     *************************************************************************
     *Copyright (c) 1990, Elken Osher.  All rights reserved unless waived as
     set forth herein.  This document is presented to all gamers with the
     compliments of the author.  It may be copied and distributed freely by
     any means and without charge, and such copying and distribution is hereby
     encouraged; however, if copied for purposes of distribution, it must be
     reproduced in whole and not in part.  Under no circumstances may this
     document nor any portion thereof be sold or otherwise commercially
     distributed, nor may it be reproduced in whole or part for any use in
     which sale, advertisement, or other mercantile purpose is contemplated.
     *************************************************************************

                           THE HIDDEN ZONES OF "METROID"

     Less adventurous and inquisitive players of Nintendo's popular game
     "Metroid" usually race headlong through the Metroid planet, Zebes, in
     their quest to destroy the the evil Mother Brain.  In so doing they often
     overlook what may very well be the game's most intriguing and difficult
     challenge: not the destruction of the Mother Brain, but the exploration
     of the daunting "hidden zones" of planet Zebes.  Several sizable portions
     of this mysterious planet are cleverly and completely concealed from
     view.  Unless a player already knows something of these zones and of the
     peculiar method which must be employed to enter them, it is unlikely that
     he or she would ever discover them.  Within the game itself, there is a
     total lack of any clues or hints which might lead one to infer the
     existence of these hidden zones and of the specialized technique for
     accessing them.  This is rather unusual for a Nintendo cardtridge game.
     What is also remarkable is the fact that Metroid contains a truly vast
     amount of such "undocumented" territory.  In fact, it contains more of
     such "unofficial areas" than any other Nintendo game: as much as 35% of
     the playing area in Metroid may be undocumented.

     If you want to find out more about these mysterious regions, you'll get
     no help at all from the literature which came bundled with your
     gamepack--it contains no mention of the hidden zones.  Nor are they at
     all described in the illustrated section devoted to Metroid in "The
     Official Nintendo Game Players Guide."  One or two brief items have
     appeared in another Nintendo publication--"Nintendo Power" magazine--but
     these did little more than call readers' attention to the existence of an
     uncharted world in Hideout #2 and indicate a single point of entry.  To
     the best of my knowledge, no further description of this particular area
     nor of the several other hidden areas has appeared in any issue of any
     other game-players' magazine (at least not in the United States).  Nor,
     for that matter, has a complete diagram or map of Metroid ever been
     published.

     In order to enter any one of the hidden zones of Metroid, the more hardy
     and intrepid player (that is YOU, of course) must employ the so-called
     "wall-door" controller technique.  This special technique enables you to
     climb right through a seemingly "hard" ceiling or descend through an
     apparently solid floor.  It does require a bit of practice and patience
     to master.  In order to perform the "wall-door" technique, follow these
     directions:

                                                                        Page 2

         STEP 1:  Fire your gun at a door so that it opens.  Do not go through
         the open door, but do enter the doorway just far enough so that your
         gun and a small portion of your arm go through.  When the door closes
         it will close around you; let it do so.

         STEP 2:  Now here's the tricky part.  Using the controller pad (or
         joystick if using the "NES Advantage" or similar device), alternately
         press the "up" and "down" buttons (or alternately move the joystick
         between the extreme "up" and "down" positions) in a continuous, rapid
         sequence.  If done correctly, your on-screen character, Samus, will
         literally climb upwards while he is encased in solid wall.  (Be very,
         VERY careful, however, when pressing the "down" button or using the
         joystick in the "down" position: if you maintain pressure too long on
         the controller in the "down" position, Samus will roll up into a
         ball.  If he does so while encased in a wall, he cannot again stand
         up or recover and may become hopelessly trapped.  You may then have
         to reset or restart the game.)

         STEP 3:  When Samus reaches the top of the screen (don't let him
         climb entirely off the screen), let go of the controller pad or
         joystick.  Now, repeatedly press the "A" button (the button that
         makes him jump).  Result: as you press, the scene will--if you are in
         the right place--scroll progressively downwards and Samus will, bit
         by bit, be carried downwards on the screen along with the ceiling.
         (If you have a "turbo" feature on your controller, turn it on and
         maintain continuous pressure on the "A" button to automate this
         process.)  At the same time, a portion of an entirely new--perhaps
         hidden--room may begin to appear at the top of the screen.  You can
         continue to scroll the scene downwards only until Samus reaches the
         middle of the screen; in order to scroll more of the scene downwards
         you must repeat Steps 2 and 3.  When you have scrolled enough of the
         new scene onto your screen, you can have Samus enter the scene by
         stepping out of the wall which encases him.  Samus can do this in
         either of two ways:  A) He may continue to climb higher and higher
         into the new scene until he ultimately reaches a door in the wall, or
         B) He may walk out of the wall anywhere.  You can have Samus do the
         latter only if he is not completely encased by the wall--that is,
         some portion of Samus' body must be free of the wall.  (You can
         adjust the degree to which Samus is encased in the wall in Step 1 by
         ensuring that as little as possible of Samus' body disappears into
         the doorway of the door that is to enclose him.)  Please note also
         that in some scenes, Samus' enemies can attack him even though he is
         encased in the wall.  In such situations, he is entirely defenseless
         unless he can use his gun against them--which he can do if it is free
         of the encasing wall.

     You can also, in the right places, use the "wall-door" technique to
     descend through a floor.  The procedure is exactly the same as that
     described in Steps 1 through 3 above, with one significant difference: in
     Step 3, when Samus climbs to the top of the screen, continue climbing
     until he entirely disappears from the screen.  Then (as before)
     repeatedly press the "A" button.  This time the scene will scroll not
     downwards, but upwards for a distance of about half a screen's length.
     By the time it stops, Samus may or may not have reappeared at the bottom
     of the screen.  If he has not reappeared at the bottom of your screen,
     don't panic--just repeat the "up-down" controller technique to have him
     climb a bit more.  It takes patience and practice, and you will probably

                                                                        Page 3

     "lose" Samus more than once.  If this happens, the usual reason is that
     you have allowed Samus to roll into a ball and he is trapped, or you are
     in a place where up-down scrolling of the screen is not permitted by the
     program.

     Now that you know how to perform the "wall-door" technique, when and
     where should you employ it?  The "wall-door" technique cannot be used
     just anywhere; its use is permitted only in certain scenes.  But the only
     way to know with certainty whether a given door will permit climbing or
     not is to try it.  Since each side of a door is contained in a different
     scene of the game, you must try both sides of a door.  Most doors do not
     permit the use of the "wall-door" technique, but some do.  And your use
     of the technique on certain of these doors will lead you to one of the
     hidden areas of the game.

     But before you go off to explore one or more of the hidden areas, there
     is another important thing you should know: THE DOORS IN THE HIDDEN AREAS
     ARE VERY DANGEROUS!  They are not dangerous in the sense that some
     terrible enemy may happen to lurk behind them.  The principal peril of
     the hidden areas derives from the fact that some of the doors lead off
     into nowhere.  Having gone through such a door, Samus may disappear from
     the screen, but--surprisingly, and much to your dismay--the scene does
     not change nor show you where he has gone, although if you are lucky you
     may still be able to hear the sound of his footsteps.  In such cases it
     is sometimes possible to rescue and restore Samus to the screen, by
     walking and jumping him around offscreen in just the right manner while
     listening carefully to the sound of his footsteps. Again, there are other
     apparently normal doors which become "one-way" once you have gone through
     them, so that you will be permitted to enter a new room or scene only to
     be trapped there forever (or until you reset the game).

     None of the doors in the normal, "documented" game areas ever behave in
     this unpredictable manner.  Unlike the normal zones, navigation through
     the mysterious hidden areas of Planet Zebes is usually difficult,
     sometimes frustrating--and it is always quite dangerous to Samus' health.
     Needless to say, these added hazards make exploration and mapping of the
     hidden areas more challenging.  But consider: the possibility of falling
     off into the void did not deter Sir Edmund Hillary from climbing Mt.
     Everest (and unlike your astronaut-friend, Samus, he had no reset button
     to push in case of emergency).  If you are easily deterred and easily
     frustrated by such difficulties then you really have no business in
     exploring the hidden areas of Planet Zebes, have you?  (Nor, for that
     matter, should you be reading this.)

     Now that you have some idea of the navigational perils that await you--
     and assuming that you are made of the "right stuff"--you are ready to
     head out into the hinterlands of Planet Zebes to investigate the hidden
     areas.  There are three large hidden zones that I know of.  As far as I
     have been able to determine, each hidden area is entirely separate from
     the others.  Here are directions to them:

                                                                        Page 4

     HIDDEN AREA--HIDEOUT #1:
     -----------------------

     From the elevator landing in Hideout #1:  Enter the very first door on
     your right; proceed right as far as you can, go through another door: you
     will then be at the bottom of a long vertical shaft.  You can use the
     "wall-door" technique on the door that you just passed through (it will
     now be on your left), or you can attempt to climb up to the top of the
     long shaft by jumping from one free-standing block to the next.  Either
     way, make your way to the top of this vertical shaft.  (I haven't mapped
     this area out for you, but there are at least ten additional floors
     hidden above the ceiling at this point!)

     HIDDEN AREA--BRINSTAR:
     ---------------------

     First, a word of warning:  Exploring this hidden area is devilishly
     difficult--more difficult, perhaps, than anything you've ever
     encountered in any Nintendo game.  But if you are truly a person who
     doesn't give up easily, then give it a try.

     From the "start" area:  Proceed to the right as far as you can, going
     through three doors.  You will be at the bottom of a very long vertical
     blue shaft. Ascend half way up the shaft: enter the door which appears on
     the right hand side of the shaft.  Proceed to the right, through a sort
     of tube (its the only way you can go), through another door: you will be
     in the middle of a long vertical yellow shaft.  Go down to the bottom of
     this shaft.  There will be a door on the right side.  Do NOT go through
     this door, but use your "wall-door" technique on it to go downwards, so
     that you DESCEND through the floor of the shaft.

     As you continue to descend, you will pass, in succession, several "dead-
     end" shaft chambers.  Do NOT enter any of these chambers, for they have
     no doors nor exits and you will become hopelessly trapped within them!
     Continue with your descent until you come to a platform-type room with a
     red door on the left (requires missiles to open) and a blue door on the
     right.  Enter this room--you've arrived!

     As I said earlier, of all the hidden areas in Metroid this one is the
     most challenging.  Though possible it is extremely difficult to enter
     this platform room; perfect mastery of the "wall-door" technique is
     required, or else you'll wind up trapped below the platform or off the
     screen.  I haven't gotten very far in my exploration of this hidden
     area--perhaps you will do better.  If you do succeed (which is doubtful)
     be sure to make a careful map of the area; then bestow a favor upon your
     other, less fortunate or intrepid colleagues by uploading it along with
     an account of your exploits.  Good luck (you'll need plenty of it)!

     HIDDEN AREA--HIDEOUT #2:
     -----------------------

     There are three different entry points in this Hideout through which you
     may enter the vast, hidden area which lies above it.  In your
     explorations, refer to the map below.  Each numbered square represents a
     room; the number itself corresponds to one of the forty different room

                                                                        Page 5

     illustrations which are depicted below the map.  Blank regions on the map
     or squares without numbers indicate areas that are as yet unexplored.
     (The illustrations were created using only characters of the extended
     ASCII set.)

       A) To get to the leftmost entry point:  From the elevator landing (room
          #1), proceed along the route of rooms as indicated by the following
          sequence:

                            1-D-2-L-3-3-4-5-5-5-6-3-U-14-20

          (This simple code means: From room #1, go down to room #2, then left
          through rooms #3,3,4,5,5,5,6,3, then up through room #14 to get to
          room #20.  To go from the last room #3 to room #14 you'll need to
          use the "wall-door" technique.)

       B) To get to the rightmost entry point:  From the elevator landing
          (room #1), proceed along the route of rooms as indicated by the
          following sequence:

                            1-D-2-R-10-11-11-12-13-U-14-21

          (Use the "wall-door" technique to go from room #13 through room #14
          to reach room #21.)

       C) To get to the central entry point:  From the elevator landing (room
          #1), proceed along the route of rooms as indicated by the following
          sequence:

            1-D-2-L-3-3-4-5-5-5-6-3-D-36-2-R-7-30-30-8-20-U-14-4-R-3-3-U-14-20

          (You'll need to use the "wall-door" technique twice here: first, to
          go up from room #20 through room #14 and above, and second, to go up
          from room #3 through rooms #14,20.  When going up from room #20 to
          room #14, it is very important to first jump over to the right-hand
          side of the screen: then use the "wall-door" technique on the door
          on the right, NOT the door on the left.  If you study the
          illustrations of these rooms carefully, you'll see why: the "wall-
          door" technique works only where there is actually a wall; it will
          not, however, permit you to climb upwards through a floor and then
          on into thin air.)

     Some further explanation of the directions for entry point "C" is in
     order.  You may be wondering why the route to the central entry point of
     Hideout #2 is so circuitous (which it is, quite literally).  This is yet
     another of the mysteries of Metroid.  The explanation is apparently this:
     a screen which ordinarily permits only a horizontal transition to the
     next screen may permit you to enter and leave it in vertical-scrolling
     mode--if you can manage somehow to enter it while already in vertical-
     scrolling mode.  For example, some rooms whose ceilings ordinarily bar
     any attempt at vertical motion will permit it if you manage to enter the
     room--or even a neighboring room--by going up through the floor from a
     room beneath.

                                                                        Page 6

     This is exactly what is happening in the case of the central entry
     point--it must be approached while in vertical-scrolling mode, and you
     can do this only if you approach it by coming up through the floor of a
     neighboring room.  Since the game is somewhat devious in this respect,
     you must be rather wily as you go about exploring it.

     If you are not successful in your attempts to enter a hidden area by one
     means, try approaching it from a different route or direction.  And
     always, keep a record not only of the rooms you discover but of the route
     you used in approaching them.

     As you may see from the map, in the "documented" or "normal" area of
     Hideout #2 there are 84 rooms, while there are (at least) 145 rooms in
     the hidden area.  And without doubt, there are many more rooms waiting to
     be discovered.  This represents a great amount of "undocumented area"
     indeed, and if we are correct in taking this as a representative example
     it suggests how much hidden area may also yet be discovered in Hideout #1
     and in Brinstar.

     Which brings us to ponder what is doubtless the greatest Metroid mystery
     of all:  Why do these hidden areas exist?  Where do they lead?  Do they
     conceal some great secret?  I have not yet reached the end of any one of
     these areas, but their exploration is so diabolically difficult a task
     that one must, at least occasionally, suspect some impish or wicked
     purpose on the part of the programmers--or perhaps they had no purpose
     at all.

     But the creation of these areas is evidently not some mere fluke, not
     some aberration of the program, but a deliberate act of design.  For
     deep within the hidden areas, one may occasionally see specially-drawn
     scenes which appear nowhere else in Metroid.  Just what ultimate goal or
     end is behind it all?  To date, the game counselors at Nintendo of
     America know virtually knothing about Metroid's hidden areas--they
     evidently haven't been briefed by the folks in Japan who wrote the
     program.

     So, my fellow gamesters and loyal Metroid aficionados, it is up to us.
     Let us broadcast an appeal to the clever designers and programmers of
     Metroid, and ask that they enlighten these dark spots on Planet Zebes
     forthwith and dispel the mystery.  If any of the programmers who wrote
     Metroid in Japan happen to read this, will one be good enough to send a
     reply?  Please tell us all about the hidden areas of Metroid--and tell
     us, furthermore, if there is an easier way to explore these forbidding
     regions!

     (Users of other bulletin boards--especially in Japan--please copy.)

     --Elken Osher
        71301,1255

     24 May 1990.

                                                                        Page 7

                       MAP OF HIDEOUT #2, INCLUDING HIDDEN AREA
                       ----------------------------------------

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                                                                        Page 8

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      complete and more may yet remain to be discovered.]

                                                                        Page 9

                        ILLUSTRATIONS OF THE ROOMS IN HIDEOUT #2
                        ----------------------------------------

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                     40


From: whuang@ugcs.caltech.edu (Wei-Hwa Huang)
Newsgroups: rec.games.video.nintendo
Subject: Super Metroid Walkthrough Version 1.00
Date: 21 Apr 1997 03:51:20 GMT

---------------------------------------------------------------------------
              S U P E R   M E T R O I D   W A L K T H R O U G H
                                version 1.00
---------------------------------------------------------------------------
by Wei-Hwa Huang (whuang@ugcs.caltech.edu)

This file is a companion to SMETROID.TXT, the FAQ; it assumes you
know the levels and maps well.

This is the sequence I get the objects in.
Using this sequence, I can get 100% and finish the game in 2:17.
(Probably less, actually, I was saving my game often.  I'd say the
theoretical minimum is about 2 hours.  If you relax the restriction
about getting 100% of the items, you can do even better.  But why?)

Tips this walkthrough is based on:
1. This will require almost constant use of the speed button, and a good
   knowledge of the screens.
2. You should anticipate doors and have the right weapon to open then before
   the door even appears!
3. Try not to save too much; getting to save screens usually takes time.
4. Use fast techniques for killing monsters.
5. Don't go out of your way to get a missile or power-up if you're coming back
   again anyway.

I'll be using an ordered quintuplet to denote how many objects you should have
  by that point.  For example,

(100,25,10,3,1) means:
   |  |  | | |
   |  |  | | +-- One reserve tank (t)
   |  |  | +---- Three energy tanks (e)
   |  |  +------ Ten Super bombs (o)
   |  +--------- Twenty-five Super Missiles (g)
   +------------ One Hundred Missiles (r)

STEP DESCRIPTION
==== ===========
000. Space Colony.  Try to get hurt by Ridley as quickly as you can.
001. Start at Samus' ship (Crateria).
002. Drop down the large shaft, keeping to the right so that you can fall
     almost all the way.
003. Brinstar.
004. Morphing Ball (0,0,0,0,0).
005. Missiles (5,0,0,0,0).
006. Skip the Missiles to the right.
007. Crateria.
008. Save game if desired.
009. Bombs.
010. Kill the Chozo Statue.
011. Energy Tank (5,0,0,1,0).
012. Skip the missiles below the save-game.
013. Brinstar.
014. Save game if desired (but not if you run out of missiles by doing so).
015. Go right down the long corridor, bombing the barrier in the center.
016. Go up the wide vertical screen.
017. Save game if desired (not worth the time, unless you have difficulty
     defeating Spore Spawn).
018. Spore Spawn.
019. Super Missiles (5,5,0,1,0).
020. Missiles in the lower left of the large room (10,5,0,1,0).
021. Charge Beam.
022. Go on a long trek to the right and down.
023. Use the wall jump trick to get to the Spazer.
024. Maridia (for a brief while), then Brinstar.
025. Norfair.
026. Save game if desired.
027. Energy tank (10,5,0,2,0).
028. Hi-Jump Boots.
029. Missiles (15,5,0,2,0).  Don't forget that you have to kill all the enemies
     to get out of this room.
030. Save game if desired.
031. Brinstar.
032. Kraid.
033. Varia.
034. Don't bother with this energy tank, you'll come back later.
035. Norfair.
036. Save game if desired. (18 minutes)
037. Enter the big rooms to your right.
038. Missiles hidden in the second big room (20,5,0,2,0).
039. Missiles in the lower right of the big bubble room (25,5,0,2,0).
040. Save game if desired.
041. Go down, right through the lava rooms, then up, left, up, right, up...
042. Missiles right before the Speed Booster room (30,5,0,2,0).
043. Speed Booster.
044. Save game if desired.  (Definitely not recommended.)
045. Down, and rush to the left to get back to the first save game spot in
Norfair.
046. Save game if desired.
047. Ice Beam.
048. Brinstar.
049. Maridia (briefly), then Brinstar again.  Go up, up, up...
050. Right through a nasty spiky room.
051. Save game if desired. (26 minutes).
052. Super Bombs, then Missiles just to the left (35,5,5,2,0).
053. Skip the super Bombs two rooms above.
054. Back through the spiky room (sigh), then back down.
055. Maridia, Brinstar, Norfair.  Go back into the Ice Beam Room.
056. Missiles (extreme left, really hard to get).  (40,5,5,2,0).
057. A long dash down and right.
058. Save game if desired.
059. Crocomire.
060. Save game (left and down) if needed.
061. Drop down, then get the missiles to the right (45,5,5,2,0).
062. Missiles hidden in the upper right of the big room (50,5,5,2,0).
063. Grappling Hook.
064. Save game if desired.
065. Super bombs in the upper left (50,5,10,2,0).
066. Energy tank (past where you defeated Crocomire).  (50,5,10,3,0).
067. Go back up.  Save game if desired.
068. Missiles (55,5,10,3,0).
069. Save game if desired.
070. Take the long corridor back to the right.
071. Go up with the Grappling Beam.
072. Save game if desired.
073. Two missiles and an reserve tank (65,5,10,3,1).
074. Missiles outside Wave Beam (70,5,10,3,1).
075. Wave Beam.
076. Run back towards Brinstar.
077. Brinstar, Maridia, Brinstar, working your way up.  X-Ray, if you want.
078. Super Bombs you ignored earlier (70,5,15,3,1).
079. Save game if desired (can you defeat Phantoon?  41 minutes.)
080. Crateria.  Go towards Wrecked Ship.
081. Missiles (75,5,15,3,1).
082. Wrecked Ship.
083. Phantoon.
084. Two sets of Super Missiles and Missiles (80,15,15,3,1).  You can come
     back and get these if they're too hard...
085. Save game if desired.
086. Kill all the monsters in the uppermost room, then shoot ALL the doors
     so you won't have to kill them again.
087. Missiles to the right (85,15,15,3,1).
088. Go back outside to Crateria.
089. Get the two hard-to-get pairs of missiles (95,15,15,3,1).  Don't go down!
090. Back to Wrecked Ship.  Play ball with the Chozo Statue.
091. Missiles and reserve tank (100,15,15,3,2).
092. Gravity Suit.
093. Crateria.
094. Wrecked Ship (you can save your game).
095. Get the energy tank (100,15,15,4,2).
096. Don't take the scenic route towards Maridia.  Go back LEFT into Crateria.
097. Get the missiles in the lower left of the water (105,15,15,4,2).
098. Go back towards ex-Tourian.  (57 minutes.)(
099. Get the missiles below the save-game (110,15,15,4,2).
100. Get the Super Missiles hidden to the right (110,20,15,4,2).
101. Get the Missiles beneath Mother Brain's old pedestal (115,20,15,4,2).
102. Brinstar, where you first got the ball.
103. Go to the right; get the energy tank and missiles (120,20,15,5,2).
104. Go up and get two pairs of missiles (130,20,15,5,2).
105. Go back left and get some super bombs (130,20,20,5,2).
106. Go to where you got the Charge beam and get the
     energy tank (130,20,20,6,2).
107. Go up to the big room and get another energy tank (130,20,20,7,2).
108. Use the grappling beam in the big room; missiles and super
     bombs (135,20,25,7,2).
109. Go left.  Don't play with the Dracola (1 hour, 6 minutes).
110. Energy tank (trap), super missiles (135,25,25,8,2).
111. Save game if desired.
112. Etecoons, Super bombs (135,25,30,8,2).
113. Back up.  Missiles, reserve tank, two missiles,
     super missiles (150,30,30,8,3).
114. Go back towards Norfair, picking up the missiles in the diagonal
     room (155,30,30,8,3).
115. X-Ray Scope (oh, that).
116. Maridia.  Bomb the tunnel.
117. Save game if desired (1 hour, 13 minutes).
118. Missiles (vertical rush) (160,30,30,8,3).
119. Super Missiles (tunnel) (160,35,30,8,3).
120. Grapple across towards the Big Pink room.
121. Save game if desired.
122. Missiles and Super Missiles in that room (165,40,30,8,3).
123. Botwoon.
124. Energy tank (165,40,30,9,3).
125. Save game and energy recharge if desired.
126. Missiles (170,40,30,9,3).
127. Draygon.
128. Space Jump.  Save game if needed.
129. Plasma Beam.
130. Take the tunnel down, and move right...
131. Spring Ball.
132. Ride the turtle to Missiles and Energy Tank (175,40,30,10,3).
133. Trek upwards for two sets of missiles and super missiles (185,45,30,10,3).
134. Do a quicksand ride twice (save the game; 1:34) to get you:
135. Missiles and reserve tank (190,45,30,10,4);
136. Missiles and power bombs (195,45,35,10,4).
137. Brinstar, Norfair.
138. Save game if needed.  Go towards Ridley's Lair.
139. Save game if needed.  (1 hour, 41 minutes).
140. Play ball.
141. Missiles (200,45,35,10,4).
142. Chozo Statue.
143. Screw Attack.
144. Super Missiles (200,50,35,10,4).
145. Energy recharge, then go right and up.
146. Take a detour for some more Missiles (205,50,35,10,4).
147. Go towards Ridley.  Save game if needed.
148. Super Bombs (205,50,40,10,4).
149. Ridley.
150. Energy tank (Metroid canister).  (205,50,40,11,4).
151. Go up, and get the energy tank near the big head (205,50,40,12,4).
152. Two sets of missiles (215,50,40,12,4).
153. Super bombs (215,50,45,12,4).
154. Ready for Tourian?  Go to Brinstar.  (2 hours).
155. Energy tank and Missiles near Kraid's lair (220,50,45,13,4).
156. Samus' ship in Crateria.
155. Go to the upper left and right of Samus' ship.
156. Super Bombs (220,50,50,13,4).
157. Energy Tank, two sets of missiles (230,50,50,14,4).
158. Tourian.  Win the game.
--
Wei-Hwa Huang, whuang@ugcs.caltech.edu, http://www.ugcs.caltech.edu/~whuang/
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This is a funny .sig.  LAUGH!!  NOW!!!!