the ground. Needless to say,
    for a speed run, this is the preferred method of eliminating him, but it
    takes a bit of practice. As soon as Kraid emerges, fire a charged beam at
    his eyes and switch to the Super Missiles. *AS SOON* as his mouth opens,
    but before he roars, fire one into his mouth to freeze him in place. Before
    he recovers, launch three more into his mouth and he'll die right then and
    there. This, however, requires you to get the Varia Suit blind because the
    screen doesn't scroll over - easy enough to do. Run right and spin jump
    while shooting to open the door, and then the screen will scroll normally
    as if you had beaten Kraid the normal way.
    The normal way takes just a bit longer, but if you can even get two Super
    Missiles into his mouth using the method above, you'll have significantly
    shortened this fight. With the normal method, the impact angers Kraid and
    he rises fully from the ground, becoming more mobile. Since you don't have
    the Hi-Jump Boots, you need to wall jump off the left-hand wall to the two
    platforms above. Fire the Spazer again, and fire as many Super Missiles are
    needed to finish him off.
  
  Destroying Kraid gives you multiple refills. Collect them and head to the
  right to reach a room with the [VARIA SUIT] sitting on a pedestal. Grab the
  upgrade to increase your armor capabilities, and backtrack all the way out
  of Kraid's lair. The locked door is now flashing, so enter it and use Bombs
  to eliminate the Beetoms. Fire at the cracked section of the ceiling to
  reveal an [ENERGY TANK (02/14)], then continue backtracking out of here to
  the Transport room.


  8D. NORFAIR
  -----------
  This section details the fourth part of this walkthrough as you conduct your
  initial exploration of the fiery regions of Norfair. This is a very quick run
  through the upper region of Norfair with a large amount of sequence breaking 
  involved.

  : =NORFAIR= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Explore the fiery lava caves of Norfair.			     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    High Jump Boots, Wave Beam, Speed Booster, Grappling   |
   | 		      Beam, Ice Beam				             |
   |  3. Supplies:    Energy Tank (x2)	 			             |
   |  4. Ammunition:  Missile Expansion (x8), Super Missile Expansion (x1),  |
   |		      Power Bomb Expansion (x1)				     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:21								     |
   |_________________________________________________________________________|

  The transport drops you off in a rocky vertical tunnel with many doors. Ig-
  nore all of them and drop straight to the bottom and go through the blue
  door on the left. There is a crawler enemy in here, and the door locks until
  you defeat it. Spin jump over the Energy Tank and focus only on defeating
  the creature before it gets too far down the tunnel. If you do it just right
  you'll kill it and be able to unlock the door before heading down. Drop 
  down the tunnel and navigate to reach another door. Go in and fire at the
  walls to break them, then jump over the lower part of the wall to reach a
  Chozo statuary that holds the [HIGH JUMP BOOTS] upgrade. With your jumping
  capability increased, exit this room and use your jumps to reach the upper
  area of the room. Bomb through the tunnels to get a [MISSILE EXPANSION (035/
  230)], then fall down into the first part to grab the [ENERGY TANK (03/14)]
  that you bypassed initially. Exit this room and climb up the ledges, then
  take the first door on the right-hand side. Shoot out part of the floor and
  bypass the small Dessgeegas as you cross the room. Jump up at the end to
  reach another door that leads to a room with spires and lava valleys. Go 
  past the second one and go down into the lava and shoot the lowest part of
  the rock to reveal the [MISSILE EXPANSION (040/230)], then continue on to 
  the end to reach a green door. The next area is a staggered layout of rock
  columns and lava-dwelling creatures - navigate past them and you'll end up
  in the large green bubble room. Take the path directly ahead over the bubble
  areas and shoot down through the metallic flooring to reach a room with a
  Ripper and a [MISSILE EXPANSION (045/230)]. Grab it, then navigate your way
  back up and take the blue door above the entrance to reach a Save Station.
  Save your game here - you should be averaging about 14 minutes, then open
  the door going back out to the bubble room. Get a running start and enter
  the bubble room, spin-jumping off the edge. If you're fast enough, you'll
  clear the Waver, but destroy it first if you have to. Hold your jump as far
  out as you can to brush against the high part of the next wall, then use a
  single wall jump to move up and over the Cacatac to reach the next section.
  There are two doors here - take the top green one to reach a room with some
  Skrees. Destroy them and shoot your way into the ceiling to reach a new
  path. Take the next door and dash the entire way down the ramps over the
  collapsing blocks. Eventually you'll reach a red door, but first shoot the
  ceiling to reveal another [MISSILE EXPANSION (050/230)], then enter the door
  to find a Chozo statuary that holds the [SPEED BOOSTER] upgrade in its palm.
  Grab it and use your new boosting powers to backtrack to the large green
  bubble room. Take the lower path this time to reach a staggered section with
  multiple Dragoons. Enter the first red door and spin jump across the float-
  ing platforms, avoiding the shots from the Funes as you go. Shoot the blue
  gate on the next cliff and jump to the ledge to collect another [MISSILE EX-
  PANSION (055/230)], then get a running start and make another long spin jump
  off of the ledge. Brush against the far wall and single wall jump your way
  up to the next red door. Head inside to find another Chozo statuary that
  holds the [WAVE BEAM] upgrade. You've explored this side of Norfair now as
  much as you can for now, so return to the bubble room and this time, take 
  the lower path on the left-hand side of the room through the maze of Morph
  Ball passages. This path leads you to two doors - take the left-hand one to
  reach another large room that is split in two between rock formations. Shoot
  through the floor and take the bottom-left path, shooting the blue gate as
  you go to eventually reach a small room with a green door in the floor. Open
  it with a Super Missile and fall into the next room to fight a mini-boss.

    MINI-BOSS BATTLE: CROCOMIRE
    ===========================
    HIT POINTS: N/A
    ATTACKS:    Collision (20 dmg), Claw (20 dmg), Fireball (10 dmg)
    ----------------------------------------------------------------
    STRATEGY
    Crocomore is a rather large mini-boss, but is quite simple to defeat. He
    has no set amount of HP, as the objective is merely to push him backwards
    into the lava. What weapons you use, however, determine how far you can get
    him to go per round. Missiles knock him back one step, charged beams knock
    him back two steps, and Super Missiles knock him back three steps. While 
    Super Missiles inflict the most damage, they're harder to hit with, so you 
    should just stick with charged beam shots. Aim for the tip of his snout so
    that even if he gets his fireball attack off, the top-most beam of your
    Spazer will still hit him. Stay a few steps away from him so that he can't
    get you with his claw attack, and just hit him until he reaches the bridge,
    which collapses under his weight and drops him into the boiling drink be-
    low.
    * For a fun time, leave Norfair, get Power Bombs from Brinstar, and then
      use one (or five) on Crocomire. He gets extremely angry, and tries to
      Hulk Smash you.

  As Crocomire is sinking into the lava, run backwards as far as you can and
  try to Short Charge your Speed Booster. If you get it, hold the charge and
  Shinespark horizontally to the right to reach a ledge; if this doesn't work,
  then take a running spin jump off the ledge and single wall jump your way up
  the ledge to claim the [ENERGY TANK (04/14)]. Just as quickly, spin jump
  back to the left to reach the ledge Crocomire fell off of; if you did this
  quickly enough, Crocomire's death animation will still be occurring. After
  the music returns to normal, run to the left until you hit a spiked wall.
  Below you, you'll watch Crocomire's skeleton travel through the lava and it
  will try one more attack. When the boss music starts again, move back and
  forth until the walls stop shaking to trigger the wall to break. Standing
  still seems to prolong this sequence. The wall will explode and Crocomire's
  remains will lunge at you - but don't worry, he'll fall apart before he gets
  to you. Collect all the refills and go left to the edge of the lava pit and
  fire your Beam to pre-open the door. Now run back to the right until you can
  can charge your Speed Booster. Run to the left and hold the charge right be-
  fore you reach the lava pit. Go right, then back left and spin jump over the
  entire group of pillars, then Shinespark horizontally through the door. This
  will shoot you across the next room into a red door - go inside to get your
  first [POWER BOMB EXPANSION (05/50)] far, far earlier than intended.
  Exit out of the room and drop to the floor. Use the Gamet nest here if you 
  need energy, then head through the door in the floor. Fall down the length 
  of this vertical shaft and head through the next door. This will drop you in
  a room filled with rocky obstructions. Immediately use a Power Bomb to clear
  the debris, then go to the right, and run left to charge the Speed Booster.
  Blast through the rocks, then hold the charge just as you reach the edge.
  Drop into the lava and stand slightly to the left of the runway, then Shine-
  spark vertically. As you hit the ceiling, hold Right to land on a ledge with
  a [MISSILE EXPANSION (060/230)], then drop back down and repeat the same
  maneuver; only this time make a huge speed jump across the gap to land by
  a blue door. Enter to find a Chozo statuary holding the [GRAPPLING BEAM] up-
  grade, then turn and open the door you entered from. Ordinarily you would go
  up and practice grappling, but instead, you can make another long spin jump
  back to the ramp you started from. For a slight speed boost, Mockball just
  as you hit the ground to speed under the low obstruction, then go back up
  through the door in the ceiling. Here, ascend the ledges until you reach a 
  red door. Go inside to find a room with a rising lava tide and some narrow 
  passages. Wait for the lava to recede and Short Charge the Speed Booster.
  Hold the charge, roll under the passage, then horizontally Shinespark to grab
  the [MISSILE EXPANSION (065/230)] at the end, then go back the way you came. 
  Wait for the lava to recede again and charge the Speed Booster going back.
  Hold the charge, go out the door, and vertically Shinespark to reach the top
  (if this doesn't work, single wall jump up to the top). Go through the door, 
  backtrack through Crocomire's room and through the door in the ceiling. Keep 
  going up this time to reach another blue door at the top of the ceiling. 
  In here, take the upper path and eliminate the hovering creature to reach a 
  long row of Grapple Blocks. Grapple across them and you'll reach a ledge with
  a [MISSILE EXPANSION (070/230)] as well as a green gate. Open it with a Super
  Missile to reach the main vertical corridor of Norfair. Blast through the 
  ceiling and ascend the ledges until you reach another green door. Go through 
  it and use the Speed Booster to get past the security gates to reach a small 
  room with lava pits. Spin jump over them, and the next area has a staggered 
  layout with Funes mounted to the walls. Navigate the sections to reach the 
  blue door at the top, then shoot through the floor. Fall down and morph, then
  roll into the tunnel that leads off-screen to reach a room with another blue
  door. Inside here is a Chozo statuary that holds the [ICE BEAM] upgrade! Get
  it, then go back out. Instead of threading the staggered sections again, 
  roll and unmorph, then use the narrow passages to wall jump your way to the
  top and go through the blue door. Use your new Ice Beam to freeze the Popp-
  ers as they emerge from the lava, then reach the next room and fall through
  the collapsing sections of floor. Use a Bomb to access a Morph Ball Tunnel
  that takes you past the security gates and out towards the main corridor.
  Go up the rest of the way to reach Brinstar again.

  : =BRINSTAR= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Return to Crateria to explore the Wrecked Ship.		     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    X-Ray Scope				             |
   |  3. Supplies:    None		 			             |
   |  4. Ammunition:  Missile Expansion (x1), Power Bomb Expansion (x2)      |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:24								     |
   |_________________________________________________________________________|
  
  Head back to the left through all of the rooms leading to the large vertical
  corridor. Single wall jump up the right hand side until you reach a small
  outcropping, then freeze the remaining Ripper and use it as a ledge to reach
  the next area up. From here, deactivate your Ice Beam, then set a Power Bomb
  to blow away part of the walls and open up a yellow door. Head through to a
  darkened area filled with Wavers and FireFleas. Try to avoid taking out the
  FireFleas since they are the only source of light, but destroy the Wavers.
  You'll reach a long section of Grapple Blocks, so use the Grappling Beam to
  cross quickly because some of the areas have multiple Yapping Maws that can
  can pull you off of the Grapple Blocks. At the end, you'll reach a red door
  that leads to a Morph Ball maze. Enter it and set a Bomb to raise a metal
  pole, then navigate through the tunnels and set another Bomb to lower a pole
  that gives you access to the Chozo statuary holding the [X-RAY SCOPE] up-
  grade. Grab it and Bomb Jump off of the Chozo's head to set a third bomb at
  the upper part of the wall to lower another pole, then thread your way back
  through the Morph Ball maze to reach the end. Grapple back across the entire
  room and reenter the main corridor, where you have to detonate another Power
  Bomb to get out. Keep climbing up, reactivating your Ice Beam when you reach
  more Rippers. Freeze them as you go up, then enter the door at the right to
  find a long room full of Maneaters, Geemers, and Zebs. Don't fall into the 
  Maneaters because you'll be stuck for about six seconds, and head to the door
  at the end. Here you can go up or down - shoot out the floor and destroy the
  Zeros as they crawl from their cocoons while heading down to reach a green
  door. This room has two sets of Boyons in it that you need to freeze in order
  to create a path over to the other side, although you can also just jump over
  them. Cross to the Chozo statuary on the other side to collect a [POWER BOMB 
  EXPANSION (10/50)], then detonate a Power Bomb to destroy the wall, revealing
  a hidden [MISSILE EXPANSION (075/230)]. Freeze the Boyons to cross the room 
  again, then head back up the tunnel. There are some Cacatacs here and a Save 
  Station if you want to use it - you can save here and proceed directly to the
  Wrecked Ship in a moment, or go back to your Gunship and tack on about an
  extra minute doing so. Going to your ship only ensures that you have full 
  energy and ammo before tackling the Wrecked Ship area. Keep going up to reach
  another green door. Enter here and fire away with charged Ice Beam shots to 
  take out the gigantic Sidehoppers. Once they've been eliminated, set a Power
  Bomb on the platform over the dormant Maneater so you can fall through it to 
  reach a [POWER BOMB EXPANSION (15/50)]. Exit this small room and return to 
  the corridor, then keep going up to reach a Transport that returns you to 
  Crateria.


  8E. WRECKED SHIP
  ----------------
  This section details the fifth part of this walkthrough as you explore more
  of the upper area of Crateria along with the crash site of an ancient civili-
  zation's starship.

  : =CRATERIA= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Locate pathway to the Wrecked Ship.				     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    None					             |
   |  3. Supplies:    None					             |
   |  4. Ammunition:  Missile Expansion (x1)				     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:25								     |
   |_________________________________________________________________________|

  Once you reach the top of the transport, open the yellow door with a Power
  Bomb and head up through the next vertical passage. Shoot out part of the
  ceiling and you'll find a room with a few Kihunters. Here, either go back to
  the left and use the Speed Booster to reach your Gunship, or continue to the
  right to reach another yellow door. Open it with a Power Bomb and you'll find
  a small lake. You can't go underwater with much success yet, so use the 
  Grapple Blocks to cross the lake and pick up a [MISSILE EXPANSION (080/230)]
  on a small pedestal. Quickly cross the Grapple Blocks to reach the opposite
  side of the room, then open the blue door. Run through here and Short Charge
  the Speed Booster and hold the charge as you reach the shoreline. Spin jump
  to the next platform, then horizontally Shinespark across the large gap to
  reach the green door (thus skipping a long grappling segment). This door
  leads into the Wrecked Ship.

  : =WRECKED SHIP= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Explore the ancient Wrecked Ship site.				     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    None					             |
   |  3. Supplies:    None					             |
   |  4. Ammunition:  Missile Expansion (x1), Super Missile Expansion (x2)   |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:32								     |
   |_________________________________________________________________________|

  From the entrance, run down the long hallway to reach the next door that will
  take you into the main corridor of the Wrecked Ship. At this point, the ship 
  is without power, so there are no enemies floating about. Head down the vert-
  ical area to reach the bottom. On the ledge above the bottom, you can Bomb 
  through the wall to reach an area with spiked platforms and a conveyor belt. 
  Do this now since the power is off so you can easily run through the room 
  without worrying about the hazards, and claim the [MISSILE EXPANSION (085/
  230)]. Go back out and use a Power Bomb to clear a path through the floor, 
  and navigate the tunnels down to the bottom section. There are two cannons on
  the floor, but ignore them and go through the green door on the bottom to 
  reach the lowest floor. Go to the right and Bomb through the lower-right cor-
  ner to expose another small tunnel that takes you directly to another Gadora.
  Again, destroy the eye with a Super Missile, then go inside for the second
  major boss battle.

    BOSS BATTLE: PHANTOON
    =====================
    HIT POINTS: 2,500
    ATTACKS:    Collision (50 dmg), Fireball (20 dmg)
    -------------------------------------------------
    STRATEGY
    Phantoon is a large spectral entity that is siphoning all of the energy
    from the Wrecked Ship, which is why it is powerless. The only troublesome
    part of this fight is that Phantoon may be visible, but can't be harmed
    until he turns solid, so much of your time is spent dodging his battery of
    attacks. The fight will start with Phantoon generating scores of small blue
    fireballs that you can shoot for energy refills, but he won't yet be visi-
    ble. There are a couple of ways you can go about ending this fight quickly.
    Do NOT use Super Missiles when he turns solid because they will force him 
    into a lengthy phase where he's not only invulnerable, but he launches mul-
    tiple spinning waves of blue fireballs that you have to use the mock Screw 
    Attack (spin jumping while charged) to avoid. Start off selecting the Power
    Bombs, then charge your Beams. Fire at the blue flames to get rid of them,
    then hit Phantoon with a charged shot when he turns solid. He'll screech
    and fly a bit, but you should be able to hit him a second time before he
    gets off-screen. Quickly go to your inventory and deactivate the Spazer.
    Go back to the game and charge up. You should have enough time to fully
    charge and trigger your Wave Bomb Shield just as Phantoon flies back onto
    the screen - hitting him with this inflicts a metric ton of damage, after
    which he'll go back to just floating around using fireballs. Repeat the
    strategy a second time, using the Wave Bomb Shield from the start, then
    finish the fight with a single Super Missile.

  Phantoon's destruction restores power to the Wrecked Ship. While this means
  all of the electronic devices will work, this also means that all of the
  various enemies will appear. Exit out of this small area to find that the
  Work Robots have reanimated and Atomics float about the room. Destroy the
  Atomics since they follow you wherever you go, then go back through the door
  in the ceiling to reach the main corridor again. Go up and enter the now-
  unlocked foor to claim an easy [SUPER MISSILE EXPANSION (15/50)], then exit 
  the room and go directly across the hall where you can Bomb through the wall 
  to expose a new area. Head past the conveyors and the enemies here to reach a
  wall. Shoot the Work Robot to make it move away from the wall, then set a 
  Power Bomb to expose a series of passages. Mid-air morph into the second one 
  from the bottom to reach another hidden [SUPER MISSILE EXPANSION (20/50)], 
  then go back to the main corridor and start making your way to the top. Even-
  tually you'll reach another ceiling that you can Power Bomb through. Climb up
  another level and there will be a door in the ceiling after some platforms. 
  Climb the first platform, then single wall jump your way to the top and go up
  to the next area. This room is filled with Atomics, spark traps, and Kihunt-
  ers. Eliminate every single enemy - the doors are locked until you do - and 
  first open the door on the right-hand side, then go all the way back to the 
  left to the other door. Go through here and shoot all of the Work Robots into
  the pits to reach a Chozo statuary that holds another [MISSILE EXPANSION 
  (090/230)]. Go back out and cross the long room again to the door at the 
  right, and head back outside to reach an upper area of Crateria.

  : =CRATERIA= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Find pathway to the secondary area of the Wrecked Ship.	     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    None					             |
   |  3. Supplies:    None					             |
   |  4. Ammunition:  Missile Expansion (x2) 				     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:34								     |
   |_________________________________________________________________________|

  This area is filled with rocky cliffs and more wreckage of the outer part of
  the ship. Drop down and cross the area to reach solid ground. There is a 
  series of ledges above you; charge the Speed Booster and hold the charge
  after you have passed the fifth ledge. Hold the charge and stop just to the
  right of the sixth ledge, and vertically Shinespark to hit the rocks above
  you. Fire your beams and hold Left as you fall to expose and grab another
  [MISSILE EXPANSION (095/230)], then drop down. Go to the left-hand side and
  there will be an odd-looking block. Jump over it and fire a Super Missile
  downwards to reveal a hole leading to a network of Morph Ball tunnels. Enter
  it and Bomb your way to the left to find the [MISSILE EXPANSION (100/230)],
  then without rolling to the right (this triggers a collapsing block that
  drops you to the first area before the Wrecked Ship), stand up and shoot the
  block out of the way, then jump and mid-air morph back into the tunnel. Find
  the spot where you can stand and fire another Super Missile to get back out.
  Go to the right now and there will be another odd-shaped part of the rock.
  Bomb through this one to reach another network of tunnels that you can take
  to an area with a Geega nest. Use them to refill whatever energy and ammo
  you need, then head through the next door to reach a watery cavern. Defeat 
  the enemies in here, then head through the next door to return to the Wrecked
  Ship.

  : =WRECKED SHIP= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Find pathway to the secondary area of the Wrecked Ship.	     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    Gravity Suit				             |
   |  3. Supplies:    Reserve Tank (x1)				             |
   |  4. Ammunition:  Missile Expansion (x1) 				     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:36								     |
   |_________________________________________________________________________|
 
  This takes you to a bridge with a strange Geemer above you. It only appears
  if you're in this particular tunnel, and seems to do nothing else. Head into
  the next door to reach a long spiked tunnel with Grapple Blocks. You can
  grapple across if you like, but the faster method is just to run and spin
  jump onto the spikes. You'll take damage, but you can build up speed during
  your flashing invincibility to make longer running spin jumps. Keep doing
  this until you reach the end where you'll find a standing Chozo statuary.
  Morph into its palm and let it grab you - it will come to life and walk back
  across the spike pit, this time taking you into a hidden area beneath you.
  After the statuary drops you, detonate a Power Bomb to clear a path beneath
  you. Roll to the right and detonate another one to clear more debris, then
  take this path and shoot the Work Robots into the pits. After the second one,
  you'll find a Chozo statuary with a [MISSILE EXPANSION (105/230)]. Detonate
  a third Power Bomb to destroy the statuary and expose a new tunnel. Charge
  your Speed Booster and hold it right before you reach the end, then Shine-
  spark vertically to blast through to a new area. Go left and fall through in-
  to a room with a shielded orb. Jump over the center of the room - it has some
  collapsing blocks - and shoot the orb for your next [RESERVE TANK (2/4)].
  Now go back to where the Chozo dropped you off and enter the door to find the
  [GRAVITY SUIT] upgrade that lets you freely maneuver while submerged. Take 
  the next door back out to Crateria.

  : =CRATERIA= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Collect final items and return to your Gunship.		     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    None					             |
   |  3. Supplies:    None					             |
   |  4. Ammunition:  None		 				     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:36								     |
   |_________________________________________________________________________|

  Drop down and hold Right to land on a ledge so you don't hit the Gripper be-
  neath you, then return to the inside of the Wrecked Ship.

  : =WRECKED SHIP= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Collect final items and return to your Gunship.		     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    None					             |
   |  3. Supplies:    Energy Tank (x1)				             |
   |  4. Ammunition:  None		 				     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:38								     |
   |_________________________________________________________________________|

  Go down one level to reach a flashing, unlocked door, and go through the 
  water-filled section to reach another vertical tunnel. Navigate the ledges
  leading upwards, then shoot through the ceiling to reach another door. This
  leads to a water-filled chamber, where you can either grapple across or use
  the floating platforms to reach another Chozo statuary that holds another
  [ENERGY TANK (05/14)]. Backtrack all the way to the beginning of the Wrecked
  Ship now and charge your Speed Booster in the long hallway leading back out
  to Crateria. Hold your charge and open the door, then Shinespark horizont-
  ally across the area.

  : =CRATERIA= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Return to your Gunship.					     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    None					             |
   |  3. Supplies:    None					             |
   |  4. Ammunition:  Missile Expansion (x1) 				     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:39								     |
   |_________________________________________________________________________|

  Your Shinespark will carry you across the entire area back to the door you
  entered from. Before going through, run down to the Shorelines and drop into
  the water. Navigate down and to the left to reach a rock wall. Bomb through
  it and you can roll through the tunnel to reach another [MISSILE EXPANSION
  (110/230)]. Now backtrack through the lake access room, grappling across to 
  the other side, and return through the next few tunnels to reach the area
  where you Gunship is parked. Enter it to restore all energy and ammo, and 
  save your game. The next section is filled with item-gathering in a very
  rapid sequence, so saving here first is a good idea.


  8F. THE SCAVENGER HUNT
  ----------------------
  This section details the sixth part of this walkthrough, where you travel
  through Crateria and Brinstar again on your way towards Maridia. This time,
  though, you'll be collecting all the expansions you bypassed the first time
  because of your upgraded inventory.

  : =CRATERIA= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Return to Brinstar.						     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    None					             |
   |  3. Supplies:    None					             |
   |  4. Ammunition:  Missile Expansion (x2), Super Missile Expansion (x1)   |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:41								     |
   |_________________________________________________________________________|

  From your ship, head left back into the caverns. Go down the tunnel as if you
  were going to Old Tourian, and stop at the second blue door on the left side 
  of the tunnel. Enter this room and enter the Morph Ball Tunnel, then set a 
  Power Bomb to clear the obstructions away. Enter the next door to reach a 
  Chozo statuary holding a [MISSILE EXPANSION (115/230)], then exit out and 
  return to the old Tourian shaft. Fall all the way down the right-hand side 
  and reenter Mother Brain's old chamber. Set a Power Bomb over the life supp-
  ort system and fall down through Mother Brain's backup chamber to collect the
  [MISSILE EXPANSION (120/230)]. Return to the main escape shaft and go up to
  the small outcropping on the right. Here, bomb through the walls to reach the
  yellow door. Open it and activate your Ice Beam, then head inside. Slowly 
  advance to freeze the Boyons before they jump up, then go back and charge 
  your Speed Booster across the new runway. Hold the charge and Shinespark 
  vertically at the end to blast upwards through a ceiling where you'll find a 
  [SUPER MISSILE EXPANSION (25/50)]. Go to the left and run/spin jump across 
  the spikes (or grapple across), and through the next small tunnel to return 
  to the shaft. Go back up now and proceed along the same path you took init-
  ially to reach the jungle area of Brinstar.
   
  : =BRINSTAR= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Collect expansions and make your way to Maridia.		     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    None					             |
   |  3. Supplies:    Energy Tank (x4)				             |
   |  4. Ammunition:  Missile Expansion (x4), Super Missile Expansion (x1),  |
   |		      Power Bomb Expansion (x3)				     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:44								     |
   |_________________________________________________________________________|

  Once you reach Brinstar, drop past all of the ledges to reach the very bottom
  of the area. Use a Power Bomb to get rid of part of the floor, then fall down
  another long tunnel and take the green door on the left. You'll enter a room 
  filled with Beetoms, but you can ignore them and head through the next door 
  into a metallic room. This has a false floor, so be careful. Run to the left 
  and spin jump just as the you see the [ENERGY TANK (06/14)] to clear the gap 
  and collect the Tank. Enter the next green door to find a small area with a 
  [SUPER MISSILE EXPANSION (30/50)], then exit the room and fall through the 
  false floor. Roll through the narrow passage to reach a room filled with Zebs
  and Beetoms. Get past all of them to reach a room where you'll meet a trio of
  Etecoons - a trio of animals that would, in an ordinary game, teach you how 
  to Wall Jump. But since you're an expert at it already, school them by single
  wall jumping up the entire shaft. At the top, mid-air morph into the narrow 
  passage on the right to reach a [POWER BOMB EXPANSION (20/50)]. To get out, 
  you can attempt to set a Bomb and hold Left so you can try and "pop" yourself
  over to the ledge, but this doesn't even work reliably for me, so you may 
  have to fall a short distance and wall jump back up to reach the end. Head to
  the left and you'll return to the large green shaft. Climb back to the top 
  and head into the large pink room near where you picked up the Charge Beam.
  As you enter, go to the right, drop off the ledge and curve to the left. Go
  down and single wall jump up and curve around to reach a ledge (or use the
  Grapple Blocks to cross) with a [MISSILE EXPANSION (125/30)], then set a 
  Power Bomb to clear out part of the wall. Drop down and go through the hidden
  wall and use your Super Missiles on the gigantic Sidehoppers. Once they're 
  all defeated, go to the end and fire a Super Missile downwards at the oddly-
  shaped block to create a hole that leads to a [POWER BOMB EXPANSION (25/50)],
  then use a series of beam shots and Bombs to trigger poles that will let you
  out back to the large pink room. Fall down and go right, then jump up to
  find a yellow door (pretty much across from your last Missile Expansion).
  Open it, defeat some more Sidehoppers, then wall jump up the tall pillar that
  has a blue gate. Open it, then wall jump back up if you need to, and enter
  the now-unlocked door to reach an [ENERGY TANK (07/14)]. Exit this area and
  return to the large pink room and Bomb your way down to where you found the
  Charge Beam. Set a Power Bomb at the base of the Chozo statuary to reveal a
  path leading down. Open the door and use the Speed Booster to crash through
  the water and some barriers to reach another [ENERGY TANK (08/14)], then head
  back out of here and towards the next jungle area. In here, take a running
  jump off the first ledge and land on a platform high above you with a yellow
  door. Open it up and you'll return to the cavernous area of Brinstar along
  with another family of Sidehoppers. Eliminate them and set some Bombs along
  the right-hand wall to reach another [POWER BOMB EXPANSION (30/50)]. Keep
  going to the right and detonate a Power Bomb against the wall to return to
  the area where you first got the Morph Ball. Head through here and take the
  door at the end, then go through the red door on the other side of this room.
  This area will also be familiar to veteran METROID players; take out the
  Zoomers and Skrees in here, then shoot part of the ceiling near the right-
  hand side to expose another [ENERGY TANK (09/14)]. Collect it, then detonate
  a Power Bomb to clear out most of the rock face away, and go through to grab
  the [MISSILE EXPANSION (130/230)] and run back to the left. Short Charge the
  Speed Booster to make it easier, then hold it. Position yourself directly
  underneat the hole leading up through the rock formation, and Shinespark ver-
  tically to reach a new area higher up. Go through the door and make a large
  jump up to reach an invisible bridge - use the X-Ray Scope if you need to
  spot it, then run across to reach another room containing a [MISSILE EXPAN-
  SION (135/230)]. After grabbbing it, shoot the lower-left corner of the plat-
  form to expose a second [MISSILE EXPANSION (140/230)]. Exit here, drop back
  down and use a Power Bomb to get out of the rock formation, and backtrack all
  the way back to the staggered green jungle area. Take the normal path through
  the next room with the collapsing bridge to reach the large vertical corridor
  again. Drop down through here as if you were going to Kraid, then use a Power
  Bomb to shatter the glass tube that leads into Maridia. Before exploring, go
  ahead and use the Save Station that is one level below you.Drop down one level
  and enter the red door to find a Save Station.


  8G. MARIDIA
  -----------
  This section details the seventh part of this walkthrough as you explore the
  vast underwater reaches of Maridia and further upgrade your expansive inven-
  tory.

  : =MARIDIA= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Explore Maridia and locate guardian.				     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    Space Jump, Spring Ball, Plasma Beam	             |
   |  3. Supplies:    Energy Tank (x2), Reserve Tank (x1)	             |
   |  4. Ammunition:  Missile Expansion (x8), Super Missile Expansion (x3),  |
   |		      Power Bomb Expansion (x1)				     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:53								     |
   |_________________________________________________________________________|

  Leave the save room and make your way upwards through the broken pipe to 
  reach a blue door at the top. This leads to a massive underwater cave with a 
  nearby red door. Go through it and defeat the Zebesian Crabs, then open the 
  green gate. Turn and pre-open the door, then give yourself enough room to 
  charge the Speed Booster. Speed Boost towards the door and quickly hold your 
  charge just before reaching the door. As you pass into the next area, run to 
  the left-hand side and stand in front of a waving plant in the floor. Before 
  your spark runs out, Shinespark vertically - if you hit something, you didn't
  get on the exact spot. This should carry you all the way to the top right 
  into a protected [MISSILE EXPANSION (145/230)]. As you drop, hold Right to 
  land on or near a ledge. Drop down until you reach a ledge with a door; take 
  this into the next area and wall jump up to the next valley, then go down 
  past the Pink Zebesians. These can't be killed yet either, so ignore them and
  go down into the valley, then go through the hidden right-hand wall to find 
  another door. Open it, then go back to the left and give yourself enough room
  to engage the Speed Booster. Accelerate through into the next room with the 
  Tatoris, then hold the charge at the edge. Spin jump out into the middle, 
  then straighten out and Shinespark vertically to hit the ceiling. Hold Right 
  as you fall to land on a Grapple Block containing the [ENERGY TANK (10/14)],
  then make a long spin jump out to the right. You'll brush against the wall, 
  so wall jump back up to a small niche in the rock. Either set off a Power 
  Bomb or jump and shoot downwards, then fall and hold Right to grab the [MISS-
  ILE EXPANSION (150/230)] hidden in the wall. 
  Now return to the room with the valleys and the Pink Zebesians, and head to 
  the door in the upper right part of the ceiling. Go through it, then go up 
  and over to the left. Keep going left until you reach a high wall - climb up
  it to the slope, then morph and fall while holding Left. You should bump into
  a Geemer on the way down; this will slow your fall enough to let you roll 
  into a hidden tunnel that leads to another [SUPER MISSILE EXPANSION (35/50)].
  Now return to the room you came from - the large area with the Powamps and 
  Grapple Blocks. Drop down and Short Charge the Speed Booster in this lower 
  area, then hold the charge and spin jump up to the last inclined rock. Shine-
  spark diagonally-right to fly through this large area and land right next to 
  the door you need to exit the area. This next room has two paths - one lead-
  ing up and the other leading down. Take the upper path first using the right-
  hand side so as to avoid the enemies, then take the green door in the ceiling
  to reach a sand-covered region. Head to the right and go through a hidden 
  wall to reach a [MISSILE EXPANSION (155/230)], then go out and take the upper
  path. Go up and head to the left to reach another door, and take out the 
  enemies as you reach a seeming dead-end. This is yet another false wall, so
  head through it, then go up at the end to reach the next door that leads into
  a more open space. Head left, then fall at the end to reach a small dip that 
  has a hidden path at the very bottom; roll through it to find a room with a 
  a [MISSILE EXPANSION (160/230)] and a [SUPER MISSILE EXPANSION (40/50)] in
  a double pack. Now backtrack through all of these rooms back to the path
  split, and set a Power Bomb to expose the lower path through the floor. Go
  down and right to reach another large open room.
  Here, you need to set a Power Bomb to reach the lower floor. From here, use
  the Speed Booster to accelerate to the right, then hold the charge when you
  see a raised part of the ceiling. Shinespark vertically here to crash into a 
  room with a [MISSILE EXPANSION (165/230)], then head right some more and spin
  jump over a collapsing floor to grab the [SUPER MISSILE EXPANSION (45/50)]. 
  Drop through the collapsing floor now and charge the Speed Booster as you 
  head to the left. Hold the charge, and Shinespark diagonally up to the left 
  to crash into a wall, which will force you up to the next ledge. Go to the 
  left and head through the door in the ceiling to reach a room with some 
  creatures that resemble Metroids. These "Mochtroids", the Space Pirates'
  failed attempt at cloning Metroids, are harmless and can be easily destroyed
  by any attack. Clear them out along with some of the architecture along the
  bottom for a runway, then use the Speed Booster to blast through the rest of 
  it to reach a door. Just inside the next room is another mini-boss.

    MINI-BOSS BATTLE: BOTWOON
    =========================
    HIT POINTS: 3000
    ATTACKS:    Collision (32 dmg), Poison Dart (24 dmg)
    ----------------------------------------------------
    STRATEGY
    Botwoon is a sea serpent that swims in out of holes in the background wall
    of this room. Its only vulnerable spot is its head, and while Super Miss-
    iles will harm it faster, they are more difficult to hit with. Equip the 
    Ice Beam instead and fire charged shots at its head whenever you have a
    clear shot, and jump over or through the spreadshot of poison darts that it
    spits every now and then. Botwoon increases in speed at 1200 HP, and then
    again at 600 HP. Super Missiles are effective, too, although their slow
    rate of fire makes actually hitting its head tough. Stick with your charged
    beams - ten shots will take this mini-boss down.

  With Botwoon out of the way, you can proceed into the next area, a long room 
  filled with quicksand and Puyos. Clear the Puyos from your path, then make a
  running jump at the bricked structure above the first quicksand pit. Mid-air 
  morph at the peak of your jump to roll into a small tunnel that will take you
  directly to the [ENERGY TANK (11/14)] (this is actually rather tough to pull
  off; if you can't get it on your second attempt, just bypass this area and
  grab it from the opposite side after beating Draygon - the tunnel on the
  other side is easier to get into, and requires a series of Bomb Jumps over
  some obstructions to reach it), then drop back down and go to the left enough
  to charge the Speed Booster. Blast to the right past the quicksand pit and 
  through the blocks to reach a vertical area with some Grapple Blocks and 
  Mochtroids. The idea is to vertically grapple up, but you can easily clear 
  this by single wall jumping to get to the door at the top. This takes you to 
  a much larger room with many more vertical grappling sections, Mochtroids, 
  and quicksand. Simply single wall jump past the first two vertical towers, 
  then at the third one, spin jump low towards the wall, then hold your jump 
  out to the left. You should try to catch the lowest part of the overhang with
  your spin jump so you can wall jump off of it and land on the overhang. This 
  is tricky and takes a bit of practice (especially with the quicksand below 
  tugging you down), but it is much faster than trying to use the Grappling 
  Beam and becomes easier with enough practice. Once you get past the third 
  tower, take out a few more Mochtroids to reach two doors. The top one is a 
  Save Station, while the lower one leads toward the boss. When you enter the 
  lower room, there is a false pit directly in front of you. Spin jump over it
  and head over to the right-hand wall. Set a Power Bomb or shoot it to expose 
  the [MISSILE EXPANSION (170/230)], grab it, then return to the pit and fall 
  down to reach another Gadora guarding the boss area. Destroy it with a Super 
  Missile, then drop into the next room for the third major boss battle.

    BOSS BATTLE: DRAYGON
    ====================
    HIT POINTS: 6000
    ATTACKS:    Collision (40 dmg), Tail Whip (43 dmg), Turret (32 dmg), Power
                Node (4 dmg/second), Gray Mucus (N/A; causes slowdown)
    --------------------------------------------------------------------------
    STRATEGY
    Draygon, the large underwater guardian of Maridia, is a gigantic sea beast
    that can be defeated in a variety of ways, some of which are extremely
    speedy while others are quite daring. The normal method is just to pound
    his weak belly with Super Missiles and charged Ice Beams when he swoops on
    his passes, but with a little ingenuity, you can defeat him much faster if 
    you just wait him out. Start off by firing Super Missiles at the three re-
    maining turrets in the room (at the four corners) to turn them into spark-
    ing power nodes. Now go to the bottom and run around while the Evirs (small
    miniature Draygon-like creatures) swim around. They're harmless, so don't 
    waste time firing on them. Eventually, Draygon will fly by in a swooping 
    pass, so pop off as many Super Missiles as you can to his belly for some 
    damage. At this point, wait for him to pass again. There are two methods
    for killing him quickly. The first is to wait for Draygon to start spewing
    gray mucus. Get caught in it so Draygon picks you up, then weather out the
    few Tail Whips while you equip the Grappling Beam and try to latch onto
    one of the power nodes in the room. Doing so causes electricity to surge
    through your suit (you'll take negligible damage in the process) and flow
    into Draygon for an extremely quick death. The second is to whittle his HP
    down by whatever means necessary until his belly is bright red, then use
    the ground at the bottom to Short Charge the Speed Booster and Shinespark
    into his belly for the final hit. Doing this triggers the "Blue Suit Samus"
    glitch, described in more detail in Section 9: Secrets and Tips. Use one of
    these two quick-kill techniques to end this battle faster - just using 
    Super Missiles take far, far too long.

  Draygon's defeat triggers an irritatingly-long death animation where the 
  Evirs return to dispose of the body, or something. Once it's over with, go
  into the room to the left to find a Chozo statuary that holds the powerful
  [SPACE JUMP] upgrade! This allows you to continuously stay airborne with re-
  peated spin jumps, although the timing is something you'll need to master 
  first. Exit Draygon's area using Space Jumps, then backtrack across the long 
  Grappling room. Drop down the vertical passage at the end and head into the 
  long room with the quicksand pits and Speed Booster Blocks. Speed Boost
  through to reach the quicksand at the far left, then sink through an invis-
  ible hole in the floor to reach a new area. This takes you to a room with
  multiple Zebbos spawning out of the quicksand; head to the left and through
  the door to reach the large room that leads up to the first batch of Moch-
  troids. Drop to the bottom and run to the right, shooting through part of the
  floor to reach a lower part. There are two quicksand pits to your left; run 
  and sink into the first one. Morph through the long pit to avoid the enemies 
  and you'll drop into another room. Space Jump to the left to reach a path 
  leading upwards to a [MISSILE EXPANSION (175/230)], then go down and to the 
  right to find another path where you'll have to get over a section of coll-
  apsing blocks to grab the [POWER BOMB EXPANSION (35/50)]. 
  Once you have both expansions, drop to the right and sink through the floor
  here to reach a long horizontal room with some Evirs. Space Jump to the right
  to reach a door that leads into a short room with a single cracked Grapple 
  Block. Grapple on it to make it disappear, then Space Jump up through the
  narrow hole and go up and over to the right, then go down. Shoot or Bomb
  through the floors to reach another door that leads into a room with a lone
  Shaktool. This machine carves pathways through the rock, and you need to use
  it to cut you a path through this hall. Quickly set a Power Bomb to destroy
  a metal barrier so the Shaktool can proceed, then follow it as it carves its
  way through the sand barrier. Once its done, head into the next door to reach
  a Morph Ball maze that you can simply drop down into and head to the right to
  find a Chozo statuary that holds the [SPRING BALL] upgrade. Since you can use
  this to bounce in Morph Ball form, use it to get out of this area and back-
  track to the room with the Evirs. Space Jump through it, and detonate a Power
  Bomb in the next room to reach a path leading up to the large Maridia Pipe - 
  a metallic shaft that connects the northern sector to the main area of this 
  region. You'll wind up in another sandy area. Go up and over all of the nat-
  ural obstructions to reach an underhang beneath you. Try to jump off and 
  engage the Space Jump so you can (a) continue to Space Jump to the door, or
  (b) keep spinning against the wall and then wall jump to reach the underhang.
  If these methods don't work, fall to the bottom and just Space Jump your way
  back here. Open the now-flashing door to find a vertical room with Puyos and 
  other enemies, and use the Space Jump or wall jumps to reach the top, where 
  a door leads through a short hallway into a large room with six Pink Zebes-
  ians. Avoid them and drop to the bottom-right corner, where a Chozo statuary 
  holds the [PLASMA BEAM] upgrade. Use this now to eliminate all of the Pink 
  Zebesians and get out.
  From here, backtrack to the first sandy area you found after exiting the pipe
  and go along the lowest path to reach a blue door. This room has a number of
  Zebbos spawning out of the quicksand - grab some refills if you need them,
  then enter the flashing door on the other side to reach a stone room filled
  with Cacatacs. Defeat them on your way up, then go through the next room
  that has more Cacatacs, spikes, and small Morph Ball Tunnels. Get to the end
  of this room to return to the vertical area with Mochtroids and Grapple
  Blocks. Drop down and go through the door to reach the long room with the
  Speed Booster Blocks, Puyos, and quicksand, and repeat all of the steps you 
  took the first time to get to the large room with the two quicksand pits on 
  the lower level. Shoot out the floor again and charge the Speed Booster this
  time to get past the first pit, and sink into the second one. This takes you 
  to a second large room with some items, although these are slightly trickier.
  Space Jump up through the path just off-center, then morph and inch forward
  until you trigger the collapsing blocks. Without falling, Spring Ball up and
  around to the right, then Spring Ball up again to reach the [MISSILE EXPAN-
  SION (180/230)]. Roll to the right through the next passage to claim the [RE-
  SERVE TANK (3/4)], then drop down and sink through the quicksand on the left-
  hand side to reach a second hallway with Evirs in it. Space Jump to the door 
  at the left this time and you'll reach a room with a smashed pipe and Zebes-
  ian Crabs. Drop through the bottom of the room to find a secret exit that 
  puts you back in the hallway before the glass pipe.


  8H. LOWER NORFAIR
  -----------------
  This section details the eighth part of this walkthrough as you return to
  Norfair to explore its lowest reaches for the last of your upgrades and your
  showdown with Ridley.

  : =BRINSTAR= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Locate pathway to Lower Norfair.				     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    None					             |
   |  3. Supplies:    None					             |
   |  4. Ammunition:  None						     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:54								     |
   |_________________________________________________________________________|

  Before heading to Norfair's depths, head to the right first and return to
  Kraid's Lair via the elevator room. Use another Super Missile to destroy the
  block and Space Jump over to the lizard head structure.

  : =KRAID'S LAIR= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Locate pathway to Lower Norfair.				     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    None					             |
   |  3. Supplies:    None					             |
   |  4. Ammunition:  Missile Expansion (x1)				     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:55								     |
   |_________________________________________________________________________|

  Return through all of the rooms here to reach the area with the Kihunters.
  Take them out and head to the right-hand wall and set off a Power Bomb to
  expose both a path and a [MISSILE EXPANSION (185/230)]. Spring Ball up into
  the Morph Ball Tunnel, grab the Expansion, then exit back out of the lair.

  : =BRINSTAR= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Locate pathway to Lower Norfair.				     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    None					             |
   |  3. Supplies:    None					             |
   |  4. Ammunition:  None						     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:55								     |
   |_________________________________________________________________________|

  Take the elevator down to Norfair.

  : =NORFAIR= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Locate pathway to Lower Norfair.				     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    None					             |
   |  3. Supplies:    None					             |
   |  4. Ammunition:  Missile Expansion (x1)				     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  00:58 								     |
   |_________________________________________________________________________|

  Drop into the main corridor and take the first door on the left, as if you
  were heading towards where you got the Ice Beam. Use the Speed Booster to get
  past the security gates and you'll expose a path in the floor leading down.
  Detonate a Power Bomb to get rid of some more blocks, then drop into a large
  room filled with Violas and FireFleas. Head left to reach a blue door, and 
  hold back to the right as you go through it to avoid stepping on a collapsing
  ledge. Shoot the wall across from you, then Space Jump over to grab the hidd-
  en [MISSILE EXPANSION (190/230)], and drop all the way down to the bottom.
  Head through the next door and engage the Speed Booster to blast through a
  myriad of enemies and walls to reach the room that led down to Crocomire.
  Go through the door to the right to reach a path that you've taken before, 
  but that you haven't fully explored. Run and Space Jump to make your trip
  quicker, and enter the next room to find an Energy Station. Use it if you 
  need a recharge, then continue to the right and Space Jump across the lava
  pit to reach another door. This leads into a dead end, but you can use the
  Wave Beam to trigger the blue gate and open it. Roll into a hidden Morph Ball
  passage that leads to a vertical room above Lower Norfair. Drop to the bottom
  and use a Power Bomb to open the door, then drop into the lava pit. In here,
  you'll find Namihes, cousins of the Funes, mounted to the walls. These are
  a bit deadlier than the Funes and can't be destroyed, so just ignore them as
  you Space Jump to the upper left area to reach a stone dragon head. Head into
  the door to reach a Transport that leads to Ridley's Lair, but first make a
  stop at the save Station to the left. At this point, your timestamp should be
  about 1:01. If you're around this time, then you'll have no problem finishing
  this game in 1:25 or less. Once you've saved, take the elevator down to the 
  Norfair depths.

  : =RIDLEY'S LAIR= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Find and defeat Ridley.					     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    Screw Attack				             |
   |  3. Supplies:    Energy Tank (x2)				             |
   |  4. Ammunition:  Missile Expansion (x4), Super Missile Expansion (x1),  |
   |		      Power Bomb Expansion (x2)				     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  01:06								     |
   |_________________________________________________________________________|

  Ridley's Lair is considerably more dangerous than the upper regions, and the
  enemies here are some of the toughest you'll find on the planet. From the
  start, make a running leap to the left and Space Jump across this long hor-
  izontal area and enter the door at the end. You'll find a gigantic pit of
  lava in the next room; Space Jump across the pit, mid-air morph, and detonate
  a Power Bomb to clear part of the wall away. This exposes a Golden Chozo
  statuary that you can trigger by morphing into its palm - doing so lowers the
  lava level and allows you to proceed. Drop down into the hole in the floor,
  setting more Power Bombs to clear rubble from your path. In the next area,
  simply ignore the enemies and enter the next door. Across from you is another
  [MISSILE EXPANSION (195/230)], but to get it, you have to carefully Space
  Jump through a narrow path - the low ceiling can stop you and the floor is
  made of collapsing blocks. Once you've grabbed it, fall down and head to the
  right to trigger another Torizo statue to fall from the ceiling. This leads 
  to another mini-boss fight, but first, Space Jump up, mid-air morph and set
  a Power Bomb to clear some rubble, then Space Jump up again and grab the last
  [SUPER MISSILE EXPANSION (50/50)] from its hidden location. Now fall down,
  equip the Ice Beam again, and fight the mini-boss.

    MINI-BOSS BATTLE: GOLDEN TORIZO
    ===============================
    HIT POINTS: 13500
    ATTACKS:    Collision (40 dmg), Wave Attack (30 dmg), Eye Laser (2 dmg),
                Bomb Spread (20 dmg), Mini-Torizo (20 dmg), Super Missile 
                (50 dmg)
    ------------------------------------------------------------------------
    STRATEGY
    This Torizo is heavily armored and is quite a bit tougher than the last
    version you fought in Crateria. While Super Missiles, if timed just right,
    can inflict heavy damage, the Golden Torizo is capable of catching them and
    hurling them right back at you, so forget using these and stick to your
    charged beams instead. For the most part, the Golden Torizo's attack patt-
    erns are the same as the Silver version, though this one adds a laser beam
    attack and later on, a move where it spits multiple miniature Torizos that
    fly at you for 20 HP of damage apiece. Just stay in front of it and fire
    charged beams at it diagonally for massive damage - 15 shots should put it
    down for the count.

  Defeating the Golden Torizo opens up the next room, where you'll find a Chozo
  statuary that holds your final upgrade, the [SCREW ATTACK]. This changes your
  jumps into a charged version that destroys just about anything it touches,
  and coupled with the Space Jump, it means you can become invincible in the
  air. The next area is a long vertical section, so Screw Attack through the
  ceiling and Space Jump to the door at the top. This takes you to a long room
  with Ripper IIs zipping back and forth. These move extremely fast, but you 
  can eliminate them with the Screw Attack. Head to the end and open the green
  gate, then continue along another vertical path with Gold Zebesians that can
  only be destroyed with the Screw Attack and more Namihes. Once you reach the
  top, shoot through the ceiling to expose a new path. Take the door, then drop
  to the far left and set a Bomb to drop into a Morph Ball Tunnel. Stay to the 
  left because blocks to the right will drop you, and roll into a heart-shaped 
  room for another [MISSILE EXPANSION (200/230)]. Exit this room and Spring 
  Ball back to the ledge above you, then return to the room you came from and 
  go through the door after the last Gold Zebesian. This next room is spacious 
  and quickly fills up with lava, so drop while holding right and then Space 
  Jump back up the other side of the large rock formation to reach a series of 
  ledges. Take these up past the Gold Zebesians to escape this room and you'll 
  end up in a short hallway. Head into the next room to find a gigantic stone 
  version of Ridley. Directly in front of you is a Fune; fire a Super Missile 
  at it to destroy it and expose a hidden path in the wall that leads to a low-
  er level. Go down and around past the FireFleas to reach a set of ledges, 
  then Space Jump to the [ENERGY TANK (12/14)]. Once you've gotten it, return 
  the way you came to the short hallway, and set a Power Bomb to blast a hole 
  in the floor to reach a new area. Navigate the staggered levels while Screw 
  Attacking the powerful Kihunters to reach a group of stone structures at the 
  bottom. Detonate a Power Bomb to blow them apart, then roll through a short 
  Morph Ball Tunnel to reach a yellow door. Open this with a Power Bomb to drop
  into a small room. Set another Power Bomb to raise a metallic pole in the 
  lower-left corner, and take this short passage to get to a large room with 
  multiple giant Dessgeegas. Take them down with the Screw Attack to reach the 
  end, then set Bombs at the far left corner to expose a path leading to the 
  [POWER BOMB EXPANSION (40/50)]. Go back and set a Power Bomb to open up a 
  path leading down and take the lift all the way to the bottom, then open the 
  green door to find two special Black Zebesians.
  These are the toughest of the Space Pirate forces - they have 900 HP apiece
  and right now, are invulnerable to all of your weaponry. To get them to drop
  their defenses quickly, Space Jump/Screw Attack over one of them so that it
  does a spin jump as well. Scroll it back onto the screen and it will flash
  gold. Hit it with a Super Missile right now, then fire two more as it tries
  a flying kick. Three Super Missiles will destroy it, then repeat this for the
  second one in the room. Eliminate both of them and continue on through to the
  next room.
  The next few rooms have multiple swooping enemies as well as some Zebbos. Re-
  stock if you need supplies, but your main goal should be to Screw Attack your 
  way to the end of the hall, where another Gadora guards the next boss area.
  Destroy it with a Super Missile, then arm your Power Bombs as you drop into
  the next area for the fourth major boss battle.

    BOSS BATTLE: RIDLEY
    ===================
    HIT POINTS: 18000
    ATTACKS:    Collision (40 dmg), Fireballs (15 dmg apiece), Tail Whip (30
                dmg), Lava (steady dmg)
    ------------------------------------------------------------------------
    STRATEGY
    Ridley is more powerful than the version you faced at the Space Colony, 
    but when you first arrive, he is nowhere to be found. At this point, he is
    merely cloaked, so drop Power Bombs as rapidly as you can to inflict damage
    before he actually appears. Drop about two of them, then switch to your in-
    ventory and equip the Ice Beam for extra damage during this fight. For the
    most part, you can just stay on the center platform, jump up, and fire your
    charged shots - Ridley rarely stays at the top for too long, but if he is
    being stubborn, single wall jump up one side and then fire your charged
    beam. Stay close enough to Ridley so that you can attack, but far enough
    so that he can't grab you - if he does, you'll be subjected to a couple
    whippings from his tail. Once you've reduced him to 14,500 HP, he'll start
    swooping in a U-shape attack as opposed to simply hovering back and forth.
    You can jump over him if you see this coming and turn mid-jump to fire on
    him as he rises. At 9000 HP, he increases in speed by 50% and becomes a 
    bit more difficult to hit, though this isn't much of a distraction. Once
    you've taken him down to 4,500 HP, he increases in speed yet again, but
    tends to use more zooming attacks instead of swooping. Once you've reduced
    him to 0 HP, though, he refuses to die and enters a berserker state where
    he rapidly attacks you with claw and fireball moves. This ends if he grabs
    you, something you can speed along by detonating a Power Bomb as soon as
    he starts raging. 20 fully-powered charged beam shots will take him out of
    the fight (or 50 Super Missiles... or 180 Missiles... if you suddenly de-
    cide to stop going for speed).

  The adjoining room holds no new armor upgrade for you, but you can go in to
  see the remnants of the glass capsule that once held the Baby Metroid. Fire 
  at the lower-left corner of the room to expose the hidden [ENERGY TANK (13/
  14)], then backtrack out of the lower regions until you reach the hallway 
  that leads to the stone Ridley statue. Go here and traverse the upper areas,
  avoiding the Funes and the falling rocks. At the top, head to the left into a
  hidden passageway. Follow this path around and up, then head right to find
  another [MISSILE EXPANSION (205/230)] and use a Power Bomb on the wall next
  to it. There are some Morph Ball Tunnels hidden in this wall, so Spring Ball
  into the maze, then keep using the Spring Ball to stay along the top until
  you reach the exit. Take this into the next room and go down into a room with
  barricades in the middle. Destroy parts of them with a Power Bomb, then jump
  on the collapsing blocks on the right-hand pillar to reach another [POWER
  BOMB EXPANSION (45/50)] behind it. Jump on and collapse the other pillar,
  then go through the door to end up back at the top of the stone Ridley room.
  Go left through the hidden wall again and climb to the top, but head to the
  left this time to reach a new area with rising and falling lava tides. Wait
  until the tide has receded, then Bomb part of the raised platform to drop 
  into a hidden passage that leads to a room with another [MISSILE EXPANSION
  (210/230)]. Exit back out and keep going up, using the Screw Attack to take
  out the Kihunters. At the very top, go to the left to find a hidden passage
  that returns you to the vertical room adjacent to the green bubble room.

  : =NORFAIR= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Locate the new Space Pirate facility.				     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    <COMPLETED>				             |
   |  3. Supplies:    Reserve Tank (x1)				             |
   |  4. Ammunition:  Missile Expansion (x2)			      	     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  01:07								     |
   |_________________________________________________________________________|

  Enter the green bubble room and use the Space Jump to go past the Cacatac and
  the top Waver to reach a green door near the ceiling. Open it and head inside
  to find another [MISSILE EXPANSION (215/230)] on a pedestal, then set a Power
  Bomb to raise a metallic pole. Ride the pole to a hidden passage that leads
  to another room, and Space Jump to the end where you can find the final [RE-
  SERVE TANK (4/4)] on the ledge. Before leaving, shoot the very last platform
  above the lava to reveal another [MISSILE EXPANSION (220/230)], then exit 
  this room and take the same path you did the first time through here to reach
  Norfair's main corridor again. Head up to the top and take the elevator to
  return to Brinstar.

  : =BRINSTAR= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Locate the new Space Pirate facility.				     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    <COMPLETED>				             |
   |  3. Supplies:    None					             |
   |  4. Ammunition:  None						     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  01:08								     |
   |_________________________________________________________________________|

  Go left through the tunnel to return to Maridia.

  : =MARIDIA= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Locate the new Space Pirate facility.				     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    <COMPLETED>				             |
   |  3. Supplies:    None					             |
   |  4. Ammunition:  None						     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  01:09								     |
   |_________________________________________________________________________|

   Head up into Maridia and use the Space Jump to reach the very top of this
   first area and head into the large grapple room with the Powamps. Space Jump
   along the ceiling to find a platform near a blue door. Take the blue door
   to reach another area, and continue Space Jumping up to reach the top. Use
   the Spring Ball to access a hidden passage in the left-hand wall and take
   this until you reach a green gate. Open it with a Super Missile and you'll
   find another tunnel that deposits you at the top of the second pink elevator
   area in Brinstar, near the Transport to Crateria.

  : =BRINSTAR= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Locate the new Space Pirate facility.				     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    <COMPLETED>				             |
   |  3. Supplies:    None					             |
   |  4. Ammunition:  None						     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  01:09								     |
   |_________________________________________________________________________|

  Simply take the nearby Transport back to Crateria.


  8I. TOURIAN
  -----------
  This section details the final part of this walkthrough as you collect the
  final four items of the game and head to the new Space Pirate base to find
  out what they've done with the Baby Metroid.

  : =CRATERIA= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Locate the new Space Pirate facility.				     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    <COMPLETED>				             |
   |  3. Supplies:    Energy Tank (x1)				             |
   |  4. Ammunition:  Missile Expansion (x2), Power Bomb Expansion (x1)      |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  01:12								     |
   |_________________________________________________________________________|

  Head up through the passage and return through the tunnel to the left to get
  back to the Landing Site to reach your Gunship. Stop inside for a quick save,
  then exit out. Run to the left, and charge the Speed Booster going to the
  right. Hold the charge near your Gunship, and Shinespark diagonally up and to
  the right to land on a high ledge. Open the yellow door, then go back and 
  Short Charge the Speed Booster to Shinespark horizontally through the Alcoons
  to reach the final [POWER BOMB EXPANSION (50/50)]. Exit this room and Short
  Charge again. Hold it and drop to the ledge below you, then Shinespark horiz-
  ontally to the left to blast through some rock leading to a blue door. Open
  it, and go back to your Gunship. Repeat the diagonal Shinespark and the Short
  Charge again, only this time on your horizontal Shinespark, you'll fly on
  through the door and speed through the horizontal room to reach the blue door
  at the end. Enter it to find a Chozo statuary that holds the final [ENERGY
  TANK (14/14)], then set a Power Bomb to blast a hole in the floor. Drop into
  the tunnel after the lava recedes and travel to the other side of the room.
  Clear this room by heading to the left, using the Screw Attack to get past
  the barriers and you'll find another blue door that leads to a bricked room.
  Use your Beams to clear out the top two layers of the rocks in front of you
  (leaving the third one behind), then use the X-Ray Scope to find a large set
  of collapsing blocks. These are divided into two columns; position yourself
  over the exact center and set a Power Bomb. As you fall, you should be able
  to trigger both columns simultaneously. Straighten out and turn left or right
  to shoot out both sections of the walls (or set another Power Bomb), then
  Screw Attack over to one alcove for a [MISSILE EXPANSION (225/230)], and do
  the same thing directly across the hall for the last [MISSILE EXPANSION (230/
  230)]. If you now have every upgrade, 230 Missiles, 50 Super Missiles, 50
  Power Bombs, 14 Energy Tanks, and 4 Reserve Tanks, you will have successfully
  completed a 100% Item Collection. Continue your fall and navigate down to
  the bottom of this tunnel, where you can either roll to the left to fall out
  or set a Power Bomb to open a path to the right. This drops you in the small
  staggered area with Space Pirates near the first entrance to Brinstar. Take
  them out and you'll reach the bottom, where there is still a red door to your
  right. Open it and use the Speed Booster to accelerate through a cloudy room
  to reach a giant statue of the four guardians of Zebes.
  One by one, the crystals in their eyes will shatter, turning the statues a
  gray color. Once all four are gone, the ground rumbles and the statue sinks
  into the ground, revealing the Transport that leads down to Tourian.

  : =TOURIAN= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Explore the Space Pirate facility.				     |
   |  2. Find the Baby Metroid and defeat the resurrected Mother Brain.      |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    <COMPLETED>				             |
   |  3. Supplies:    <COMPLETED>				             |
   |  4. Ammunition:  <COMPLETED>					     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  01:18								     |
   |_________________________________________________________________________|

  Tourian is a very short area that alternates between horizontal and vertical
  areas, and the first few rooms are full of Metroids, so activate the Ice Beam
  before proceeding. Drop to the bottom and use the door on the right for the
  final Save Station of the game, then head through the door on the left to
  reach the first Metroid Hall. The Metroids here are more powerful than ones
  you faced during your first adventure on Zebes, although they retain their
  genetic weakness to cold. If one of them seizes you, however, it's a bad day
  for you, as you lose 5 HP per second, something that is compounded if another
  Metroid sees the feeding and decides to snack as well. Bombs don't shake them
  off this time, either - to get rid of an attached Metroid, you must set three
  Power Bombs (the explosions attract more Metroids, so just try and freeze
  them first). Once one is frozen, one Super Missile or 5 regular Missiles will
  destroy it. As you proceed through the first four rooms, you'll find Rinka
  Generators as well, but these can be easily ignored. The first room has four
  Metroids, the second vertical room has two, the third horizontal room has
  three, and the fourth vertical room also has three. Defeat each Metroid in
  each room to unlock the doors, then proceed into the rest of Tourian after
  all twelve Metroids have been destroyed.
  Drop through the door at the bottom of the last room to reach a strange sand-
  covered area with two gigantic Sidehoppers. These can only be killed by Super
  Missiles, but don't waste ammo. Instead, go to your inventory and remove your
  Varia and Gravity Suits. This next segment ends with your energy reserves de-
  pleted to 01 units, so the faster that you can take damage, the better. Take
  some damage from the Sidehoppers, then move into the next room to find a
  strange-looking Torizo that looks like its had the life sucked from it. Hmm.
  The next room has more of the same - dried-out Geemers, Skrees, Sidehoppers,
  and Rippers. Go to the right to find one more giant Sidehopper, and get hit
  by it until a nightmare of a Metroid appears. This "Super" Metroid decides to
  snack on the Sidehopper, but don't worry too much, you're what's for dessert.
  Don't fight the Super Metroid; it'll drain you to a single unit, then reveal
  itself with that familiar cry - it's the Baby Metroid, horribly mutated by
  the Space Pirates. At the last second, it recognized you as its "mother",
  and let you go, but not knowing what to do now, it flees the room and leaves
  you behind. Reactivate the Varia and Gravity Suits, then continue on to the 
  left through the dried-out vegetation, then go down to the left to reach a 
  door that leads to an Energy Station and a Missile Station. Use both of them,
  then head through the opposite door to reach a long hallway that you can 
  Space Jump through. At the end, you'll find another Gadora that is guarding 
  the final areas; destroy it with a Super Missile and drop into another vert-
  ical corridor. There is a Save Station in this room, but DO NOT use it unless
  you plan on never exploring Zebes again with this save file. The path out of 
  Tourian locked after you defeated the Metroids, so if you save here, you're 
  permanently in Tourian. Instead, go to the bottom to find a red door that 
  leads into Mother Brain's main chamber. 
  There are two routes to take here - if you can perfect the speed trick, you
  can reach Mother Brain without firing a single Missile, but I'll warn you, 
  it's rather tough. The regular and easier method is just to enter the room 
  and fire four Super Missiles apiece at the Zebetite barriers that protect 
  Mother Brain. There are four barriers total to be destroyed, all while you're
  dodging lasers and Rinkas. To get past here a bit faster, turn off your 
  Missiles, activate the Ice Beam if for some reason you had it turned off, and
  deactivate the Space Jump and the Screw Attack. Enter the room and run to the
  bottom-left and aim your Arm Cannon up. As soon as the top Rinka appears, 
  freeze it. Go right, then spin jump back to the left and land as close to the
  Zebetite as you can. Doing this correctly causes you to get "stuck" in the 
  wall where the Zebetite can damage you (although you just get the hit animat-
  ion with no actual loss of energy). As this happens, repeat the sequence a 
  second time - run to the right and spin jump to the left - to get stuck again
  in the Zebetite. At this point, holding Left while jumping will glitch your
  sprite outside of the Zebetite, leaving you free to proceed. If you can get
  this down with reliability, it gives you a bit of free time since the next
  three Zebetites hilariously don't spawn unless the first one is destroyed.
  Head on through to reach her and start the fight. Otherwise, destroy all four
  barriers to reach the same boss battle.

    BOSS BATTLE: MOTHER BRAIN (PHASE 1)
    ===================================
    HIT POINTS: 3000
    ATTACKS:    Collision (15 dmg), Laser (20 dmg), Rinka (10 dmg)
    --------------------------------------------------------------
    STRATEGY
    This is similar to the first game. Mother Brain right now is housed in a 
    glass container, which you must first fracture in order to attack her.
    While it would seem wise to use Super Missiles, the glass requires six hits
    to destroy, regardless of whether you use Missiles or Super Missiles. Start
    off on the lower platform, aiming diagonally up. Break the glass with six
    regular Missiles, then for an easy victory over this form, Screw Attack
    towards Mother Brain to get stuck inside the glass container. This forces
    you into a kneeling position where you can't get knocked back, so from here
    just pound Mother Brain with Super Missiles until the glass completely
    breaks, at which point you probably only need to hit the old dura mater one
    or two more times to finish this phase.

  No, the game's not letting you off that easy. Mother Brain's support system
  crumbles to the floor, but soon gives rise to her fully mobile biomechanical
  battle form. 

    BOSS BATTLE: MOTHER BRAIN (PHASE 2)
    ===================================
    HIT POINTS: 18000
    ATTACKS:    Collision (30 dmg), Bomb - Contact (40 dmg), Bomb - Explosion
                (20 dmg), Blue Ring (20 dmg per ring), Eye Laser (30 dmg), 
                Flamestrike Beam (200 dmg), Hyper Brain Wave (300 dmg)
    * All of Mother Brain's attacks do double damage if you remove the Varia
      Suit. Gravity Suit has no bearing on damage variance here.
    -------------------------------------------------------------------------
    STRATEGY
    Destroying her life support system enables Mother Brain to take advantage 
    of a screen-sized mobile battle suit with her head attached to the top. 
    During this phase, Mother Brain just moves back and forth, never approach-
    ing your side of the room, and uses a number of attacks, ranging from a 
    spread of blue energy rings to a fire bomb attack that bounces and then 
    spreads a lateral blast of flame. If you jump straight up to avoid the blue
    energy rings, she'll hit you with a laser beam, so try to spin jump over 
    the rings if you have to dodge. At this point, run and stand directly under
    neath her and fire your remaining Super Missiles straight up. When you run
    out, resort to charged beams - a charged shot does 900 HP of damage, while
    Missiles only do 100. You can easily charge another shot before you get off
    nine Missiles, so stick with this. She will only use her standard battery
    of attacks until you reduce her to 4,500 HP, at which point she gains the
    use of her Flamestrike Beam. Once she starts using this, get hit with it
    or sustain collision damage while still firing charged shots until you have
    just over seven Energy Tanks left. After she bobs her head and screeches,
    this part is over and she'll begin to charge energy in her head. Go to your
    inventory and remove the Varia Suit - whether or not you have the Gravity
    Suit on has no bearing in this fight as far as the next attack is concern-
    ed. She'll then plaster you to the wall with her death ray beam of utter
    hopelessness which will drain six Energy Tanks from you (as well as your
    ammunition reserves). As soon as she's done, you'll drop and the game will
    auto-check to see if you can survive another round. At this point, it can
    get a little tricky.

  This part of the fight is more or less "scripted", because the end outcome is
  the same. However, playing around with your energy reserves as you try to get
  this over with quicker can sometimes work against you. Right after your first
  taste of the Brain Wave, the game checks to see if you can withstand another 
  blast. If you have at least 350 units of energy and have the Varia equipped, 
  then you can still move around and she'll ready another blast. If you have
  less than 200 with the Varia equipped, you'll be grounded while she readies
  a second wave which you might survive if (a) she actually uses it and (b)
  you have four full Reserve Tanks set to Auto and you put your Varia back on.
  Careful management of your energy reserves and manipulation of exactly when 
  you re-equip the Varia allows you to trigger a glitch in the final fight 
  where you can freely move and attack Mother Brain even during the scene where
  technically you're supposed to not be able to move (see "Mother Brain Glitch"
  in Section 9: Secrets & Tips for a more in-depth explanation). The end result
  you are trying for is that she readies a second Brain Wave, but never gets to
  use it because the Super Metroid flies to your rescue, attacks her, and drains
  all of her energy. The Super Metroid then starts to leave, but decides to 
  refill your energy at the same time. This, of course, pisses Mother Brain off
  when she begins to recover, and she launches an all-out assault on the Baby 
  Metroid. After all of your energy is restored, the Baby will make one more 
  attack pass at Mother Brain, but she fires a final shot that instead kills
  it. The Metroid disintegrates on top of you, and you gain the very weapon 
  Mother Brain was using against you. Ready for the final phase?

    BOSS BATTLE: MOTHER BRAIN (PHASE 3)
    ===================================
    HIT POINTS: 36000
    ATTACKS:    Collision (30 dmg), Bomb - Contact (40 dmg), Bomb - Explosion
                (20 dmg), Blue Ring (20 dmg per ring), Eye Laser (30 dmg)
    -------------------------------------------------------------------------
    STRATEGY
    Despite doubling her HP, Mother Brain is easier than ever now. She retains
    all attacks from the last round, except she can't use her Flamestrike Beam
    or Brain Wave anymore. On top of that, your beams have been replaced with
    the Hyper Beam, which inflicts about 1000 HP of damage per hit and causes 
    Mother Brain immense discomfort. Just stand there, holding down the fire 
    button, pausing only to jump over attacks she manages to throw down if 
    you're for some reason concerned about taking damage. Towards the end, she
    will try and stampede across the room, but since the Hyper Beam causes her 
    to recoil, she'll never reach you. 36 hits will destroy her for good.

  After she's been defeated, she'll shrivel up and disintegrate, but this also
  triggers the planetary time bomb! This time it won't just be Tourian that
  blows up, so you need to hightail it out of Tourian fast. When the wall opens
  and the countdown begins, run into the next area and use the Hyper Beam to
  destroy the barriers in your path. Drop down and enter the door in the floor,
  then fall down the right-hand side of the tunnel, firing downward to destroy
  the Black Zebesians and open the door before you get there. Enter the next
  room and drop to the bottom path. Run along the floor and charge the Speed
  Booster and hold the charge at the end to Shinespark up through the barrier
  to reach the next door. The next area is a gigantic maze, similar to the 
  large lava room in Ridley's lair. Screw Attack to the top, using the small
  ledges, then fire the Hyper Beam to destroy as many Black Zebesians as you
  can. Once at the bottom, the room starts to fill with lava, so Space Jump up
  the platforms to reach the top. Charge the Speed Booster as you go through
  the next door to exit back to Crateria.

  : =CRATERIA= :
   ___________________________________________________________________________ 
   |                           =MISSION OUTLOOK=			     |
   |  OBJECTIVES                                                             |
   |  ----------						             |
   |  1. Escape the planet Zebes! 					     |
   |									     |
   |  ITEMS								     |
   |  -----								     |
   |  1. Upgrades:    <COMPLETED>				             |
   |  3. Supplies:    <COMPLETED>				             |
   |  4. Ammunition:  <COMPLETED>					     |
   |									     |
   |  OPTIMAL TIME						   	     |
   |  ------------							     |
   |  01:20								     |
   |_________________________________________________________________________|
       
  The exit from Tourian puts you back in the Old Tourian escape shaft. Keep
  charging the Speed Booster, then hold it once you've crashed through the 
  walls and destroyed the Black Zebesians. This room will also fill with lava;
  quickly position yourself against the left-hand wall and vertically Shine-
  spark to reach the very top of the escape shaft. Exit through the door at the
  top and keep making your way up through Crateria to the top level. Head to 
  the right, then morph into the tunnel and return to the chamber you got the 
  Morph Ball Bomb in. The Dachora and the Etecoons are trapped in this chamber;
  fire at the right-hand wall to give them an escape path, then return to the 
  surface level. Exit out the door to return to the Landing Site and board your
  Gunship to escape the exploding planet.
  After leaving, Zebes' core goes critical and the planet explodes in a blind-
  ing flash of light. As Samus' ship approaches the screen, you'll see another
  ship leave - the Etecoons and Dachora made it out safely as well! Your final
  time is displayed - following this guide should net you approximately one 
  hour and 20 minutes. The staff credits will then roll, after which you'll see
  one of three scenes, depending on your completion time.
  1. ENDING 1 (3 HOURS OR LESS)
     Samus appears in her Power Suit, which then dissolves and Samus Aran is
     revealed in her black bodysuit, which essentially consists of just shorts
     and a sports bra. She then loosens her hair braid and lets her hair fall
     down. Afterwards, she dons her Power Suit again and fires a burst of ener-
     gy at the screen.
  2. ENDING 2 (BETWEEN 3 and 10 HOURS)
     Samus appears in her Power Suit, but only removes her helmet this time. 
     She gives a thumbs up, then puts her helmet back on and jumps backwards.
     As she lands, she fires a burst of energy at the screen.
  3. ENDING 3 (OVER 10 HOURS)
     Samus appears in her Power Suit and gives a thumbs up, then jumps back-
     wards and fires a burst of energy at the screen. How you have the patience
     to get this ending is beyond me.
  After one of these three scenes plays, your final item percentage is display-
  ed, followed by the text, "SEE YOU NEXT MISSION".


=====================
== 9. ITEM LOCATIONS:
=====================
The walkthrough itself covers the location of each individual item in the game,
but a section is provided here in case you are missing particular Expansions,
Energy Tanks, or other items. It is broken down by Item Category, then further 
subdivided into the regions of Zebes. But first, here is a quick explanation 
of how items are recorded in your completion total.

     46x MISSILE EXPANSIONS
  +  14x ENERGY TANKS
  +  10x SUPER MISSILE EXPANSIONS
  +  10x POWER BOMB EXPANSIONS
  +   5x MOVEMENT SYSTEM ENHANCEMENTS
  +   5x BEAM WEAPON ENHANCEMENTS
  +   4x RESERVE TANKS
  +   3x MORPH BALL ENHANCEMENTS
  +   2x ARMOR ENHANCEMENTS
  +   1x VISOR ENHANCEMENT
  ------------------------
    100 ITEMS TOTAL

Item totals include 230 Missiles, 50 Super Missiles, 50 Power Bombs, and 18 En-
ergy Tanks (14 regular + 4 Reserve Tanks). The remaining Power Suit upgrades 
are split across different categories and round out the total. Read below for a
comprehensive listing of each item in the game, broken down by type and then by
planetary region.

  ENERGY TANKS (14)
  =================
  You have a maximum total of 14 Energy Tanks. Each Tank you acquire adds 100
  units of energy to your meter (and of course, another percentage point to 
  your item totals).

    CRATERIA (2)
    ------------
    01. As you make your way towards Brinstar, you'll see this one in plain
	sight directly in front of you in the first diagonal room.
    02. This is in a large cave accessible from the Landing Site. Use horizont-
	al Shinesparks to clear through the rock, then navigate the next long
	room (another Shinespark will do well, as will the Screw Attack) to 
	find this one in the palm of a Chozo statuary.

    BRINSTAR (5)
    ------------
    03. After beating Kraid, you will see a flashing door as you exit his lair.
	Enter it and use Bombs to destroy the Beetoms, then fire at part of
	the ceiling to reveal this Tank.
    04. This is near the first green jungle tunnel. Drop to the bottom here and
	set a Power Bomb to break apart the floor, then drop down another tunn-
 	el to reach another room with Beetoms. Bypass it to reach a metallic
	area. Run and spin jump as soon as you see this Tank to grab it and
	clear a hole in the floor. Super Missile Expansion #03 is in the next
	room, so grab it as well.
    05. This is by the large pink room above the Charge Beam. Open the yellow
	door with a Power Bomb and wall jump up to the blue gate. Shoot it,
	then drop into the room on the other side to grab this Tank.
    06. This is below where you got the Charge Beam. Use Power Bombs to reveal
	a new passage, then use the Speed Booster to blast through a set of
	Boost Blocks to reach this Tank.
    07. This is in the same area as Missile Expansion #10. Destroy the Skrees
	and shoot part of the ceiling to expose this Tank.

    NORFAIR (4)
    -----------
    08. This is in the same area as the High Jump Boots, in plain sight when
	you enter the room.
    09. After you've defeated Crocomire, either use a horizontal Shinespark or
	running spin jumps and a single wall jump to reach this Tank across the
	lava pit.
    10. This is in Lower Norfair, in the large Ridley-shaped room. Eliminate
	the Fune from the wall and enter the hidden passage. Navigate the next
	darkened area with the FireFleas to find this Tank on a ledge over the
	spike traps.
    11. This is in Lower Norfair, right after the fight with Ridley. Enter the
	room after the fight and shoot the lower-right corner of the room to
	reveal this Tank.

    WRECKED SHIP (1)
    --------------------
    12. After getting the Gravity Suit, head back inside the main corridor of
	the Wrecked Ship. Go through the flashing door and enter the next 
	room. Ascend the vertical section and blast through part of the ceiling
	to find another door that leads to a large watery room. Grapple or use
	the floating ledges to cross to a Chozo statuary that holds this Tank.

    MARIDIA (2)
    -----------
    13. This is in the large vertical room with the Tatori. Pre-open the door
	that leads in here, then Speed Boost in and hold the charge right be-
	fore you reach the edge. Spin jump out, straighten out, and Shinespark
	vertically. Hold right as you fall to land on the Grapple Block holding
	this Tank.
    14. This is in the room after you defeat Botwoon, but is only accessible
	from the other side of the room. After taking down Draygon and return-
	ing in here, make a running spin jump and mid-air morph to access a 
	network of Morph Ball Tunnels. Navigate them and Bomb Jump over some
	obstacles to claim the Tank.


  RESERVE TANKS (4)
  =================
  You have a maximum total of 4 Reserve Tanks. Each Tank you acquire will give
  you an extra capacity of 100 units of energy, but they need to be filled up
  first and set to Auto Mode to be used automatically. There is one per area,
  and each one gives you another percentage point to your item totals).

    BRINSTAR (1)
    ------------
    01. In the first jungle area, take the first door on the right and use the
        Speed Booster to get past the security gates. Head into the next room
        and you'll find this Tank in the palm of a Chozo statuary.
    
    NORFAIR (1)
    -----------
    02. Starting in the large green bubble room, take the green door at the
        top. Grab Missile Expansion #30 and set off a Power Bomb to raise a 
	metal pole. Go through the Morph Ball tunnel to reach another bubble 
	room. Cross to the other side to find this Tank at the end on a ledge.

    WRECKED SHIP (1)
    --------------------
    03. After the Chozo statuary comes to life and takes you towards the area
        with the Gravity Suit, use Power Bombs to blast away the wall and reveal
        a new area. Grab Missile Expansion #38 after shooting the robots into
        the pits, then use another Power Bomb to blast part of the wall away.
        Use your runway area to charge the Speed Booster, then hold it and
	Shinespark vertically to reach the room with the Tank.

    MARIDIA (1)
    -----------
    04. Starting in the large area that lies before the first area with the 
	Mochtroids, use Bombs to get through part of the floor at the right, 
	then use the Speed Booster to cross the first quicksand pit. Sink into 
	the second one to reach a room where you have to avoid falling rocks,
        collapsing blocks, and use the Spring Ball to reach this Tank (along
	with Missile Expansion #46).


  MISSILE EXPANSIONS (46)
  =======================
  You have a maximum total of 46 Missile Expansions, resulting in a net total 
  of 230 Missiles. Each additional Expansion is another 5 Missiles (and of 
  course, another percentage point to your item totals).

    CRATERIA (8)
    ------------
    01. This one is located in plain sight over the water as you head to the
        Wrecked Ship. Use the Grappling Beam across the blocks and land on the
        pedestal.
    02. This one is in the water and is easiest to get after you have the Grav-
        ity Suit. Drop into the water at the left-hand edge of the cliff and
        Bomb through part of the rock to roll through a tunnel to reach this
        Expansion.
    03. This one is outside of the Wrecked Ship as you head towards the Gravity
        Suit. As you traverse the rocky cliffs, you'll reach an area with solid
        ground and suspended rock ledges. Charge the Speed Booster and hold it
        as you reach the one ledge just slightly above the ground. Shinespark
        vertically just to the right of the ledge and shoot the wall as you
        fall, then hold left to grab the Expansion.
    04. This is in the same area as #03. There is a Super Missile block in the
	floor; shoot it and roll into the hidden tunnel, then go left to find
	the Expansion.
    05. This one is in Mother Brain's old chamber. Stand on top of it and set a
	Power Bomb to break through the floor. Go down into a new chamber to 
	find this Expansion.
    06. This is in the vertical cavern area that leads down to Old Tourian.
	Roll through a small passage and take the blue door on the left to get
	to an area that you need to Bomb (or Power Bomb) through to reach a
	room with this Expansion.
    07. Above the zig-zagging section with Green Zebesians before the gateway 
	to Tourian, you'll have to ride a column of collapsing blocks down a 
	vertical section. This one and the next one are located on opposite 
	sides of the collapsing blocks.
    08. Same exact location as #07, except across the hall. The best way to get
	both of them is to position yourself directly over the middle of the 
	column of collapsing blocks, then ride down the middle. Unmorph and 
	shoot both walls, then Space Jump/Screw Attack so you can reach both 
	Expansions.

    BRINSTAR (12)
    -------------
    09. After getting the Morph Ball, go to the next room over and shoot down
	through the floor to find a Morph Ball Tunnel. Roll under it and into
	the next room to find this Expansion.
    10. From the location of #09, go back up and into the next room. Go past 
	the Skrees and roll under the passageway to find this Expansion.
    11. From the location of #10, use a Power Bomb to blast away part of the 
	stone structure, then Shinespark vertically to reach a new area. Travel
        across the invisible bridge to reach a room with this Expansion. 
    12. This is in the same room as #11; just shoot the left-hand side of the
	platform the pedestal is on.
    13. This is in the first jungle part of Brinstar. Take the first door on
	the right and bomb through the wall after the Zebs to find this Expans-
	ion in plain sight.
    14. This is in the same area as #13; get past the security gates and into 
	the next room where the Reserve Tank is. Use a Power Bomb to open the
	path through the pipe into the next room to find this Expansion.
    15. This is in the same room as #14; set a Power Bomb to blow away part of
        the wall to reveal this Expansion.
    16. This is in the large pink area near the Charge Beam. You'll find this
	Expansion in plain sight on a pedestal in the lower left corner.
    17. This is in the same large room as #16. Midway through the room, use a
	high wall jump to reach a ledge where this Expansion is, or grapple
	across the blocks to reach it.
    18. This is in the second jungle area that leads down to the large vertical
        pink pipe. After the second Zeb pipe, wall jump up and roll into the 
	vacant pipe to find this Expansion.
    19. This is in Kraid's Lair. In the room with the Kihunters, use a Power
	Bomb to expose a hidden path in the far right-hand wall, then use the
	Spring Ball to access the pipe to reach this Expansion.
    20. After freezing the Rippers at the top of the large pink pipe, make your
	way through the enemy-filled room and go through the next door. Shoot
	through the floor and go through the door at the bottom. Grab Power 
	Bomb Expansion #2, then set one to reveal a path to this Expansion.

    NORFAIR (15)
    ------------
    21. This is in the same area as the High Jump Boots. After getting them,
	jump up on the right-hand side and Bomb through the tunnels to reach
	this Expansion.
    22. From the starting area in Norfair, take the first door on the right
	and clear the first room. In the next room, drop down into the lava
	after the second spire and shoot the wall to reveal this Expansion.
    23. This is in the large green bubble room. Go all the way to the right and
	shoot through the floor to reach the room with this Expansion.
    24. This is in the room right before the Speed Booster. Shoot through the
	ceiling to reveal this Expansion.
    25. This is in the large room before the Wave Beam. Use the floating plat-
	forms to cross a gap, then open the blue gate and leap to the ledge
	where this Expansion is in plain sight.
    26. This is in the long vertical room that leads into the room before the
	Grappling Beam. Enter the door on the right and navigate the lava tide
	and then hop across the short ledges to reach this Expansion.
    27. This is in the large room that leads to the Grappling Beam. After you
        Speed Boost through the rock wall, hold the charge and drop into the
	lava. Stand a little to the right of the first rock, and Shinespark
	vertically to the top, then hold right as you fall to land on the ledge
	with the Expansion.
    28. This is in the room above the path to Crocomire. Climb up and Grapple
	across the blocks to reach a ledge with a gate that needs to be opened
	with the Wave Beam. The Expansion will be sitting on the ledge here.
    29. This is in the large vertical shaft that leads from the Ice Beam area
	to Crocomire's path. As you enter the door, hold back against it to
	avoid touching the collapsing blocks. Shoot the wall across from you
	and Screw Attack/Space Jump to the Expansion.
    30. This is by the large green bubble room. Take the green door at the top
	and you'll find this Expansion sitting on a pedestal.
    31. This is in the next room over from #30, in the same room as Reserve
	Tank #03. Shoot the very last piece of rock to reveal the Expansion.
    32. This is in Lower Norfair in the room directly preceding the Golden
	Torizo battle. Space Jump across the collapsing blocks to reach this
	Expansion.
    33. After getting the Screw Attack, climb to the top of the next room and
	shoot through the ceiling. Go up and take the door at the top, then go
	down and hug the left-hand wall. Bomb a hidden passage in the wall and
	enter the heart-shaped room to find this Expansion.
    34. This is in the large Ridley-shaped room with the Firefleas and Energy
	Tank #10. Climb to the top of the area and head through the fake left-
	hand wall. Take the next door and go up and right at the path split to 
	find this Expansion.
    35. This is in the same area as #34. Go left at the path split and jump to
	the first ledge above the rising lava tide. Bomb a hole in the floor
	and roll to a hidden area with this Expansion.

    WRECKED SHIP (3)
    --------------------
    36. Near the bottom of the first area, you can Bomb through the left-hand
	wall to reach a passage leading to this Expansion. Do this before you
	restore the power to keep the machinery from interfering.
    37. At the top of the first vertical area, there is a room filled with 
        floating orbs and Kihunters. Defeat them all and take the right-hand
        door across the spike pits to reach this Expansion.
    38. After using the Chozo statuary to take you to the area near the Gravity
	Suit, use Power Bombs to blast through the wall to reveal a new area.
	Shoot the robots into the pits and you'll find this Expansion in the
	palm of another Chozo.

    MARIDIA (8)
    -----------
    39. In the first room above the glass tube leading to Maridia, take the
	right-hand door and pre-open it. Open the green gate and give yourself
	room to charge the Speed Booster. Hold the charge before going through
	the door and position yourself over the last moving plant on the ledge
	below you. Stand here and Shinespark vertically to thread the ledges
	above you and crash into the Expansion.
    40. This is in the large vertical room with the Tatari. After getting the
	Energy Tank (#13), spin jump over to the right-hand wall and wall-jump
	back up to a small crevice. Set a Power Bomb and then fall down while
	hugging the wall to grab this Expansion.
    41. After traveling through the Maridia Pipe, take the upper path to a
        sandy area. Go to the right and through the false wall to find this
        Expansion.
    42. After traveling through the Maridia Pipe, go up and through the door
	to the left and navigate until you reach the false wall. Go through it,
        then up some more and across some ledges until you reach a drop. Fall
        through the hole at the bottom to find this Expansion (and Super Miss-
        ile Expansion #09).
    43. This is in the large room that precedes the first batch of Mochtroids
      	(the one that has the lower path leading to the two quicksand pits).
        Charge the Speed Booster along the ground and hold your charge when
	you see a slight raise in the ceiling above you. Shinespark through the
	gap to crash through to where this Expansion is.
    44. This is in the room before you fight Draygon. Cross the pit and go to
        the second area and shoot part of the wall to reveal this Expansion.
    45. Starting in the same room that Missile Expansion #43 is in, use Bombs 
        to get through part of the floor at the far right. Sink into the first 
        quicksand pit and you'll reach the room where you can just jump up to 
        this Expansion. Power Bomb Expansion #10 is on the opposite side.
    46. Starting in the same room that Missile Expansion #43 is in, use Bombs 
        to get through part of the floor at the far right. Sink into the second
        quicksand pit to reach a room where you have to avoid falling rocks,
        collapsing blocks, and use the Spring Ball to reach this Expansion (and
        Reserve Tank #4).


  SUPER MISSILE EXPANSIONS (10)
  =============================
  You have a maximum total of 10 Super Missile Expansions, resulting in a net 
  total of 50 Super Missiles. Each additional Expansion is another 5 Super 
  Missiles (and of course, another percentage point to your item totals).

    CRATERIA (1)
    ------------
    01. This one is in the main Crateria Shaft that leads out of Old Tourian.
        Stand on the ledge that sticks out from the wall and Bomb it to access
	a tunnel that leads to a yellow door. Open it with a Power Bomb and go
	in the new room. Freeze the Boyons on the floor to create a runway,
	then charge the Speed Booster. Hold it and vertically Shinespark at the
	end to reach a new area to get this Expansion.

    BRINSTAR (3)
    ------------
    02. This is in the first room in the jungle area with the security gates.
        Speed Boost or Mockball past them, then shoot the ceiling to expose a
	new area. Climb up and defeat the Rios to find this Expansion.
    03. This is near the same first jungle shaft. Go to the bottom and set a
	Power Bomb to blow away the floor, then drop to the bottom and go into
	the green door. Eliminate the Beetoms and enter the next room. Run
        and spin jump as you see the Energy Tank (#04) to clear the invisible
	gap and enter the next door to find this Expansion.
    04. This is the Expansion that you get after defeating the Spore Spawn. Go
	past the Zebs and drop down the long shaft to find this Expansion.

    NORFAIR (1)
    -----------
    05. This is in Lower Norfair in the room with the Golden Torizo battle.
        Space Jump and shoot out the ceiling above where he lands from, then
	set a Power Bomb to reveal this Expansion.

    WRECKED SHIP (2)
    --------------------
    06. After defeating Phantoon, go back to the main corridor and enter the
	now-unlocked door to find this Expansion.
    07. This is also in the main corridor, directly across the way from #01.
 	Bomb a path through the wall and shoot the robots out of the way, then
	set a Power Bomb to reveal paths in the wall. Bomb Jump into the second
	one from the bottom to enter a hidden passage to reach this Expansion.

    MARIDIA (3)
    -----------
    08. This is in the large room with the Grapple Blocks and the Powamps. Go
        to the left-hand side and roll off the ledge while staying morphed to
        run into a Geemer. The impact will slow you enough to roll into a hidd-
        en Morph Ball passage. Roll up and over the bump to get this Expansion.
    09. This is in the same exact area as Missile Expansion #42. This one is
        right next to it.
    10. This is in the same area as Missile Expansion #43. After getting it,
        go to the right and spin jump over the floor to avoid the collapsing
        blocks to grab this Expansion.


  POWER BOMB EXPANSIONS (10)
  ==========================
  You have a maximum total of 10 Power Bomb Expansions, resulting in a net tot-
  al of 50 Power Bombs. Each additional Expansion is another 5 Power Bombs (and
  of course, another percentage point to your item totals).

    CRATERIA (1)
    ------------
    01. From your ship, go to the left and charge the Speed Booster. Hold it
	and Shinespark diagonally to the right to land on a ledge. Open the 
	door and backtrack to the edge, then charge the Speed Booster again.
	Hold the charge and horizontally Shinespark through the Alcoons to get
	this Expansion and avoid the lava tides.
    
    BRINSTAR (5)
    ------------
    02. After freezing the Rippers at the top of the large pink Brinstar corr-
	idor, make your way through the enemy-filled room and go through the 
	next door. Shoot through the floor and go through the green door at the
	bottom. Hop across the platforms to reach this Expansion.
    03. Keep going up the second part of the Brinstar corridor until you find
	the elevator going to Crateria. On the left is a green door; go inside
	and destroy the Sidehoppers, then you'll find a Maneater at the end
	that is dead. Set a Power Bomb to blow away the floor, and you can drop
	into the hole to collect this Expansion.
    04. This is in the room with the Etecoons. Wall jump up to the top, then
	mid-air morph into the tunnel to find this Expansion.
    05. This is in the same area as Missile Expansion #16. Once you have it,
	set a Power Bomb to blast away part of the wall, then go through the
	hidden area to reach a room with giant Sidehoppers. Destroy them all,
	then go to the right and you'll find an odd block in the floor. Destroy
	it with a Super Missile to drop into the room with this Expansion.
    06. This is in the second large green area. From the start, leap up to a
	high ledge to find a yellow door. Open it and go inside to fight some
	more giant Sidehoppers. Kill them all and bomb through the right-hand
	wall to reach this Expansion.

    NORFAIR (3)
    -----------
    07. This is in the large room right after Crocomire. Pre-open the door to
	this area, then go back and charge the Speed Booster. Hold it as you
	reach the pillars with the lava, then spin jump over them and Shine-
	spark horizontally through the door to land on the ledge leading to the
	room with this Expansion.
    08. In the horizontal room before the elevator leading to the Armored Pir-
	ates, use Power Bombs on the Super Dessgeegas to also clear out part of
 	the architecture. Roll through to a hidden passage to find this Expan-
	sion.
    09. This is in the same area as Missile Expansion #34. Navigate the maze
	of tunnels next to the Missile Expansion and enter the next area to
	find a door in the floor. Go through it and use Power Bombs to destroy
	some blocks blocking the Expansion.

    WRECKED SHIP (0)
    --------------------
    There are no Power Bomb Expansions in the Wrecked Ship area.

    MARIDIA (1)
    -----------
    10. This is in the same large sandy room as Missile Expansion #45. Cross to
	the other side with the Space Jump and use the Spring Ball to bounce up
	and over to this Expansion.


  BEAM WEAPON ENHANCEMENTS (5)
  ============================
  You have five Beam Weapons in the game (not counting the Power Beam that you
  start the game with). Each new Beam Weapon "stacks" on top of the others,
  however, you cannot simultaneously equip the Spazer and the Plasma Beams.
  Each of the additional weapons adds another percentage point to your item 
  totals.

  01. CHARGE BEAM
      At the bottom of the large pink room that leads to the Spore Spawn, use
      Bombs to break through part of the floor to reach the room with this up-
      grade.
  02. SPAZER
      In lower Brinstar before reaching Kraid's lair, you'll find a room with
      Yapping Maws and a Cacatac. Shoot through the ceiling and wall jump up
      the narrow shaft, then Bomb through the Morph Ball Tunnel to reach the
      room with this upgrade.
  03. WAVE BEAM
      From Norfair's green bubble room, take the lower of the two paths at the
      the top. Go into the next red door, spin jump across the floating plat-
      forms and open the blue gate. Run off the ledge to the right and wall
      jump up the rock face to reach the room with this upgrade.
  04. ICE BEAM
      In Norfair, take the first door on the right. Speed Boost past the secur-
      ity gates, then head to the left to the room with the Funes. Navigate the
      staggered layout, then shoot through the floor before the door to reach
      a series of Morph Ball passages. Roll into the middle one to reach the
      room with this upgrade.
  05. PLASMA BEAM
      In Maridia, get to the large Maridia Pipe that connects the two sectors,
      then go to the upper left area to find a door on an underhang. Space Jump
      to this door, then go up and to the right to reach a large room with the
      upgrade at the bottom right corner.


  MOVEMENT SYSTEM ENHANCEMENTS (5)
  ================================
  You have four additional upgrades that increase the mobility of your Power
  Suit. Each one adds another percentage point to your item totals.

  01. HIGH JUMP BOOTS
      When you first enter Norfair, drop to the bottom door on the left. Go in
      and navigate the tunnel to reach the room with this upgrade.
  02. SPEED BOOSTER
      From the green bubble room in Norfair, take the upper path through the
      green door and shoot through the ceiling to reach a new path. Go through
      the door and race past the collapsing bridges to find this upgrade at
      the end.
  03. SPACE JUMP
      You'll find this in the adjacent room after defeating Draygon.
  04. GRAPPLING BEAM
      After defeating Crocomire, head to the left into the next room, then go
      through the floor. Drop all the way down and use Power Bombs to clear the
      rubble away, then Speed Jump across the chasm to reach the room with this
      upgrade.
  05. SCREW ATTACK
      You'll find this in the adjacent room after defeating the Golden Torizo.


  MORPH BALL ENHANCEMENTS (3)
  ===========================
  You have three enhancements for your Morph Ball mode in the game, each of
  which gives you increased mobility or offensive capability. Each additional
  item adds another percentage point to your item totals.

  01. MORPH BALL
      This is located at the bottom of the elevator leading away from the Old
      Tourian site, right where it was in the first METROID.
  02. MORPH BALL BOMB
      This is in a small area near the surface of Crateria. Roll down a Morph
      Ball passage and enter a room with a Torizo masquerading as a Chozo stat-
      uary. Defeat the Torizo for the upgrade.
  03. SPRING BALL
      From the large room prior to the first section with Mochtroids, sink into
      the first quicksand pit at the bottom. Sink into the next one to reach a
      long hallway with Evirs, then head to the right. Go through the hole in
      the ceiling, Space Jump over the long pillar, go down and into a room 
      with a sand machine. Destroy the obstruction and let it carve a path to
      the room with this upgrade. Use the Morph Ball Tunnels to reach it.


  ARMOR ENHANCEMENTS (2)
  ======================
  There are two upgrades to your Power Suit in the game. Each one increases 
  your defensive capabilities and your maneuverability. Each additional armor
  enhancement also adds another percentage point to your item totals.

  01. VARIA SUIT
      You'll find this in the adjacent room after defeating Kraid.
  02. GRAVITY SUIT
      After defeating Phantoon, access the upper levels of the Wrecked Ship and
      take the paths through the rock to get back inside. Find the Chozo statue
      and morph into its palm to let it carry you through a hidden path to the
      room with this upgrade.

  VISOR ENHANCEMENTS (1)
  ======================
  You have an extra Visor mode that allows you to see hidden items. It also adds
  another percentage point to your item totals.
  
  01. X-RAY SCOPE
      After you have Power Bombs, open the yellow door in the middle of the 
      large vertical pink corridor in Brinstar, then avoid the FireFleas and
      grapple across a long segment to reach the room with this upgrade. 


========================
== 10. SECRETS AND TIPS:
========================
SUPER METROID has a few interesting things here and there besides what's been
already covered in the walkthrough. There are numerous glitches that you can
play with if you're bored enough, some of which are pretty interesting. Some
can break the game or cause graphical screw-ups; others give you more to play
around with. Some of the glitches are included here, along with a few other
small tidbits.

  1. WRECKED SHIP EARLY BREAK-IN
     Ever notice that there are two entrances to the Wrecked Ship? The second 
     one is accessed from Maridia, so there should be no way for you to get 
     there without first having the Gravity Suit, but in fact, there is. All
     that is required is Power Bombs and the Ice Beam. To do it, enter Maridia 
     the normal way via the glass pipe. Make your way through the first vert-
     ical ascent into the next room. Enter the red door on the right and open
     the green gate. Keep going to the right into the next room that has the
     broken pipe. This leads into the first of the two long quicksand hallways
     with the Evirs. Carefully jump (don't spin jump here as your trajectory is
     too wild) from platform to platform to reach the end (if it's too trouble-
     some, consider using the Ice Beam to freeze the Evirs so you don't have to
     contend with them shooting at you), which takes you to the entrance of the
     Maridia Pipe, the large purple shaft that connects the north and south 
     sectors. Use a Power Bomb to break part of the ceiling, and jump up to the
     door leading to the Pipe, which will drop you off in the sandy area that 
     the Plasma Beam is located in. Unfortunately, while you can easily use 
     single wall jumps (or if you're that bored, infinite bomb jumps) to reach
     the ledge with the door leading towards the Plasma Beam, you can't get in
     there yet because the door is locked until you defeat Draygon. However, 
     you can fire at the door and hear a sound effect of a door opening - this
     is because this particular door (for no particular reason) has a second
     door right behind it. You can open this one because your Wave Beam travels
     through walls, but it's still not awesome enough to get past regular old
     locks.
     Travel through this sandy room to reach a blue door on the other side. 
     Quickly jump to the middle of the quicksand to avoid being grabbed by a
     Yapping Maw, then jump to the other side with the door. Jump into it to
     avoid another Yapping Maw, then enter the next room to reach the vertical
     area that leads up to Crateria. Climb this area and use the Ice Beam at 
     the top to freeze the Rippers, then enter the Craterian cave. There is a
     part in the ceiling you can shoot just before the water begins, so you can
     still jump up into it. Get out of the Morph Ball maze and head to the 
     collapsing blocks, and hold right while falling to land on solid ground.
     Bomb Jump to the next ledge, then you can access the blue door that takes
     you up higher. Climb this shaft and head outside to a large lake that will
     take you to the Wrecked Ship. This part is actually the easiest to cross;
     just run through the water, making long spin jumps over the walls to get
     to the far left. Spin jump up to the next platform, then jump at the 
     ledge up to your right. You should emerge out of the water long enough to
     do a quick wall jump that will drop you on the ledge by the door leading
     into the Wrecked Ship. 
     Doing this, though, makes the game act a bit funky. For starters, the game
     designers never intended for you to get here without already having beaten
     Phantoon, so there are no "before battle" triggers here. The rooms are
     powerless, but there is no water to be found in any of the areas. Also, 
     the Energy Tank that the Chozo statuary holds doesn't even appear at all.
     The only way to trigger these to appear is to go down and fight Phantoon,
     after which point all the rooms activate like normal. It's a pretty inter-
     esting thing to mess around with if you're bored. 

  2. SPACE/TIME BEAM AND MURDER BEAM
     This is probably the most famous of the potential game-breaking glitches.
     There are two variations of this trick - the Space/Time Beam and the so-
     called "Murder Beam". The descriptions for both are somewhat lengthy, so
     they are detailed separately below.
     - SPACE/TIME BEAM
       This "beam" can trigger a glitch where you completely reset Zebes to its
       original state - all bosses respawn and all opened doors return to their
       starting color - with two exceptions: your inventory doesn't reset, and
       neither does the game clock (unfortunately enough, it could make for 
       some interesting speed runs). To successfully pull off the Space/Time 
       Beam, you must first meet a couple of conditions. First, you have to 
       possess all Beam upgrades (Charge/Spazer/Wave/Ice/Plasma), and you have
       to have at least one of the Movement Upgrades (Speed Booster, Hi-Jump
       Boots, or Space Jump). Second, where you are in the game is crucial to
       pulling this off. Think of the rooms you're in as a series of screens.
       The area you trigger these needs to be pretty large (Brickroad's Glitch
       FAQ specifies a trigger of 25 screens, counting "empty space" on the
       area map), and you need to be in the 25th (bottom-most) screen for it
       to work. This basically means your best places to pull this off are in
       the hallway with the Boyons off of the old Tourian escape shaft, the
       large pink room in Brinstar, or the room directly above Crocomire. Keep
       in mind, though, that even meeting these conditions, you can still lock
       up the game. Once you're in the proper area and you've set up, face left
       and open the door. You have to stand very close to it (most people say
       "point blank" range, but this doesn't give a distance description, so
       stand as close as possible) and open your inventory. Go to your Beams
       and activate the Charge, Ice, and Spazer Beams - keep the Wave and Plas-
       ma deactivated. Now go to your Boots and let the cursor sit on one of
       them - it doesn't matter which. At the same time, press Left and A (you
       obviously need to have A mapped to something first, like Item Cancel).
       One of three things will occur: (a) your chosen boot upgrade will turn
       off, meaning you hit A too early; (b) you will turn on the Plasma Beam
       and turn off the Spazer, meaning you hit A too late; or (c), your boots
       will remain active and you'll turn on Spazer and Plasma at the same time
       (this is what you want), though Plasma will have a block that says "VAR"
       next to it. Now, return to the game and fire - if you did this correct-
       ly, your inventory at the top will disappear and be replaced with a 
       jumble of orange pixels and the game will suffer from incredible slow-
       down (if you did it incorrectly, you'll know right away because the game
       will freeze). Now run through the door you opened - if you emerge and
       the environment resets around you, you did it correctly. This is why the
       best area to do it is in the old escape shaft - the pre-Morph Ball mist
       returns, making it extremely easy to know if this worked or not. Before
       proceeding, return to your inventory and turn off either the Spazer or
       the Plasma Beam, and then save your game somewhere to return the game,
       more or less, to normal by ridding it of graphical screw-ups. Go have
       fun re-fighting the bosses with your upgraded equipment for some funny
       side effects. Try this in the Landing Site and you can just up and leave
       the planet, too.
     - MURDER BEAM
       The Murder Beam, so named because if done correctly, inflicts infinite
       damage on what you're fighting. This isn't something to be tried on any
       regular enemy, though. Set up like you're trying the Space/Time Beam,
       except (a) face left, (b) charge your beam before going to your invent-
       ory, and (c) leave the Wave Beam equipped - you must have all five Beams
       active for this one. Select Spazer and Plasma simultaneously, then go
       back to the game, and you'll see Samus charging either a black or green
       ball of energy. Fire this at a boss to create an invisible "wall" that 
       causes damage to anything on the other side of it. This really shines in
       the final Mother Brain fight because she is always on the opposite side 
       of the invisible wall, so her demise is extremely quick. Another boss 
       you can try this on is the Golden Torizo.

  3. MOTHER BRAIN GLITCH
     I've detailed above how the "Murder Beam" can be used to infinitely damage
     Mother Brain during the final battle and how you can glitch your way past
     the first Zebetite, but there is one final exploit you can trigger during
     the final battle that can potentially speed things along a bit. This one
     basically allows you to damage Mother Brain during the phase where the
     Super Metroid is refilling your health. Mother Brain's HP has already re-
     set for the next battle, so you get a little time exploit out of it. To
     do this one, you must first meet a certain set of conditions. First, you
     have to have over six Energy Tanks (counting your Reserve Tanks) before
     she uses her Hyper Brain Wave attack. When she starts to charge up, go to
     your inventory and remove the Varia Suit. Once she's whittled you down to
     about one or two Tanks left, you can let the scene play out where you get
     stunned, or put the Varia back on immediately and use your Reserve Tanks
     to get you above three Energy Tanks. If you do this right, you'll never 
     get stuck in the "stunned" sprite, and you'll freely move. If you do get
     stuck, mash the D-Pad to get yourself unstuck, then use the Space Jump to
     continuously hover in the upper right corner. When Mother Brain starts to
     use her second Brain Wave, you'll still be freely moving, and your sprite
     will turn green. Space Jump to the left, then back to the right to fix
     this and let the Super Metroid attack Mother Brain. Your sprite will turn
     green one more time after the Metroid lets go, but the important thing is
     to stay airborne here. The Super Metroid will fly around for a bit trying
     to latch onto you, and when it does, it's safe to stop Space Jumping. Now
     you have full control while the Metroid is attached, so start Screw Att-
     acking Mother Brain as quickly as possible for some free damage. You won't
     be able to kill her (like METROID PRIME 2: ECHOES' Jump Guardian fight,
     you'll only lower her to 1HP), but provided you can get in enough hits,
     this can significantly shorten the final phase, if it wasn't short enough
     for you already. If she's bright red when the Super Metroid sacrifices
     itself, then one or two shots from your absorbed Hyper Beam should be all
     that's needed to eliminate Mother Brain.
     Why this works is that in an ordinary progression, the Gravity Suit is an
     upgrade to the Varia, in that it does everything the Varia can do and then
     some. You can see this in action by gathering enough Energy Tanks to sur-
     vive Norfair without the Varia, get the Grappling Beam or the Speed Boost-
     er (choose your flavor for accessing the Wrecked Ship), and then go and
     pick up the Gravity Suit. The Gravity Suit won't give you the damage re-
     duction of the Varia, but it will cancel out heat damage. With that said,
     in every single enemy encounter in the game, the two Suits work together
     to reduce damage from enemy attacks - every encounter except for Mother
     Brain, anyway. During this fight, the game only checks for the presence of
     the Varia Suit. By removing it, you enable a flag that tells the game how 
     much of the Brain Wave you can withstand. Letting Mother Brain get to the 
     point where she's about to use her final attack and then re-equipping the 
     Varia and getting yourself above the three Energy Tanks she'll drain then 
     cancels out the damage flag, and allows you to keep moving around.

  4. BLUE SUIT SAMUS
     This is an interesting little side effect that occurs if you kill Draygon
     using a Shinespark. To even accomplish this in the first place means that
     you must perfect Short Charging the Speed Booster. Get caught by some of
     the mucus that Draygon releases, then Short Charge. When Draygon reappears
     on the screen, diagonally Shinespark into his belly. If you haven't done
     enough damage, this won't kill him, but you'll significantly damage him.
     Try to do this after his belly is red for more success. Anyway, Shinespark
     into him to kill him, which triggers this glitch where you remain "stuck"
     in your Speed Booster state. It's neat because your graphical echoes will
     still follow you, and you get other benefits as well. For one thing, you
     will always be able to charge a Shinespark by simply pressing down. Also,
     because the game thinks you're running at full speed, you'll kill any
     enemy by touching them, and all blocks except for Super Missile and Power
     Bomb Blocks disintegrate as well. Unfortunately, all of these benefits
     come at the cost of you not being able to use the Dash button anymore - 
     dashing cancels this glitch, as does Shinesparking. But it's still a nifty
     trick to try out. If you're of the hardcore variety, try keeping it all
     the way to Mother Brain and try Shinesparking her - it's pretty fun.

  5. FUN WITH INFINITE BOMB JUMPING
     Consecutively Bomb Jumping can be used to reach many areas if you have the
     patience to do so, and if you're really skilled, you can hover in place or
     alter your trajectory to propel you diagonally or somewhat horizontally.
     Nothing in this speed guide requires the IBJ technique or its variants
     (those are saved for minimal percent runs), but it's a handy technique re-
     gardless. But here's a fun fact: It takes exactly 150 regular height Bomb
     Jumps (not altering the placement for hovering, that is) to reach from the
     bottom of the Landing Site to the top of the sky in Crateria.

  6. BYPASS AMMO AND ENERGY STATIONS
     This is a quick little speed trick that saves seconds if you have to use
     an Energy or Ammo Station. Press Start just as you plug in, then return to
     the game. You can move even while your stocks are being replenished, and
     head out of the room to continue. You can do this with Map Stations, too,
     although you won't download the map data for some reason.

  7. GLITCH-OMIRE
     Crocomire's pretty fun to mess around with. If you get the Plasma Beam
     before fighting him (no easy task, mind you - try the Space/Time Beam for
     more success), you'll literally fragment him into pieces. This is because
     Crocomire isn't one single sprite - he's made up of multiple ones that
     glitch out if you fight him in a way you're not meant to. Use the Game 
     Genie code to turn on the Hyper Beam, and it'll be one shot, one kill as
     he'll just backpedal continuously into the lava. Plasma does this too if
     you hit him square in the mouth. But by far, the absolute funniest thing
     to do to him is to detonate a Power Bomb. Most bosses tend to ignore them
     as there is no damage flag present - even Kraid is unaffected - but boy,
     Crocomire just flat out gets pissed off at you and starts relentlessly
     stampeding to the left. Keep setting Power Bombs to make him rage out and
     he'll smash you into the spikes at the end. Pretty funny to watch, really.


=======================
== 11. ACKNOWLEDGMENTS:
=======================
This guide, overall, is my work. I wrote it, from start to finish, but by no
means is the information contained within it entirely mine. Multiple people 
have contributed to this final product, either directly or indirectly. This is
where I'd like to thank those who helped this along.

- KEJARDON:          Damage ratios for weapons, boss HP amounts, and the like.
- BRICKROAD:         His extensive Glitch compilation was immeasurably helpful.
- RED SCARLET:       For the route used in the first couple of versions.
- BARTENDOR_SPARKY:  Final route revisions and other optimizations.
- METROID2002.COM:   Instead of thanking more individual people, I'll thank the
		     community as a whole - Nate and Radix especially, but with
		     extra nods to Kip, Amasawa, and everyone else who helped
		     with sequence breaking and cataloging for this game.
- NINTENDO:	     For making a game that I can still play 18 years later.

Thanks to everyone else who may not be mentioned here - from way back in the
day, everyone that assisted with Metroid HQ before I killed the project, and
of course, my family and friends. 

There. Now, I think this guide is finally completed. Then again, I said that
back in 2005 after its last update, and came back to it 9 years later for a 
complete revision. Time will tell, I suppose.


==================
== 12. LEGAL INFO:
==================
This walkthrough must always be shown in full form, unaltered, and with credit 
given to the author. You are free to use this for personal use, but if you wish
to host it on another website, you must e-mail me first with a request for per-
mission. Copyright (C) 2012 Timothy Jones (NeoChozo). Some rights reserved.
All rights, including the copyrights of game, scenario, music and program are 
Copyright (C) Nintendo.
-------------------------------------------------------------------------------