Metroid: Zero Mission FAQ/Walkthrough
By: acdcgamer316
Version 1.2 (Final)

--TABLE OF CONTENTS--

1.) Introduction, Version History, and Disclaimer
>1.1: Introduction
>1.2: Version History
>1.3: Copyright and Disclaimer
2.) Controls
3.) Items, Expansions, etc.
>3.1: Items
>3.2: Expansions
>3.3: Doors
>3.4: The Map
>3.5: Blocks
4.) Special Abilities
5.) The Walkthrough
>5.1: The Beginning
>5.2: Norfair
>5.3: Kraid's Lair
>5.4: The Varia Suit and More
>5.5: Ridley's Lair
>5.6: Prepare
>5.7: Tourian, the Metroids, and Mother Brain
>5.8: Chozodia
>5.9: Payback and Power Bombs
>5.10: Getting 100%
>5.11: The Finale
6.) Glitches
7.) Unlocks
8.) Credits
9.) Contact Info
10.) Closing

== 1.) Introduction, Version History, and Disclaimer ==

-- 1.1: Introduction --

Hey everyone, I'm acdcgamer316, and I'm your tour guide- hey, what?! Who said
this was a freaking tour guide?! This is a GAME for God's sake! Oh well...
otherwise, this is an FAQ/Walkthrough/Strategy Guide/Whatever for Metroid: Zero
Mission, the GBA remake of the original game Metroid, the first game in the
series. This is also my first FAQ, so forgive me if there are any errors on
here. There are definitely similarities and differences in the games, such as
Zero Mission being made with a modified Metroid Fusion game engine, having save
points, a mini-map, and the stacking beam system as well as items from Super
Metroid and Metroid Fusion, all of which wasn't in Metroid. However, despite
these differences, this game is great, although unfortunately it's VERY short
compared to the other games (you can beat it in about 2-3 hours). Still, this
game is great even if it's short, and it's still great for all you speed runners
out there.

Please be warned as this guide will NOT be spoiler-free. If you are looking for
a spoiler-free guide, then turn back now. Otherwise, I hope this guide proves
useful to you!

-- 1.2: Version History --

Version 1.2 (Final) (July 22, 2009)
Wow, almost two whole years since I abandon-I mean last updated this guide.
This is essentially the ?final? version of the walkthrough, and I do not plan
on updating it any more. Anyways, I removed my contact information and made a
couple of changes to the guide that needed to be fixed the most. I know this
isn?t perfect, but hey, nothing is, and I?m glad that it?s at least accurate.
Or so I think.

Version 1.1 (July 26, 2007)
I got an email from Yumata explaining a new strategy for beating Imago,
and I fixed a small error on this section.

Version 1.01 (July 11, 2007)
Not a big update, but I've added a couple of sites to my allowed list and have
changed a few words.

Version 1.0 (July 5, 2007)
The first version of this FAQ. The entire walkthrough is included and SHOULD be
100% complete, but I'm sure that there are errors within it that will be fixed
in future updates.

-- 1.3: Copyright and Disclaimer --

This file is Copyright (c) 2009 acdcgamer316, all rights reserved. This guide
may not be reproduced in any way, whether fully or partially. This guide may not
be published on any Web site besides the following sites:

http://www.gamefaqs.com/
http://www.gamespot.com/
http://www.neoseeker.com/
http://www.supercheats.com/
http://www.cheathappens.com/

Any other Web site that's not on this list will need the author's permission to
publish this FAQ on it. Publishing this guide on a Web site without the author's
permission is illegal, as well as using this guide in any way to make profit.

Do not copy or edit my work in any way, and don't claim it as yours. I do not
tolerate this at all, since this is known to many as plagiarism, so have some
common sense and don't do it. If you want to use this guide for your own
personal use, though, I?m completely fine with that.

== 2.) Controls ==

The controls in Zero Mission are the exact same as in Fusion, although there are
some added things that make it a bit different. I'll explain the controls first,
then the new things later.

A: Jump/Confirm Selection
B: Fire Weapon/Drop Bomb/Cancel Selection
L: Aim diagonally/Go to Sleep Mode when paused
R: Activate Missiles/Power Bombs
D-Pad: Move, aim up, or duck (in-game)/Move Selection (in menu)
Start: Pauses the game
Select: Switches between Missiles and Super Missiles

{Differences between Fusion and Zero Mission}

Some differences now between Zero Mission and Fusion are...

1. In Fusion, you had recovery time between wall jumps. In Zero Mission, you
don't anymore (same as Super Metroid), so you can actually keep wall jumping off
of the same wall. Otherwise, you do the same controls to wall jump in both
games.

2. Zero Mission is faster-paced and looks detailed than Fusion.

3. Super Missiles are back, which you can switch between these and Missiles with
the Select button. In Fusion, you had a stacking Missile system, just like
the stacking Beam system.

4. It is possible to use the speed booster at certain times while in Morph Ball
in Zero Mission. You couldn't do such a thing in Fusion.

5. While using the Screw Attack in Fusion, you were invincible to practically
every enemy attack or enemy in the game. In Zero Mission, you can get hit while
using the Screw Attack, so be careful.

6. There are no X Parasites in Zero Mission (obviously); instead you get the
same pickups as in Super Metroid to recover energy and weapons.

7. In Fusion, you could get 20 Energy Tanks and I believe 84 Power Bombs, but in
Zero Mission, you can only get 12 Energy Tanks and 18 Power Bombs.

8. Morph Ball bombs and Power Bombs in Zero Mission take much less time to
explode than in Fusion.

== 3.) Items, Expansions, etc. ==

-- 3.1: Items --

Listed here are the items in the game.

[Beam]

Power Beam: Sorry about the name, but I'll just let that name apply to anyone
who has played Metroid Prime. Otherwise, this is Samus's starting weapon. It's
weak at first, and will only travel for a short distance before dissipating,
just like in the original Metroid.

Long Beam: The first beam upgrade you get, this weapon is slightly stronger than
the Power Beam, and it will now travel until it hits something.

Charge Beam: This isn't really a beam, but will allow you to charge your beam so
you can fire a stronger shot.

Ice Beam: This beam will stack with the Long Beam (unless you didn't get it,
which is possible), and will now freeze enemies in place so you can use them to
get to previously unreachable places.

Wave Beam: This beam will strengthen your beam weapon as well as allowing your
beam to shoot through walls, although it will shoot through enemies. The Wave
Beam will also cause your beam to widen a bit, kind of like the Spazer Beam from
Super Metroid.

Plasma Beam: You first get this item as Unknown Item #1. However, after getting
your suit back, this upgrade will activate and will stack on top of your other
beams to maximize its potential. Not only will your beam be MUCH stronger, it
will pass through enemies as well as retaining the Wave and Ice Beams' ability
to pass through walls and freeze enemies.

[Missile]

Normal: These are your standard concussive weapons. They are used for enemies
your beam can't hurt and are also used to open red doors. Collect Missile Tanks
to increase your missile capacity. Total: 250

Super: These are much stronger than normal missiles. They can be signified by
being much bigger than a regular missile and having a green head. They are 3
times as powerful as missiles, but unfortunately are rare. Collect Super Missile
Tanks to increase the number of Super Missiles you can carry. Total: 30

[Bombs]

Normal: Your average bombs from all the Metroid games. You have infinite bombs,
but you can only drop 4 at a time, and if you are in Morph Ball form and are on
top of a bomb when it explodes, you will do a bomb jump, which is basically
being propelled up a short distance.

Power: These are MUCH stronger than normal bombs. Not only do they fill up the
entire screen (and slightly beyond it), they will basically kill anything in its
radius except for bosses. Unfortunately, you have a limited number of these, so
use them wisely. Total: 18

[Suit]

Power Suit: This is your starting suit in the game. It is yellow in color and is
your weakest suit, but it's the only one you have at first. You can walk around
in water, but unfortunately you won't be able to move well. You can add many
items on to this suit.

Varia Suit: Along with turning your Power Suit to a dark orange color, the Varia
Suit will reduce the amount of damage taken from enemies as well as protecting
you from superheated areas and acid. Unfortunately, you can't move around well
in acid just like in water.

Gravity Suit: The best suit in the game, originally as Unknown Item #3. This
suit reduces damage from enemies or enemy attacks even more, and lets you move
around in water, or any liquid for that matter, as if you were on land. You also
will be protected against lava, but not the green acid in Tourian.

[Misc.]

Morph Ball: The first item you get in the game, this item will let you travel
through places too small for Samus to fit. Press down on the D-pad to turn into
the Morph Ball. Just like the Power Suit, you can add on to it.

Power Grip: This nifty little item will allow Samus to grab onto the edges of
platforms, etc. so you can climb up to places easier.

Speed Booster: This cool item will allow you to run faster (I like to call it
"speed boosting" in the walkthrough) as well as run through enemies and Speed
Booster blocks. When you collect this, you can also do a very special move in
the game called the Shinespark, which I will explain later.

Hi-Jump (and Jumpball): This item will just about double Samus's jumping height,
allowing her to reach areas that she couldn't jump to before. This also allows
your Morph Ball to jump as well, which negates the need to Bomb Jump.

Screw Attack: The famed weapon of the Metroid series... this item is GODLIKE!!!
This will turn Samus's spin jump into a complete deadly attack, which will kill
just about anything that she happens to jump into as well as breaking through
Screw Attack blocks. With the Screw Attack, you can basically go anywhere in the
game that you couldn't explore with any other item.

Space Jump: This GREAT item was once Unknown Item #2, but when activated, this
will allow Samus to spin jump an infinite number of times until you hit the
ground or get hurt. This completely negates the need to wall jump, and will
allow you to reach places that not even the Hi-Jump could reach. This item also
works best with the Screw Attack, turning you into a killing machine!!!

-- 3.2: Expansions --

This section is for the various expansions in the game.

Energy Tank: These will increase the amount of total energy you can have by 100,
signified by a red square that will appear next to the amount of energy you
have, and are extremely useful throughout the game. Try to get all of them or as
many as you can! Total: 12

Missile Tank: These increase the amount of Missiles you can carry by 5, and are
the most common expansions in the game. You will run into a LOT of these, even
if you don't completely follow my guide. Get as many or all of them if you can
also! Total: 49

Super Missile Tank: These are rare, but will increase the amount of Super
Missiles you can carry by 2. These are GREAT against just about anything, and
the more the better! Total: 14

Power Bomb Tank: These are the rarest tanks in the game, but increase the amount
of Power Bombs you can carry by 2, just like Super Missiles. Total: 8

-- 3.3: Doors --

There are several kinds of doors in this game, some which can only be opened in
some ways.

Blue Doors: These can be opened by anything.

Red Doors: These doors are stronger than blue doors, and it takes a Missile to
open them. Please note that red doors will become blue when unlocked.

Green Doors: These doors are stronger than red doors, and can be opened with a
Super Missile. These will also turn blue when unlocked.

Yellow Doors: Stronger than green doors, it takes one Power Bomb to open them.
These doors will turn blue as well.

Grey (Locked) Doors: These doors can't be opened by any of your weapons.
Instead, you'll need to complete an event in the room to open them, such as
defeat an enemy, a group of enemies, or even a boss. If the grey door is
flashing, then you can open it.

-- 3.4: The Map --

It's very important to use your map in this game. To help you out, I'll show you
the features of it.

BLUE SQUARES represent areas you've been to.

GREEN SQUARES represent hidden areas you've been to.

RED SQUARES represent superheated areas.

RED CHOZO marks on the map represent Chozo statues you've used, while BLUE CHOZO
marks represent you've been to them but haven't gotten the item they had yet.

BLUE, RED, GREEN, and YELLOW, sides of a map represent the respective doors on
the map.

CIRCLES on the map mean that there's an expansion in that area that you haven't
gotten yet.

DOTS on the map represent that there's an expansion in that area that you have
gotten.

S or M rooms represent save or map rooms.

Areas with tubes coming out their top or bottom represent elevators, while tubes
coming out the sides represent rooms that go into other regions of the game.

-- 3.5: Blocks --

There are also many kinds of blocks in this game, which you should know while
reading through this FAQ.

Regular Blocks: These are symbolized by a crack that runs through them; can be
broken by any weapon you have. Some of these you run into regenerate, while
others don't.

Bomb Blocks: These blocks are symbolized by a red circle in the middle of them,
and one bomb, a power bomb, or in some cases, the screw attack will destroy
them. These can regenerate, also.

Missile Blocks: Symbolized by having a picture of a missile on them, it takes
one missile or a super missile to destroy these.

Super Missile Blocks: Similar to missile blocks, except only super missiles can
destroy these. It takes one to destroy it.

Crumbling Blocks: These are symbolized by a bunch of grey circles on it. These
crumble right when you stand on it, dropping you to whatever is below, and will
immediately regenerate, which is annoying if you're trying to get somewhere
without touching these.

Delayed Crumbling Blocks: These are the same as crumbling blocks, except you can
stand on them shortly before they crumble. They're usually there to give you a
harder time when you're trying to get to an item, expansion, etc.

Power Bomb Blocks: These are similar to bomb blocks, except only power bombs can
destroy these.

Screw Attack Blocks: Symbolized by a spiraling symbol, these can only be broken
with the screw attack.

== 4.) Special Abilities ==

Wall Jump: Just like some of the previous Metroid games, you can wall jump in
Zero Mission as well. Just spin jump toward a wall, and once you touch it,
immediately turn the opposite direction and press A to jump off the wall. This
is useful for speed runners since you can get to places faster and easier this
way.

Shinespark: Possibly the most popular special ability in the Metroid series, the
shinespark is definitely one to master for getting expansions as well as for
speed running. First, this requires the speed booster, so if you don't have that
yet, then forget about being able to shinespark. If you do however, then follow
this. First, run until you start speed boosting, then press down to duck. This
will cause Samus to store the charge, which is signified by her still glowing as
if she were still in a speed boost. This charge does not last long, however, and
after a few seconds, you will lose the charge if you don't do anything, but you
can still run around and jump while you are. When you are charging, stand still,
and then press A to jump into the air, stop, and then literally FLY straight up,
killing anything and breaking any speed booster blocks in your way. If you have
done this, you have successfully shinesparked! However, that is not all. When
you jump and stop in the air, IMMEDIATELY press the D-Pad in any direction you
want, and this will cause Samus to fly in that direction. If you happen to run
into a hill while shinesparking, you will immediately start a speed boost again,
and you can then charge again and do ANOTHER shine spark.

Note: If you have the Hi-Jump while charging, you can jump while in Morph Ball
form to shine spark, which is the only way to use the speed booster while in
Morph Ball.

Bomb Jump: Simply lay a bomb and be on top of it to Bomb-Jump. If you go a bit
to the side while doing this, you will be propelled in that direction, so be
careful!

== 5.) The Walkthrough ==

Finally, we're at the walkthrough! Well, if you've read the above, or if you're
used to the Metroid games, then you should be ready to play this game. However,
as a little warning, read the following...

I said this before, but I'm going to say it again. Be aware as this guide is NOT
spoiler-free. If you are looking for a spoiler-free guide, turn back now. You
have been warned.

PLEASE NOTE that this walkthrough is for those playing under Normal difficulty.
If you're following this walkthrough and are playing the game under a different
difficulty, I will assure you that you will be confused in some parts of the
game. So, if you want to follow this guide correctly, I recommend you start a
new game under Normal difficulty. That is all.

-- 5.1: The Beginning --

"Planet Zebes... I called this place home once, in peaceful times, long before
evil haunted the caverns below. Now, I shall finally tell the tale of my first
battle here... My so-called Zero Mission." -Samus Aran

After seeing the above message, you will start out in Brinstar.

[Brinstar]

You will start out on a small platform. After being able to control Samus, move
left and jump onto the platform. Drop down, move to the shrine, and collect the
MORPH BALL. Isn't that cool, just a few seconds into playing the game, and you
already get your first item? Otherwise, it's time to use your new item. To get
out, double-tap down on the D-pad to morph, and roll through. Press up on the D-
pad to return to normal form, and go through the door on the right, which will
take you to a small room. Ignore this room for now and go through the right door
again.

Drop down and run through to avoid 3 shriekbats from attacking you from above.
Go through the tunnel with the morph ball, return to normal, and then jump onto
the Chozo statue's glowing hand. Turn into morph ball form to have the statue
"tell" you where to go next, which will be pretty high up in a room to the left
of the shaft ahead of you. The statue will then sit down, recharge your energy,
and will let go, giving you access to the shaft ahead. Go through the door.

We're now in the first shaft, which I will call the blue shaft. Before we go up
however, go through the door on the right to your first save room. Go on the
platform to save, then return to the shaft. Start jumping the platforms, killing
the zoomers on your way. Avoid the Rippers (those brown flying turtles), since
you can't kill them in any way for some time, until you get to the first door on
your left. Go through the door.

Avoid the shriekbat (or kill it), then kneel down and shoot the blocks that are
in your way. Use your morph ball to roll through the tunnel, avoid 2 more
shriekbats, and go through the door on your left.

You'll now be in a room with a Chozo statue with a marble in its hand. Shoot the
marble to expose another upgrade, the LONG BEAM! With it, your beam is now
stronger and will shoot farther until it hits something! Recharge your energy
here if you want, then leave the room.

Back in here, jump on the ledge and shoot the blocks in your way (you can hit
all of them now with the long beam), then go up into a small room. Roll through
the tunnel, then shoot the blocks and go up until you reach a hallway. Now, our
goal here is the right door, but it's currently locked, so you'll need to go
through the door on the left. Go left while jumping the platforms and avoiding
the acid, and go through the door.

In this room, there are two face statues that you will see right now. This room
isn't very significant right now until later in the game, so come back later. Go
back to the hallway.

Back in here... hey, the door just turned grey! Otherwise, go across the
hallway, through the tunnel on the right... and a hopper will ambush you from
the ceiling! Shoot it with all you got until it dies, and it will cause the grey
door to flash, meaning it's unlocked. Go through.

In this small room, use the morph ball and roll onto the Chozo statue's hand,
where it will direct you east of the shaft. If you're low on energy, the statue
will recharge you at this point, so don't worry. Otherwise, go through the door.

We're now at the top of the shaft. Go down until you see the door on the right
blocked by several blocks. We couldn't get to these before at first because the
Power Beam couldn't shoot far enough. Shoot the blocks, go through the tunnel,
and through the door. Go through the hallway to the next room.

We're now in another shaft, except that this one is brown, so I will call it the
brown shaft for future reference. The first blue door on your right is a save
point, and I recommend you save now. Otherwise, go through the door on the
bottom, also on your right.

In this room... hey, what's that rumbling? Forget it now, but continue until you
reach a small shrine, with an item on it! Go get your first tank of MISSILES
(5), then go back to where you entered... until a spiked creature blocks your
way! Time for your first boss... well, miniboss battle!

--MINIBOSS: Spiked Worm--
Difficulty: 1/10
This guy isn't really that hard, but it's annoying since that if you don't kill
him fast enough, he'll leave the room, along with a pretty nice upgrade that you
should get right now. Otherwise, once his head appears after blocking you off,
get your missiles ready, because he'll open his eye once he appears. Shoot him,
then he'll open and close his spiked mandibles and then charge at you. Move out
of the way, then wait for him to come back up, where he'll open his eye again.
Shoot it, then one of the "walls" will begin to shake, sending out spikes. They
won't really hit you if you stay out of the way, but they will leave refills if
you shoot them, which I recommend if you run out of missiles. After he stops
sending out spikes, he'll charge down at you again, but now he'll move to where
you are instead of charging straight down the middle. Get out of the way again,
and shoot his eye a third time to kill him, where piece by piece he'll be
destroyed, leaving a set of refills that you should pick up, along with the
CHARGE BEAM! With it, you can charge your beam up and kill some enemies more
easily, you can also damage some bosses this way. Otherwise, go back to the
shaft.

Note: If you don't kill him now, you'll have to fight him later, but if you
saved in the shaft just before this room, then you could always restart and try
again.

Back in the brown shaft, go back to the save point and save (if you want), then
continue upwards, watching out for regular Zoomers and the stronger brown ones.
Go through the red door on your right.

In this hallway, avoid the small flying creatures (I believe they're called
Mellows) and go through the door on your right. Go through another small hallway
and another door on your right.

In here, jump on the platform and jump on the ledge to your left. The wall here
is fake, so go through and destroy the Mellow nest and collect a MISSILE TANK
(10). Go back and jump the platforms to your right, destroying more Mellow
nests. Go through the door on your right into another hallway. Go through the
door on your right again.

In here, a wall blocks your way. Shoot it, but shoot the bottom two blocks and
get the hidden MISSILE TANK (15) there. Kill the shriekbats (or avoid them),
then continue across the platforms until you reach your first ENERGY TANK (1)!
Otherwise, continue to the door at the end, shooting the blocks on your way.

In this small shaft, the door at the bottom goes to Brinstar's map room.
Otherwise, go through the left door just above you.

In here, the door just ahead of you goes to another save point, so save and go
through the left door at the top of the room.

In here, jump up and go through the tunnel, and go through the red door on your
left.

Shoot the Chozo statue's marble and collect the BOMBS, then use them on the bomb
blocks below you. Go through the tunnel, where you'll reach a hidden room. Use
your bombs to bomb through the blocks and bomb jump to a MISSILE TANK (20). Go
back to the room you came from.

The door behind you becomes grey... otherwise, go through the tunnel to the
door... which is ALSO grey. Great, no way out! WRONG. See that grey pillar to
your left? Bomb it to release a bunch of tiny parasites, where they will latch
onto you. Get them all onto you (you'll gradually take damage, but don't worry),
then use a bomb to kill them all, unlocking the doors. Go through the door on
your right.

Back in this room, save again, then go back into the shaft. Go down and go
through the door on the left (above the map room) to get back to the hallway.

Continue through the hallway, then in the next room, you may either bomb the
grey blocks here to get to another Chozo statue (which will give you the
location of the next item you should get, which is in Norfair), or you may
continue. If you need to recharge, then I recommend going down to the statue.
Otherwise, continue left, watching out for parasites that fall from the ceiling.

Go through the room with the Mellow Nests (don't worry, they're no longer there)
and go through the door on your left. You'll be in another small hallway. Go
into morph ball form and start bombing the left area of the floor to expose a
hole. Go down into a hidden area with a Missile Tank. Now, you'd probably need
the Power Grip to get this one, but you can get it right now in case you forget
to get it later. Now, there's a small block on the left side of the little
tunnel where the Missile Tank is. On top of it, use your morph ball to roll off
the side, and then drop a bomb when you get right next to that small block to
destroy it. Go back on top of the Missile Tank, then use your morph ball to roll
off the side again, then hold right as you're falling to enter the tunnel and
get the MISSILE TANK (25). Do this quickly because the block you just bombed
regenerates. Otherwise, continue back up and through the door on your left,
through the hallway, and back into the shaft.

In here, continue through the door on your left. Back in the blue shaft, drop
down and keep on the right side. Once you reach a thin metal platform, drop
again, still keeping to your right, however this time in Morph Ball form. You
should enter a small tunnel, where you will find two rippers floating around and
a Missile Tank. Bomb the floor and wall jump to collect the MISSILE TANK (30)
above you, then continue right through the tunnel, watching out for the rippers.
If you're having trouble wall jumping, then read the Special Abilities section
to get help.

Back in this shaft, keep going right until you stop. Drop a bomb to expose an
opening to get out. Go through the door on your right.

Back here where you got the Charge Beam, continue right, past the shrine where
you got your first Missile Tank to what appears to be a wall blocking your way.
Roll into the tunnel with your morph ball, then use a bomb to destroy the wall.
Keep going right and go through the door. You'll now be at an elevator. Use it
(stand on it and press down on the D-pad) to get down to Norfair.

-- 5.2: Norfair --

[Norfair]

After witnessing a cutscene where Mother Brain "sees" Samus in the elevator,
you'll regain control. Go down left or right (it doesn't matter), then drop a
bomb to blow up a block. Drop down, where the crumbling block will... crumble.
You'll drop to the bottom of the room. Our goal was that item in the eastern
area of Norfair, but we can't get to it yet. Go through the right door to get to
a save point, so save here, then go back to the elevator room and to the door on
your left.

In here, continue left until you get to a metal platform with a Missile Tank
above you. Watch out for the lava here, because it's more lethal than acid. Kill
the fire geemer (also called a Sova) here, and then do this. Line yourself up to
one of the spaces right next to the Missile Tank, go into morph ball form, and
then just start bombing, and keep mashing that B button. Sooner or later the
bombs will start to propel you up to the ceiling. Right when you reach the
ceiling, move to get the MISSILE TANK (35), then continue going left. When you
reach a "wall," kneel down and shoot 2 times to expose a tunnel for you to go
through. Go left and through the door. In here, get on the elevator and go up to
get to Crateria.

[Crateria]

This place seems a bit... dark. Otherwise, go through the right door. Does that
music seem familiar to you? It's basically a little gloomier version of the
opening theme to Super Metroid, in case you were wondering.

In here, you'll be in a water-filled room. First, drop down into the water until
you hit the ground, then face left. See that block in front of you? Shoot it,
then shoot (or bomb) the wall (aim down when you're doing this) until you expose
a hidden tunnel. Keep going left and try not to hit the metal fish (called a
Skultera) or else you'll take 30 damage, which is a lot for how much energy you
have right now. Anyway, once you reach the wall, shoot it and collect the hidden
MISSILE TANK (40), then get out and go back to the door you came from. Jump the
platforms (If you get to one with a wall in the way, bomb the wall to destroy
it) until you get to a tunnel to your left. Go up.

You'll be in the Chozo Ruins area of Crateria. Use your bombs to move along the
tunnels until you get to a block which you can't destroy. Go slightly left and
use a bomb to drop down to another tunnel, then go right and through the door.

There's a Missile Tank here, but we'll get it shortly. Continue right to a
slightly corroded Chozo statue, and shoot the marble it holds to get UNKNOWN
ITEM #1. It currently does nothing right now, but it will cause those blocks you
saw earlier to flash. Recharge here if you want, then start going left. You can
now destroy the flashing blocks, which is good. Before you leave, shoot the
block closest to the door, drop down, and collect the MISSILE TANK (45) here. To
get out shoot out the blocks on your left side and jump out. Go through the
door.

Now that the block here is flashing, bomb your way through the tunnels toward
it, then drop a bomb to destroy it. Once you get out, go to your left, jump the
platforms, and go through the door to your left.

Uh oh, the door turns grey behind you. Continue going forward... what the?!
Crumbling blocks?! You'll be dropping down a big shaft. Once you reach the
bottom, shoot the wall on your left to expose a hidden tunnel. Go inside, shoot
out more blocks, and when you can't go left anymore, shoot up to reveal a little
path. Use the morph ball to roll through the tunnel, and then the crumbling
block will drop you down to another tunnel on your left. Keep holding left once
you drop down, because you'll land on another crumbling block, and you'll also
enter a hidden tunnel. In this room, jump up and get the POWER GRIP in the
statue's hands, then jump up and grab onto the side of the edge, then climb up.
Roll back through the tunnel.

Back in the large shaft, the statue in here will begin to rise. Use bombs to get
out, then wait for the statue to stop rising, where a bunch of platforms will
appear. Use your new Power Grip to jump the platforms (or just wall jump) and
back up to the doors, and go through the door on your left.

In here, jump more platforms and keep going left, destroying blocks in your way.
Go through the left door.

Out here, jump alllllllllllllllll the way down here and you'll get to.... your
ship! Your ship is probably one of the best save points in the game because not
it recharges your energy and weapons you have as well as saves your game. Save
here, then go through the door on your right.

Avoid the ripper here, then use your Power Grip to jump the ledges. Roll into
the tunnel here, then use a bomb to destroy the flashing block here. Drop down,
avoiding another ripper, and go through the door on your right.

We're now back in the elevator room, basically making a circle around Crateria.
Go back down to Norfair.

[Norfair]

Back in here, drop down. Don't go through the door yet, but instead, jump up and
roll into the tunnel on your left to get to a room below you. Go through the
door.

In here, jump all the platforms, killing all the enemies in your way and
avoiding the lava, until you reach a MISSILE TANK (50). Go back to the door
which you just came from.

In here, jump up and roll through the tunnel and go through the door on your
right.

Back in this hallway, go right and through the door to the elevator room.

In here, go right to the save point. Save, then go through the door on your
right again.

In this large room, jump the platforms (we couldn't get through here without the
Power Grip), drop down, jump more platforms, and drop down again, going right
the entire way, and go through the door on your right.

In this shaft, start jumping up here and go through the first door on your left.

Now, see why we got the Power Grip? This room would be a MAJOR pain in the ass
to get through without it. Otherwise, start jumping the small platforms, and BE
CAREFUL of falling into the lava below. If you fall in, QUICKLY jump up to the
closest platform, and keep jumping the platforms until you get to the door on
your left.

Shoot the Chozo statue's marble for... the ICE BEAM! With this cool weapon, we
can now freeze enemies and use them as platforms for a short while to get to
previously unreachable areas! Cool... Now, recharge here if you want, then roll
through the tunnel underneath the statue, and lay bombs at the wall to get
through. Freeze the ripper here and use it as a platform to get to the other
side. Go through the door.

In this small shaft, the door ahead of you is a save point, so go ahead and
save. Otherwise, start going up until you reach some rippers. Freeze them and
jump on them to get to the platform at the top of the room. Go through the door.

In here, a jumping creature (called a Squeept) will jump out of the lava. Freeze
it, then jump on it and onto another platform, where another Squeept will jump
out. Freeze it and roll onto the Chozo statue's hands to find out where the next
item's location is, which is in Kraid's Lair. You'll be recharged at this point,
freeze more Squeepts on your way to the door as platforms to jump over the lava,
and go through the door.

Freeze the rippers here to get to the ledge, then stop. There's a hidden Missile
Tank in the wall ahead of you. Jump up and shoot the wall to expose it, and then
freeze the ripper. Jump up and grab the MISSILE TANK (55), then drop down,
destroy the block, and go through the door.

We're at the top of this shaft now. Continue right to a set of crumbling blocks,
which will bring you back down. Continue to the bottom door on your left and go
through.

Back in here, start going until you see a Squeept come out of the lava. Wait for
it to dive back into the lava, then shoot the floor above where it comes out. It
will jump back out, this time through the gap. Freeze it, jump on it, and go
right to reach a MISSILE TANK (60). Go left, jump the platforms, and go through
the door on your left.

Save if you want, then go back to the elevator room. Remember those rippers
along the middle of the room? Freeze them so you can get back to the elevator,
and use it to get back to Brinstar.

[Brinstar]

Well, we're done with Norfair for now. Continue left to the door and go through.

Back in the brown shaft, go up and go through the first door on your left to get
back to the blue shaft.

In the blue shaft, drop down until you see a small metal platform on the left
side of the shaft. Jump on top and use a bomb to get into the tunnel, and roll
through to a hidden room.

In here, kill the shriekbats and parasites (use bombs) here, then continue left
to a set of crumbling blocks. Kill more parasites and a shriekbat here, then
kill the zoomers here so you can go through to another set of crumbling blocks.
Drop down and kill the shriekbat, then collect the MISSILE TANK (65) in front of
you. You'll see a Super Missile Tank here as well, but you can't get to it yet.
Go back to the shaft.

After getting the Missile Tank, if you haven't gotten the Missile Tank in the
other hidden tunnel here before (MISSILE TANK (30)), you should probably do so
now. If not, then go through the door at the bottom of the shaft, on your left.

Recharge at the Chozo statue if you want, then stop once you roll through the
tunnel. See where the first shriekbat is? Aim at the ceiling right next to it
(to its right) to expose an Energy Tank. Kill the shriekbats so you won't be
annoyed as much to get the Energy Tank. Now, remember the trick I showed you by
bomb jumping to get to MISSILE TANK (35)? You'll be doing the same thing to get
the Energy Tank, except you just need to line yourself up with it. Start bombing
like crazy until you get propelled up to the ceiling. Get the ENERGY TANK (2),
then go through the door on your left.

Back in this small hallway, roll underneath the platform and start bombing the
floor to expose the shaft below you. Drop down and go through the door on your
right.

In here, take the elevator down to Kraid's Lair.

-- 5.3: Kraid's Lair --

[Kraid's Lair]

Recognize that music? Yep, it's definitely a remixed version of the music from
Kraid's Lair from the original Metroid. Otherwise, we're in a pretty long shaft
right now. Drop down and enter the first door on your left, which is a save
room.

Save here, then go into Morph Ball form and bomb jump along the left wall. Keep
holding left while you drop, you should enter a hidden tunnel. Drop bombs while
going through to destroy the blocks in your way, then jump along the platforms
to a MISSILE TANK (70). Wow, that's a lot of missiles right now. Otherwise, go
back to the save room.

Save again, then go back to the shaft. Go through the red door in front of you.

In here, keep going right, avoiding the acid here, and get the MISSILE TANK (75)
that's in plain sight. Keep going right, killing the hoppers in your way, and go
through the door.

In here, go into Morph Ball form. See the discolored block in the ground? Use a
bomb to destroy it, and go down to some sort of launcher... drop a bomb to get
to it, then roll inside and drop a bomb to activate it. It will shoot you up
through the small shaft here, killing anything in your way. When you hit the
ceiling, don't go onto the ledge. Instead, pass it and roll into the tunnel on
your left as you fall down. Go through and get to the MISSILE TANK (80), then
use the crumbling block to fall back down. Use the launcher again to take you
back up, and fall onto the ledge on your left. Use the Power Grip to jump along
the walls, killing the slugs (called Zeelas) in your way, until you get to a
wall with a blue block inside it. Aim and shoot the blue block, then jump to the
opening and grab onto the side of the ledge. Jump to the top, and go through the
door.

In this room, jump up and destroy the blocks, and then grab onto the green
platform and roll through. There's a magnetic rail system above you, but you
can't use it now because it's shut off. Continue going left and go through the
door.

Another small shaft. Destroy the blocks and drop down, laying a bomb right next
to the blue block you'll pass by. Use the launcher to launch you up to the
ceiling, and don't go back to the door you just came in from. In the shaft, hold
right so you can roll into the tunnel where the blue block was, and lay another
bomb at the end to destroy another block to get through. Kill the Zeelas here so
you can get through easier, and go through the door.

The door turns grey behind you... great. See that platform ahead of you? Use the
Morph Ball and roll into it. Sparks of electricity will appear around you and
the button above you, activating the magnetic rail system! Now, shoot the red
button above you to cause the rail to come towards you. Once the rail reaches
you, jump up and grab onto it, where the rail will take you to the other side of
the room as well as to an ENERGY TANK (3)! Go through the door.

Save here, then go through the door on your right. Back in the shaft, go right,
where a crumbling block will drop you to a door below you. Go through. There's
nothing in this hallway, go through the door on the left.

Uh oh, the door turns grey behind you... oh well. Use the magnetic rail system
to go to the other side of the room... when SOMETHING appears out of the acid!
Time for another miniboss battle!

--MINIBOSS: Acid Worm--
Difficulty: 3/10
This boss isn't hard, but he can sure be annoying. First off, his weak point is
that glowing red spot on him. To hurt him, stay on the INSIDE platform, and wait
for him to come out of the acid. When he opens his mouth for a split second,
he's going to come out of the acid and attack you, so use the magnetic rail
system to get to the other side of the room and he'll latch on to the platform
where you just were. He'll be stuck there, so unleash your missiles at him (you
have 80, so don't worry) until he gets back in the acid. After getting hit
enough times, he'll open his mouth and start shaking the room, where the acid
level will rise and then return to normal. Go onto the outside platform when
this happens, and watch out, because he'll attack RIGHT after the acid level
stops changing. Use the magnetic rail system again and shoot him until he dies.
Be careful near the end, because when the Acid Worm is low on health, he'll
lunge MUCH faster at you. If you're low on missiles, stick to the outside area
of the room, next to the doors, where he'll lunge out of the acid and spit
projectiles at you. Shoot them for refills if you need them, then get back to
fighting. Once he dies, the acid level will lower and the doors will unlock.

After you kill him, stay in the room and jump down to where he was, and drop
some bombs to blow up the blocks below you into a little room. Go left, jump the
platforms, jump and shoot the left wall, where a tunnel will be exposed. Roll
through into a hidden room, jump on the platform, and collect the MISSILE TANK
(85) here, and watch out for the zeelas here. Go back into the Acid Worm's room,
and then go through the left door.

Back in this small shaft, use the launcher to get to the top of the room and go
through the door.

In here, use the now-active magnetic rail system to get to the other side of the
room easily. Go through the door.

In this shaft, go to the bottom of the room and go through the door, and go
through the hallway, back to the elevator room.

Go ahead and use the save point, then drop down to the bottom of the elevator
room, down past the blue blocks. Go through the door on your left.

Several hoppers inhabit this hallway. Kill them and go through the door.

The red door in this room goes to the Map Room, so go there if you wish.
Otherwise, use the launcher to get to the top of the room, and go through the
door on the right.

There's a Missile Tank here as you can see, but it's tricky to get to. First,
kill all the hoppers in this room to make your life easier, then do this. Go on
the platform with the red button on it, roll into a morph ball, and then lay a
bomb on the button. Go left IMMEDIATELY afterwards, and drop another bomb next
to the button right after the first bomb explodes. The moving rail should pick
you up, going to the Missile Tank. Press A when the rail gets to the LEFT tunnel
to drop off the rail, and drop down to the MISSILE TANK (90). Go through the
door on your right.

Back in the elevator room, go up, save, then see the other red door across the
door below the save room? Ignore it for now. Instead, go through the blue door
on your left, across from the red door.

In this room, destroy the blocks and roll through the tunnel. Use the magnetic
rail system to go across the room, and destroy the blocks that get in your way.
Go through the door.

Our goal in this room is the door below us, but instead, go up and through the
door above.

The door turns grey behind you, and you'll have to fight a giant hopper. It
takes quite a lot to kill him, but missiles should be fine. He'll turn from
green, to yellow, and then to red, and then will die. Don't let him touch you at
all costs, for he does 58 damage EVERY TIME you hit him, so beware of that. Once
he dies, continue up and DO NOT roll into the tunnel yet, for another giant
hopper is below you. He cannot jump because of the small tunnel he's in, so stay
to the right of the tunnel, wait for him to come to you, and then aim down and
shoot through the tunnel at him until he dies. Once you kill him, the doors
unlock and it's safe to go through. Roll through the tunnel and go through the
door.

Back in this room, roll through the tunnel and get the MISSILE TANK (95) here,
then go to the door which you used to get here. Drop a bomb on the thin area of
the floor to destroy it, and go into the acid... which actually is fake. There's
no acid here. Drop ALL the way down this shaft until you reach the bottom of the
room (you might get hit by a ripper or a zeela), and go through the door on your
right. There's nothing special in this hallway, so go through the door on your
right again. Go through the red door in the next hallway.

In this room, kill the hoppers and jump up to the elevated area of the room.
Bomb the green flooring and use the launchers to destroy the walls that block
your way to use the magnetic rail system to get the Missile Tank here. Once all
the walls are destroyed, shoot the red button to bring over the rail, then use
the rightmost launcher to use the rail and get to the MISSILE TANK (100) here.
Go through the door on your left back into the hallway.

In the hallway, see the cracked piece of floor near the left door? Use a bomb to
destroy it, and drop down the tunnel into the room below.

In this hidden room, there's more of those symbolized blocks, but we can't
destroy them yet. Use a bomb to destroy the cracked piece of floor, then drop
down another tunnel to the bottom of the room. Go to the right, then don't go
through the door because the Chozo statue in that room can't be reached that
way. Instead, shoot the block above you, jump up and shoot the block to expose a
tunnel. Roll into the tunnel and into the statue's room.

In here, shoot the statue's marble and get UNKNOWN ITEM #2. Recharge here, then
destroy the now-flashing block and leave the room.

Back in this room, go to the door on your left to get to a save room, then come
back here. See the flashing block above you? Shoot the two missile blocks
blocking it with, well... missiles, then destroy the block. Roll into the
tunnel, go left, jump up, and go through the door on your right.

In this green hallway, kill the Reos (larger versions of Mellows) and hoppers in
your way, and go through the door at the end.

Save here, then go through the door on your right. See the cracked piece of
floor here? Use a bomb and drop through the tunnel.

In this room, face left and shoot the flashing block on your left, then grab the
side of the ledge and get up. Shoot the right flashing block on your right if
you want, and watch out for the red zeelas here, they're more dangerous than the
yellow ones. Also, their eyes will become projectiles and will hit you when the
red zeelas die. Go through the door on your left.

In this hallway, you'll encounter an eye door. I wonder what it's guarding...
otherwise, shoot a missile when the eye opens and it will explode, revealing a
red door. Blast it with a missile and go through.

Now you'll see a cutscene of a giant lizard... WHAT THE HELL?! IT'S KRAID!!! HE
will open his eyes and then roar at you!!! Time for a boss battle!

--BOSS: Kraid--
Difficulty: 5/10
Kraid is big... but not too hard. First, he'll roar at you. Shoot a couple of
missiles into his mouth! Yes, that's how you damage him. Once he closes his
mouth, shoot a charged beam shot or a missile at his upper eye, and then he'll
open his mouth again. Shoot more missiles into his mouth, and he should turn
from green to brown. His attacks include throwing his claws at you, which you
can shoot for refills, and slashing you if you're close. Once he's taken enough
damage, he'll shoot his belly spines at you, taking out almost the entire floor,
leaving a small platform. Keep shooting Kraid in the mouth, but watch out when
he tries to slash you, so drop onto one of the spines or use the upper ledge to
hang on to. If you fall off, use the belly spines to get back up. Be careful
though, because they don't last forever! Once they disappear, Kraid will shoot
another set, which can hurt you, so be careful. Once Kraid has taken enough
damage again, he'll shoot his top belly spine, taking out the platform. You'll
need to use this to be able to shoot Kraid easily, so you'll probably be ending
up on the ground more since they do disappear. Kraid will be red at this point,
which means he's close to death. Shoot him with a few more missiles until he
dies, where he'll sink into the floor and slash around like an idiot (although
he can't hurt you at this point. You'll drop to the ground since the spines
disappear, but don't worry. You've beaten Kraid!

Now a cutscene will appear, showing those two face statues you saw before.
Kraid's statue's eyes will light up at this point, signifying you've beaten him.

After Kraid dies, he'll leave a bunch of refills. Get them, and then go to the
left wall. See those 3 blocks? Go into Morph Ball form and use a bomb to destroy</pre><pre id="faqspan-2">
them, and go into the room ahead.

Shoot the Chozo statue's marble and you'll get the SPEED BOOSTER! Recharge, drop
down, and run into the little space below the statue and start running. You'll
soon pick up speed, destroying the right wall in Kraid's room (which are
actually Speed Booster blocks), and blowing into the red zeela room. Keep
running down the room and shoot open the door, and run past the crumbling blocks
and through the wall. Now that you're here, jump the platforms and go through
the door on the top right of the room to save, then drop down and go through the
lower left door.

In here, run and jump the platforms, past the lavafall (you will get hurt, but
don't worry), and go to the ledge on the other side. Kneel down and shoot the
wall, go into Morph Ball form and roll left to get a MISSILE TANK (105), then go
back through the door you came from. In the shaft, go through the upper left
door.

In here, take the magnetic rail, face right, and arm your missiles, because a
bunch of Reos will start to chase you. Just fire your missiles until you kill
all the Reos, or else they'll knock you off the platform you're heading to and
down the lavafall in the room you just went to. Otherwise, roll into the tunnel
at the end, use a bomb to destroy the block, and go through the door.

We're now back in the elevator shaft. Before we go back to Brinstar, however, we
need to get 1 more item here before we leave. Remember that red door on the
right I told you to ignore earlier? It's time to go in there.

In this room, start running until you build up a speed boost. You'll then run
past the crumbling blocks. When you get to the end of the crumbling blocks,
jump. You should kill the Reos in your way as well as destroy a couple of speed
booster blocks guarding an ENERGY TANK (4). Get the Energy Tank, then shoot the
red button above you and take the magnetic rail back to the door.

Back in the elevator room, go up and take the elevator back to Brinstar.

-- 5.4: The Varia Suit and More --

[Brinstar]

After seeing a cutscene involving a Space Pirate mothership in space and Ridley,
you'll be back in the elevator room to Kraid's Lair in Brinstar. The wall on
your right will collapse, and zoomers will come out. Kill the zoomers, and then
go through the red door on your right.

Use the morph ball and roll into the Chozo statue's hands to find out what item
you need to get next, which is in Norfair. You'll be recharged, then released
from the statue's grip. If you know where to go, go alllll the way back to the
Norfair elevator (use the hidden tunnel between the shafts as a shortcut), then
go down to Norfair again.

[Norfair]

In here, go to the door on your right. Save, then go back to the elevator room.
Go to the left side and shoot the right door, because you're going to need a
running start for a speed boost. Start running right, then shoot the right door
in the save room right when you get in. Once you start a speed boost, press down
on the D-pad to duck when you get to the end of the platform in the next room.
Press A to jump and stay there in mid-air for a split second, then IMMEDIATELY
press right once you press A to do a shinespark right through several walls.
Keep holding down right on the D-pad, because you're about to run into a hill,
where you'll start your speed boost again. Shoot the door ahead and keep
running, where you'll break through several speed booster blocks below you in
the next room. Drop down and go through the door on your left, blast through the
blocks and sovas here, then go to the edge of the floor you're on and start
running right again, building up another speed boost. You'll break through more
speed booster blocks on the ground. Drop down and enter the door on your left.

In here, kill the Gerutas here (Norfair version of the Reo) and go though the
door on your left.

Shoot the Chozo statue's marble for the HI-JUMP!! With this, you'll jump almost
twice as high as you could before, and you can jump with the Morph Ball now,
which pretty much negates the need to bomb jump. The tunnel below the Chozo
statue DOES go somewhere, but we can't go in that room yet because it's
superheated. Otherwise, leave the room and go back to the shaft.

Back in here, jump up to cling on the edge of a block, then roll through the
tunnel and drop down to get a MISSILE TANK (110). Drop allll the way down now,
and shoot the wall to your left to reveal a path. Jump up and go through the
door on the upper left.

You know what to do... roll into the statue's hands to reveal another item's
location. Once you regain control, jump up and go through the door at the top.

In here, move right to find a launcher! Use a bomb and you'll be launched back
up to the upper area of the shaft. Drop down and go through the door on your
left, and go back to the elevator room.

Back in here, take the elevator up to Brinstar.

[Brinstar]

Go all the way back to the brown shaft.

In the brown shaft, go all the way up until you reach a door on your right at
the top of the shaft. Go through it.

This hallway is crawling with zoomers. Kill them so they won't annoy you, and
keep going right. Shoot the light red spot on the metal robot things to raise
them, then roll under them. Use a bomb to destroy the cracked blocks, then
you'll find four tunnels. Go through the top one (the others just drop you into
acid) and ignore the zoomer that hits you. Drop onto the platform and onto the
ground, and some sort of nest is blocking your way. Jump up, shoot the block
that's blocking the tunnel above the nest thing, and roll into the tunnel, where
you'll drop down on the other side. Go through the door.

Go through the right door in this hallway to save, but come back after you have.
Kill the waver (the flying thing) if you want, then start shooting the ceiling
until you shoot away some blocks that you can jump through. Now, stay on the
RIGHT side of the ceiling area, because the left side is crumbling blocks.
Freeze the waver when it's between you and the ledge that you need to jump to,
then use it as a platform to get to the edge. Shoot the blocks, go up, and
through the door on your left.

2 more of those nest things are in your way, but don't worry! Parasites will
drop down on the ceiling and eat away at the nests, clearing a path for you.
Remember to bomb them if enough cling on to you and start to gradually damage
you. Otherwise, jump onto the metal girder, and when you drop down, jump up
again, because the block you'll land on is a delayed crumbling block. Do the
same thing with the next block, and then fall through the third crumbling block
onto a platform. Jump the crumbling platforms to another metal girder, roll into
the tunnel, and keep holding left when the crumbling block drops you. Bomb the
grey blocks so the parasites can fall down and destroy the nest thing ahead of
you, then go through the red door.

Another Chozo statue! Shoot the marble it's holding and you'll get the VARIA
SUIT! Your suit will flash and then turn dark orange, and you'll now be
protected against acid, superheated areas, and even the damaging parasites!
You'll also take less damage from enemies. Once you get the Varia Suit, go
through the door.

Walk on the metal block to find that it's a crumbling block, but let it drop you
into the acid. Since you're wearing the Varia Suit, you can't take damage from
acid anymore, so you're safe. You'll soon see an Energy Tank below you, but how
will you get to it? Look for two large grey stones on the ground, and shoot the
metal floor between them to find that it's a block. Drop down, kneel, and shoot
ALL of the blocks to your left to make a tunnel you can roll through. Go through
the tunnel and get the ENERGY TANK (5), then leave and go through the door on
the right.

Back in the hallway, go to the save room and save, then go through the door on
the right.

Another hallway. Keep going right and get the MISSILE TANK (115) in front of
you, then drop into the acid right before the tunnel. Bomb the blocks here, then
roll into the tunnel, get the parasites on you, and go down the area where you
bombed the blocks. Go right and go next to the nest thing, where 3 or 4 of the
parasites will transfer onto the nest and destroy it, leaving a path for you.
Roll through the tunnel.

After getting out of the tunnel, jump up and into the Chozo Statue's hands for
another item location, in Norfair again. Continue right, watching out for metal
shriekbats, which are just a little stronger than green ones, and through the
door.

You're now at the shaft near where you got the bombs. Drop down and go through
the door just above the map room to get back into the hallway.

Continue down the hallways until you get to the brown shaft, then go down and
get to the elevator room, and take the elevator down to Norfair again.

[Norfair]

Remember the shinespark trick you did to get to the Hi-Jump? We're going to do
the same thing again. Blast through both sets of speed booster blocks until you
get to the room with the Hi-Jump.

In the room with the Hi-Jump, remember that tunnel below the Chozo statue that I
told you earlier to ignore? The Varia Suit gives you protection against
superheated environments, so it's safe to go in the next room now. Roll through
the tunnel.

Okay, bomb the blocks ahead of you, then stop right after the space where the
second block was, and lay a bomb to destroy some blocks above you. Jump up and
go left, and bomb the left wall to go through. Jump across to the next platform
and freeze the squeept that appears, then go through the door.

This is a large room. First clear out all the blocks with your beam and then
bomb the blocks your beam couldn't destroy, then kill all the mellas (Norfair
version of the mellow) in the air. Go back to the door, shoot the block that
regenerated, and start running and you'll start speed boosting. Jump when you
get to the end of the ledge, and you'll jump through some speed booster blocks
and land on the other side. If you land in the lava, you'll have to try this
again. Otherwise, go through the door.

You'll be facing a giant hopper again. Just barrage it with missiles and it'll
be dead in no time. Go through the door to find a save point. Save here, then go
through the door on your left to a hallway. Go through the door on the left
again.

Another superheated area. First, move forward and freeze the respawning enemy
that comes out of the pipe, and then go up, roll along the platform, and use the
frozen enemy as a platform to get on the ledge. Drop down, freeze the ripper,
and use it as a platform to get up on another ledge. Drop down again and freeze
the squeept that jumps out of the lava, and then use that as a platform to get
on the last ledge. Go through the door.

You'll be in a small shaft. The red door goes to Norfair's Map Room, so go ahead
and use that. Otherwise, jump into the lava, which is actually fake. Jump down
through the fake floor near the left (you should probably kill the purple sova
in there), and then shoot out the wall to your right. Avoid the turbo rippers
here, then drop down and go through the door on your right.

This room... is weird. How can these bubbles support Samus's weight? Oh well.
Jump across the bubble platforms, watching out for lava dragons, sovas and
gerutas, and go through the door on the other side of the room.

In here, go toward the right side of the room, go into Morph Ball form, and use
bombs to find an opening in the floor. Shoot out the rest of the opening to get
through, and go through the door on your right.

In here, freeze the squeepts you see jumping up to use them as platforms (or
simply jump across), and stop once you get to a low alcove. Use your beam and
shoot the left side of it and claim a MISSILE TANK (120), then go to the other
end of the room and get another MISSILE TANK (125). You now have half of the
Missile Tanks! Otherwise, go back through the door that you entered from.

Back in this hallway, jump back up through the opening you made and through the
door on your right.

This hallway has a bunch of tentacles and gerutas, some of the gerutas have been
entangled in the tentacles. Use missiles to blast through everything and to get
to the other side of the room. Go through the door.

Go through the door on the right first in this hallway to find a save point.
Save, then come back here and shoot out the left side of the floor to find an
opening. Drop down into the lava, which is fake. Go through the door on your
left.

In here, you'll find another giant hopper. First, bomb the thin wall so you can
fire at it (and unfortunately, it will be able to attack you), then blast it
with a bunch of missiles until it's dead. If you need room, bomb the other thin
wall, then go through the red door once you're finished. If you need to, you can
just run past the giant hopper and go through the door.

In here, blast the Chozo statue's marble for... the WAVE BEAM! This cool weapon
powers up your beam a little bit and can shoot through walls, which is great for
what's coming next. This item also widens your beam a bit, giving you a slightly
better chance to hit something. Otherwise, recharge here and go back through the
door.

It seems the giant hopper is back... looks like you have to bomb the wall and
let it att- WAIT! You just got the wave beam! Show the giant hopper what you're
made of by blasting it with your wave beam. The beam will just travel through
the wall and hit it, so you're safe. Keep blasting it until it's dead, then go
through the door at the other end of the room. Save again, then go through the
door on your right.

It would've been impossible to get through here without your new Wave Beam. Jump
across the lava, carefully avoiding the respawning enemies, then start running.
Shoot all the debris that appears in front of you, and you'll soon start speed
boosting. Keep running until you break through a bunch of speed booster blocks,
then go through the door.

In here, the door turns grey behind you... and there's a GIANT WORM RIGHT THERE!
You must hit its belly to hurt it, so what are you waiting for? Go through the
tunnel, drop down, and move to the right, and you'll end up underneath it. Aim
up and shoot it with several shots of your beam to kill it, then use the tunnel
to get up to where it was. Continue right and move into morph ball form, where
you'll encounter ANOTHER giant worm. However, you can't get underneath this one.
The slug will charge at you, so move left and drop bombs behind you, where the
slug will run over them and they will explode underneath it. Drop enough bombs
and you'll kill it, but if it manages to go ALL the way left, shoot it with some
missiles to move it backwards, where it will charge at you again. Go into Morph
Ball form again and drop more bombs until it dies. The doors will then unlock,
but DON'T leave yet. Shoot your beam at the ceiling, and an Energy Tank will be
exposed, but it's blocked by a missile block. Shoot it with your missile and
jump to get the ENERGY TANK (6), then move all the way left for a running start,
since the next room requires the Speed Booster to get through. Start running and
continue through the door on your right.

If you did this correctly, you'll destroy some speed booster blocks under you.
Now that you did, go up and use your Morph Ball to get the MISSILE TANK (130)
that's in plain sight, then drop down and go through the door on your left.

In another tentacle and geruta-filled hallway, arm your missiles and start
shooting through this mess. Go through the door at the end.

In here, the door will turn grey behind you, and you'll hear some weird noise.
Roll into the tunnel and you'll be dropping through some crumbling blocks. Use
your bomb to get out of the wall and you'll find yourself in a room with one of
those giant worms that's been completely overwhelmed by some parasitic plant,
which is probably the source of those tentacles in those hallways. Otherwise,
the plant will fire spores in all directions to try to hurt you, so avoid them
if you can. Freeze the winged ripper (Yeah, I know. Like it can't fly without
those wings...) right when it changes the direction its facing on either side of
the room, then jump on it and start shooting the tentacles with missiles or
charged beam shots. Beware that the ripper will not be frozen as long as other
enemies, so keep your beam ready. Otherwise, once you break through one side of
tentacles, the worm will change color a bit, so focus your attention on the
other side of the tentacles, and do the same thing as you did with the first set
of tentacles. The plant will not be strong enough to hold the worm, and then the
worm will fall down into the ground. The doors will be unlocked at this point,
so continue and go through the door on your right.

You'll now be in the elevator room to.... Ridley's Lair. Use it and go down.

-- 5.5: Ridley's Lair --

[Ridley's Lair]

You will see another cutscene of the Space Pirate mothership landing on Zebes...
and Ridley flying by, most likely going back to his lair. Otherwise, once you
regain control of Samus, you should go up the elevator. Why? The right door goes
nowhere, the left door takes you to a hallway with a green door that you can't
open yet because you have NO Super Missiles. However, there is a Save Room here,
so go ahead and save your game. However, in the room with the green door, go up
and you'll see the worm making a cocoon...  looks like it dug itself down here.
Otherwise, go back up the elevator to Norfair.

[Norfair]

We won't be here for very long. Go back to the room where the worm was to find
the hole it has dug. Drop down into the hole and continue down into Ridley's
Lair.

[Ridley's Lair]

Continue down and you'll find an empty cocoon... uh oh, it looks like the worm
is gone. Otherwise, continue left, which is where the worm probably went.

Hmm... the hole stops here. Continue left and you'll drop down into a big room,
with the door grey. Great. Otherwise, what are those eggs doing here? That's
odd, there are probably enemies in those eggs... so go ahead and shoot them.
Continue left and you'll find a Super Missile Tank behind a wall of... whatever
that is. Unfortunately, you have nothing that can get through it! That sucks...
well, go ahead and destroy the all the eggs, but once you destroy the left
egg... AHHHH!!! The worm transformed to an incredibly large bee known as
Imago!!!! Looks like that worm WAS an enemy after all... time to kill it!

--MINIBOSS: IMAGO--
Difficulty: 6/10
This bee is annoying. I'm not even kidding. Not only does it fly fast, but its
only weak point is its stinger, and it is HARD to avoid it when it charges into
you. Otherwise, the bee should move slowly at you when it first appears, so
blast its stinger with missiles before it flies off. Make SURE you are close by,
or the bee will just fly by you really fast. If you're close, the bee will
charge at you slowly, moving faster while it moves across the room. That is your
best opportunity to shoot it. It will start out purple, then turn yellow, and
then finally red. Once it turns yellow, its stinger will start firing
projectiles at you, which is hard to avoid if you're in front of the bee. When
it turns red, the bee's stinger will fire faster, so watch out. If you run out
of missiles, go for charged beam shots, and keep shooting it until the bee's
stinger falls off and explodes. The bee will then run off... but it's not over
yet! Run left toward the Super Missile Tank... when the bee will charge at you
and make one last strike, breaking through that wall guarding the Super Missile
Tank and exploding, leaving behind refills.

New Strategy by Yumata:
I have an easy strategy for the killer bee. When you fall through into the room
with the killer bee, immediately run all the way to the barrier blocking you
from the super missiles and go into ball form. The bee will fly right over you,
stand up and pound missiles into its back, once it flies up into that alcove on
the right, run all the way left and repeat. When it turns yellow it can hit you
in ball form, so jump over the stinger and make it fly to the right, then slam
it with missiles. When it's red, you can go all the way to the left again in
ball form and it will fly right over you. Shoot it. Sometimes when you are all
the way to the left, it will just keep hovering over you. Roll out to the right
a little and quickly go back to the left. It should fly to the right.

That's actually pretty interesting, I never tried it before. I corrected a few
typos you made on your strategy, but thanks for telling me!

Go get your first SUPER MISSILE TANK (2)! After you get it, the door will
unlock, so go through.

Back in this room, there are a bunch of red and blue violas circling around a
tiny platform. Kill them if you want, then continue right. The block below you
is a missile block, so blast it with a missile to go through. Roll through the
tunnel to get back through the hallway, and then arm your super missiles with
the Select button. You fire them the same way as missiles, so don't worry. Shoot
a super missile and feel its raw power as it shakes the entire room as well as
opening the green door, but don't go through yet. First, go through the door at
the right to save first, then go through the green door (it will be blue after
you shoot it with the super missile).

In this hallway, you'll encounter these flying creatures called Holtz that will
dive bomb you. Kill them with your beam, then continue left, past the Desseegas
(Ridley's Lair version of hoppers) and go through the red door at the end of the
room.

Note: If you stay far enough away from the desseegas, they will make a weird
face. Pretty hilarious.

There's an Energy Tank on the other side of this hallway, but BE CAREFUL. The
flooring in the middle of the room is actually fake, so watch where the blue
viola is going (or coming from, there are some below in the room below this
hallway that come out), then time your jump well and grab the ENERGY TANK (7).
Continue left, through the door. If you don't make it, you can always go left
from the room you drop in, through the hallway, up the shaft, and then go right
through another hallway (which will be the next room), but I'm going to continue
as if you jumped over and got the Energy Tank.

Two holtz and a BUNCH of red and blue violas occupy this hallway. Bomb the metal
girder to your left, but get ready, because that's where ALL of the violas are,
and chances are a LOT of them are going to come out. Just keep shooting with
your beam until you are sure there are none left, then roll through the tunnel,
bomb the other metal girder, and go through the door on your left.

In this shaft, drop down. The first door on your left is a Save Room, and the
door on your right is the room you would've dropped to from the Energy Tank
room. Save, then roll through the tunnel, jump up, and grab the MISSILE TANK
(135) in front of you. Continue through the tunnel, then go through the red door
on your right to the Map Room in Ridley's lair. After getting the map, go
through the door on your right.

In this long hallway, go forward until you spot a small gated walkway above you.
Shoot the side with your beam, then jump in. Go right to give yourself a running
start, then start running left until you start speed boosting. When you get to
the end of the walkway, duck to store your charge, shoot the regenerated blocks,
then jump onto the hill on the left side of the room. Shoot the door to open it,
then QUICKLY shinespark to the left to start another speed boost. Immediately
fire when you enter the Map Room to open the door, and when you run through,
you'll immediately break some speed booster blocks, dropping down through the
fake lava into a hidden room. Shoot the door, go to the right side of the room,
and start running left.

Since you'll be getting a speed boost from this, store your charge when you get
to the left side of this room, then shinespark up through some speed booster
blocks that will regenerate. Go into Morph Ball form and roll through the
tunnel, pressing right as you drop down (or else you'll fall through some
crumbling blocks), then go back into normal form after you go through the
tunnel. You'll land on a delayed crumbling block, so jump up once you land on
it, then roll into the tunnel. Now, when you fall down the next tunnel, return
to normal form. Use your power grip to hold onto the left hole in the wall, then
aim right and shoot the missile block that's in your way with a missile. Jump
and roll into this tunnel. Now, the next part is even trickier. First, jump up
into the upper tunnel, then drop down the other side. Go left a bit and return
to normal form once you start falling to crumbling blocks, shoot the block to
your left and keep pressing left on the D-pad. You'll then cling onto the metal
girder. Roll into the tunnel and roll past the delayed crumbling block to a
MISSILE TANK (140), then immediately roll back or else you'll fall through the
crumbling block. Now, go back onto the delayed crumbling block, IMMEDIATELY
return to normal form and aim up. Shoot out the blocks in your way, then shoot a
missile at the missile block, then jump up to cling onto another edge. Roll into
the tunnel, wait for the regular blocks to regenerate, then stand on them. Shoot
the wave beam through the regular blocks, then 3 missiles at the 3 missile
blocks in your way, then jump up and get the other MISSILE TANK (145). Fall
through the crumbling blocks at the bottom, go left, then start a speed boost
and exit this room.

Back in here, store your charge at the right wall, then shinespark straight up
to return to the shaft here. Go through the right door and through the map
station again.

Back in the hallway, to save time and have some fun, go back onto the gated
walkway. Get a running start first, then do a speed boost until you reach the
end of the walkway. Store the charge, drop down onto the elevated platform
below, but this time, do a shinespark to the right. You will fly by the ENTIRE
room, killing all the respawning hornets and holtz that get in your way as well
as getting a MISSILE TANK (150) on your way through. Once you hit the end of the
room, go through the door.

You'll be in a save room, so save your progress, then go through the door on
your right.

You'll be in the eastern shaft of Ridley's Lair. Jump the platforms, but ignore
the first left door. Go through the left door above it.

In this long hallway, kill all the desseegas and respawning hornets in your way,
then continue to the left end of the room. Once you get there, don't go through
the door. Instead, shoot the grey bridge to destroy it, then jump in. You'll
fall in some lava, so immediately jump out and roll through the tunnel. Bomb the
grey bridge here and you'll fall in. The lava here is fake, so don't worry.
Kneel down and shoot the right wall to expose a MISSILE TANK (155). To get out,
jump out of the pit and roll to the right end of the tunnel, and lay a bomb to
make an opening above you, then stand up and shoot up to make more of an
opening, and then jump out of the pipe. Go through the door on your left.

In here, roll through the tunnel, but lay a bomb once you get to the large room
with a Missile Tank there to blow the tunnel's ceiling up. Kill the flying red
violas here and get the MISSILE TANK (160), then jump up, roll into the left
alcove, and lay a bomb to make another path. Jump up again, and shoot the block
to your right with a super missile (it was a super missile block), and roll
through the tunnel. When you get to the end, lay a bomb next to the spiraling
grey stone structure to open up the room. Shoot the center grey block and get
the exposed SUPER MISSILE TANK (4), then leave the room and go through the left
door.

In this room, freeze the blue viola on the right side of the platform, jump on
it, then jump up to get the MISSILE TANK (165), then freeze another viola on the
left side, drop down onto it, then jump across onto the ledge and go through the
door.

In this hallway, kill all the desseegas and go through the door.

Get the SUPER MISSILE TANK (6) in plain sight, then see the right part of the
ceiling where it gets lowered? Jump and hold right to cling onto the edge of a
hidden tunnel. Roll through, shoot the block, and get the exposed MISSILE TANK
(170), then go through the door on the left.

There are two Missile Tanks in this room. First, roll through the tunnel in
front of you, then return to normal to cling onto the edge of that tunnel. Then,
jump up and grab the right edge of the tunnel the Missile Tank is in, then roll
in and grab the MISSILE TANK (175). Then, drop down the right side of the
tunnel, return to normal, and shoot the block in front of the next Missile Tank,
cling onto the edge, and quickly roll into the tunnel and get the other MISSILE
TANK (180). Use the crumbling blocks to drop down to the bottom of the room,
then use the launcher to launch yourself back to the platform where the door is.
Go through the door.

Back in here, go through the door on your right, then go through the hallway and
through the door on your right again.

Here, you can now drop down into the shaft. Go through the door on your right.

Here, keep running until you start speed boosting, where you'll run through a
wall and the enemies behind it. Go through the door.

In here, run until you reach an elevated part of the ground, then aim down and
shoot to make an opening. Drop down and run to your right to an ENERGY TANK (8),
then go back through the door you came from.

Back in here, shoot the wall ahead of you and go back through the door on your
left, then go through the door on your left again.

Save at the Save Room, then go through the left door.

In here, go left, jump on the platform, where a crumbling block will cause you
to fall into the main room. Go left, where you'll encounter another eye door.
This one is stronger, however, and will fire a burst of energy at you when its
eye opens. However, its still pretty easy to take it down. Either 3 missiles or
1 super missile will take it out, then go through the door.

Hmm... Ridley's room seems to be empty, and the doors aren't locked, either. Go
through the door on your left.

Here, shoot the Chozo statue's marble to get UNKNOWN ITEM #3. I highly recommend
you recharge here, then blast the flashing block behind the statue, go through
the invisible tunnel, and get the ENERGY TANK (9) in front of you, then go back
through the door.

Uh oh. Back in Ridley's room, NOW the doors turn grey. Go to the right door and
turn around when... OH MY GOD!!!! IT'S RIDLEY!!! Time to take him down!

--BOSS: Ridley--
Difficulty: 7/10
Ridley is just about as annoying as the Killer Bee, but still, he's not
impossible to take down. He will first land on the platform, breaking the sides
of it, so you can fall into the lava, so beware of that. Once he drops down, he
will start shooting fireballs at you. Keep firing your beam to get rid of them,
then he will start to fly. Shoot all your super missiles at him if you can, then
switch to missiles. He will first start to swing his tail at you, first in a
circle, then will fling it at you. Keep firing at him until he moves, and keep
on the center platform. If he's above you and is swinging his tail around in a
circle, he will then use his tail like a drill and fling it down at you, moving
from side to side, so be careful. If he's at a distance he will also shoot large
fireballs, which you can shoot for refills. He will turn from brown to light
brown, and then to a bright red color. Once he's bright red, he's close to
dying, but he'll still fling his tail and go all out on you. A couple more
missiles will bring him down.

Another cutscene of the statue room will appear, now Ridley's eyes will light
up.

After the cutscene, Ridley will sink down onto the floor, similar to Kraid. With
one final cry, Ridley will die, leaving behind refills, and the doors will
unlock. Go through the left door to recharge if you want, then go through the
right door.

Back in this room, use your beam to freeze the respawning hornet in the air,
then use it as a platform to get to the ledge above you. Shoot the flashing
platform, then go through the hidden tunnel and drop down back to the entrance.
Go through the door.

Save at the Save Room again, then continue going right. Use the speed booster to
blast through the enemies in your way in the purple hallway, then go through the
right door.

Back in this green hallway, continue going right, past the holtz and respawning
hornets (or you could take the path you used to get to the Energy Tank here
earlier, which is a safer route), then roll through the tunnel in the wall and
go through the door.

Back in the eastern shaft, go up and destroy the flashing block, then go through
the hidden tunnel and drop down into the upper area of the shaft. Keep going up
and go through the door at the top of the shaft.

In this large room, go left past the violas until you get to a pipe with
respawning hornets. Go to their left, and jump when one appears, let it go left
a bit then freeze it with your beam. Jump on the frozen hornet onto a ledge with
a MISSILE TANK (185) on it, drop down and go left through a path until you get
to some holtz. Kill them, then make your way left until you see a block in the
floor. Shoot it with a missile, then bomb the floor below it, then roll through
the invisible tunnel until you drop from the ceiling. Go through the door on
your left.

We're back in the elevator room. Time to say goodbye to Ridley's Lair, and go up
to Norfair.

-- 5.6: Prepare --

[Norfair]

Back in this room, the right wall will collapse, but this time, run by the pipe
with respawning enemies and go through the red door.

Uh oh. Looks like someone came to this Chozo statue before we did... because
it's destroyed. Unless it was a Torizo... oh well. Roll through the tunnel
behind it, then shoot the floor to reveal the room below it. Drop down, past the
thin ledge, then start running left, making a speed boost while you're running.
You'll then run past the elevator to Ridley's Lair, through some speed booster
blocks, until you break some speed booster blocks below you, revealing a
launcher! Go in it, and it will launch you ALL the way up through the western
side of Norfair, until you hit the ceiling of a hidden room. Go through the door
on your left.

There's a Missile Tank and a bunch of turbo rippers here. We can't get to the
Missile Tank YET, but shortly we can. First, go through the red door on your
left.

Shoot the Chozo statue's marble to reveal the Metroid logo. Yay. Wait, WHAT?!
That isn't just the Metroid logo! That's an item! It's... it's... OH MY GOD!!!
IT'S THE SCREW ATTACK!!!!!!!!!!!!  Now your spin jump will turn into an attack,
creating sparks of electricity around you. Now, this attack isn't just like any
other attack... it will kill almost EVERY enemy you happen to jump into!!
AWESOME!!! Anyway, the Screw Attack breaks screw attack blocks too, so you can
just about explore anywhere you want now. Go through the door on your right.

Back in here, it's time to test the raw power of the Screw Attack by spin-
jumping into those turbo rippers!! Watch in awe as it kills all of them in ONE
hit. W00t!!! Otherwise, screw attack into the metal girder above you to get that
MISSILE TANK (190), then go through the door on your right.

Here, screw attack into the right side of the floor to break through, then do it
again on the floor below you. Go through the green door on your right.

In here, screw attack across this long hallway, and shoot the rock wall to
reveal a tunnel. Keep going until you reach the end of the room, then go through
the door.

In here, shoot the floor to reveal an opening, then jump into the fake lava pit.
Go through the door on your left.

Here, go past the enemies until you get to a respawning pipe, then lure the
respawning enemy to the left. Freeze it in mid-air, then jump on it (do NOT
screw attack into it!), then jump onto the platform to get a SUPER MISSILE TANK
(8). Exit through the door you came from.

Back in here, shoot through the floor and exit, but come back in to restore the
block in the floor. Run all the way to the right, then open the door and run
left to start speed boosting. In the hallway, store your charge at the end of
the ledge and then shinespark to the left to go across the room much easier,
passing through the rock wall, some platforms (which were speed booster blocks)
and even some enemies. Go through the door at the end.

Back in here, screw attack through the right side of the ceiling into the room
above you. Go through the right door, save, and keep going right. Uh oh, 3 giant
hoppers are here! No problem, just use your screw attack to kill all 3 of them
in one hit each. Go back through the superheated rooms to the Hi-Jump room, then
go to the eastern shaft and start going up. Use the screw attack to go through
the walls on each side of the shaft if you need help going up, then go into the
blue door, above the door to the room which you went through to get to the Ice
Beam.

You should be in a superheated area. Use your screw attack to get past the
enemies while jumping along the platforms, and get the MISSILE TANK (195) at the
end. Go back through the door.

Back in the shaft, go back to the room below the room used to get to the Ice
Beam, then go back to the elevator room.

Back here, screw attack through either side of the elevator and go back up to
Brinstar.

[Brinstar]

Before we continue our mission, let's get some more expansions here while we're
at it.

Back in this room, go to the blue door at the other end, but stop. Open the
door, and go to where the elevated ground is. Make a running start toward the
door so you can start speed boosting, then store the charge once you get the
speed boost in the brown shaft. Once you get the speed boost, kneel down and
store the charge, then IMMEDIATELY go back to the room to the right. Once you're
in, open the door, then go to the BOTTOM of the small hill. Morph into a ball
and then shinespark left, through the left wall in the brown shaft into the
hidden tunnel which had a Missile Tank in it. Once you start boosting again,
press down to store the charge again, stay on the right side, and lay a bomb to
destroy the floor below you. Once you've dropped down, do another shinespark to
the left, going through the wall in the middle, through the blue shaft, and into
the room with the hidden Missile and Super Missile Tanks. Since you just broke
through the speed booster blocks, this is the ONLY way to get this Super Missile
Tank. Get the SUPER MISSILE TANK (10) here, and go back to the brown shaft.

Back in the brown shaft, go to the top, and you see those rippers up there?
Either freeze them to jump on them or wall jump to get to the tunnel up there,
then go down to get the MISSILE TANK (200) in plain sight. Wow, 200 missiles!
You should be proud of yourself. After that, bomb through the area which the
Missile Tank was on and go through the rest of the tunnel, back into the blue
shaft.

Back in the blue shaft, go all the way up and through the blue door on the left
at the top of the room.

Back in here, recharge at the Chozo statue if you want, then keep going left,
across the hallway, back to the face statue room.

In here, the door turns grey... but don't worry! Just go left a bit, and you'll
see the statues' eyes flashing. The statues' mouths will then open up, and their
eyes will close, opening a path to the door on the left. The doors will then
unlock. Go through the left door.

Here is the elevator room, time to take it down to Tourian.

-- 5.7: Tourian, the Metroids, and Mother Brain --

[Tourian]

After seeing a gruesome cutscene of some metroids sucking the rest of the life
energy from the now-dead space pirate (the music is the intro to Super Metroid,
in case you were wondering), you'll arrive in Tourian.

After you go down the elevator, go through the only door here on your right.
Save here (you'll need it, trust me), then continue through the door on your
right.

This is probably the room where you saw the cutscene, because you'll see a dead
space pirate on the floor, although he's facing up (the space pirate in the
cutscene was facing down). Otherwise, continue going right, through the door.

Another dead space pirate on the floor. Drop down, avoiding the energy rings
(called Rinkas), through the door on your left.

Uh oh, the door turns grey behind you! Now this is when hell begins. Continue
going left until a metroid appears. Freeze it, then shoot it with 5 missiles or
a super missile QUICKLY (this is the only way to kill it), or else the metroid
will thaw out pretty soon after you freeze it. If it latches onto you, it will
drain your health at a fast rate. Lay a bomb to blast it off of you, then freeze
it and shoot it with missiles. After you kill it, the doors will unlock.
Continue going left.

The door turns grey behind you again. Ok, that's it. The doors will always lock
behind you for a while, and that means there are metroids in the room. In this
room, jump down, where you'll encounter 2 more metroids. Again, do the same
thing with the first metroid: Freeze them, then fire 5 missiles or 1 super
missile. Go through the door at the bottom.

4 metroids inhabit this hallway. Watch out for the rinkas and lava, then kill
the metroids and move on.

4 metroids will be in this room also. Shoot them and continue, watching the
rinkas and other metroids that try to gang up on you, then go through the door
on the right. If you start to get low on health, screw attack the rinkas for
refills.

There are no metroids (the door won't lock) in this room, so be glad. Go through
the door on your right for a Save Room, then screw attack through the floor.
Watch out for the green rinkas in this room, they're twice as strong as red
ones. Go through the door at the bottom of the room.

Uh oh, 6 metroids are in this shaft! Kill them one by one, then go through the
door at the bottom of the shaft.

Ok, in this room, lay a bomb to destroy the floor below you to expose the rest
of the room, but get ready, because another 6 metroids are waiting for you. If
you're getting too annoyed, just use super missiles on them to kill them in one
hit, then go through back up and through the door on the left.

Save here, then go into the hallway. Start shooting all the rinkas here for
refills, because you'll need to fully replenish your health and weapons for
what's coming up. After you've fully healed and have replenished all your
missiles and super missiles, save again, then go through the hallway and through
the red door.

Here you are, in the final room of Tourian. To get through, you'll need to
destroy the regenerating wall things, or zebetites, in front of you so you can
get to Mother Brain. If you don't kill the zebetites fast enough, they'll start
to regenerate, requiring you to shoot more missiles. Super missiles do kill
these things faster, but don't use them. While avoiding the shitload of rinkas
and energy blasts the turrets fire (the screw attack destroys them), keep going
left, through the zebetites. You'll then go into lava filled rooms, so watch
out. When you finally get through the last zebetite, jump up and roll through
the tiny hole in the wall, where it will close behind you, locking you in with
the Mother Brain!

--BOSS: Mother Brain--
Difficulty: 9/10
Mother Brain is just.... AHHHHH! The VERY small platforms and lava give you a
hard enough time, but then there's the turrets and rinkas that just make your
life MUCH harder. Otherwise, start shooting missiles at the glass. You'll need
20 missiles to break it, then Mother Brain will start attacking you. Her eye is
her only weak point, so I hope you saved your super missiles. Shoot super
missiles in her eye when it opens, then watch out when it closes, because when
she starts to glow purple, she will fire an energy blast at you. Jump between
platforms while you're doing this, then shoot her in the eye again when it
opens. It should take about 6 super missiles to kill her, but if you run out of
them, then use missiles. If the rinkas are giving you too much trouble, freeze
them. Otherwise, screw attack into the rinkas and energy blasts to get rid of
them (the rinkas still leave behind refills if you need them). Once you've
blasted Mother Brain with enough missiles, she will die! Yay! You've finally
killed her! Your reward is now a 2-minute countdown to get the hell out before
Tourian blows up!

Once the timer starts, immediately run left and go through the door, because
obviously you can't go out the other way. You'll now be in the Tourian escape
shaft, which is pretty much hell. Why? All the platforms in here are small, and
they're ALL delayed crumbling blocks. Well, almost all of them. The ones that
are connected to the walls aren't so if you happen to fall down, go to either
side of the shaft, then continue going up until you get to the elevator. Take it
up to Crateria.

[Crateria]

Now, this is different than in the original Metroid, because you would've beaten
the game when you took the elevator. Not in Zero Mission! Once you get up,
immediately go right, where you'll be in another shaft. Jump the platforms
(they're not crumbling blocks) until you reach a ledge on your right, then shoot
the pillars in front of you to go through. Keep running right, then once you
jump over a gap, shoot the pillar and door in front of you, and go to the left
until you reach the edge of the floor. Start running right, where you'll start
speed boosting when you run through the door. You'll now be in the area where
your ship is, but keep running, because the only thing that's keeping you from
escaping is a set of speed booster blocks. Once you break through them,
immediately jump onto your ship, where you'll get in and you'll escape!

You'll then see a cutscene of Tourian blowing up. Samus will take off her suit,
revealing her face. Congratulations, you've just beaten the game! Sit back,
relax, get a Coke, and- wait! Space Pirate ships will then appear out of
nowhere, shooting at Samus. She will then escape, but then when all seems safe,
a Space Pirate ship shoots out of nowhere at the ship, hitting it, where it will
crash-land back into Zebes, destroying it. Fortunately, Samus escapes, but she
doesn't have her Power Suit! You'll now be armed with only a pistol at this
point, and you have no ship to escape the planet now. Your only choice will be
to infiltrate the Space Pirate mothership that landed...

-- 5.8: Chozodia --

[Chozodia]

You'll now start with only 99 energy left as of this point, but don't worry,
because there are no enemies... yet. Otherwise, drop down and continue left.

In this area, jump up and grab the ledges (you'll still have the Power Grip),
then drop down and go left. To go through this tunnel, simply walk left, where
Samus will automatically start to crawl through it. Go left again.

In this area, you'll see the mothership entrance and some space pirates inside
of it, but don't worry, because they can't see you. Continue left, then kneel
down and shoot the wall to expose a hidden tunnel. Crawl through it.

You'll now be inside the mothership. Jump up and go through the tunnel, where
you'll see some space pirates overhead. Keep going through the tunnel, and
you'll be in the Map Room. Download the map, then go left into a Save Room.
You'll soon realize that these save points are different, because they will now
replenish your health (and ammunition, if you had missiles) as well as save your
progress. Save, then jump up and crawl through the tunnel into the next room.

Okay, it's time you know how the pistol works. It will automatically charge, but
non-charged shots will basically just open doors. Charged shots, however, will
stun the space pirates for almost a second, giving you time to get away from
them if they happen to chase you. The only way they will die right now is if one
happens to accidentally shoot another space pirate, so be glad they can kill
each other. Otherwise, drop down, where the alarm will activate, and all the
space pirates in the room will chase you. The shutters in front of you will
close, so jump up onto the platform next to you, crawl through the tunnel, then
jump the platforms and go right, stunning the space pirate in front of you. Go
through the door, then immediately crawl through the tunnel and jump up onto the
platform. The alarm will stop since the space pirate can't find you, then the
shutter to your right will open. Continue right and go through the door ahead.

Note: Recognize that music when the space pirates are chasing you? It's a remix
of the Crateria music from Super Metroid.

Ok, you'll be in a room with lasers. Do NOT touch the lasers if you can, because
they will activate the alarm again. Jump onto the platform near the laser in
front of you, then go over it, then go into the tunnel. It will end, but shoot
the right to blow away the wall, and the floor of the tunnel you're in. You'll
drop down and will trip the laser, causing the alarm to go off, but you have no
choice. Jump up and go through the upper right door, watching out for space
pirates.

In this room, go through the hallway and jump the platforms, watching out for
the space pirate in the little alcove to your right. Shoot the cracked block, go
through the tunnel, and go through the door.

In here, go right, where crumbling blocks will drop you into a room. There's a
space pirate at the bottom, so immediately start jumping the platforms and go
through the door at the top of the room.

Here, immediately jump over the wall and stay on the left side, and wait for the
space pirate to leave. DO NOT SHOOT THE WALL, or else the wall will be destroyed
and the space pirate will chase you. If this happens, leave then come back, then
wait for the space pirate to leave the room. The shutter to your left will open,
so go left and jump up to the next room.

In here, you'll be near a hangar that has some space pirate ships. Crawl through</pre><pre id="faqspan-3">
the tunnel on your left into the next room, then go left to drop through some
crumbling blocks. The door on your right goes to a Save Room, so save now to
heal and save your progress, then go back to this room and go through the tunnel
on your left, and jump up the ledges until you reach the top of the room. Go
left, drop down the platforms, and go through the door on your left.

In here, shoot the cracked portion of the floor to make an opening, drop down,
and get ready, because there's a space pirate down there. Stun it if you can,
then crawl through the tunnel on your right.

You'll now be in a different area of the hangar. Immediately start aiming down
and shoot the cracked area of the floor ahead to make an opening. Drop down, and
shoot the cracked area of this floor, then drop down again. Shoot the cracked
floor again and go right. Drop down into the area below, watch out for the 2
space pirates down here, then go left, through the tunnel, and through the door.

Go left and you'll drop down some crumbling blocks into a small room. The
shutter has you locked in, but the space pirates can't find you, so the shutter
will eventually open. Go through the door on your left.

In this shaft, watch out for the searchlights. If you touch the center of them,
they will make the alarm go off, so avoid them if you can. Otherwise, if the
space pirates chase you or not, go up, ignore the first door on your right, and
go through the door at the top of the shaft, also on your right.

In this room, shoot the block and jump up, go left, and aim up. Shoot the
cracked area of the ceiling to make an opening. Jump up and go through the door
on your left.

In here, shoot the wall ahead of you and jump down, into the space on your right
if the space pirates are chasing you until they eventually leave. Otherwise,
jump back up and shoot the other wall, then go through the door.

You'll be in another save room, so save and go left. In this laser-filled room,
drop down and start running left. Once you see the first horizontal (left to
right)set of lasers, jump up and carefully jump over the lasers onto the
platforms, but don't jump up too high because there's also a laser above you.
There's a good chance you'll trip a laser, so don't worry if you do. Once you go
all the way left, jump up and go right, but watch out for these platforms now,
because they're delayed crumbling blocks. Go right and crawl through a tunnel,
then jump up, go left, jump across another platform, and jump onto the ledge on
your left. Drop down onto another ledge and go through the door.

In here, immediately jump up and you'll see a hidden alcove. Jump up and go all
the way right so the space pirate doesn't see you, then wait for him to leave.

In this shaft, jump down, where another space pirate will see you, then start
going through the tunnel to another room.

In here, drop down and shoot the cracked wall on your right, dropping you and
several space pirates down the VERY long shaft below. Go through the door on
your left once you reach the bottom, where you'll pass through a glass tube.
Keep running, and immediately shoot the door at the left end of the hallway and
go through.

You'll now be in the Chozo Ruins area of Chozodia. Drop down to the bottom of
this large room and go left until you reach a tunnel. Crawl through it to
another room.

In here, shoot the brown block to destroy it, then jump up and go left. Shoot
the brown wall in front of you to destroy it, then crawl through and shoot the
block in front of you, and go through the door.

In this hallway, immediately jump up into the alcove above you and go right into
the shaded area. The space pirate will just run by without seeing you. The alarm
will deactivate at this point, so drop down and go through the door on your
left.

You'll now be in another Save Room, thank god. Save, then go through the door on
your left. Go left through this hallway into the next room.

There will be more searchlights in this room. Avoid them, and start going left.
Crawl through the tunnel, go left, crawl through another tunnel, then jump up
and start going right. Jump up again, go left, and jump and go left again. Jump
up onto another ledge, and go right. Jump the gap and go through the door ahead
of you.

In here, drop down and go through the door at the bottom of the room.

In here, start running, shooting the brown blocks while you are, then jump up
and go through the door.

In here, jump up and go onto the ledge above you, then wait for the space pirate
to enter. Once he gets onto the area with brown blocks, shoot the brown block on
your right to destroy all of the brown blocks, where the space pirate will drop
through. If you didn't do this, he would turn around and see you, so be glad you
did. Wait until the alarm deactivates, then the shutter behind you will open. Go
through the door on the upper left.

In here, jump onto the ledge and go through the door above you.

In this shaft, there will be these eye things blasting a yellow beam, with a
white center. Like the searchlights, the alarm will sound if you touch the white
area, so try not to. If you trip the beam, the alarm will go off, and they will
start shooting energy blasts across the room. Jump up through the shaft and go
through the door at the top.

In here, go to the tunnel and start crawling through, shooting the blocks in
your way. Keep crawling, because you're crawling on delayed crumbling blocks. If
the space pirates weren't chasing you, don't worry, because the space pirates
below you shouldn't be able to see you. Otherwise go left, where some crumbling
blocks will drop you. Another space pirate will see you, however, but if they
are already chasing you, then it won't matter. Go through the door on your left
when you land.

In here, ignore the shaded area in this hallway, because the space pirate will
go through the door, but will come back through a hidden tunnel. Go through the
door on your left.

In here, shoot the wall to expose a hidden door, then go through.

In this room, crawl under the brown block and drop into the shaded area and
DUCK, or the space pirate following you will see you. Once he can't find you,
the alarm will deactivate and he will go back through the door you just entered
from. Destroy the brown block so you can jump onto the platform above, then jump
the platforms and go through the door at the top of the room.

In this hallway, go into the shaded area if the space pirates were chasing you
until the alarm turns off, then go through the door on your right.

Here, jump up through the shaft, where you'll see a Power Bomb Tank in the room
above you! Go through the door on your left.

In here, drop through the crumbling blocks, then jump the platforms and go
through the hidden door on your left that will appear once you reach the top of
the room. It's a Save Room, so save your progress, then go through the door
across from the Save Room.

Back in this room... huh?! The Power Bomb Tank is gone! Go right and jump onto
the ledge to find a space pirate taking it somewhere... otherwise, go through
the tunnel, jump up, go right, and go through the door.

In this shaft, there's more of those eye things. Avoid them if you can, but if
you set the alarm off, then yeah... you know what happens. Otherwise, drop to
the bottom of the room, crawl through the tunnel, and you'll be in another shaft
with another eye thing. Jump up and go through the door on your right.

In here, there are space pirates on platforms, so you're pretty much going to be
seen, even if you try to hide from them in the shaded areas below the platforms.
Otherwise, continue going right and go through the door at the end.

In this shaft, go up until you see a tunnel on your left. Crawl through it to
the next room.

In this room, keep going through the tunnel until you get out, then stun any
space pirates near you and go left, through the door.

Jump the platforms in this room and go through the door at the top.

In this room, go left, drop down, and start going left again. There are space
pirates in the alcoves above you as you go, and one will actually jump up to
where you're going, but the others will drop down to chase you. Keep going, then
jump the platforms at the end. Shoot the blocks as you crawl through the short
tunnels, then jump onto the ledge at the end and IMMEDIATELY shoot the brown
block to your left to destroy the entire ledge you just jumped from. The space
pirates will just fall to the bottom of the room, where they can't get to you.
The alarm will shut off, and the shutter behind you will open. Go right and go
through the door.

You'll now be in another Save Room. If you've managed to get here, then
congratulations, because that's the end of all those space pirate chases. Save,
then go through the door on your right.

You'll now be in a room filled with water. It's kind of soothing to hear that
peaceful music... otherwise, jump up, go left, and through the door.

You'll now see a cutscene showing a temple with a painting of a Chozo holding an
orb, with 4 orbs around it with a symbol of the Chozo in the painting. It then
shows a flashback of a younger Samus with a Chozo at the temple, then changes to
adult Samus. She will then open her eyes.

When you went through the door, you'll be in the temple shown in the cutscene.
The 4 orbs will channel energy to the orb the Chozo painting is holding, and the
4 orbs will disappear. The center orb will then come to "life," showing an image
of Samus!

--BOSS: Chozo Painting--
Difficulty: 6/10
This really isn't a boss battle, more of a "test." Otherwise, the Chozo Painting
will just sit there with the orb with Samus's image on it. If you shoot the orb
while it's showing an image of Samus, you will get hurt, so be careful. Did you
see the symbol of the 4 orbs around the painting? Once the orb changes from an
image of Samus to that symbol, shoot a charged pistol shot to "damage" the
painting, and the symbol you just shot will travel to one of the orbs, restoring
it to normal. You have to return all 4 of the orbs to normal to beat this boss,
in case you were wondering. Otherwise, now the hard part begins. The Chozo
Painting will then come to life as a ghostly figure, moving around the room with
the orb. Don't touch the orb, or else you'll get hurt, and wait for the orb to
change to the Chozo symbol again before you shoot. Watch out when the place
where the painting was glows, because it will then send down a bolt of lightning
at you. After 2 hits, the painting will still send down lightning bolts at you,
but this time, if the painting flashes a couple of times, once the lightning
bolt hits the floor, electricity will travel through the floor and walls, so
watch out. The statue will then move around faster, and you'll have less time to
shoot the symbol, as well as you'll be attacked by lightning bolts more. By the
third hit, the painting will move around the room like crazy, and you'll have
only a split second to shoot the symbol when it appears. After you hit it the
fourth time, the painting will flash, then return to the center where it was,
and the four orbs will glow. You've just beaten this boss!

Note: Anything that will get you hurt or will hurt you here will do 50 damage,
so be careful!

Once you've beaten the Chozo Painting, the orb will glow white and will show an
image of Samus again. Go to the center of the floor, and the orb will change
from Samus without her Power Suit to an image of her wearing her bulkier version
of her Power Suit (or Varia Suit). Cutscene!

An energy ring will then surround Samus and travel upwards, then you'll be taken
to the Status screen (the one you see in the Pause menu when you press R).
You'll now have your suit back, and all of your items will return, but that's
not it! Your Unknown Items will change!

Unknown Item #1 will become the PLASMA BEAM, Unknown Item #2 will become the
SPACE JUMP, and Unknown Item #3 will become the GRAVITY SUIT! Congratulations!

The Plasma Beam will make your beam MUCH stronger, and it will pass through
enemies. The Space Jump will allow you to spin jump again and again, basically
making you able to go anywhere you want. It's friggin AWESOME with the Screw
Attack! The Gravity Suit will give you 100% movement in liquids such as water,
you'll take less damage from enemies, and you're now protected against lava!

Press A to go through all the items, and you'll be shown in the temple with your
new suit! The discovery theme from Super Metroid will play, and a message will
say that you have obtained your Fully-Powered Suit. Your suit will then flash,
then turn purple, and new music in Chozodia will play, which is an even more
remixed version of the Brinstar theme. Otherwise, with your new items, space
jump to the top of the room and roll through the tunnel. The pillar below you
will then drop down, and you'll never be able to come to this room again... oh
well. You'll then be dropped by crumbling blocks into the hallway you used to
get here.

-- 5.9: Payback and Power Bombs --

Back in here, you'll drop back into the room, with the pillar behind you. 2
space pirates will also appear, and the alarm will go off, but don't run!
Instead, show them what you're made of by blasting them with your plasma beam,
then go back down. Another space pirate will appear, kill him, and the alarm
will turn off! Go back through the door on your left.

Back in the Save Room, go ahead and save, then go back through the door on your
right.

Back in here, shoot the thin area of the floor in front of you with missiles
(they were actually missile blocks), then drop down into the water, go all the
way left, then begin running right. You'll then start a speed boost, and you'll
run through a set of speed booster blocks to a SUPER MISSILE TANK (12). Then,
jump the platforms and go right, through the door.

Back in this shaft, drop down until you land or see a ledge on the left side. Go
on it, then jump up and shoot the top portion of the wall with a missile to
destroy a missile block. Roll through the tunnel and get the MISSILE TANK (205)
here, then continue left and you'll drop back down into the water area of the
room you were just in. Shoot the block and go back down, go left, then start
running right again to start speed boosting. Instead of going, however, store
the charge once you get to the opening in the ceiling (where the block you just
shot was), then jump up and shinespark left onto a hill. Press down to store the
charge again once you start running, then jump up onto a ledge on your right.
Shinespark into the hill, then immediately store the charge again, then jump
onto another ledge on your left. Do the same thing here, then go up onto the
ledge on your right, shinespark to the hill, and start running. Once you get
into the next room, however, store your charge and screw attack down onto the
ledge on your left near the Missile Tank you just got to earlier. Shinespark
into the hill, store your charge immediately afterwards, then jump down onto a
small platform on your right. Once you do, shinespark to your right, and you'll
break through a bunch of speed booster blocks, going outside, and then into a
hidden room, where you'll then shinespark into an ENERGY TANK (10) before you
hit the wall. To get out, go left, start running until you start speed boosting,
then store your charge before you hit the wall, then shinespark left, blasting
through the speed booster blocks again, back into the shaft. Don't worry if you
have trouble pulling this maneuver off, because this Energy Tank is one of the
hardest to get in the game.

Back in the shaft, drop down and go through the door at the bottom of the room.

This room is full of lava, but don't worry, because you have the Gravity Suit!
Screw attack through the blocks to the bottom, then roll through the tunnel on
your right, jump through, and get the SUPER MISSILE TANK (14) sitting there.
After that, go left through the lava pit, jump up onto a ledge, drop down, then
jump up again and roll through the tunnel on your left.

Back in the shaft with the eye thing, drop down and go through the door at the
bottom.

In here, go to where the shutter is, then go left to drop through some crumbling
blocks. Kill the space pirates and go through the door on your right.

Back in here, bomb the brown blocks to destroy them, then drop to the bottom of
the room. Kill the space pirates here, then shoot the left wall to reveal a
Super Missile Tank. Shoot the missile block guarding it, then get the SUPER
MISSILE TANK (16). You now have half of the Super Missile Tanks! Find your way
back to the mothership area of Chozodia (Use your map if you get lost), then go
back to the hangar room (the one with the space pirate ships)

In the hangar room, go through the left door at the bottom of the room, next to
the locked door blocking access to the ships.

Back in here, drop down onto a ledge, not to the bottom of the room. Shoot the
right wall with a bunch of missiles, then jump across and go through the tunnel.
Go through all the rooms, back to the Map Room.

In the Map Room, go through the red door. In the hallway, go right, but stop
before you get to the green door. Look for a cracked area in the ceiling, then
shoot your beam upwards to expose a Super Missile Tank. Shoot the missile block
guarding it and get the SUPER MISSILE TANK (16), then go back to the hangar
room.

Back in the hangar room, go up and roll through the tunnel.

In this hallway, ignore the elite space pirates (the black ones) and go through
the door on your left.

In this room, jump your way along the platforms and run through a small tunnel,
where you'll come across a work robot (recognize this, Super Metroid players?)
Shoot it with missiles to move it (or just let it walk VERY slowly), then drop
down, space jump, and go through the left door.

In here, drop down and go through the left door at the bottom of the room.

In this hallway, use bombs to go through the tunnels here, then go through the
door ahead.

Jump up through this room and go through the door at the top.

In this room are bombus, small electrical... things that shoot bursts of
electricity at you. If they hit the floor, that area will be electrified for a
bit. Otherwise, only missiles and the screw attack can kill them, but just screw
attack into them. Otherwise, drop down through the floor on the right side and
go through the door.

In here, go along the path, screw attacking the space pirates on your way (lol,
they're screwed anyway), and go through the door at the top.

We're at what seems to be the ship's cockpit. Otherwise, there's a save room on
the right, so go ahead and save. Otherwise, return to the bottom of the room,
and go left, where you can barely spot a hole at the end. Drop down it into the
room below.

Roll down the tunnel, where you'll drop into another room. In here... AHA! So
THAT'S where the space pirate with the Power Bomb Tank is! Otherwise, go left,
bombing the blocks in your way, then bomb the cracked area of the tunnel to drop
down. Go through the door.

Uh oh, it seems that the Power Bomb Tank was important to the space pirates,
because there are lasers guarding BOTH sides of the tank in front of you. So,
who cares? Either space jump up to the ceiling and drop down between the lasers
onto the Power Bomb Tank, or just trip the laser and get your first POWER BOMB
TANK (2). Congratulations! Although it's strange that the power bomb was the
last item in the game, you can now open yellow doors and break Power Bomb
blocks! Speaking of yellow hatches, go into Morph Ball form, lay a power bomb,
and watch it fill the entire room (and slightly beyond it) as it opens the
yellow door and/or kills all the space pirates in its radius! Go through the
yellow door you just opened.

Now, you have a choice. You can either follow the next section to get the rest
of the expansions to get 100% on your game, or just skip it and go to the final
section.

-- 5.10: Getting 100% --

In here, lay another power bomb to blow two holes open in the ceiling (which
were sets of power bomb blocks), then jump up and grab the POWER BOMB TANK (4)
in plain sight. Beware of the space pirate that's up there, too, then head back
to the hangar room, using the path you took to get to the cockpit from there,
until you reach a yellow door. Open it with a power bomb, and go inside.

In here, shoot the middle wall section to expose a Super Missile Tank and a pair
of bomb blocks guarding it. Be CAREFUL once you bomb the bomb block, because it
will open up the floor underneath you, dropping you into a room with a bunch of
space pirates in it. Kill the space pirates, then space jump up and get the
SUPER MISSILE TANK (20). Go through the green door on your right.

In here, drop down and go through the door on your right.

In here, lay a Power Bomb to blast all the blocks around you, and look for a
missile block in the ceiling. Blast it, then jump up. Move the work robot with
some missiles if you have to, then jump up and get the SUPER MISSILE TANK (22)
here. Go back to the hangar room.

In here, go through the lower left door, then drop down onto a ledge, but not at
the bottom of the room. Blast the right wall with missiles, then roll through
the tunnel. Using your map to help you, go back to the Map Room.

Back in the Map Room, continue right to the room with the green door and the
hidden Super Missile Tank you got earlier. If you haven't done so yet, go
through the green door.

Back outside, go to the room to the left of the room that you started in without
your suit, and go to the northwest corner of it. If you already saw, a circle on
the map indicated there's an item here. Jump up onto a ledge on the left wall
and shoot to reveal a Power Bomb Tank, then lay a power bomb to destroy the
power bomb block guarding it, then get the POWER BOMB TANK (6), then continue
rolling left. You'll now be back inside the mothership, in the lower right room
next to the first room with lasers. Once the crumbling block drops you, lay a
bomb to get out of the wall, then go through the door to get back into the first
laser room. Remember the glass tube we went by earlier? Go back there, using
your map to help you find your way.

To answer your question, for those who have played Super Metroid, then yes, the
area beyond this glass tube IS explorable. Just lay a power bomb to shatter it,
and you can explore the rest of the room, just like when you could explore the
rest of Maridia when you shattered the glass tube in Super Metroid. Otherwise,
drop down, go right, then drop down to the bottom, then lay a Power Bomb to blow
open a part of the wall. Now, go left, then start running right to start speed
boosting, then store your charge once you get to the shaft. Jump on top of the
pedestal and quickly shinespark up. You'll then fly WAY up through this long
shaft, killing some space pirates on the way, and you'll get a POWER BOMB TANK
(8) before you hit the ceiling. Drop back down and go back to the glass tube
room.

Back in here, go back up and drop down into the left side, then lay a power bomb
to expose a tunnel in the left wall, then drop down.

In this shaft, go down, killing bombus on your way, and land on the bottom. The
right door leads to a Save Room, so go ahead and save, then go left.

Huh? Somehow red zeelas (yes, from Kraid's lair) are crawling in this hallway.
Kill them if you want and go through the left door.

In this shaft are more bombus. Screw attack down into the bottom, then go
through the door at the bottom.

A seemingly empty hallway... but if you wait long enough, a brown zoomer will
crawl through the ceiling! Go up to find there are hidden tunnels here, then
kill all the other brown zoomers here and find your way to get a SUPER MISSILE
TANK (24). Go back down into the hallway and go through the left door.

Before you go through the left door, lay a power bomb to expose another tunnel
system. Find your way through to get another SUPER MISSILE TANK (26), then go
back to the hallway with the red zeelas in it.

In here, kill all of the zeelas, then from the left side, start running right
until you start speed boosting, then store your charge once you get to the
center of the shaft, then shinespark straight up. You'll then fly through
several speed booster blocks to an ENERGY TANK (11), then you'll end up in the
small hallway to the left of the glass tube. Go back to the Chozo Ruins area, to
the room with the 3 tunnels in it.

There are three small tunnels here, but you only went through the bottom one
because you were being chased earlier. Otherwise, go to the top tunnel and roll
all the way to the right. In the rightmost space, shoot missiles into the
ceiling until you destroy a missile block, then jump up and get the POWER BOMB
TANK (10). After doing this, go back to the glass tube room.

In here, go back down to the shaft with the Save Room next to it. Save if you
want, then continue left towards the end, with that tunnel system that had the
Super Missile Tank there. Remember that door I told you to ignore? Go through
it. Go through the hallway here and you'll end up back in Crateria!

[Crateria]

In this hallway, open the yellow door with a power bomb, then go through.

You'll end up back in the water room with the skulteras. Go left, then back up
to the tunnel area with the flashing block. Get out, then space jump right until
you find a yellow door. Open it and go through to get back to Chozodia.

[Chozodia]

In here, keep running left until you drop through a hole. You'll then land into
a seemingly empty room, but lay a power bomb to expose a Power Bomb Tank guarded
by a missile block. Destroy the missile block with a missile, of course, get the
POWER BOMB TANK (10), then destroy the other missile block on the lower right
side of this room for a shortcut back to the left side of the Chozo Ruins area.
Don't go into the tunnel, though. Instead, go back the way you came to the large
room in Crateria.

[Crateria]

If you didn't see it earlier, there was a Super Missile Tank above the yellow
door in this room, as well as some other tanks. First, use the hallway in
Chozodia to speed boost, then stop and store your charge once you get outside.
Quickly space jump up to the ledge, then shinespark right, where you'll run into
a hill and start speed boosting again, running through the set of speed booster
blocks and collecting the SUPER MISSILE TANK (28). Only one more to go!
Otherwise drop down to the bottom of the room and go left until you hit a
pillar, then use a power bomb to expose some screw attack, crumbling, and speed
booster blocks in the ground. You'll also see a Missile Tank here. First, go
back to the Crateria-Chozodia hallway you used just a bit earlier to get the
Super Missile Tank, then start speed boosting. Again, store the charge once you
get outside, then go into Morph Ball form and drop onto the ledge below you.
After you hit the ledge, press A and shinespark left with the Morph Ball, going
through the speed booster blocks. You'll then drop through some crumbling
blocks, but hold left as you drop so you won't land on another set of crumbling
blocks, and get the MISSILE TANK (210). Then, fall through the crumbling blocks
and roll to your right, through a hidden tunnel. Now, go back to the large room
where you ship used to be.

It's now raining here. Otherwise, start space jumping and go toward the left
side of the room until you find a circle on your map. The item here is a Power
Bomb Tank, but we need to use the Speed Booster to get it. How? Go a couple of
rooms right, where the elevator to Norfair is. Go a bit to the right, then lay a
Power Bomb to blow up the two power bomb blocks so you can get enough running
distance to start speed boosting. Then, go right, then start running left, where
you'll start speed boosting. Shoot the door so you can keep running, and you'll
run through the lower wall in the next room with the two rippers. Shoot the door
in front of you to get through. Once you get to the room where your ship was,
store your charge, then jump onto the ledge ahead of you. Stay on the rightmost
side, then go into Morph Ball form and shine spark upwards, to the left. You
should clear all of the speed booster blocks. Once you do, jump up and get the
POWER BOMB TANK (14) in the tunnel. That's it for the items on Crateria. After
getting the Power Bomb Tank, go right and take the elevator down to Norfair.

[Norfair]

Back here, go back to the elevator room to Brinstar, and start running right
until you start speed boosting. Use the shinespark method I showed you to go
across the large room to the right of the elevator room, and break the speed
booster blocks to drop down. Go through the door on your left.

In here, don't run left then run right to go through the next set of speed
booster blocks. Instead go through the green door on your left.

In here, shoot the wall (or screw attack through it) and keep going left until
you go through the last thin wall you see. Start shooting up, and destroy the
topmost block to get the exposed MISSILE TANK (215). Go through the door on your
left.

In here, it would've been hard to get the Super Missile Tank without the
Space Jump. Otherwise, lay a bomb on the green section of the floor to destroy
it, try not to fall through the crumbling blocks below. If you do, just go
right, killing the lava dragons here, and shoot through the section of floor
that's right next to the door (Hey, I rhymed! Lol), then go left. Space jump
across the gap and get the last SUPER MISSILE TANK (30) in the game. Otherwise,
use your map to help you and go down to the shaft next to Norfair's Map Room.

In here, drop down the fake lava pit into the lower part of the shaft, then drop
down the real lava pit. Use a power bomb to find the missile block down here,
then destroy it and go through the door on your left.

In here, jump up and roll through the tunnel to your right to find a Missile
Tank. Use a bomb, then quickly return to normal form and grab onto the ledge,
then fire a missile at the missile block, then jump up and get the MISSILE TANK
(220). Go back into the main part of the shaft, then drop down onto the first
ledge on your left. Lay a power bomb to find 3 missile blocks on the left wall
of the shaft. Destroy them and roll through the tunnel into another shaft, then
jump up and get the POWER BOMB TANK (16) on the pedestal. After you get the
Power Bomb Tank, look towards your map. See the horizontal row of rooms that
you happen to be in? Starte heading to your right, staying in this row of
squares. don't go down or up even one square on the map, until you reach the
end of the path you?re on. Then, shoot the floor and go into the opening, then
go
left, back into the hidden room where we got SUPER MISSILE TANK (8). Go to the
very end, then lay a power bomb to break some blocks near the top of the wall.
Roll through the tunnel, then keep going left to reach a MISSILE TANK (225).
That's it for the items in Norfair. Using your map to help you, go back down to
Ridley's Lair.

[Ridley's Lair]

There are two more Missile Tanks we need to get here. First, go to the eastern
shaft, next to the long hallway you shinesparked through.

Back in the shaft, drop down all the way into the bottom of the shaft, go back
into the hallway that you shinesparked through before, then jump into the gated
walkway on the right side of the hallway. Run until you start speed boosting,
then store the charge. Immediately go to the save room, open the door on your
right, then shinespark into the stairway on the right of Save Room and start
running again. Once you get into the eastern shaft again, store your charge,
then jump onto the ledge where the first blue door on your left is, then
shinespark to your right, where you'll break through a part of the shaft's right
wall. Go to the edge of the wall you just broke through, then start running
right. Go through the door.

You can clearly see the Missile Tank above you, but keep running until you reach
the right side, then store your charge. Roll underneath the pillar, then
shinespark straight up. Once you reach the top, lay a bomb to destroy the stone
pillar ahead of you, then drop down and start going left while the pillar is
being destroyed. Once you go past the vertical stone pillar separating the two
sides of the room, start space jumping. Wait for the stone structure to
completely dissolve, then go left and drop down to the MISSILE TANK (230). Run
to the right of the room, then exit through the door. Once you start speed
boosting, stop and store your charge. See the small partial opening in the
ceiling? Align yourself underneath it, then shinespark straight up. You'll go
through a bunch of speed booster blocks and will end up in front of a hidden
door. Open it, start running, and go into the next room.

In here, keep running and shoot the large block with your beam, then the smaller
block with a missile while still running, and you'll run through several speed
booster blocks. However, jump RIGHT before you hit the elevated section of
ground, and you'll boost through enough speed booster blocks to reach the
Missile Tank. It'll take you many tries unless you're good at this, but once you
successfully pull it off, get the MISSILE TANK (235) on the pedestal its on and
then run back through the door, speed boosting while you're running, so you can
break through the wall and back into the shaft. That's all the items here, so go
back to the elevator and take it up to Norfair.

[Norfair]

Back here, go back to the western shaft, right next to the Map Room.

Back here, go all the way up to the top of the shaft, then lay a power bomb to
find a missile block on the left wall. Destroy it, then roll into the hidden
tunnel and continue left, where you'll end up back in Kraid's Lair.

[Kraid's Lair]

We're back in the easternmost Save Room. Use the screw attack to break through
the wall, then save here. Go back to the elevator room.

Back in here, go through the blue door on the left, right below the Save Room.

Back in this hallway, roll through the first tunnel, then drop down into the
acid, where you should see some blocks. Shoot through them, then run right,
shooting more blocks in your way, until you reach a tunnel, where you should
BARELY start speed boosting. Immediately press down to store your charge, then
shinespark left, into the hill, where you'll start speed boosting again. Once
you get over the hill, press down to store your charge, go into Morph Ball form,
and shinespark to the right, into the hill again. You'll start speed boosting in
Morph Ball form, going through the tunnel, through some speed booster blocks, to
a MISSILE TANK (240). Go back to the elevator room, and take it up to Brinstar.

[Brinstar]

Back in this room, go left.

Here, jump onto the ledge... which is a launcher! Roll into it and lay a bomb,
where it will launch you through the shaft, through the hallway, even through
the ceiling, into a hidden room. Hold right as you fall down, and get the
MISSILE TANK (245), then drop back down and go through the door on your left.

Back in this room, go onto the platform you were on when you started the game,
and lay a power bomb to expose a hidden launcher underneath the platform. Use it
to launch you up to Crateria.

[Crateria]

Once you hit the ceiling, hold left to land on the floor, then go through the
door on your left.

An empty hallway, go through the door on your left.

In this shaft, go up until you reach a piece of debris blocking the way. Lay a
power bomb to blast away some of the debris, then jump up and go left, drop down
and go through the green door on your left.

Okay, we're at the elevator you used to escape from Tourian, take the elevator
down to Tourian.

[Tourian]

Wow... look at this. It seems Tourian wasn't completely destroyed... well, there
are actually two expansions that somehow got here, so go down the destroyed
escape shaft and go through the door on your right.

We're now in the... well, remains of Mother Brain's room. Otherwise, lay a bomb
on where Mother Brain was to find a super missile block. Destroy it and drop
down into a hidden room, and get the last POWER BOMB TANK (18) in the game. Jump
back up and screw attack across the room. Avoid the green acid here (this is the
only room that has it in the game), because this acid can damage you, even
though you have the Gravity Suit. Otherwise, go back to the Save Room and save
here if you want (everything to the right of this Save Room actually didn't get
destroyed somehow), then continue to the room just past the Save Room you just
entered, the one that had all those rinkas in it. Start running, then jump just
before you hit the elevated floor in front of you, and through the door.

Back in Mother Brain's room, keep using the space jump as you fly through this
room, through the remains of the walls that the zebetites were, and through the
door.

Back in the destroyed escape shaft, keep space jumping, and you'll soon go
through the left wall of the shaft, and you'll end up in a hidden room. Use a
power bomb to destroy the debris, and get the exposed and the last MISSILE TANK
(250) in the game. Otherwise, head back up and take the elevator back to
Crateria.

[Crateria]

Back here, head back to the water room with the Skulteras.

Back in this room, head right and take the door to your right. Run through the
hallway and go back to Chozodia.

[Chozodia]

Ok, we have just one more expansion to get... and if you've gotten all the other
expansions, you'll know that it's an Energy Tank. First, go ALL the way back to
the cockpit room. Save at the save point here, then go up. Roll into the tunnel
here, and lay a bomb to destroy part of the ceiling. Go up and through the door
at the top of the room.

In this room, lay a power bomb to destroy the left wall, then roll through the
tunnel and lay another power bomb (or just lay bombs) to destroy the right wall,
then go through the door.

In this hallway, just run through for now, then go through the door. In the next
room, go to the center wall, then open the door and run left. Once you start
speed boosting, jump a tiny bit, and if you get it right, you should blast
through the elevated area of the floor, where you'll fall into a hidden room. Go
back up, run right again, then run left, where you should barely start speed
boosting. Press down to store your charge, then drop down into the hidden room.
Drop off the right side of the ledge and then press A just before you hit the
laser, then shinespark right, flying between the lasers above and below you,
into the right wall. After doing this, get the last ENERGY TANK (12) in the
game. If you're having trouble getting this Energy Tank, then carefully space
jump between the lasers to the right side. Be careful though, because if you
trip a laser, then a shutter will close in front of the Energy tank, blocking
you from getting it, so you'll have to leave, come back, and try again. After
you get the Energy tank, then go back to the final save room, next to the
cockpit room.

After you've saved, pause the game. If you have 1299 energy (12 Energy tanks),
250 missiles, 30 super missiles, and 18 power bombs, then you have all the items
in the game, giving you a 100% total on your file. Congratulations! However,
we're not done with the game yet!

-- 5.11: The Finale --

After you've saved in the final save room, go up and take the door at the top of
the room, back into the hallway where you claimed your last Energy Tank.

Back in here, go through the right door, into the next room.

In here, jump up and shoot the cracked part of the center wall, then roll into
it and go right. Delayed crumbling blocks will take you down to the bottom of
the wall. Once you reach the bottom, lay a bomb to destroy a block on the right
side, getting you to the other side of the room. Go through the red door, into
the last area on the map.

You'll now be in a dark room... and the door turns grey behind you. Everything
is silent, but what's that metallic sound? Stay on the left side of the room,
where something HUGE will enter from the right side. Once it stops, the lights
turn on, revealing Ridley! Wait, that's not Ridley! Say hello to the REAL final
boss of the game, Ridley Robot (I didn't use the name Meta Ridley because that
name was already taken in Metroid Prime, lol)! However, the fight will depend on
if you have a 100% game file or not.

--BOSS: Ridley Robot (Non-100% Game File)--
Difficulty: 7/10
Ridley Robot will take up almost all of the room, on the right side. You'll have
very little room to move, so be careful when you're moving. Otherwise, his head
will block his chest area, which is his weak point. Jump up to raise his head,
then start shooting the glass covering on his chest with either missiles or
super missiles. Ridley Robot will attack you in two ways. He'll either raise his
arm to slash at you (Jump to avoid it) for a pretty high 75 damage, or he'll
shoot a bunch of fireballs at you from his mouth, two at a time. Space jump
along the wall between the fireballs to avoid them, then start shooting
missiles. It'll take 10 missiles or 2 super missiles to destroy the glass
covering. Once you've destroyed the glass covering, Ridley Robot will no longer
shoot fireballs at you, instead he'll have two more attacks as well as keep
slashing you. If his eye starts flashing, he will start shooting lasers at you
at different areas of the room. It's hard to judge where they'll go, so you'll
most likely get hit. After he starts shooting lasers, he'll open an area in his
back and will shoot 3 missiles at you, shoot them for refills. Otherwise, start
shooting his chest area to really start damaging him now, going from silver, to
purple, and then to red. It should take only about 4-5 super missiles to kill
him, but it will require more hits if you're using missiles. Keep shooting his
chest until you kill him.

--BOSS: Ridley Robot (100% Game File)--
Difficulty: 10/10
Holy shit... if you have a 100% game file, then Ridley Robot will literally be
hell. Not only will his attacks hit harder (his slash attack is TWICE as strong
now), but he'll also have about twice as much health, requiring about twice as
many missiles or super missiles to kill him. Otherwise, he has the same attacks.
Do NOT touch him or let him slash you, or you'll take a whopping 150 DAMAGE.
Yes, that's right, an Energy Tank and a half of your health. It will take about
35 missiles or about 6-8 super missiles to destroy the glass covering now, and
about another 40-50 missiles and around 10 super missiles to kill him. Go all
out on him if you can, using the missiles he fires for refills in case you need
them. Otherwise, keep hitting him at every opportunity you get until he dies.

After Ridley Robot "dies," he'll fall to the floor. Get the large energy refills
he leaves behind, then go throu- hold on. The door is still locked! A couple of
seconds later, Ridley Robot's eye will start glowing red, beeping. He just
activated the self destruct system in the ship, and the alarm will go off. You
have 5 minutes to escape the ship. Wait... you don't have a ship! Remember the
hangar room here? It's time to go back there. Once the timer starts, the door
will unlock. Go through.

Back in here, shoot the top of the center wall to expose an opening, then drop
down the crumbling blocks and shoot left while you're dropping and roll back
through the left side, then continue through the door.

The door turns grey behind you... Ok. Every door you go through will turn grey
when you go through them, just to let you know. Go back through the hallway and
kill the 2 space pirates in front of you, then go through the door ahead.

Back in here, a closed shutter blocks your way! Oh well... you're screwed,
right? Wrong. Shoot the ceiling to expose a hidden tunnel, then jump up and roll
left through it, where a crumbling block will drop you into the room, past the
shutter. Jump up and shoot the blocks in your way, then roll through the tunnel
ahead, and go through the door.

Back in the cockpit room, bomb the floor to get through, and drop down to the
bottom. Roll through the tunnel on your right, and go through the door.

Screw attack through this room to kill the space pirates in your way, and go
through the door at the bottom.

In this room, roll through the tunnel, then shoot the cracked area above you and
jump up. Screw attack and kill the space pirate and the bombus here if you want,
otherwise go through the door on your left.

Fall through this small shaft and kill any space pirates in your way, then go
through the door once you reach the bottom.

In here, go into Morph Ball form and lay a power bomb to go through the first
tunnel, then lay another power bomb and go through the second tunnel and through
the door.

Screw attack up this shaft and go through the door at the top.

You'll drop down into this large room. Screw attack your way through the path,
then fire missiles at the work robot to blast it forward to get out of the
tunnel faster. Continue through the path and go through the door at the end.

In this room, screw attack the bombus and the space pirate here, then go through
the tunnel on your right.

We're now in the hangar room. Drop down into the room, then go left to where the
locked door is, where you'll confront two elite space pirates! They are much
stronger, faster, and have more health than regular space pirates, and only your
beam can hurt them. Start firing away at them. It'll take 10-12 regular shots to
kill them, or about 5-6 charged shots, but stick to regular shots, since they
tend to jump around a lot, making you miss, and you can kill them faster this
way. Otherwise, once you've killed both of them, the locked door will FINALLY
open. Go through to the space pirate ship, where its door will open and a space
pirate will jump out! Kill him, then jump into the ship, where you'll turn it on
and fly out of here, killing a space pirate who tries to stop you, but fails
miserably. You'll then fly out of the mothership, where it will start to shake
and glow, and then explode. After leaving the planet, the ship will fly by,
showing Samus through the window. Congratulations, you've just beaten Zero
Mission! Now, you can FINALLY sit back, relax, and get a Coke (or a Pepsi, if
you like those), and watch the credits go by. If you've followed this guide,
then the ending screen should say you've gotten 100% of the items, as well as
the "See You Next Mission" message, but the picture depends on how long it took
you to beat the game. After going back to the main menu (I believe you need to
reset the game to return), you will unlock the NES version of Metroid as well as
being able to play Zero Mission again on Hard Mode (go to your game file, go to
Start Over or whatever it is, and select Hard Mode, beware as it will delete
your old file, so if you want to keep the data before, copy it to another file),
as well as the Image Gallery. Otherwise, do what you want, for there's more
stuff to unlock! (See the Unlocks section for more info.)

I just added this in case you'd like to know... I played through the game while
making this FAQ to get just about all of the information you see in this
walkthrough, and it took me 5:15 to beat the game on that file. Lol

== 6.) Glitches ==

So far playing this game, I have only found two glitches in this game.

Glitch 1: Early Super Missiles
Where: Hidden room to the left of the blue shaft in Brinstar
Remember SUPER MISSILE TANK (10)? You can get this pretty far before you're
supposed to get your first Super Missile tank. After you get the Hi-Jump, go
back to the room next to the elevator to get down to Norfair in Brinstar. Since
you can now jump with the Morph Ball, use the same method you used to get to
this Super Missile tank, and voila! You now have Super Missiles before you even
get the Varia Suit! This is currently the only way that I know to sequence break
in the game.

Glitch 2: Weird jumping glitch
Where: Any room with blue violas (not sure if it works with red violas)
Okay, this glitch is weird, but if it works for you... great. Otherwise, freeze
a blue viola and spin jump onto it. What happened? When I landed on the frozen
viola, the game still thought I was in the air, and I was "falling," when I
really wasn't. I tried to press A to jump, instead I just spin jumped. Just
change direction (or just randomly press buttons) to fix this glitch, where
you'll return to normal and stand.

== 7.) Unlocks ==

Listed here are all the unlocks that you can well... unlock in the game.

Image Gallery and NES Metroid: Beat the game for the first time (doesn't matter
what difficulty)

Hard Mode: Beat the game on Normal mode.

Metroid Fusion Image Gallery: Link a GBA with Zero Mission in it with another
GBA with Fusion in it.

Sound Test: Beat the game for the first time on Hard mode.

== 8.) Credits ==

Well, this is my credits list, and full credit goes to anyone listed here for
what they've done. I'd like to thank the following...

Nintendo and Intelligent Systems, for making such a great remake of the first
and truly great game of the Metroid Series.

Foxhound3857, his Super Metroid FAQ helped me find the names of the enemies
throughout the game, so he gets full credit for that.

Yumata, for the strategy he had for defeating Imago (which I incorrectly called
the ?Killer Bee?).

CJayC, for making one of the most helpful and greatest web sites ever!

And finally... you, for reading my guide.

== 9.) Contact Info ==

Since I am not planning to update this any more, I am no longer providing my
email address.

== 10.) Closing ==

Well, that's it for this FAQ. Thanks for reading it, and I hoped it helped you
out through this game. I'm thinking about making an FAQ for Metroid Prime, so
don't think that this will be my only one. Otherwise, see you next mission!

== Copyright (c) 2009 acdcgamer316. All rights reserved. ==