Super Metroid (Wii/SNES)

Boss FAQ

Written by ShadowRaquaza39

Version 2.39 (12/30/2010)

Table of Contents:

1. Introduction
2. Version History
3. Copyright Stuff
4. Main Boss Strategies
5. Credits and Closing

1. Introduction

Hello everyone! This FAQ was created to help you guys out with Super Metroid's
bosses. This is my first FAQ, so I hope you guys find this FAQ helpful. I'll
also give alternate strategies for particular bosses. Now, let us get started
on beating the bosses that inhabit Zebes, shall we?

2. Version History

Version 1.0 (8/17/2010): First version. Includes the main strategies for each
boss & mini-boss in Super Metroid.

Version 1.15 (8/19/2010): Made some updates. I added Kejardon, Azor, Brickroad
, aigamerDS from YouTube, evilchen from metroid2002, and michelangelo from
a Super Metroid forum to credits.

Version 2.0 (11/19/2010): Added the method of using Chainsaw Beam against
Ridley by ingx32 from YouTube. Fixed some spelling and grammatical errors.
Hope you guys have a happy Thanksgiving.

Version 2.1 (11/23/2010): Added the method of skipping Bomb Torizo via
arm pumping(credit goes to Michael Flatley from metroid2002; tasvideos.org's
resource for Super Metroid also gets credit), thus adding those two to the
credits section.

Version 2.2 (12/18/2010): Added the method of skipping Spore Spawn via
Mockball, thus giving more credit to Brickroad. Added Gamewinners.com to
the list of websites that can post a link to this FAQ.  I wish you all a very
Merry Christmas and a Happy New Year.

Version 2.3 (12/22/2010): Added the method of using the Doppler Effect on
Phantoon. This gives tasvideo.org's resource for Super Metroid more credit.
Added cheatscodesguides.com to the list of websites that can post a link to
this FAQ. Happy holidays folks.

Version 2.39 (12/30/2010): Added 1up.com, supercheats.com, and cheatsguru.com
to the list of websites that can post a link to this FAQ. Plus, you know how I
put that I didn't know who discovered the Kraid Quick-Kill glitch at the end
and I put who it was after I explained it? Well now I fixed that error. Happy
New Year to all of you.

3. Copyright Stuff

This FAQ is for private view only and cannot be reproduced or edited without
the advanced written permission from me. Failure to follow this warning could
wind you up in prison or having to pay a fine, so just don't do it.

The following sites are allowed to post a link to this FAQ or to refer to it:

www.Metroid-Database.com
www.metroid2002.com
www.IGN.com
www.GameSpot.com
www.Neoseeker.com
www.Gamewinnners.com
www.cheatscodesguides.com
www.1up.com
www.supercheats.com
www.cheatsguru.com

Why? Well because these sites are ones I visit regularly and that I trust. As
long as you don't HOST this FAQ besides GameFAQs, you're OK.

4. Main Boss Strategies

Now, let's get to the strategies! I'll list them in the order you fight them
without sequence breaking:

Ridley-1

Location: Ceres Space Colony
Damageable by: Power Beam
Attacks: Fireballs, ramming into you, and smashing you with his tail
Reward: None

Ridley's first battle is very simple: just shoot him with your Power Beam
anywhere. His tail does a lot of damage so watch out. His fireballs and contact
do exceptional damage as well. Asyou damage him, he changes color from a light
purple to a faint brown to a bright red. Whenyour energy drops to 29 Units,
Ridley will fly away and you'll have 60 seconds to escape. But if you shoot him
100 times, he'll drop the Baby Metroid and pick it back up and depart.

Torizo

Location: Crateria
Damageable by: Missiles or Power Beam
Attacks: Energy waves, swiping you with his claws, and bombs.
Reward: Morph Ball Bombs

The Torizo is an easy miniboss. When you acquire the Morph Ball Bombs, the door
will close before you can exit. Torizo will burst out of the Chozo Statue and
start to attack. His clawswipe and energy waves do little damage and his bombs
can be shot for Missiles and Energy. During Phase 1, Torizo is just normal.
After about 4-6 Missiles, Phase 2 will come in. His chest plate will be blown
apart and will gain a slight gain in speed. If you shoot him with your Power
Beam, he'll go to Phase 3, where his head will blow up and will get even
faster. However, if you only use Missiles and 8 of 'em hit Torizo, he won't
engage in Phase 3.

There is a way to actually SKIP fighting Torizo while collecting the Morph Ball
Bombs AT THE SAME TIME. However, this is only possible on the PAL version of
the game. You need to run towards the MBB and immediately turn around after the
item collection fanfare finishes. Then run towards the door while rapidly
tapping L and R back-and-forth and jump the latest possible point into the
door. Credit goes to Michael Flatley from metroid2002.

*If this information isn't enough see the following link:
http://tasvideos.org/GameResources/SNES/SuperMetroid.html#BombTorizo

Spore Spawn

Location: Brinstar
Damageable by: Charge Beam or Missiles to his core
Attacks: Shooting little spores and ramming into you
Reward: Super Missile Tank

Spore Spawn is a large venus fly-trap like plant that is the Brinstar miniboss.
When you enter the room, Spore Spawn will lower himself down and swing about,
trying to hit you with his body and shooting spores. The best way to avoid him
is to morph in the lower left-hand corner, where he can't reach you nor can the
spores, which can be shot for energy and Missiles. When Spore Spawn exposes his
core, shoot a Missile or your Charge Beam to damage him. Charge Beam is
stronger but Missiles are recommended because you can land multiple Missiles
into Spore Spawn at once during the time it takes to charge up. 10 Missiles or
about 8 Charge Beam shots should rot the plant, giving you access to the Super
Missiles.

There is a way to potentially skip Spore Spawn entirely. To do this, you'll
need Morph-Ball, Missiles, and patience and skill. In the Brinstar "mainstreet"
(the first long shaft in the jungle one where you see a bunch of red doors),
head to the first red door to the RIGHT and bust the door open. Stand on the
ledge to the left and begin running. Now, time a spin jump so that you spin
jump into the room and land on the big "bridge". The tricky part comes next.
While still holding "Jump", the SPLIT SECOND you land on the bridge, precisely
time a Morph-Ball transition and IMMEDIATELY move right while STILL holding
"Jump". If done correctly, you'll be rolling very fast and bypass the shutters,
allowing access to a Super Missile Tank in a room in the ceiling PlUS a
Reserve Tank AND two Missile Tanks. If you mess up on your first tries, don't
worry. It takes a while to beat Spore Spawn with Missiles, so you won't waste
any valuable time of you're going for a speedrun. Credit goes to Brickroad.

Kraid

Location: Brinstar Depths
Damageable by: Charge/Spazer, Missiles, or Super Missiles to his opened mouth
Attacks: Spitting rocks, swiping you with his claws, and shooting belly spikes
and claw-boomerangs
Reward: Varia Suit

Kraid is a HUGE reptile that rules Brinstar. Before you can enter his room, you
must defeat a miniature version of him. One Super Missile will defeat him. When
you get into his room, Kraid will rise up from the ground. Shoot your Spazer
Beam at his eyes to make him open up so that you shoot a Super Missile at 'em.
Then Kraid will suddenly rise up from the ground. In this form, continue to
pummel his mouth with Super Missiles or Charge Beam shots. The belly spikes he
shoots can be used as platforms and the boomerangs he shoots can be shot for
ammo and energy. 4 Super Missiles or 20 Missiles or Charge Beam shots total
should take down the oversized reptile.

A glitch that kills Kraid practically instantly but is very difficult: When
Kraid first rises up, shoot a charged shot at him. For some odd reason,
Kraid's hands will be stunned, making the glitch MUCH easier. Now here's the
part where most people have trouble on: Timing your Super Missile shots. Since
we shot Kraid's eye, he'll roar at us. Now, BEFORE we hear the roar, fire a
Super Missile and then very quickly shoot 3 more Super Missiles at 'em. If
done correctly, you'll kill Kraid in just a few seconds, a must for hardcore
speed runners. Credit goes to mie from Metroid2002 for this trick.

Crocomire

Location: Upper Norfair
Damageable by*: Missiles: 1 step, Charge/Ice/Wave/Spazer: 2 steps, Super
Missiles: 3 steps
Attacks: Shooting fireballs and swiping you with his claws
Reward: Grappling Beam & Energy Tank

Crocomire is a large crocodile-like creature similar to Kraid. If you've
noticed the little * after "Damageable by", it's because Crocomire cannot be
defeated by convential means. You must push Crocomire into the acid pit by
shooting his opened mouth with Charge/Ice/Wave/Spazer, Missiles, or Super
Missiles. Charge/Ice/Wave/Spazer is recommended because it's infinite and is
very effective by pushing the monster 2 steps. His fireballs are the most
annoying attack, as they can waste your time charging your beam and Super
Missiles. My best tip is to use Missiles when Crocomire shoots fireballs and
then quickly charge your beam to shoot 'em again or use a Super Missile when he
opens again. When you push him into the acid pit, Crocomire's skin will start
to melt off of him, exposing his skeleton. Weird. Why do you see bubbles
heading to the spike wall to the left? You'll find out when you go to the spike
wall. Gasp! The room is rumbling violently, and Crocomire comes back! Luckily,
Crocomire can't hold himself up, and he just crumbles into a pile of bones.

One more thing: don't use Power Bombs on Crocomire, because he'll get mad and
pin you against the spikes, with little chance of surviving the damage.

Phantoon

Location: Wrecked Ship
Damageable by: Missiles, Charge/Ice/Wave/Spazer, or *Super Missiles* to his
opened eye
Attacks: Shooting bursts of fire in many different ways and ramming into you.
Reward: More exploration of the Wrecked Ship, thus giving access to the Gravity
Suit

Phantoon is a ghost-like being that is responsible for the Wrecked Ship's power
outage. He is a very annoying boss with a very annoying and unpredictable
pattern of movement and fireball bursts. Luckily, this is what this FAQ is for:
helping you with the bosses. When you enter the room, a circle of fireballs
will appear and Phantoon will appear out of nowhere. He'll then vanish and
start his patterns. He'll pop in here and there, raining down fireballs and
opening his eye. Firing a Missile will allow you to continue hitting him with
Missiles or to smash a charged shot into his eye socket. A Charge/Ice/Wave/
Spazer shot will cause him to disappear and use his figure-8 pattern, shooting
fireballs here and there. He'll then open his eye and shoot a circle of
fireballs. Quickly shoot a Missile or two and then a charged shot and he'll
continue the figure-8 pattern. However, shooting a Super Missile may do twice
their normal damage, but will cause Phantoon to disappear and reappear on the
top of the room. He'll then unleash waves of fireballs, alternating a
clock-like pattern. The best strategy here is to immediately charge your beam
after the impact of the Super Missile and spin-jump into the flames. In other
words, performing a Pseudo-Screw Attack, Ghetto Screw Attack, or whatever you
wanna call this technique will defend you from the fire, by not only protecting
you from it, as it also doesn't wear off after jumping into the fire, unless
you let go of the Fire button or do a normal jump. Phantoon is defeated after 9
Charge/Spazer/Ice/Wave shots, 25 Missiles, or 5 Super Missiles. With his
defeat, the power will be restored to the Wrecked Ship, allowing further
exploration but also replaces the skull ghosts to floating atoms, khaki-colored
Ki- Hunters, and enemies that look like the atoms but have holes and little
extensions on them.

If you time a Wave Beam Shield so that all four beam particles hit Phantoon's
eye, you can kill Phantoon very quickly; in only 2 rounds. Credit goes to
Kejardon and Azor. Another alternate way to defeat Phantoon is to use the
"Doppler Effect" to kill Phantoon VERY quickly. For more information about the
Doppler Effect, refer to the following link:
http://tasvideos.org/GameResources/SNES/SuperMetroid.html#Phantoon

Botwoon

Location: Eastern Maridia
Damageable by: Missiles, Super Missiles, or Charge/Spazer/Ice/Wave shots to his
head
Attacks: Ramming into you and shooting you with little poison bolts
Reward: None

Botwoon is a sea-serpent that inhabits Maridia. He is VERY easy if you follow
my strategy. When you enter the room, Botwoon will come out of a hole and
start to swim around. Fire some Super Missiles, Missiles, or charged shots at
the head. Supers are recommended because they not only do damage equivalent to
charged shots but are faster. After some time Botwoon will swim into a hole and
reappear with his head sticking out, attempting to shoot you with poison bolts.
Quickly smash a Super Missile or charged shot into his head. He'll then repeat
the pattern above, by getting faster and redder with each hit taken. After
about 5 Supers or charged shots Botwoon will stop using poison bolts and stick
to ramming. 10 Super Missiles, 10 charged shots, or 50 Missiles will destroy
the serpent for good.

A trick involves using the Wave Beam Shield and precise timing to make all four
beam particles hit Botwoon, allowing the damage of 4 Super Missiles. Credit
goes to desk_jockey from metroid2002.com, since this trick makes the fight MUCH
shorter and is very essential for those doing speed runs.

Draygon

Location: Eastern Maridia
Damageable by: Missiles, Super Missiles, or Charge/Ice/Wave/Spazer shots to his
stomach & *Grappling Beam*
Attacks: Ramming into you, spitting gunk to slow you down, and picking you up
and smashing the stuffings out of you, plus turrets that fire electricity
Reward: Space Jump and access to Plasma Beam

Draygon is a large crustaceon-like creature that controls Maridia. When you
enter his room, destroy the turrets on the wall with Missiles. You'll then see
Evirs, which are kinda like Mini-Draygons. After they disappear, Draygon will
come out and attempt to ram into you. He then disappears and continues ramming
into you back and forth. Aim your Super Missiles, charged shots, and Missiles
into his belly. After a few rounds, Draygon will slow down slightly and start
spitting gunk at you to slow you down. Shoot them for more energy or ammo. If
Draygon grabs you, work the buttons like crazy to make him let go of you.
Otherwise, Draygon will smash you to pieces. 20 Super Missiles, 20 Charge/Ice/
Wave/Spazer shots, or 60 Missiles will destroy Draygon. Or, if you let Draygon
grab you after destroying the cannons and hook onto one with the
Grappling Beam, the electricity will channel through your suit, zapping Draygon
like crazy. However you'll take damage too as well, about 3 energy tanks.

There is a glitch known as the Blue Suit Glitch that will instantly kill
Draygon but takes ALOT of patience. First, get Draygon down to low HP by using
15 Super Missiles to make his belly red. Then when Draygon spits gunk, let some
catch you and then charge a Spineshark. The next time Draygon comes, time a
Diagonal Spineshark to hit Draygon's belly. If done correctly, you will kill
Draygon and receive the "Blue Suit" status. In this state, you will be in a
speed boosting state without even running. You can kill enemies by just walking
through them, perform Spinesharks anywhere, and have invincibility to anything
except spikes, acid, Ridley's tail, and Mother Brain's Hyper Beam. However,
you'll lose this status if you die, reset the game, run, Spineshark, or jump,
but you can spin jump without losing the Blue Suit. This glitch is easier with
the Short Charge Glitch: When caught in the gunk, push Dash after taking a step
or 2 to charge a Spineshark faster (credit goes to Brickroad). Credit goes to
michelangelo and Brickroad for the Blue Suit glitch.

Golden Torizo

Location: Lower Norfair
Damagable by: *Carefully aimed Super Missiles to the chest plate* and Charge/
Ice/Wave/Plasma shots
Attacks: Shooting energy waves, eye beams, swiping you with claws, and throwing
caught Super Missiles at you
Reward: Screw Attack, Missile and Super Missile tanks

Golden Torizo is a much more advanced Torizo than the previous one in Crateria.
When you enter his room, you'll spot the Missile tank on the opposite side of a
platform. When you fall through, Golden Torizo will drop down and start the
fight. Now first off, DO NOT use Super Missiles. Even though they do twice
their normal damage on him, he'll catch most of them and through 'em at your
feet, emptying half an energy tank. And don't use Missiles because Golden
Torizo will sidestep to dodge them. Use Charge/Ice/Wave/Plasma shots; they pack
a heck of a better punch on Golden Torizo than Super Missiles. Now let's get to
the strategy. To dodge his eye beams, Space Jump away from them. Dodge the
bombs and energy waves the same way with the eye beams or shoot the bombs for
refills. Be careful not to make contact with Golden Torizo, as you'll lose 40
energy. Keep plastering him with Charge/Ice/Wave/Plasma shots to defeat him or
use Supers if you aim well. It'll take 15 charged shots to finish off Golden
Torizo. For the Super Missile tank, Space Jump to the top-right of the room
and lay a Power Bomb in mid-air to break some blocks hiding the tank.

There is a glitch involving the Murder Beam against Golden Torizo. When you get
to the battle floor, charge your beam and go to the equipment screen. Equip
every beam but Plasma. Then go to a boot upgrade. Press Left+A at the same
time. If done correctly, you'll equip every beam and "VAR" will appear next
to Plasma Beam. Exit and fire at Golden Torizo to the left (fire at him from
his right side). Equip your beams regularly. Whenever Golden Torizo passes an
invisible vertical barrier, he'll take damage. On the last hit, Golden Torizo
will freeze and explode when he thaws out. Credit goes to evilchen from
metroid2002.com.

Ridley-2

Location: Lower Norfair
Damageable by: Missiles, Super Missiles, Charge/Ice/Wave/Plasma shots, and
Power Bombs (may connect twice)
Attacks: Shooting fireballs, ramming into you, smashing you with his tail, and
picking you up in a damaging way
Reward: Energy Tank

Ridley is back and he's WAY tougher than last time. When you enter his room,
Ridley will be "hiding". Before he appears, use this opportunity to lay a
Power Bomb to score free damage. When he appears, he'll fly up and acid will
come to the pit below the platform. When he comes back, he'll first shoot
fireballs at you, which you can Screw Attack through. When he attempts to bash
his tail against you, Space Jump away from him, because his tail can break
through your Screw Attack. When Ridley flies up, Space Jump up to him and fire
as many Super Missiles or Missiles as you can into him or bash a charged shot
into him. As you damage him, he'll start flying in a U shape. Dodge this by
Space Jumping over him. When he has significant damage, Ridley will get a
slight increase in speed signaled by a change in color. With severe damage,
he'll get another increase in speed and another change in color. With no health
left, Ridley will go insane: Ridley will use one tail bash after another and
shoot fireball after fireball. Any damage at this point or letting him grab
you will defeat Ridley for good. Enter the door near the platform to find the
Energy Tank hidden in the room below the door.

There is a glitch that once again involves Murder Beam against Ridley. First,
follow the steps in Mother Brain's Murder Beam trick before entering Ridley's
room. Your beam should be green if done right. The moment Ridley comes out, let
'er rip against him from with a shot facing left. If you fired right, you've
just essentially crashed/froze the game and you're out of luck. Just like
Golden Torizo's version, the barrier is vertical but more effective in Ridley's
cramped room. All you have to do is dodge Ridley and shoot Super Missiles here
and there to speed up the damage. This glitch is great to end the fight quicker
plus with the free shot thing with the Power Bomb. The Power Bomb damage
thing's credit goes to Brickroad and the Murder Beam vs. Ridley part goes to
aigamerDS on YouTube.

There is also ANOTHER slightly tougher glitch involving the Chainsaw Beam, the
combination of Spazer/Plasma/Wave. It’s very hard to explain, so I’ll give you
the link to the video: http://www.youtube.com/watch?v=OitD-kdqWy4. Kudos to
you, ingx32 from YouTube.

Baby Metroid

Location: Tourian
Damageable: Impervious to ALL attacks
Attacks: Simply latching onto you and draining your energy
Reward: None

When you enter a sandy section of Tourian, you'll start seeing the corpses of
enemies. Eerie. You'll even see a dried Torizo! In the last room of the dusty
remains, you'll spot a live Hopper. Oh my goodness!! What a huge Metroid that
is!! As you watch it suck the Hopper dry, oh no, it's coming for us!! When it
latches on, it's hopeless... but wait. You hear that? It's the Baby Metroid
from the previous mission! Looks like it mistaked us for an enemy. Man did it
grow!! After this room you can recharge your supplies at a recharge station.

Mother Brain-1

Location: Tourian
Damageable by: Missiles and Super Missiles to the brain
Attacks: Turrets and Rinka lasers
Reward: None

Mother Brain is a mechanical life-form that controls Zebes. Those that remember
the MB fight in the original Metroid should have no problem. Use Missiles to
break the glass and shove Super Missiles into the brain, while dodging the
Rinkas and turrets (not to mention the acid pit). 6 Missiles will break the
glass and 30 Missiles or 6 Super Missiles will destroy her life-support
equipment. We've finally defeated the main villain!

Hold on. Why are we still mobile, and why are we in a closed room. Uh oh,
What's that?!?! A huge robotic body comes in outta NOWHERE and connects to
Mother Brain. Here comes the trick up MB's sleeve: her new toy!! Time to get
serious!!

Note: I won't put the "Reward" and "Location" parts since you know the location
and that there's no reward.

Mother Brain-2

Damageable by: Missiles, Super Missiles, or Charge/Ice/Wave/Plasma shots
Attacks: Eye laser, shooting blue rings, shooting bombs, hand lasers, and
Hyper Beam

With the mechanical body in use, Mother Brain will now have attacks. Use your
Charge/Ice/Wave/Plasma beam as it packs a heck of a bigger punch than Super
Missiles, and go trigger-happy on MB. To dodge the eye laser, simply don't
worry about it, as it's MB's most useless attack. To dodge the rings, jump over
them if they're shot low. If they're shot high, don't Screw Attack through
because they can break through the Screw Attack and do good damage, just duck.
To dodge the bombs, jump just as they explode, yes they do cover the whole
floor. After Mother Brain takes severe damage, she'll switch to a new attack,
her deadly hand lasers. Dodge them at all costs. If you get hit, say hello to
2 FULLY emptied tanks. After a few charged shots, Mother Brain will stop
attacking and reel her head back. Oh my gosh!! She's gaining energy and....
AHHHHHHHHHHH!!!!!! We've been smashed against the wall by MB's sinister Hyper
Beam. Man, she drained 3 FULL tanks AND we're on our knees. If you can take
another Hyper Beam, you can stand up by mashing the buttons like crazy. But our
efforts to defeat Mother Brain with our current condition are futile. She then
comes to finish us off. It's hopeless........ WHOA!! The Baby Metroid flew in
outta nowhere and it's sucking the stuffings outta Mother Brain. After her
energy is drained, she rots and crouches in a pose just like the Chozo Statues.
The Baby then comes to us to refill all of our energy, including Reserve Tanks.
Suddenly MB drools. Looks like MB is still alive. NO!! She then stands up and
shrieks at the Baby. MB then shoots ring after ring at the Baby. When the Baby
can't take no more, it charges at Mother Brain once more, but it gets destroyed
by a few rings. NO!!! The Baby starts to blow up and it's body falls on us as
dust. Whoa. That dust is analyzed as weapon data. Yes!! We now have the
devastating Hyper Beam. We then stand up, ready to finish off Mother Brain!!

Note: This is the time to use the infamous Murder Beam. When Mother Brain's
head is on the ground, charge your beam and go to the equipment menu. Equip
all 5 beams except for Plasma and go to a boot upgrade. Press Left+A at the
same time. If done correctly, you'll equip Plasma without canceling Spazer and
"VAR" will appear next to Plasma. Now unpause and keep the charge. Fire at MB's
head. If done right, an orange orb will be where you fired. Equip your beams
normally. It'll make the game lag, but MB will take severe damage, killing MB
by the time you get Hyper Beam.

Mother Brain-3

Damageable by: Hyper Beam shots to the head
Attacks: Same as previous phase except Hyper Beam and hand laser

Now we can beat Mother Brain!! Fire at her head nonstop, she can damage us,
but don't worry. We have PLENTY of energy. Witness the awe inspiring power as
MB's head reels back and shrieks in pain with each blow. When at 0HP, she
starts to explode and her brain falls to the ground and turns into dust.
However, we gotta get out in 3 minutes! Enter the opening behind MB to begin
your escape!! It's pretty easy.

5. Credits and Closing

And there's my first FAQ! I hope you find it helpful. Here are the credits:

Metroid2002.com- For having some awesome Super Metroid trick videos.

desk_jockey from metroid2002.com- For finding that useful trick with Botwoon's
battle.

evilchen from metroid2002.com- For that useful method with the Murder Beam
against Golden Torizo.

aigamerDS from YouTube- For his video showing a way to kill Ridley with the
Murder Beam.

Brickroad- For archiving/finding those cool glitches; Blue Suit, Free Shot
for Ridley glitch, Short-Charge glitch, and Mockball glitch (one where you
could skip Spore Spawn).

Kejardon and Azor- For finding that useful trick for Phantoon's battle.

mie from metroid2002.com- For that glitch with killing Kraid quickly.

Ingx32- For discovering that trick with the Chainsaw Beam against Ridley.

Michael Flatley form metroid2002.com and tasvideo.com's Super Metroid
resource- For the information on skipping Bomb Torizo via arm/shoulder
pumping.

tasvideos.org- For their awesome resource for Super Metroid.

All you GameFAQs users who contributed- For inspiring me to write a FAQ.

Nintendo- For making such a great game!!

See you all on any future FAQs I make!!

-ShadowRaquaza39


xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

METROID II: RETURN OF SAMUS
100% Spoiler-Free Walkthrough
Author: Lando_Kashmir
Contact: Lando_Kashmir@comcast.net

Intro: This is a condensed FAQ/Walkthrough designed to get you through the game
quickly, and gives the locations of every single item, upgrade, and expansion.
This game is separated into "areas;" a new area unlocked after all the Metroids
in one area are destroyed.  Below the dashed instructions are comments to help
those new to the game.

AREA I

- From the spaceship, go to the right.
The spaceship is Samus's central hub, where she can restore her energy and
missiles at any time.  It's somewhat out of the way, however, so you won't be
able to use it that much.
- Head down the corridor to the right, then jump down the hole.
The Hornoads and the Mumbos are the first creatures you'll encounter, but
they're nothing more than harmless distractions to Samus.  One shot will do in
most of these early creatures.
- Shoot down at the blocks, go down, then up through the next blocks, and right
down the hole.
- Continue dropping down through the blocks, avoiding the wall-crawlers, to
reach a fork, then go left.
- Go left through the next corridor.
- Drop all the way down and go to the left.
- Go left through the next corridor.
- Go to the left and kill the first Alpha Metroid (38 left).
After the Alpha Metroid hatches, it will rush at Samus.  To kill it, just fire
5 missiles at it.  Afterwards, you will be able to recharge at the Energy
Sphere and Missile Battery nearby.
- Return back right through several rooms to the fork in the road.
There is a save point to the right.  These points do not replenish your energy
or missiles, they just save your progress.
- Go right from the save point to enter the next area.

AREA II

- Go right through the next door.
- Drop down and continue going right through two rooms.
The monsters crawling the walls are deadly Moheeks.  Do whatever you can to
avoid them; they are far more dangerous and damaging than any other monster
you have met so far!
- Follow the path above the sand to the right.
This lava blocks your entry to succeeding areas, and it only lowers itself
after you have destroyed all the Metroids in the area you are in now.  It is
impossible to cross until then.
- Go to the next room to the right.
- Hop all the way up and to the right, through another corridor to a long shaft.
- Jump up to the top and head right, then through another room.
The enemies that pop up out of air vents are relatively harmless; they
disappear if you head offscreen from them.
- Continue right to the next room.
The enemies in this room are easy to deal with if you fire at a distance, since
they cannot approach you.
- Go right to a save portal.  Continue right to a shaft, then drop all the way
down it and head left.
- Destroy the red door to the left with 5 missiles, then get the BOMBS from the
statue.
- Bomb the floor to get the first MISSILE EXPANSION (1).
- Go back right to the shaft, then go up to the first corridor on the right.
- Shoot the Wallfire, then roll through the wall to the right to get an ENERGY
TANK (1).
- Continue to the right to come to a vertical shaft, then drop all the way down
and go left.
- Go to the left and shoot 5 missiles at the door to get inside.
Avoiding the Wallfires firing fire at Samus is fairly easy.  Remember if you go
offscreen from the flame at any time, it will just disappear.
- Get the ICE BEAM from the statue.
Your regular blaster has now transformed into the Ice Beam!  Like in the first
game, this weapon freezes enemies with one shot, making it easy for you to
avoid them or use them as jumping platforms to reach difficult platforms.
- Return right to the vertical shaft, and up to the second room on the right.
- Go to the right on the path below the Metroid shell.
- Head right and fall down the winding hole to get the SPIDER BALL.
The Spider Ball is a nifty new accessory for Samus that allows her to attach
herself to walls.  By doing this, she can roll her way up vertical and winding
walls to reach previously inaccessible secret passages and weapon upgrades.  To
use it, press down a third time while in Morph Ball mode.
- Use the Spider Ball to return up and left to the room with the Metroid shell,
then use it again to climb the wall near the shell and go to the right.
- Kill the Alpha Metroid in this room (37 left).
- Go back left two rooms to the vertical shaft, and drop down to the other door
on the right you passed earlier.
- Get the three MISSILE EXPANSIONS (4).
The first two expansions are easy enough to get by shooting or bombing the
light-colored blocks.  To get the third one, you'll have to use the Spider Ball
to climb up the wall on the right, then bomb the block to get the missiles.
- Go back left to the vertical shaft, and go up to the room on the right.
- Go left through the wall, then up and left to the save point.
While going through the wall, bomb the Wallfire in ball mode.  Every point of
damage counts!
- Go left.  In this room, use the Spider Ball to roll up the wall.  Freeze the
Gullug, avoid the Chute Leeches to the right, then bomb the rock to continue.
- Get the two MISSILE EXPANSIONS (6).
The first one is easy to get, and the other can be reached via Morph Ball bomb.
- Go left through three rooms to the shaft, then drop all the way down and go
to the right.
- Make your way to the right, past the Gullugs and through the sand to the next
room to the right.
It's tricky, but you can use the Spider Ball to access a secret passage up the
wall from a column to the right of the two bombable bricks.  This passage leads
to an Energy Ball, which completely refills Samus's energy.  Shoot through the
sand with your blaster to get to the next room.
- Drop all the way down and go right at the fork.
- Continue right, avoiding the Chute Leeches.
- Kill the Alpha Metroid (36 left).
- Head back left, past the Metroid egg to the left.
- Drop down and take the path to the right.
- Kill the Alpha Metroid (35 left).
- Head back left, past the Metroid egg to the left, then left through another
room.
- Kill the Alpha Metroid (34 left).
At this point, another earthquake should occur, which lowers the lava in a room
at the beginning of the area and gives you access to the next one.
- Return to the lava room by going back right and up through several rooms,
left through the sand, up the shaft to the left, and through the linear path.
- Drop down the area where the lava was, all the way down the caves and pits to
the next area.

AREA III

- Continuing down, go left past the Metroid egg in the lava.
- Go up the shaft and continue to the left.
- Leap across the sand, over the harmless Septoggs.
- Kill the Alpha Metroid (33 left), and continue left through another room.
- Save at the save station here, and keep going left.
- Continue through the next room to the left.
There is a very dangerous Autrack enemy here that fires plasma beams at Samus
in quick succession.  Duck inside the hole and freeze it, or quickly jump over
it and destroy it from behind.
- Go left to the next room and save at the save station.
- Continue to the left, then in the next room drop down to the harmless water,
and enter the bottom-right room.
- Get the MISSILE EXPANSION (7) using the Spider Ball.
- Drop down to the bottom of this room, then roll through the fake wall to the
right.
- Kill the Alpha Metroid (32 left).
- Jump up to the right, to the ledge on the left wall.  Roll through a secret
tunnel to the left in Morph Ball mode, then bomb through several blocks to get
a MISSILE EXPANSION (8).
- Go back right, and use the Spider Ball to go up through a tube that goes
through a previous room to the north.
- Shoot the door with 5 missiles and go to the left.
- Bomb the floor to go through, then bomb up to a tiny passage to the left to
reach the VARIA SUIT!
To break through the orbs, bomb through most of the blue orbs, then shoot the
red orb with your blaster.  The Varia Suit is an upgrade to Samus's regular
suit; it lets her run faster, in addition to her gaining more protection
against enemies.
- Return back right, down the chute, left, and up out of the water.
- Spider Ball up the wall directly to the left of the last save room, then
bomb the block and go right.
- Kill the Alpha Metroid (31 left).
- Bomb the floor, then bomb up to a tiny passage and go right, then fall
through the chute.
- Use the bombs to get through the left wall, and shoot the door open with 5
missiles.
- Get the WAVE BEAM from the statue.
As in the first Metroid, the Wave Beam replaces the Ice Beam.  Instead of
having the ability to freeze the enemy, you are given more power and range
to deal more damage.  The Wave Beam is much more useful in this game than in
the first Metroid.
- Return to the right and go right at the fork.
- Go down slightly to the right and through a fake wall between two layers of
bricks.
- Drop down, avoiding the Wallfires, then shoot 5 missiles at the left door.
- Get the HIGH JUMP BOOTS from the statue.
- Bomb through the floor, then bomb up through a tiny passage to the left.
- Continue bombing through the wall, and get the MISSILE EXPANSION (9) and
ENERGY TANK (2) to the left.
- Return to the right and up the long shaft.
Shoot the Wallfires with your Wave Beam and jump up them to the top, then
Spider Ball over the ceiling to reach the next room.
- Drop to the bottom of this room and go through to the left.
- Get the two MISSILE EXPANSIONS (11).
- Continue to the left and drop down that shaft, then go right to get another
easy MISSILE EXPANSION (12).
- Go back to the room with the two expansions, then right, all the way up the
shaft to the top left, Spider Ball up the tube, and left past the Metroid
shell to the big room.
- Spider Ball up the left side of the bombable block, destroy the Blob Thrower
and continue to the right, then fall through the hole.
- Shoot the door with 5 missiles and continue to the left.
- Shoot the ball and destroy the Arachnus to get the SPRING BALL.
The Arachnus is the most difficult creature Samus has faced so far in the
game!  It's impervious to all of your regular weapons, so you'll have to use
bombs to blow it up.  Lay bombs all over the ground, then jump to avoid it
when it opens up into its fire-breathing form.  It should be destroyed in 5 or
6 hits.
- Go back to the right and Spider Ball up the hole to the big room.
- Go to the right, down the ledge.  Enter the tiny passage in the wall to the
left in between the enemies to get the MISSILE EXPANSION (13) near the chute.
- Return to the right, and drop down and go left back to the big water room.
- Go to the left to a vertical shaft.
- Jump up the platforms and head to the top right opening, to a cliff
overlooking the big water room.
- Jump up and Spider Ball up the wall.  When Samus reaches the horizontal
ceiling, bomb it at the left corner.  Bomb through six blocks to reach the top
secret passage, which leads to a MISSILE EXPANSION (14).
This expansion is difficult to get because you have to stay clinging to the
ceiling while bombing away at it.  Roll safely away from the bombs right after
Samus lays them to avoid getting knocked off.
- Kill the Alpha Metroid (30 left).
- Return to the previous vertical shaft by dropping down in the big room and
going to the left.
- Drop all the way down and go to the right.
- Drop down the shaft, avoiding the Mumbos, and go right past the Metroid egg
through another room.
- Kill the Gamma Metroid (29 left).
The Gamma Metroid is a mutated Alpha Metroid, twice as difficult to kill and
with upgraded weapons.  To destroy them, you'll have to hit it with 10
missiles.  It has a lightning attack, but it's not very powerful because it has
such a short range.  Your best bet is to stand in an alcove and shoot at it
from afar.  That way, it'll keep rushing at you from the same spot, making it
easy for Samus to hit.
- Go left three rooms, past the Metroid egg.
- Kill the Alpha Metroid (28 left).
- Continue to the left, then drop down the shaft and go right past the next
Metroid egg.
- Cut through the sand with the Wave Beam and continue right.
- Kill the Gamma Metroid (27 left).
- Go left three rooms, past the Metroid egg.
- Cut through the sand and kill the Gamma Metroid (26 left).
- Go to the left to gain access to an Energy Ball.
While healing back up in this room, you should notice that another earthquake
occurs, meaning that all the Metroid in this area are destroyed.
- Return to the right and up several shafts to the big water room, east to the
save room, right through seven rooms, then down and right to the lava room.
- Drop all the way down through the winding tunnels to the next area.

AREA IV

- When you reach the lava at the bottom, go to the right through an empty room.
- Roll through the tiny winding tunnels, down and to the right.
- Jump over the lava and continue to the right.
- Jump all the way up the shaft and enter the second door to the right.
- Go right through two rooms to reach the top of a cliff.
- Drop down, hugging the right wall, and shoot down through the sand to
reveal a Missile Battery to refill Samus's missiles.
- Spider Ball up the wall to the right, killing the Gravitts along the way,
then continue right and drop down through more sand.  Enter the passageway to
the left.
- Jump up and get the SPACE JUMP from the statue.
The Space Jump is a great addition to Samus's arsenal!  With this, she can
jump to infinite heights; just use the jump button over and over.  In rooms
where it's impossible to use the Spider Ball to climb up a wall, the Space
Jump can be used much more efficiently to reach secret passages.
- Drop back down and go right through the sand, then use the Space Jump to
jump up near the right wall past the spikes, then go right and drop down the
hole.
- Shoot through the sand to get the MISSILE EXPANSION (15), then save at the
save station to the left.
- Drop down the hole to the left, then drop all the way down and go to the
left.
- Go to the left and shoot the door open with 5 missiles.
- Get the SPAZER from the statue.
The Spazer is a new blaster weapon for Samus that replaces the Wave Beam.  Its
main use is for slicing through sand, which is easy thanks to its triple-beam
wavelength.  You won't have it for very long, however, so it gets limited use.
- Go back right to the vertical shaft, and go up to the first door on the
right that you passed earlier.
- Kill the Gamma Metroid (25 left).
This Metroid has to be killed near the top of the room, so if you fall to the
bottom, just Space Jump back up to the platforms and do your best to avoid the
Metroid and shoot at it.
- Use the Spider Ball to roll up to the ceiling on the right side of the
column, and through a hidden passage to get the MISSILE EXPANSION (16).
- Drop to the bottom, shoot through the sand, and drop down.
- Go left at the fork and kill the Gamma Metroid (24 left).
As usual, the best way to defeat these Metroids is to hide in a hard-to-reach
alcove and blast it as it tries to approach.
- Go left and shoot 5 missiles at the red door to go through.
- Get the PLASMA BEAM from the statue.
The Plasma Beam is the most powerful blaster weapon in the game.  It tears
through most enemies in a single hit, though it's not as wide-ranged as the
Wave Beam or the Spazer.  It's also the most efficient, with a high rate of
fire that goes through walls and makes it good against clustered enemies.
- Go back right, and right at the fork to get the MISSILE EXPANSION (17), then
go right to the next room.
- Space Jump up to the top avoiding the spikes, and go left.
- Avoid the invulnerable Automs shooting fire, and go left to the wall.
Spider Ball up the left wall and bomb through to the left.
- Go left and kill the Alpha Metroid (23 left).
- Continue left and get the ENERGY TANK (3).
- Return all the way back to the fork, up through the sand, and up the shaft to
the last save station.
- Go right and jump up the hole back to the big room.
- Go to the right and drop down the hole, avoiding the Proboscum enemies.
Shoot through the sand and go through to the right.
- Drop down and kill the Gamma Metroid (22 left), then jump back out of the
room.
- In this verticle chamber, jump up to the bombable block, then latch onto the
wall in Spider Ball mode and bomb it to reach the tiny crawlspace to the left.
- Roll to the left to get the ENERGY TANK (4).
- Drop through the wall and go right to get the MISSILE EXPANSION (18).
- Make your way back all the way to the last save station, up into the big
room, then left all the way to the vertical shaft.
- Drop down and enter the room to the right to get to the save station.
- Drop down the hole, then enter the first room to the right.
- Kill the Gamma Metroid (21 left).
- Shoot through the cracked blocks and follow the lower path to the right.
- Jump to the very top, up through the hole and kill the Alpha Metroid (20
left).
This Metroid can be tricky, because cobwebs are strewn across the entire
room.  Before you fight it, try clearing out as many cobwebs as you can so you
can fire at the Metroid.  It can still attack you in the cobwebs, but you can't
attack it!
- Spider Ball up the right wall and up through a tunnel, then go right to a
Metroid egg.  Drop through it and enter the room to the right.
- Kill the Gamma Metroid (19 left).
- Go back to the left and down to the last vertical shaft.
- Drop down and enter the room to the right, then right through another room.
- Drop all the way down this shaft and go to the left.
- Drop down and kill the Gamma Metroid (18 left), then drop down to the bottom
to reach an Energy Ball.
- Jump back up and enter the room to the left.
- Jump over to the left to the next room, and kill the Gamma Metroid (17 left).
- Jump up through the Metroid egg, then Spider Ball through the invisible wall
to the left.
- Go to the left and jump up, through another Metroid egg back to the first
shaft in this area, and go through the left passageway.
- Kill the Gamma Metroid (16 left).
- Go through the invisible wall to the left, then jump up through the hatch.
The fourth earthquake should have occurred, signaling that the final Metroid in
this area has been vanquished, and the path to the left half of the next area
is revealed.  The right half will be opened up after killing a single Metroid
in the opposite half.
- Go left, jump over the lava, and go back through the ball passage.
- Go left and drop down to the next area.

AREA V

- At the bottom, go left past the Metroid egg.
- Go left past all the Octrolls and into the next room.
These enemies are the best energy providers in the game, and they're easy to
kill with the Plasma Beam.  Stock up for the next phase of the mission.
- Jump up through the path, and go right through another Octroll room.
- Kill the Gamma Metroid (15 left).
An earthquake occurs, but it doesn't lower the lava in the main central
passageway.  You will have to go back up to the previous area, then right to
where you jumped over a small patch of lava a couple times.
- Drop down where the lava was in the previous area, carefully avoiding the
spikes.
- Follow the winding path up to two Metroid eggs, then go left.
- Follow the path up and to the left, then jump across the lava pit to the
left.  The Flitts can't hurt you, and they can serve as platforms in case you
fall into the lava while Space Jumping across.
- Go down and kill the Alpha Metroid (14 left), then use the Energy Ball to
the left.
- Return back to the right to the two Metroid eggs, then go up and to the
right.
- Follow the path north and right across another lava pit.
- Drop down and kill the Gamma Metroid (13 left), then use the Missile
Battery to the right.
Yet another earthquake occurs, this time as the entrance to the next area.
- Go back through the winding passage and left to the central area, then down
to where the lava lowered and to the next area.

AREA VI

- Once you've reached the bottom of the central area, go left.
- Go left through the next room.
The common enemies are getting tougher, but they still often drop large energy
balls.  The Skreeks don't chase you around like most enemies that pop out of
chutes, but they blow quick fireballs at you.  Also, the flying Drivel enemies
throw bombs at you from above.
- Shoot the blocks out with your missiles, then jump over the lava and head
north and to the left.
- Jump up the vertical shaft and go left.
- Kill the Gamma Metroid (12 left) and continue to the left.
- Drop through the left Metroid egg into the water, and get the MISSILE
EXPANSION (19) in the bottom-left corner.
- Space Jump up the room following the right wall, and enter the room to the
right.
- Space Jump across the spike pits to the room on the right.
By now you should have mastered the Space Jump to avoid the spike balls in
this room.  If not, you'd better have plenty of energy left!
- Shoot out the sand and kill the Zeta Metroid (11 left).
The Zeta Metroids are by far the most difficult Metroid Samus has faced so
far!  Evolved from a Gamma Metroid, the Zeta Metroid are fast, agile, and
difficult to hit, and require 20 missile shots to take down.  Stay out of
their range of attack, because they have fireball projectiles that they use
to their advantage.  Shoot out plenty of sand before attacking it so that
you have room to fire missiles at it non-stop.
- Go back left through the spike room to the cliff overhang.
- Continue jumping to the very top of the large room.  You'll pass a MISSILE
EXPANSION (20) to the right; to get it, bomb the wall near the top right ledge.
- Jump up to the top chamber and kill the Gamma Metroid (10 left).
- Roll through the secret tunnel to the left to access the Energy Ball.
- Drop down to the previous room, then jump across the top to the left side,
to a Metroid egg and a Missile Battery.  Spider Ball up the left wall, avoiding
the Halkens.  Bomb the breakable block, and roll inside to the left.
- Kill the Zeta Metroid (9 left), then jump up the narrow passage through the
ceiling.
- Bomb the wall, then the breakable block, then the floor right below the
statue and get the SCREW ATTACK from it.
The Screw Attack is Samus's final equipment upgrade, and possibly the most
powerful of all!  With this weapon, Samus is no longer helpless while she is
jumping, and she can rip through most enemies in a single hit with the Screw
Attack activated.  Jumping across long passages filled with enemies becomes a
lot easier with this item.
- Return out of this room through the hole and to the right, back to the
vertical wall.
- Space Jump up to the very top of the wall, and drop through the hole to the
left.
- In this dark room, bomb through the floor to get the MISSILE EXPANSION (21).
- In this same room, find an alternate opening north to get the
ENERGY TANK (5) you just passed.
- Go back up and to the right, then Space Jump up to a cliff on the top right
and go through.
- Go right through another spiked room, then right through some more sand.
- Kill the Gamma Metroid (8 left).
- Go back left through the spike room to the cliff overhang.
- Latch up onto the wall above the cliff, then roll north and bomb the ceiling
in the top-right corner.  Bomb through six blocks to reach a tiny passage to
the left, and get the last ENERGY TANK (6) and the last MISSILE EXPANSION (22).
This secret passage is very similar to the one you did earlier.
Unfortunately,  Samus can only hold 5 energy tanks, so the last one does
nothing but work as an Energy Ball, but you now have all the items, upgrades
and expansions in the game!  Samus should now have the maximum 250 missiles
ready to take care of the final Metroids on this planet.
- Drop back down the passage and drop all the way down the left side of the
giant vertical wall to land in some water.  Jump up to the first room on the
left.
- Go left through the spike room and kill the Zeta Metroid (7 left).
- Go back to the right and jump up the shaft.
There is a save station in the first room on the right if you wish to save
your game at this point.
- Jump up the vertical shaft to the next door on the right.
- Go right through another spike room and kill the Gamma Metroid (6 left).
You should feel an earthquake, lowering the lava and making the final area
accessible.  In the vertical shaft, if you go up to the right room north of
the corridor you just exited, you can access a vertical chamber that has rooms
containing the Wave Beam, Ice Beam, Spazer, and Plasma Beam, meaning you can
come back here and change weapons if you want, at any time.  At this point,
however, the Plasma Beam is still the best weapon available.
- Drop back down the vertical shaft, go right through the save room, and
follow the path all the way back down and to the right to the main central area
where the lava was lowered.
- Drop to the very bottom, and go left to the next area.

AREA VII

- Follow the path left and down the holes to reach a large room with a
corridor leading off to the left.
The Skorps poke their annoying heads out of the walls, but they're easy to
kill and provide easy missile drops.
- The left room is blocked by lava, so in the big room, jump up and head to
the right.
- Go right through a room, up a couple of small shafts, and left to a large
room.
- Kill the Alpha Metroid (5 left).
- Leave out of the left or right exit, then make a full circle over the newly
formed lava below and back in the same room through the other side.
Kill the Motos if you're low on health- they are another type of enemy that
provides beneficial energy drops.
- Kill the Omega Metroid (4 left).
As you enter the room a second time, the Zeta Metroid will evolve into an
Omega Metroid!  The Omega Metroid is larger and slower than the Zeta Metroid,
but it takes 30 missiles to destroy, and like the Zeta Metroid cannot be hit
from underneath.  There's not much room to hide here, so keep jumping up in
its face and blasting as many missiles as you can in its face until it is
destroyed.  Killing this metroid causes the second earthquake and the lava to
lower.
- Drop all the way down through several rooms and left to where the lava was
blocking your path before.
- Follow the straightforward path to the left, avoiding the Moheeks, up the
shaft, avoiding the Glow Flies, and left to the final area.

AREA VIII

- Save at the save station, then jump all the way to the top of the room and
go to the right.
- Jump up this shaft to the room on the left.
- Hop across the strange-looking columns to the left.
- Kill the Omega Metroid (3 left).
- Go back right to the vertical shaft, and enter the room to the right.
- Hop over the columns, jump over the large hole, and continue right.
- Fall to the bottom of this shaft and go to the right.
There is another save station at the very top of this shaft, if you feel the
need to use it.
- Drop all the way down this shaft and go to the left, and jump across all the
columns.
- Kill the Omega Metroid (2 left).
- Go back to the vertical shaft to the right and enter the room to the right.
- Jump across the columns to the right, and kill the Omega Metroid (1 left).
The final earthquake occurs after you have destroyed the last Omega Metroid,
freeing the lava that lies below the giant hole you passed earlier.
- Go back left, up the tall shaft, and left over the columns to the giant
hole, and drop down it.
- Follow the winding path all the way around and to the left.
- Go left and up past all the pools of water.  Make your way through the
winding corridors, and stay out of the long pools so that you don't fall
through them.  At the top, save at the last save station of the game.
- Space Jump up the hole, then up out of the water, then Space Jump or Spider
Ball up to the ceiling following the right wall, and enter the north room
where an Energy Ball and Missile Battery are.
- Drop back down to the big room, then hop over to the next opening in the
ceiling to the left.
- Jump up to a room with a broken Chozo statue.  Get the ICE BEAM from the
sphere behind it.
After making good use of the Plasma Beam, it's time to go back to the Ice Beam
for now.  You'll discover why this change is necessary very soon.
- Drop back down to the big room, then hop over to the far left opening in the
ceiling and jump up into it.
- Jump up the passage to the left, and head up the platforms to a tiny
passageway to the north.  Suddenly, 8 more Metroids have appeared, raising
your Metroid bar back to 9!
You are about to face 8 original Metroids of the same species from the first
game.  As in that game, the only way to defeat these creatures is to freeze
them with the Ice Beam, then blast them with 5 missiles.  If they latch onto
Samus, they'll quickly drain her of her energy; get it off by bombing it, and
use the Screw Attack to bounce off of them and prevent them from getting too
close.
- Roll over to the right and kill the Metroid in this room (8 left).
- Go right and kill the Metroid in the shaft (7 left).
- Go up and to the right, and kill the two Metroids in this shaft (5 left).
- Go up and to the left, and kill the two Metroids (3 left).
- Jump over the spikes to the left, and kill the two Metroids in the next
shaft (1 left).
- Drop down and go through the door to the right.
- Jump through the spiked chamber to the right and fall down the hole.
- Kill the Queen Metroid!
You've reached the final boss, the Queen Metroid, at last!  First off, if you
start to get low on energy or missiles (it's a very good idea to come into
this fight fully replenished), drop into the tiny hole to the left to be
dropped back down into the statue chamber.  The refill station to the right
and the save
station to the south are always available.  The Queen itself has two main
attacks: The lunging attack and the fireball attack.  The lunging attack can be
easily avoided by rolling up into a ball in the crawlspace, and the fireballs
can be deflected using the Screw Attack.  To damage the Queen,
you can pop up and fire off a missile right after it launches a fireball attack
to avoid damage, or you can wait for it to lunge at you, and pound 15-30
missiles into it as it tries to reach you with its mouth open.  A more risky
method involves waiting for it to lunge at you open-mouthed in ball form and
letting it eat you, then bombing it to shreds while in its stomach.  Destroying
it requires upwards of 100 missile hit, so it may take several tries.  After it
is killed, the path behind it opens up.
- Go in the room to the left to acquire the hatched Metroid!  This Metroid
will follow Samus around, eating the diamond-like blocks in her way.
- Follow the winding path up to the surface, letting the baby Metroid eat the
diamond blocks.
- At the planet surface, Space Jump up to the right, over the mountain, and
back to Samus's spaceship.

ENDINGS

Ending 1: >9 hours
Samus stands still, fully-suited, during the credits and does nothing.

Ending 2: 6-9 hours
Samus runs in place, fully-suited.

Ending 3: 3-6 hours
Samus runs in place, then jumps and somersaults into the air, fully-suited.

Ending 4: <3 hours
Samus runs in place, then jumps and somersaults into the air, and removes her
suit, wearing a bikini.

Credits:
Nintendo- For making this great game.  It's vastly underrated!
gamespy.com- For the reference material used to help speed the creation of
this FAQ along.

Copyright: This FAQ/Walkthrough is copyright 2007 by Lando_Kashmir and may not
be posted on any other website besides gamefaqs.com, gamespot.com, or
supercheats.com without my permission.

END OF FILE