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M E T R O I D :   Z E R O   M I S S I O N
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Metroid: Zero Mission for the Game Boy Advance

Author:   	Sam Marcinko (gameman250)
E-mail:   	elsamo285@netzero.com
Date:     	1/20/2006
Version:  	1.4

Yeah, it seems a little late to make this, but that's how I made one for Legend
of Zelda: A Link to the Past / Four Swords for the GBA.  But I'm back!

I'm gonna give you the best walkthrough of your life!  Well, I try beating out
the competition.  Stick with me, and you won't get lost.  When writing this
guide up, I got every necessary piece in on this first version.  So then, now
that I have your trust, shall we explore Zebes, Ms. Samus Aran? (you don't mind
if I call you that, do I?  No?  Well, all right then.)

NOTE OF UPDATE:  New stuff added to guide.  Original version unnecessary.

TABLE OF CONTENTS
<S01.0>  SECTION 1:  Legal Notice
  <S01.1>  Contact Information
<S02.0>  SECTION 2:  Version History
<S03.0>  SECTION 3:  Game Overview
  <S03.1>  Storyline
  <S03.2>  Controls
  <S03.3>  About the Game
  <S03.4>  Game Basics
  <S03.5>  Reading This Guide  (IMPORTANT!!!)
<S04.0>  SECTION 4:  Items
<S05.0>  SECTION 5:  Game Walkthrough
  <S05.01>  Beginning in Brinstar
  <S05.02>  From Lava Caverns to the Surface World
  <S05.03>  Lower Brinstar
  <S05.04>  Back to Norfair
  <S05.05>  If you can't stand the heat...
  <S05.06>  Wave "Hi" to a new Beam.
  <S05.07>  Big Bad Ridley
  <S05.08>  Travels to Tourian
  <S05.09>  Stranded on Zebes
  <S05.10>  A Better Bomb
  <S05.11>  Collection Run
  <S05.12>  Wrapping It Up
<S06.0>  SECTION 6:  End-of-game Prizes
<S07.0>  SECTION 7:  Tank Locations
  <S07.1>  Energy Tanks
  <S07.2>  Missile Tanks
  <S07.3>  Super Missile Tanks
  <S07.4>  Power Bomb Tanks
<S08.0>  SECTION 8:  Zebes Beastry
<S09.0>  SECTION 9:  Shortcut Guide
<S10.0>  SECTION 10:  Final Word from gameman250
  <S010.1>  Legal Notice Again?
  <S010.2>  Contact Information (again)
  <S010.3>  Fake FAQs
  <S010.4>  Credits

You can use the section code system to go right to a part of the guide in mere
seconds.  Just hit CTRL + F, punch in the number, hit ENTER (twice, if
necessary), and there you are.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<S01.0>  SECTION 1:  Legal Notice
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

This document is copyright 2004 Sam Marcinko.  You may download it, but you
can't alter it, pass it off as your own, or anything like that.  As of now,
GameFAQs is the only site allowed to show this document.  Please ask my
permission if you wish to post it on your website, and indicate that I did it.

<=============================================================================>
<S01.1>  Section 1-1:  Contact Information
<=============================================================================>

Here's my e-mail:  elsamo285@netzero.com

The e-mails I got asking for help were able to be answered in the guide.
PLEASE make sure the questions aren't something the guide can help you with.

If you know something that'll make the guide look better, let me know.  I'll
take the idea into consideration.  Of course, don't expect a dollar or anything
for the idea.

E-mail subjects should be titled "Zero Mission help" or "Zero Mission idea."

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<S02.0>  SECTION 2:  Version History
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

Version 1.0	Started:  4/24/2004	Finished:  7/05/2004
Inital version with no prediction of update.

Version 1.1	Updated:  8/20/2004
Lucky break for you!  Items section fixed to show item descriptions.
Coming soon: a list of enemies!

Version 1.2	Updated:  9/09/2004
Added Beastry section.  It's not too useful, so I'm taking contributions on
this.  Please help me here!

Version 1.26	Updated:  9/23/2004
Posted Contact Information to the top, and for good reason.
Stranded on Zebes section in Walkthrough modified by a bit.

Version 1.4		Updated:  1/20/2006
A brand new section: the Shortcut Guide.  This is like sequence breaking, and
it will guarantee you finish the game by that second hour, so long as you stay
speedy.  Plus, I've added the Time Attack Mode secret in the End-of-Game Prizes
section.  There's also a link to a map by some guy at the start of Section 5.

WANTED: Sufficient Information for the Beastry Section
If you have proper names for some of the creatures covered in my Beastry
section, or maybe a few enemies I missed, I will gladly accept them.  Go to
Section 1-1 or 10-2 for info on how to send.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<S03.0>  SECTION 3:  Game Overview
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

<=============================================================================>
<S03.1>  Section 3-1:  Storyline
<=============================================================================>

Read your instruction manual.

<=============================================================================>
<S03.2>  Section 3-2:  Controls
<=============================================================================>

Control Pad	You figure it out.
A Button	Jump (and that's the whole kit'n caboodle)
B Button	Fire Beam weapon/Missiles/bombs (in ball form)
L Button	Aim diagonally upward (press down for downward angle)
R Button	Arm Missiles/Power Bombs (hold it down)
START Button	Pauses game and brings up map
SELECT Button	Switch between regular Missiles and Super Missiles

<=============================================================================>
<S03.3>  Section 3-3:  About the Game
<=============================================================================>

Can you say "Director's cut?"  Consider this game a "director's cut" to the
original Metroid for the NES.  Using the layout of Metroid Fusion, this game
will reveal the secrets of Samus Aran and her growing up on Planet Zebes with
the Chozo people.  She was probably orphaned there as a girl, but how she
separated from the Chozo is a mystery to most of us.  Without the Chozo,
there's no Power Suit for her to wear on this mission.  Samus's Power Suit was
made by those Chozo, with room for power-ups.  Her objective to exterminate the
Metroids on this planet, made by the life-form, Mother Brain, of what she must
destroy.

<=============================================================================>
<S03.4>  Section 3-4:  Game Basics
<=============================================================================>

The Game Screen
--- ---- ------

Energy (upper-left corner) - Shows the number of energy units remaining.
  Consider Energy to be health, life, HP, whatever.  The red marks indicate
  full Energy Tanks that you pick up, worth 100 units each.

Missiles (next to Energy count) - Shows remaining Missiles in reserve.  Pick up
  Missile Tanks to expand your capacities.

Super Missiles (next to Missile count) - Shows remaining Super Missiles in
  reserve.  Pick up Super Missile Tanks to expand your capacities.

Power Bombs (next to Super Missile count) - Shows remaining Power Bombs in
  reserve.  Pick up Power Bomb Tanks to... Why am I repeating this crap?

Small Map (upper-right corner) - Shows a 3x3 grid of your surrounding location
  in accoriance to the full map.

Timer - The space between the map and the Power Bomb count is reserved for the
  Timer.  It'll only show up during escape sequences.

[!!!!!!!]  Not all of the listed will be on your screen when you start the
game.
+N O T E+  As you get the gear, the counts will show up on the screen.
[!!!!!!!]

Game Format
---- ------

You simply pick up items that will grant you access to unreachable area.  In
those areas, you find more gear that'll allow you access to more unreachable
areas, so you can go deeper and deeper into the planet of Zebes until you hit
Mother Brain.  If you can't get past an obstacle, keep it in mind for when you
acquire items that'll get you past it.

Throughout the game, you'll see Chozo statues.  About half of them hold the
items needed to advance, while the other half points you in the direction
toward those items.  All Chozo statues will refill your energy Tanks and ammo
for expendable weapons.  Just roll into a ball and get in the statue's glowing
hands.

Saving the Game
------ --- ----

In order to save your game, you must find save rooms.  Just stand on the saving
unit to save.  Yes, it seems like a pain in the ass, but maybe you could find
it useful.  You'll always start at the most recently used save room when you
reload your game or get game over.

<=============================================================================>
<S03.5>  Section 3-5:  Reading This Guide  (IMPORTANT!!!)
<=============================================================================>

ATTN:  READER!

You should clean out each room of its enemies.  I don't have to tell you that
every time, do I?  Also, when I say "there's a Missile Tank or whatever", you
should grab it, especially if I don't say.  Remember each place you come
across, for you will often need to backtrack to it.  Shaft = vertical room, and
corridor = horizontal room.  I say this stuff for n00bs 'cause I assume the
player reading this is skilled enough to follow what I say.  If you are a n00b,
you made the mistake of wasting money on this game, and time trying to get
through it, even with the help of this guide.

ATTN:  original Metroid players:  There's no shame in coming here for my help.
There are some changes to this game that you probably couldn't figure out.  If
Metroid was the only game you played, you should be here.  Everyone else who
played every game in the series:  it's alright for you to be here as well.
Despite your freakin' awsome skills, this is newly redesigned territory (with
Metroid Fusion's layout).  A little help from this FAQ won't hurt you.

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<S04.0>  SECTION 4:  Items
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

Your mission objective in this game is to destroy Mother Brain, but you start
the game with only a weak, short-ranged beam weapon.  This is supposed to
destroy Mother Brain?  Aw, hell no!  We need better!  Planet Zebes holds plenty
of power-ups that'll let you dig deeper into the planet so you can take on
Mother Brain.

Heh heh.  On version 1.0, I had you looking in the walkthrough section for item
descriptions.  Now the descriptions are right here.  For locations, you will
have to refer to the walkthrough section.  Punch in the items' numbers with
CTRL + F to speed it up.

<I1.1>  Long Beam
  The range of this beam is as long as the screen.  You can attack enemies
  from a safe distance, but you'll still need a clean shot.

<I1.2>  Charge Beam
  Hold down the B Button to charge, then release to fire.  The Charge Beam is
  as powerful as Missiles (but it can't open red hatches).  Not all enemies are
  affected by the Charge Beam.  It's still useful.

<I1.3>  Ice Beam
  Simply put, you can freeze enemies with this beam.  You can make platforms
  outta frozen enemies, so you can scale shafts filled with rippers.  Frozen
  enemies are easier to tackle; just pummel 'em with a Missile.

<I1.4>  Wave Beam
  In the original Metroid, you could carry the Ice or the Wave Beam, but not
  both.  Here, the two beams are combined!  This beam passes through walls,
  allowing you to attack from a safe area.  It only passes through walls, not
  enemies.  You need the Plasma Beam for that.

<I1.5a>  Unknown Item #1
  We have no idea what this item is, and it won't work with this Power Suit,
  so it can't be used.  However, it allows you to break Chozo blocks with this
  item for a symbol on it.

<I1.5b>  Plasma Beam
  This beam pierces enemies.  You can hit a whole line of enemies with one
  shot!  It's also compatible with the Wave, Ice, Charge, and Long Beam
  effects.

<I1.6>  Pistol
  The fact that it automatically charges itself is neat, but all a charged
  shot can do is stun an enemy for a brief second.  Not the best choice weapon
  for facing down armies of enemies, but we have no choice.

<I2.1>  Missile Tank
  Just one allows you to hold some Missiles.  Use the R Button to arm, then the
  B Button to fire.  Missiles open red hatches and are a nice alternate weapon
  if your beam won't work.  You can hold five Missiles per Missile Tank.  Find
  all 50 Tanks and you can hold up to 250 Missiles!

<I2.2>  Super Missile Tank
  More powerful than the standard Missile obviously.  Super Missiles can open
  those slightly annoying green hatches.  The only downside is its capacities.
  Press SELECT to switch between the two Missile types.  You can hold two Super
  Missiles per Super Missile Tank.  Find all 15 Tanks and you can hold up to 30
  Super Missiles!

<I3.1>  Bombs
  Roll into a ball and press the B Button to drop a bomb.  Theses bombs are
  kinda weak, but they can break bombable blocks.  They can also be used to
  perform the bomb jump move.

<I3.2>  Power Bomb Tank
  Power Bombs are of the most powerful in its class.  Roll into a ball, hold
  the R Button, and press the B Button to drop one.  Power Bombs have a large
  blast radius and can open yellow hatches and bust Power Bomb blocks (as well
  as normal bombable blocks).  You can hold two Power Bombs per Power Bomb
  Tank.  Find all nine Tanks and you can hold up to 18 Power Bombs! (Why so
  many explosives?)

<I4.1>  Varia Suit
  A change in color appearance means it's working.  The Varia Suit shields you
  from ultraheated paths and acid.  Yeah that's right, acid!  Not lava,
  though.  Better yet, it increases resistance to damage.  Finally, parasites
  can't suck your energy dry, no matter how many get on!

<I4.2a>  Unknown Item #3
  Another item wrapped in mystery, unable for use.  Fortunately, it allows us
  to bust a third set of Chozo blocks.  These items need better purpose soon,
  or we'll have wasted time getting them.

<I4.2b>  Gravity Suit
  This augumentation cancels out the effects of underwater movement, allowing
  you to do Speed Boosts underwater.  You can also survive lava.  Cool!

<I5.1>  Morph Ball
  Press down twice on the control pad to roll into a ball.  You can roll
  through tight areas in this form.

<I5.2>  Power Grip
  Allows you to grab onto ledges and hang onto some other things.  If you
  played Metroid Fusion, you should be familiar to this feature (you had it
  from the start).

<I5.3>  Speed Booster
  Given the chance, I'd nominate this "most difficult to handle item."  In
  order to work the Speed Booster, you need to run a long distance nonstop
  until it works.  You can bust through Speed Booster blocks and blaze through
  enemies at such a high speed.

<I5.4>  Hi-Jump
  Obviously you can jump higher to reach those out-of-reach ledges.  You can
  also jump in ball form.  No longer will you need to bomb jump through
  obstacles.

<I5.5>  Screw Attack
  Ah, classic Screw Attack.  This item lets you buzz through enemies while
  somersaulting.  Rippers will fall to this mighty attack.  You can also bust
  through Screw Attack blocks by doing this.

<I5.6a>  Unknown Item #2
  Another item that's a mystery to us, and we can't use it.  The good news is
  you can destroy another type of Chozo block with this item.  You might begin
  to wonder "What do these strange items do?"  The answers will be revealed
  soon.

<I5.6b>  Space Jump
  This nifty item lets you jump continuously.  To work it, press the A Button
  as you fall.  You can get to out-of-reach areas with this.

Energy Tank
  Grab these to expand your energy capacity by 100 units (and refill them
  automatically).  Find all 12 tanks and you can have up to 1299 units of
  energy!

The whole number digit indicates the category of that item and the first
decimal digit indicates the item's number in that category.

1. Beam
2. Missile
3. Bomb
4. Suit
5. Misc.

Confused?  Don't worry about it.

Pickups
-------

Small items left behind by enemies are called pickups.  These can restore
energy and replenish ammo for expendable items (Missiles, for example).

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<S05.0>  SECTION 5:  Game Walkthrough
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

And now, let us begin our journey through Planet Zebes.  May I recommend a map
to guide you a little?  Here's one by Daniel Engle:
http://db.gamefaqs.com/portable/gbadvance/file/metroid_zero_mission.png

Take note:  This guide goes through the game on Normal difficulty.

<=============================================================================>
<S05.01>  Section 5-1:  Beginning in Brinstar
<=============================================================================>

Samus's ship touches down on the surface.

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

The camera has close up shot of Samus's helmet.  We can see her eyes through
the visor.  They open up in a "let's do this" fashion.

*sarcasm* Wow, that's a lotta storyline!

==== =========
Area Location:  Brinstar
==== =========  --------

First off, head to the left.  Climb over a rock formation to find the Morph
Ball.  Yay, our first power-up seconds into the game!

{-----------------------------------------------------------------------------}
<I5.1>  Morph Ball
  Press down twice on the control pad to roll into a ball.  You can roll
  through tight areas in this form.
{-----------------------------------------------------------------------------}

Use the new ability to roll under the rock formation, then head to the right.
Use your beam to kill enemies.  Whoa, the beam is short and crappy.  Our next
upgrade will fix that.  At the end of the corridor is a blue hatch.  Shoot it
with your beam to open it, then go through.

The next room is brief... for now.  You can shoot the block that make up the
floating platform in front of you to destroy them.  Those are fake blocks.
Keep that in mind.  The block below the platform don't break when you shoot
them, but they reveal a marking on them.  Those are bombable blocks.  When you
acquire the bombs, you can blow them.  Shoot the hatch and head into the next
room.

The enemies on the ceiling will swoop down at you when you pass under them.
Use that crappy beam of yours to take 'em out.  On your mini-map, you'll see a
white circle.  This indicates one of the many expansion Tanks in the game.
This one's an Energy Tank, and it's hidden in the ceiling.  Your jump isn't
high enough to reach it, but you should keep it in mind for when you get the
right gear.  Roll into a ball and roll through the narrow passage.  You'll
reach a standing Chozo statue at the end of the corridor.  Roll into a ball and
insert yourself into the statue's hands.  The map will show up (with a Chozo
themed background), and a orange dot will be marked on your map in a certain
location.  This is where the Long Beam is.  It's marked on your own map when
you pause the game and bring it up.  The statue will sit down, revealing a path
behind it.  It'll also recharge your energy Tank if necessary.  Shoot the hatch
behind the statue and go through. (from now on, shoot every hatch when I say
so)

You're at the bottom of the first shaft in Brinstar.  The hatch across from you
is a save room.  You don't need to use it yet, cause you only have one easy
access power-up and you're not too far from the start point.  Anyway, start up
the shaft, killing enemies as you go.  Certain enemies, flying back and forth
(called Rippers) are invincible... for now, at least.  Ignore the first hatch
on the right (your short beam can't blast all of that obstacle), and take the
first hatch on your left.  Follow the path through to a room with a Chozo
statue holding an item ball.  Shoot it to reveal it to be the Long Beam power-
up.

{-----------------------------------------------------------------------------}
<I1.1>  Long Beam
  The range of this beam is as long as the screen.  You can attack enemies
  from a safe distance, but you'll still need a clean shot.
{-----------------------------------------------------------------------------}

Our beam is better now, but to tell you the truth, your beam can't harm Mother
Brain, no matter how strong it gets.  We need some sorta secondary weapon; one
of better firepower.  Hmmm, let's see... Missiles!  They had 'em in past
Metroid
games, they'll have some here.  Let's go get us a Missile Tank!  When you leave
towards the shaft, your route is blocked off.  Sure, your beam is longer, but
the blocks are off screen.  Take the upper route.  At the top is a fork in the
path.  To the right is a gray hatch.  Gray hatches are locked, and you must do
something to make it open.  Well, we can't do it now.  Head to the left.  This
hatch is blue.  Okay, we're good.  Oh, and please stay out of the acid.

A two-headed statue blocks your path.  Wait a minute, just where the hell are
we? (That's my thought if I were you) Bring up your map with the START button.
We're near the elevator to Tourian, where Mother Brain lies.  The two-headed
statue keeps you from getting any further, which is good, cuz we still need to
gear up for Mother Brain.  So return to the fork.

The left-side hatch locks.  I gotta bad feeling about this. (again, if I were
you...) Head back to the right-side hatch.  An enemy drops down!  I dunno what
it is, exactly, but it can stick to ceilings and hop.  Just kill it and the
hatch unlocks.  Head through to find a standing Chozo statue.  Insert yourself
in ball form into its hands.  On your map, a flashing dot is marked on
uncharted territory... by your map, anyway.  Keep in mind, standing Chozo
statues always points to ones with items.  Okay, take the other hatch to return
to the shaft.

Drop to the hatch in the middle of the shaft.  You can now clear the blocks
with your Long Beam.  A short tunnel takes you to the second shaft.  A red
hatch blocks you from exploring the mysterious right side of Brinstar, and you
can only open it with a Missile.  We need those Missiles!  The blue hatch
directly under the red one is a save room.  You can use that (unless you wanna
go through all that collection again).  Make your way to the bottom of the
shaft and take the hatch.  In the corridor, there's some rumbling.  We'll worry
about that in a sec.  Right now, your first Missile Tank (5) is up ahead.

{-----------------------------------------------------------------------------}
<I2.1>  Missile Tank
  Just one allows you to hold some Missiles.  Use the R Button to arm, then the
  B Button to fire.  Missiles open red hatches and are a nice alternate weapon
  if your beam won't work.  You can hold five Missiles per Missile Tank.  Find
  all 50 Tanks and you can hold up to 250 Missiles!
{-----------------------------------------------------------------------------}

Now start backtracking... AHHH!  A giant worm sneaks up and attacks!

/=============================================================================\
<Mini-Boss>  Giant Worm

  Hey, nice sneaking up on us, you dumb worm!  Why don't we poke your eye out
  with three of our new Missiles?  If you run out, shoot the spikes the worm
  shakes off his body to get some.  If you win here, you get the Charge Beam!
  If he gets away, you'll have to find him somewhere else.

\=============================================================================/

{-----------------------------------------------------------------------------}
<I1.2>  Charge Beam
  Hold down the B Button to charge, then release to fire.  The Charge Beam is
  as powerful as Missiles (but it can't open red hatches).  Not all enemies are
  affected by the Charge Beam.  It's still useful.
{-----------------------------------------------------------------------------}

Back to the second shaft.  Start climbing, using the save room again when you
reach it.  Use a Missile to open the red hatch when you get up there.  You'll
start seeing fly-like creatures that are as pesky as real-life flies.  You'll
hit another short room... for now.  Continue to the next room.  Here, there are
three hives where the fly-like creatures come from.  Use the Charge Beam and/or
Missiles to destroy them.  Wait, there are two hives in the open.  One's
hiding.
The wall in the upper-left corner is fake, and it leads to the third hive, plus
your second Missile Tank (10)!  The next room is short... for now.

In the next room, there's a wall.  It made of fake blocks.  Another Missile
Tank
(15) is hiding in the bottom of the wall.  Behind that is the Giant Worm again,
if you didn't defeat it the first time.  Otherwise, the path is clear.  You'll
see an Energy Tank (199) up ahead.  Continue through to a short shaft at the
edge of Brinstar.

Below your entry point is a red hatch.  Open it with a Missile to reach the Map
room.  Approach the hanging console to download the map into Samus's Arm
Cannon.  Explored areas known to mapmakers are in blue.  Secret areas are in
red.  And while I'm at it, orange areas are extreme heat areas that you'll take
damage from without the Varia Suit.  Now that we have the full map, we can
proceed to the flashing mark on it.  If you really need my help for that, shut
this game off and find a new hobby.  The bombs wait at your destination.

{-----------------------------------------------------------------------------}
<I3.1>  Bombs
  Roll into a ball and press the B Button to drop a bomb.  Theses bombs are
  kinda weak, but they can break bombable blocks.  They can also be used to
  perform the bomb jump move.
{-----------------------------------------------------------------------------}

Bomb the bombable blocks underneath to make your way to a Missile Tank. (20)
Now, as you leave for the short shaft, the hatches will lock.  Bomb the
bombable blocks to release parasites - small enemies that'll suck your energy
if too many get on (resist calling them "mini-Metroids").  Use bombs to kill
them all, then return to the short shaft, saving on the way.  Soon you'll hit
one of those rooms I said were short.  Bombable blocks in those rooms made them
"short."  Use bombs to clear a way to another standing Chozo statue.  It'll put
another flashing mark on your map, but this one goes into a new region of
Zebes - Norfair.

Return to our second shaft in Brinstar.  Drop to the bottom and take the
corridor again.  If you still didn't get the Charge Beam from the Giant Worm,
here's your chance.  Keep going 'til you reach an elevator.  Take it down to
Norfair.  As you go down, you'll see a small cutseen: a look on Mother Brain,
who realizes Samus is approaching.

<=============================================================================>
<S05.02>  Section 5-2:  From Lava Caverns to the Surface World
<=============================================================================>

In the next section of the guide, we will look at the lava-filled area of
Norfair, then head to the surface world - Crateria - to get two items (one with
a mystery in it) before we can proceed to the flashing mark on our map.

==== =========
Area Location:  Norfair
==== =========  -------

Off the elevator and down to the lowest part of the room, dodging the rippers.
The right-side hatch is a save room.  Save (ignoring the path beyond it), and
take the other hatch.  Just make your way through to the other end of the
corridor, using your beam and bombs to clear the way.  I really don't need to
show you how, do I?  Along the way, you'll notice blocks with an arrow on it.
Those are Speed Booster blocks.  Once you get the Speed Booster, you can break
them.  There's also a Missile Tank in here, but it's in a tight spot you can't
reach.  In the next room, find the elevator up to the surface world.

==== =========
Area Location:  Crateria
==== =========  --------

Don't bother with the hatch on the left.  Just head to the right into a very
large hole.  A watering hole, maybe.  In the lower left corner, break through
blocks to find a Missile Tank (25).  Work your way to the upper-left corner of
the room to break into Chozo Ruins.

Take the little Morph Ball path, bomb jumping, 'til you hit a block that bars
you from the upper part.  Try to bomb it, and you'll bomb another block
instead.  Follow through to a room with more of those unbreakable blocks.  Then
a Chozo statue.  Shoot the item ball... huh?  That's a weird item.

{-----------------------------------------------------------------------------}
<I1.5a>  Unknown Item #1
  We have no idea what this item is, and it won't work with this Power Suit,
  so it can't be used.  However, it allows you to break Chozo blocks with this
  item for a symbol on it.
{-----------------------------------------------------------------------------}

As you make your way out, shoot the Chozo block barring you from a Missile
Tank (30).  Shoot the fake blocks to the side of that little pit to make your
way out.  Backtrack and bomb your way up through the Chozo block.  Do some
platform-jumping to reach the hatch at the top of the area.

Crossing the bridge in this new part, you'll fall through blocks that crumble
under your weight.  These are pit blocks.  There are two kinds:  a normal kind
(takes a couple seconds to crumble) and an instant kind (speaks for itself).
These here are instant pit blocks.  They'll drop into an area you can't climb
your way out of, even if you use the wall jump move from Metroid Fusion that's
been thrown in.  The wall jump serves little purpose in this game, so you can
figure it out for yourself if you want.  Anyway, shoot the left wall, and bomb
your way through to another room holding the Power Grip. (the Chozo statue here
does not replenish energy or Missiles.  Sorry!)

{-----------------------------------------------------------------------------}
<I5.2>  Power Grip
  Allows you to grab onto ledges and hang onto some other things.  If you
  played Metroid Fusion, you should be familiar to this feature (you had it
  from the start).
{-----------------------------------------------------------------------------}

Back to the pit!  A giant pillar rises out and platforms appear.  Use your new
Power Grip ability to climb out (the bridge is gone).  Take the hatch to the
next area.  It's full of ledges to exercise your new gripping ability.  You can
make your way through this easy.

Next area:  drop down to the ground.  Hey, there's Samus's ship that we saw
earlier.  You can save your game, reload on Missiles, and refill your energy.
The hatch on the right side of the area leads back to the elevator.

==== =========
Area Location:  Norfair
==== =========  -------

Using the new Power Grip ability, you can go through the tight space that leads
to a corridor, with a Missile Tank (35) at the end.  After you grab that,
backtrack to Norfair's entrance, snagging the other Missile Tank (40) on the
way.
Use the save room, then follow the path beyond it.  Grab onto ledges and pull
yourself through towards the end of this room.  After that is a shaft.  Climb
up and take the first hatch on the left.  Jump over the platforms (you'll grab
the ledges when you don't think you'll make it) to dodge the lava.  The next
room holds the Ice Beam.

{-----------------------------------------------------------------------------}
<I1.3>  Ice Beam
  Simply put, you can freeze enemies with this beam.  You can make platforms
  outta frozen enemies, so you can scale shafts filled with rippers.  Frozen
  enemies are easier to tackle; just pummel 'em with a Missile.
{-----------------------------------------------------------------------------}

Try to back out, and you'll find that the hatch is green.  We don't have the
stuff to open that type of hatch.  Roll underneath the Chozo statue (bombing)
and use the new Ice Beam to freeze the ripper and use it as a lift.  If you
try dodging the Ice Beam, you wouldn't get too far, but you could pull yourself
out with the wall jump move. (now why did they throw that in?)

In the next room, there's a save room to the bottom-left of this shaft.  Freeze
rippers to make your way up, then there's a corridor with lava.  Freeze enemies
to make platforms over the lava.  The standing Chozo statue puts yet another
flashing mark on your map.  This one goes into another new area - Kraid's Lair.
In the next room, freeze rippers to make your way across.  A Missile Tank (45)
hides in the upper wall that blocks you off.  The fake block that let's you
through has a tell.  Destroy it and get through.  Then take instant pit blocks
back to the shaft.  In the large room with the ledges you had to grip onto,
there's an enemy stuck under a bridge.  Destroy part of it to free him, then
freeze him and use him as a lift to a Missile Tank (50).  Find your way back to
the elevator.

[!!!!!!!]  After the Missile Tank for 45 Missiles, you will find a special
+N O T E+  shortcut at the top of the loooooooooooong shaft.  For more info,
[!!!!!!!]  refer to Section 9.

<=============================================================================>
<S05.03>  Section 5-3:  Lower Brinstar
<=============================================================================>

Mother Brain has a right-hand monster, Kraid.  You can reach him in the depths
of his lair, which is below Brinstar.  Destroying this beast will open one of
the heads at the two-headed statue that blocks the path to Tourian.

==== =========
Area Location:  Brinstar
==== =========  --------

Go to Brinstar's second shaft and begin climbing it.  Use the Ice Beam to
freeze rippers near the top.  You'll see a narrow passage there.  Use the
Power Grip to pull in through to a mini-shaft with a Missile Tank (55).  You'll
wind up in Brinstar's first shaft.  As you desend, you'll see something
sticking out of place.  It should look like this:

|              |
|              |
|              |
|              |
|______________|
|
|
|
|
|====+=
|     =
|======
|

Where the "+" is, that's a bombable block.  It'll take you to a hidden room
with a Missile Tank (60).  At the bottom is a Super Missile Tank, but it's
blocked by Speed Booster blocks.  Roll out into the first shaft, then find a
hidden passage in the right wall.  You'll find a Missile Tank (65) there.  Just
bomb the bombable block to reach it.  Roll through back to the second shaft.
Climb up to the middle corridor and take it to the first room you reach that I
called "short".  Bomb the bombable blocks to get lower, then bomb the block
guarding a Missile Tank (70), and use the Power Grip to reach it.  We are
loaded
on Missiles now.

Follow the map to Kraid's Lair (which is like backtracking to the start point).
En route, you come across the Energy Tank (299) in the ceiling.  Use the Ice
Beam to freeze the enemy that'll swoop down so you can reach it.
Alternatively, use rapid bomb jumping to reach it.  Back up to our first
"short" room in the game.  Bomb the blocks to reach a hatch.  First, bomb
around to find a rocket launcher.  Get in (in ball form) and use a bomb to
activate it.  You'll blast up to another Missile Tank (75).  Now take the
hatch.
You'll see the elevator to Kraid's Lair.

==== =========
Area Location:  Kraid
==== =========  -----

Even if you're not gonna save your game (whether to challenge yourself or to
save time to unlock an ending image), go into the save room.  There's a hidden
passage that leads to a Missile Tank (80).  Back in the main shaft, use a
Missile
to open the uppermost red hatch on the right.  Just follow the corridor to the
upper-right shaft in Kraid's Lair, getting acquainted with the new enemies and
scooping another Missile Tank (85).

In case you haven't figured it out, the number in ( ) after a Missile Tank or
Energy Tank is the current capacity of that aspect, provided you followed my
guide in grabbing every Tank I told you to get.

In the new shaft, bomb your way to a rocket launcher underneath a tube.  Use a
bomb to launch up further.  If you get the Missile Tank (90) you see, you'll
need to backtrack and redo what I said.  Grab onto ledges so you can jump off
one wall to another (shoot a block to open one ledge).  Make your way to the
hatch.

Get across another corridor to a vertical room (shafts are pretty open, which
is why I called this a vertical room).  In ball form, drop bombs as you fall to
open a little path in between.  Use the rocket launcher to get up past it, then
get out of ball form to grab it and reach a red hatch (Missile again).

There's a machine here.  Insert yourself into it in ball form, and the overhead
mechanism will activate.  I call these "zipline machines."  You've now
activated every zipline machine throughout Kraid's Lair.  Just grab it to zip
across.  Hit the red light to bring the handle back over.  The first one you'll
use will nab you an Energy Tank (399) about midway.  Then there's a save room,
and eventually you'll hit a room with locking hatches (hmmm).  Use the zipline
machine... Gahhh!  An acid worm attacks!

/=============================================================================\
<Mini-Boss>  Acid Worm

  Damn, these guys are sneaky!  Right off the bat, you can see his weak spot:
  his bulging red neck. (heh heh.  "Red neck."  A pun) The good news is you
  can hit it with whatever you can.  This includes uncharged shots!  After
  that moment to get some hits in, he'll dive under the acid.  His mouth opens
  when he's gonna charge.  If you're near the hatches, he'll reach out and
  spit projectiles out that you can destroy and get pickups outta.  To reach
  his red neck, you have to stand near him on the low platforms.  He'll charge
  at you (jump onto the zipline machine), get stuck briefly, allowing you to
  fire away at his neck.  Since he wiggles his body, you can't get every shot
  in.  One tip is to turn your back to it, charge up a shot (or ready a
  Missile) hold the L Button to angle, dodge his charge, and as you go across
  on the zipline machine you can get a hit on his neck.  For normal mode
  players, he can raise the acid level after awhile.  Just get higher ground
  when this happens, and when it returns to normal, get your ass back down and
  continue the fight.  Fairly easy fight.

\=============================================================================/

After defeating the Acid Worm, the acid level lowers.  Bomb the floor to get
access to the lower part of the room.  Fire at the left wall to reach a hidden
room with a Missile Tank (95).  Then backtrack all the way to the main shaft.
Take the blue hatch under the save room hatch.  Get across the corridor (using
the zipline machine) to reach another shaft.  For a Missile Tank (100), follow
the path upward.  Not much to explain there except the large enemies are real
tough.  Bomb your way to the acid.  The acid is actually an illusion, so you
have nothing to worry about.  Drop all the way to the bottom, then go two short
room to a red hatch.  Other walkthroughs would probably mislead you in a 100%
run, but I say "Missile open the red hatch."  Bomb open some rocket launcher in
the next room, then use them to clear the Speed Booster blocks.  Grab onto the
zipline machine in ball form so you can reach a Missile Tank (105).  Backtrack
to the second small room, then bomb around for a hidden passage.

Here, just maneuver your way to the bottom of the room.  When you reach the
right-side hatch, shoot at the blocks to reveal an alternate entrance to the
room taking the normal route would lead to a dead-end.  In short, this is how
you get... another weird-looking item.

{-----------------------------------------------------------------------------}
<I5.6a>  Unknown Item #2
  Another item that's a mystery to us, and we can't use it.  The good news is
  you can destroy another type of Chozo block with this item.  You might begin
  to wonder "What do these strange items do?"  The answers will be revealed
  soon.
{-----------------------------------------------------------------------------}

Bust your way out and find the save room.  Take the highest path out and go
through a corridor.  A save room is at the end of that, then a short room.
Bomb a hidden route down.  I assume you can make it to the path to the left of
the Chozo blocks when you drop.  You'll see a living hatch (remember this,
Fusion players?).  Use a couple Missiles on it's eye.  Proceed through when
he's
dead.

/=============================================================================\
<BOSS>  Kraid

  The first major boss of the game (consider the two worms to be mini-bosses).
  The first existing boss of the original Metroid.  The first boss not to
  sneak attack us!  Kraid is ****ing huge!  He uses one of his two claws to
  swipe at you, the other to fling his finger nails with.  To damage Kraid,
  you must feed him Missiles (literally).  To open his mouth, you have to hit
  his head with a Missile (or a charged shot if you like).  He'll roar,
  allowing you to fire Missiles down his throat.  After awhile, he'll fire
  spikes from his belly and crush your ground, reducing you to a small
  platform.  This is where he can easily swipe you.  Dodge his claws by
  grabbing onto the nearby ledge.  If you fall, use the spikes from his belly
  as platforms.  They will explode, so don't fool around.  Eventually, Kraid
  will destroy the last of your solid platform.  Use the spikes to climb up
  and continue the feeding frenzy.  He'll start exploding when he's had too
  many Missiles.

\=============================================================================/

A short cutscene on the two-headed statue:  the front head lights up.  After
the fireworks show, head to your left.  You'll see the speed booster.

{-----------------------------------------------------------------------------}
<I5.3>  Speed Booster
  Given the chance, I'd nominate this "most difficult to handle item."  In
  order to work the Speed Booster, you need to run a long distance nonstop
  until it works.  You can bust through Speed Booster blocks and blaze through
  enemies at such a high speed.
{-----------------------------------------------------------------------------}

<!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!>
Advance Speed Booster Techniques
  When the Speed Booster is in gear, press Down on the Control Pad to kneel.
  You'll sustain you charge.  Press the A Button to launch into the air.
  Press a direction immediately after to launch in that direction.  You can
  even use the L Button to go diaganol.  Once you get the Hi-jump, you can do
  these techniques in ball form.

  If you jump while blazing, the Speed Booster will keep working until you
  land.  Then you gotta start it again.

  You should practice these techniques when you can;  they'll help you solve
  puzzles with Speed Booster blocks.
<!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!>

Start Speed Boosting your way out to a shaft.  Climb your way up, and take the
first hatch on your way up.  Get to the end of the corridor (you'll have to
jump through some spilling acid), and find a Missile Tank (110) in the wall.
Backtrack to the shaft and get to the top.  On the right is a save room.  The
corridor on the left s kinda tough.  You have to grab onto the zipline, face
backwards, and fire Missiles at the bugs that'll come out.  If they knock you
into the acid, you'll sink to the corridor witht the Missile Tank.  You'll wind
up in the main shaft.

Take the second highest shaft on the right.  Start running to charge up the
Speed Booster.  Make a jump at the end of your running ground to break Speed
Booster blocks at the end of the corridor to nab an Energy Tank (499).  Exit
Kraid's Lair.

As you leave, you'll see a cutscene:  aboard the Space Pirate Mother Ship,
Ridley receives a message from Mother Brain.  He is told to land on Zebes and
take out Samus.  That's not what it looks like, but that's the storyline.

<=============================================================================>
<S05.04>  Section 5-4:  Back to Norfair
<=============================================================================>

By the name of this section, you can guess what we're gonna do next.
Backtracking may seem like a pain in the ass, but that's the norm in Metroid
games.  It's worth it though:  you'll score new items.

==== =========
Area Location:  Brinstar
==== =========  --------

Coming out of the elevator, you'll see the right wall crumble.  Follow the path
to a room with a standing Chozo statue.  This flashing mark goes on Norfair
territory.

There's not much to explore using our new Speed Booster ability, so just get
your ass to Norfair as fast as possible.  If you come across the Charge Beam
beast again, then you should take him out.  If you leave him alone, he'll just
become a pain in the ass, of which you need to deliver Norfair to.

==== =========
Area Location:  Norfair
==== =========  -------

Save, then take the left hatch.  From here, start building up a boost into the
large ledge-grabbing room.  Kneel, then press the A button and right on the
control pad to launch in that direction.  Just blaze through to the shaft, and
you'll bust through Speed Booster blocks.  Take a corridor to build up a boost
and break more blocks in the shaft.  You'll reach the Hi-jump upgrade in due
time.

{-----------------------------------------------------------------------------}
<I5.4>  Hi-Jump
  Obviously you can jump higher to reach those out-of-reach ledges.  You can
  also jump in ball form.  No longer will you need to bomb jump through
  obstacles.
{-----------------------------------------------------------------------------}

Stay away from the path underneath the Chozo statue!  It is extremely hot and
you will lose health the longer you stay.  Just back out.  Make a high jump to
a ledge, then drop for a Missile Tank (115).  Drop to a blue hatch.  A worm
blocks you off.  Ascend to another hatch with a Chozo statue.  This time,
you'll be directed to Brinstar.  I assume you can make it out of Norfair from
here.

<=============================================================================>
<S05.05>  Section 5-5:  If you can't stand the heat...
<=============================================================================>

If you've accidentally stepped into an ultraheated area, you've discovered your
limits.  The next item will grant you immunity to those high temperature areas.
It is the classic Varia Suit.

==== =========
Area Location:  Brinstar
==== =========  --------

Head to the second shaft in Brinstar to start your long climb.  The hatch at
the top leads to a new area.  Maneuver through the corridor.  When you reach
the set of pipes to roll through, take the top one.  You'll hit a small room,
then a save room.  In the small room, shoot the ceiling and simply maneuver
your way up.  You'll come across something you can't destroy, but nearby
parasites can destroy it.  You should need no help from here to the Varia Suit.

{-----------------------------------------------------------------------------}
<I4.1>  Varia Suit
  A change in color appearance means it's working.  The Varia Suit shields you
  from ultraheated paths and acid.  Yeah that's right, acid!  Not lava,
  though.  Better yet, it increases resistance to damage.  Finally, parasites
  can't suck your energy dry, no matter how many get on!
{-----------------------------------------------------------------------------}

Backing out, jump into the acid.  Destroy blocks to access an Energy
Tank (599).  Back to the save room we found, go beyond it.  Snag a Missile
Tank (120) as you go.  The path will be blocked by a standing Chozo statue.
You need to detour underneath to reach the palm of its hands.  The statue will
put a mark on your map:  Norfair again.  Nothing else to do up here, so get
your ass back down to Norfair.

<=============================================================================>
<S05.06>  Section 5-6:  Wave "Hi" to a new Beam.
<=============================================================================>

The Varia Suit will be useful in the scorching routes down in Norfair.  Those
paths block access to the Wave Beam, the weapon that can pass through walls.  I
like heavy firepower, for it clears out enemies faster.

==== =========
Area Location:  Norfair
==== =========  -------

Surley you can find your way back to the Chozo statue that had the Hi-Jump
power-up.  Refer to the part of the guide that got you there the first time.</pre><pre id="faqspan-2">
Take the path under the Chozo statue.  Now that you have the Varia Suit, you
can survive the high temperature there.  Make your way through to the next
room.  Clear away the blocks in your path; you need to build up a Speed Boost.
At the end, make a leap through the Speed Boost blocks so you may reach the
next room.

Here, you'll encounter a large enemy.  Roll under it when it jumps.  Use a
bunch o' Missiles to kill it, then proceed.  You'll hit a save room, then a
shaft.  Actually, this shaft is separated by its levels.  Just head through,
then navigate through a corridor to a real shaft.  Drop to a red hatch.
You'vefinally reached Norfair's map room!  Why'd they put it there?
Download the map, then get in the lava pool.  The lava disappears!  Just
like the acid in Kraid's Lair.  You'll find a hatch.  Take it and follow
the route all the way to a save room.  Back up a room here, and shoot the
floor to reach disappearing lava.  Take the hatch.

Here's another one of those large enemies, trapped in-between bombable
walls.  Free him and go to town.  After you finish on him, head into the
next room and claim the Wave Beam.

{-----------------------------------------------------------------------------}
<I1.4>  Wave Beam
  In the original Metroid, you could carry the Ice or the Wave Beam, but not
  both.  Here, the two beams are combined!  This beam passes through walls,
  allowing you to attack from a safe area.  It only passes through walls, not
  enemies.  You need the Plasma Beam for that.
{-----------------------------------------------------------------------------}

As you return, you'll see the large enemy has respawned.  Instead of breaking
the wall, shoot it from behind with the new Wave Beam.  Even if you wanna take
him head on, use the safe method.  You should get into the habit.  After
killing the enemy again, retreat to the save room.  Build up a Speed Boost on
the path beyond it.  Use the Wave Beam to clear the way.  You'll bust through
Speed Booster blocks.  Head into the next room.

Here, we have a worm.  It's body is invunerable to attacks, but the belly can't
take beatings.  Get into the space under the worm and fire at its belly with
the Wave Beam.  After he's done, head through to find another worm.  Since
there's no underneath space, your Wave Beam can't hurt him.  So what do we do
now?  Simply back the worm up with a bunch of beam shots.  When he charges at
you, lay bombs in its path.  Amazingly, several bombs can take the worm out
like several beam shots can.  Maybe the bombs are stronger than we thought...

After you've blown up the worm, shoot the ceiling to find an Energy Tank (699).
Use a Missile to access it.  Start building a Speed Boost out to the lower part
of a familiar shaft.  You'll see an easy-access Missile Tank (125).  The lowest
hatch here leads to a save room.  Take the corridor beyond it, clearing out the
enemies as you go.

You'll hit a room where its hatches lock (hmmm...).  You'll encounter a large
cucoon.  Its only attack is to shoot spores that fend off predators.  You can
get pickups outta that.  To attack it, freeze the winged ripper (why's it need
wings?), and use it as a lift to the vines the cucoon hangs off of.  Destroy
the vines with Missiles.  The central vine is indestructible, but if the other
vines are destroyed, the weight of the cucoon will be too much for it.  It'll
break and crash through the floor, opening a new path.  Follow it to an
elevator.

Once you go down it, you'll see a cutscene.  The Space Pirate Mother Ship
touches down on Zebes.  Ridley flies out from it.

<=============================================================================>
<S05.07>  Section 5-7:  Big Bad Ridley
<=============================================================================>

Nintendo never leaves the infamous Ridley out of Metroid games, and this game
is no exception.  Ridley is one big mutha *****.  Here, he's as hard as he was
in Metroid Fusion, with added difficulty.

==== =========
Area Location:  Ridley
==== =========  ------

Out of the elevator, you won't get far at first.  One route just ends with a
single room, and the other is blocked off by a green hatch.  From there, climb
up as far as you can and you'll discover the cucoon from earlier.  A larve is
breaking out!  Return to the elevator.

==== =========
Area Location:  Norfair
==== =========  -------

Go back to where you fough the cucoon.  You'll see it burrowed a new route for
you.  Jump in and check it out.

==== =========
Area Location:  Ridley
==== =========  ------

You'll see the empty cucoon.  Empty?  The larve musta broke out.  Follow the
route and you'll hit a large room.  Break all the eggs here and... oh crap.

/=============================================================================\
<Mini-Boss>  Imago

  Dammit with the sneak attacks!  I'm getting tired of it!  Anywho, Imago is a
  giant hornet.  Right now, it'll just swoop at you.  Imago's weakspot is its
  stinger.  Use Missiles or charged shot to attack it.  After awhile, Imago
  will fire from its stinger while it swoops.  Just take some caution here.
  You'll bust off Imago's stinger as a sign of defeat.

\=============================================================================/

With its stinger off, Imago will fly around wrecklessly.  It'll crash through
some rubble, revealing a Super Missile Tank (2).

{-----------------------------------------------------------------------------}
<I2.2>  Super Missile Tank
  More powerful than the standard Missile obviously.  Super Missiles can open
  those slightly annoying green hatches.  The only downside is its capacities.
  Press SELECT to switch between the two Missile types.  You can hold two Super
  Missiles per Super Missile Tank.  Find all 15 Tanks and you can hold up to 30
  Super Missiles!
{-----------------------------------------------------------------------------}

Backtrack to where you saw the green hatch.  Now simply press SELECT, hold down
the R Button, then press the B Button, and WHAM!  No more green hatch.  In the
next room, bomb the floor after the lava to reveal a hidden tight spot.  Roll
through that to avoid all the enemies.  Next is a room with an easy Energy
Tank (799).  Too easy it seems.  Run right for it and you'll fall through a
false floor.  Jump for it at the fourth block in.  You'll grab the ledge and
SCORE!  Either way, head through towards the leftmost shaft in Ridley's Lair.
Find a save room, then snag a Missile Tank (130) as you head down it.  If you
missed the Energy Tank, climb the shaft to reach it.

At the bottom, you'll find a map room.  Download the map, then head into a long
corridor.  There's a catwalk above the first set of pipes here.  Use it to
build a Speed Boost.  At the end, kneel, drop and launch.  You'll snag another
Missile Tank (135) as you blast through.  You'll hit a save room.  After that
is
a shaft.  Climb it, and take the second hatch on your left.  In this room, drop
through the second pipe you come across in the second set of pipes.  Drop into
the *disappearing* lava and reveal a Missile Tank (140) in the wall.  We are
super loaded on Missiles now!  Take the left-side hatch out.

This room has an easy Missile Tank (145).  Just kill a few enemies.  After you
grab that, shoot towards the upper-left part of the room.  Your Wave Beam will
reveal bombable blocks.  Blow those to reach a Super Missile block.  You know
what to do there.  Once past it, there's a string of bombable blocks all coiled
up.  Bomb those (one bomb sets off a chain reaction).  The lone block remaining
becomes a Super Missile Tank (4) if you shoot it.  Continue through to a shaft
with a Missile Tank (150) on top of a floating wall.  Freeze the enemies to
reach it.  Once you snag that, take a corridor to a room with a super-easy
Super Missile Tank (6).  No traps, no false floors, no invisible walls (there
aren't even any of those in the game).  It's just there for the taking.  Once
you pick it up... nothing happens!  See, I told you it was easy.  Want more?
Grab the hidden ledge in the upper-right part of the room.  You'll see a lone
block there.  Shoot it to reveal it to be a Missile Tank (155).  In the next
room, you'll see two Missile Tanks.  Jump and grab ledges to reach one (160).
For the other, grab the lowest ledge near the hatch, shoot to clear the fake
block, then roll to it (165).

If you fell in the shaft with the Missile Tank, that's okay, 'cause we need to
go that way anyway.  The left hatch is a save room.  Beyond that is a big room.
At the end of this, there's another living door.  Poke that one's eye to kill
it.  Prepare for Ridley.

Wait... where is he?  He's supposed to be here.  Maybe he's late.  Well, while
we wait, head into the next room and claim the last unknown item.

{-----------------------------------------------------------------------------}
<I4.2a>  Unknown Item #3
  Another item wrapped in mystery, unable for use.  Fortunately, it allows us
  to bust a third set of Chozo blocks.  These items need better purpose soon,
  or we'll have wasted time getting them.
{-----------------------------------------------------------------------------}

Shoot the Chozo block behind the statue, then pass through the false wall.
There's an Energy Tank (899) in the aclove.  Recharge and restock with the
Chozo statue.  Back into the boss room.  Ridley still ain't here.  Well, why
don't we leave?  Oh, wait, here he comes.

/=============================================================================\
<BOSS>  Ridley

  Another sneak attack.  Ridley is such a pain in the ass.  His attacks
  include fireballs (counter with beam), tail attacks (roll to dodge), and
  picking you up (your energy is somehow drained here).  What you should do is
  *gasp* let loose with Missiles.  You can use Super Missiles if you wish, but
  make sure every Super Missile hits.  You can get more Missiles outta the
  fireballs Ridley shoots out.  Nuthin' else to explain here... except the
  lava hazard.  Two parts of the platform are out during the fight.  If Ridley
  picks you up, be sure you don't land in the lava after shaking loose.  Like
  Kraid, Ridley will start exploding when you've defeated him.

\=============================================================================/

Another cutscene on the two-headed statue:  the rear head lights up.  Access to
Tourian is yours.  After Ridley finishes exploding, recharge with the Chozo
statue again.  Back to the room before the save room.  Freeze the enemies that
fly outta the pipe, and use them as a lift to get out.  Save at the save room,
then build a Speed Boost to the right.  You'll bust through Speed Booster
blocks and a bunch of enemies right before a hatch.  Take it to the next room.
Shoot the floor in front of you to reveal an under-route.  You can get an Enegy
Tank (999) there.  You'll hit the shaft.  Climb up to its top and take the
hatch there.  Freeze enemies at the first pipe and use them as lifts to a
Missile Tank (170).  You can find your way out from here.

<=============================================================================>
<S05.08>  Section 5-8:  Travels to Tourian
<=============================================================================>

We have one more item to grab before Tourian.  When we get to the lair of
Mother Brain, you have to get past a bunch of dangerous obstacles, including
the monsterous Metroids.

==== =========
Area Location:  Norfair
==== =========  -------

Coming out of the elevator, you'll see the right wall crumble.  Follow the path
to a room with... a broken Chozo statue?  Someone's up to no good.  There's an
aclove behind the statue.  Bust through that, then start building up a Speed
Boost through a pretty long hall.  You'll bust open access to a rocket
launcher.  Use it to reach the route towards the Screw Attack.

{-----------------------------------------------------------------------------}
<I5.5>  Screw Attack
  Ah, classic Screw Attack.  This item lets you buzz through enemies while
  somersaulting.  Rippers will fall to this mighty attack.  You can also bust
  through Screw Attack blocks by doing this.
{-----------------------------------------------------------------------------}

Use the Screw Attack to bust the enemies and grab the Missile Tank (175) on
your
way out.  In the shaft, use the Screw Attack to drop two levels, using the save
room on the way.  Just navigate through the corridor.  Continue to where it'll
go down to a new level. (by level, I mean vertical level) Keep going and you'll
hit a Super Missile Tank (8).  Freeze an enemy  to reach it.  Freeze it again
when it passes over and you can reach a Missile Tank (180).  Backtrack to the
save room.

Three large enemies, and they're not strong enough for the Screw Attack.  You
can make your way to the shaft.  Use the first hatch on your way up.  Get
through the obstacle to a room, getting a Missile Tank (185) somewhere in the
destructible walls.  There's a room with bombable blocks linked up.  The wall
is a whole different set of blocks.  Bomb that to avoid going through pit
blocks.  Snag your Super Missile Tank (10) and leave Norfair, side-tripping up
the shaft for a Missile Tank (190) in an unexplored room.

==== =========
Area Location:  Brinstar
==== =========  --------

As you exit the corridor to the shaft, build up a Speed Boost.  Shoot the hatch
open, KNEEL!  Roll into a ball and boost out.  You'll head into where you
snagged a Missile Tank earlier.  After busting two rippers, press down on the
control pad.  Bomb the floor and look for a spot to boost through the SB
blocks.  This is how you nab a Super Missile Tank (12), one you saw earlier.

Check your map and find the way to Tourian.  Once you reach the two-headed
statue again, the mouths of the heads will open, allowing you to reach the
elevator to Tourian.

As you go down, you'll see a cutscene.  Metroids suck out a Space Pirate.  That
shows how dangerous they are.

==== =========
Area Location:  Tourian
==== =========  -------

Coming off the elevator, head right to a save room.  Next room... ew, dead
Space Pirate.  Next room... eww, more dead Space Pirates.  There's some cannons
within the walls that shoot ring shots at you.  You can get pickups outta
those.  To ensure they won't bother you throughout the rest of Tourian, freeze
the ring-shots.  Each cannon shoots one at a time, then waits 'til it's
offscreen top fire another.

Next room:  our first Metroid.  Take a second to look at it in its glory, but
don't take too long or it'll grab you.  If that happens, roll into a ball and
bomb it off.  To kill it, freeze it with your Ice/Wave Beam, then hit it with
five Missiles (or a Super Missile).  Once it's done, head to the next room to
find two more Metroids.  Freeze them and hit 'em with Missiles.  Continue to
the
next room to face off against more Metroids.  There's lava here, so watch it!
Freeze and Missile the Metroids, then move on.

The next room has no Metroids, just ring-shot cannons.  Get some replenishing
pickups outta those, then use the save room.  The next shaft has plenty of
Metroids to sneak up on you.  Instead of a direct attack, use the Wave part of
your beam to freeze them, then drop and pummel them with Missiles.

The next room is split into three levels, separated by bombable floors.  You
start in the top level.  Bomb the floor to open the middle level.  Now to
safely take on the Metroids, lure them up to the top level, one by one.  Freeze
and Missile.  You can take on two at once if you prefer.  After clearing the
middle level, bomb open the lower level and take out the Metroids in safe
spots.

Next is a save room.  After that is an empty corridor, except for ring shot
cannons.  No more Metroids; you destroyed them all.  Destroy the ring shots for
Missiles and energy, then save your refreshed energy and Missile stocks.  Take
the red hatch to the final room.

Here, you'll see living barriers called Zebetites.  They'll regrow after being
damaged, so you need to quickly pummel them with Missiles.  Find a safe spot
from turret fire and let loose on them.  Six Missiles at fast speed will do
them
in.  One Super Missile will work fine with three or four more Missiles.  After
the fourth and final Zebetite, nothing stands between you and Mother Brain now.
Backtrack to restock on Missiles and energy, save, then proceed to the brain.

/=============================================================================\
<BOSS>  Mother Brain

  You'll see the brain in a containment Tank.  Use Missiles to shatter it open.
  Oh, and use the Screw Attack to protect yourself from turret fire (there's a
  ring shot cannon here, too).  When Mother Brain flashes, jump to dodge its
  charged shot attack.  Charged shot?  Our charged shot won't be able to hurt
  the brain (told you so earlier), but its shot can!  No fair!  Well, lets use
  Missiles on it.  When its eye opens, hit it with a Super Missile.  It'll do
  another charged shot attack.  Pummel it with Super Missiles whenever its eye
  opens.  If you run out, resort to regular Missiles.  Seven or so of those
  will trigger the brain's charged shot attack.  If you run out of ammo, wait
  for ring shots to give you some more.  After you destroy the brain, trouble
  will start.

\=============================================================================/

Two minute warning!  Two minute warning!  Destroying the Brain has activated a
two minute self-destruct sequence.  Self-destruct?!?  Well let's get the hell
outta here!  Take the hatch behind the brain's Tank.  Now start climbing up the
shaft.  The blocks used to pull your way out will crumble in seconds, so move
fast.  Don't fool around here; you're on the clock!  Just continue up to the
elevator.

==== =========
Area Location:  Crateria
==== =========  --------

Still a short distance to go before we make it out in time.  Simply maneuver
your way up the area.  When you reach a fork in the path, take the higer route.
Start Speed Boosting from there and you'll reach your ship beyond the hatch.
Jump in and liftoff.  Mission Accomplished.  Right?

<=============================================================================>
<S05.09>  Section 5-9:  Stranded on Zebes
<=============================================================================>

WRONG!  The game's gonna end like that?  This game was supposed to reveal the
secrets of Samus's Chozo past, and we got nothing!  We don't even know what
those three Unknown Items are! (and if we did, they'd be useless now) Nooooooo,
the game goes further than that.  It'd be the end in the original, but not
here!

So here's the story:  Samus just makes it off Zebes before the area blows, when
she finds herself surrounded by Space Pirate ships!  They fire at her, but she
gets out unscratched.  So she's crusin' and BAM!  She's shot down.  She lost
her Power Suit (and all weapons and abilities) as she crashed.  So now Samus is
stuck, and she can't send any SOS messages.  Now she needs to find something
for survival or to escape with.  Well, she crashed near the Space Pirate Mother
Ship, so she'll have to inflatrate that and find something there.

But wait!  The Mother Ship is full of dangerous Space Pirates, and Samus is
going in unarmed?  Not exactly.  She stashed a space pistol for emergency use.

{-----------------------------------------------------------------------------}
<I1.6>  Pistol
  The fact that it automatically charges itself is neat, but all a charged
  shot can do is stun an enemy for a brief second.  Not the best choice weapon
  for facing down armies of enemies, but we have no choice.
{-----------------------------------------------------------------------------}

Along with the stun-gun is all the Energy Tanks you found earlier (999 units of
energy if you followed my guide), and the Power Grip.  Well, it's not really
the Power Grip to be exact.  You see, without it, the Power Suit is a little
too bulky for a good grip, but without either the Suit or the power-up, she can
grip just fine.

The inflatration path is pretty linear, but for you n00bs you may fail so
easily.  So I'll have to guide you through, if I have to.  No no no, don't turn
down my help.  I just need to finish my job.

==== =========
Area Location:  Chozodia
==== =========  --------

From start, head to your left.  On the next screen, you'll see the Space Pirate
Mother Ship.  There's a point where it almost touches the ground; only wide
enough for the Morph Ball.  We lost that, but if you walk up to it, Samus will
automatically drop to her hands and knees and do old-fashion crawling.  You can
even fire your pistol in this position.  How come we couldn't do that earlier?

On the next screen, you'll see the entrance to the Mother Ship.  However, it's
a green hatch.  We don't have Super Missiles, so we can't get in.  However, at
the base of the ship is a hidden entrance.  Shoot it and crawl in.

Cutscene:  a mechanical green eye opens up.  Most people would think this means
security forces are active, but I truly know what this is.

Aboard the Mother Ship, you'll find yourself underneath the entrance hall,
patroled by two Space Pirates.  You'll find lots of these on the ship, and you
need to be stealthy.  Crawl through to the map room.  Download the map into
Samus's pistol (holograms used to view by Samus?), then head left into a save
room.  What's odd about this save room is that is recharges your energy Tanks
as well.  Every save room in Chozodia does that.  A red hatch blocks your path,
but there's a narrow opening that'll let you bypass it.

You'll see a Space Pirate.  You're supposed to be stealthy, but it'll see you
if you try to sneak past it, even when it's not looking.  An alarm goes off,
and nearby shutters will block you off.  Your pistol's charged, right?  Shoot
the Space Pirate to stun it, then run to the closed shutters.  You'll see a
false wall that lets you past the shutters.  Climb, and you'll see another
Space Pirate.  Stun it and run into the next room.

The alarm is still blaring!  We gotta shut it off!  There's a hidden aclove
here.  Crawl your way to it.  You can hide here, then when the Space Pirates
can't find you, the alarm shuts off.  The shutter will rise, and you can
proceed to the next room.  Before you go, shoot the cracked blocks with your
pistol.  Those are actually bombable blocks, of which your pistol can blow!
Pretty neat!

In the next room, there are laser beams.  Break a beam and the alarm will go
off.  Carefully maneuver your way to tight crawling spot.  It's made up of
bombable blocks, all linked up, including the one's blocking your path.  That's
right:  shoot your obstruction and you'll fall.  Onto a laser beam.  Space
Pirates will come, and you should be stunning them and getting out.  Escape
through the top hatch on the right.

Get up through this room, stunning Pirates (remember, you have to leave time
for your gun to charge), then there's a shaft.  Climb up through that (the
alarm should go off at some point), then there's a room with a wall made up of
bombable blocks.  If the alarm is sounding, you can hide behind it.

Afterwards, you'll see the garage for Space Pirate ships.  There's a gate
that'll keep theives out.  In the next room, you'll drop to a hatch that leads
to a save room.  I HIGHLY suggest you use it.  Then continue to your left.  You
should hit a part where the alarm goes off again, right near a red hatch.
Shoot the floor to bust bombable blocks, drop (stun every Space Pirate in
sight), crawl... you figure it out.  You'll pass through a room with
searchlights.  Stay out of those.  You'll reach a room where a shutter blocks
you off, but there's a part of that room you can hide in unti the Space Pirates
think you're gone.  Then it's another save room.

Next room is filled with laser beams.  You have to maneuver past them all in a
certain path.  To make things worse, there are pit blocks crumbling within
seconds.  Good luck.  The next room is short, with a hidden wall spot for you
to hide in if you tripped the alarm.  You will trip it in the following room,
where a Space Pirate spots you from behind a false wall.  Stun and make your
way to a shaft, make a long drop, then bring the chase outta the Mother Ship
and into Chozo Ruins.

Here, drop to the bottom. Eventually, you'll see a room with a dark area to
hide in and lose your tail.  Then's a save room (it won't work if you bring in
Pirates).  Getting tougher for you, huh?  Continue to your left.  You'll hit a
room where you'll maneuver your way up.  There are searchlights here, so watch
your ass.  The path from here is pretty linear:  stun Space Pirates and run.
You'll hit a room where a shutter blocks you off.  <GUIDE2> The floor and right
wall are linked up bombable blocks: shoot 'em to lose the Pirates.

Soon, you'll come across a shaft with eye beams.  If one sees Samus... you
guessed it.  Alarm goes off.  Don't let that happen.  For you impatient ones,
you need to learn that being stealthy means waiting, no matter how long.  The
path is once again linear after that.  Shoot walls as you go; one will take you
further through the area, instead of making a wrong turn somewhere.

You'll soon find yourself underneath a Chozo statue (non-healing) with a Power
Bomb Tank.  You'll have to cross through another room to reach it.  There's a
hidden save room there as well.  When you reach the Tank... it's gone!  But it
was right here!  Keep moving and you'll see one of the Space Pirates carrying
it away.  Dammit!  They're so cruel.

Next room has eye beams.  Patience again.  Eventually you'll hit a shaft.  By
now you should've figured that you should stun every Space Pirate you see.
Climb the shaft and take the first opening you see.  Very linear path.  Don't
send e-mails asking for help; you can figure it out.

Soon, you'll hit a save room.  Afterwards, the path is empty of Space Pirates.
You'll hit a religous chamber, where a cutscene begins.  It's a flashback; a
memory recall of when a Chozo person brang Samus here.  Dammit, I HATE Anime!
After that, Samus is seen looking in a mirror.  The Power Suit symbols in the
corners shoot beams at the mirror, inserting themselves.  The test of the Chozo
has begun.

/=============================================================================\
<BOSS>  Chozo Spirits

  Boss fight?  Now?  No, we're not decent!  Well actually, this boss fight is
  pretty easy, despite our status.  As a matter of fact, this "boss" is
  supposed to be a test for Samus by the Chozo.  This test will prove if Samus
  is worthy of the Chozo's reward.

  To pass this test, take a look at the image of Samus.  Whatever you do,
  DON'T SHOOT IT!  You'll take damage if you do (so it's like shooting
  yourself).  When the image changes to a Power Suit symbol, shoot that.
  It'll move into one of the four empty slots in the corners.  Then, a Chozo
  ghost in the form of the Power Suit picture on the wall will come out of
  said wall and carry the Samus image around, making it harder to hit the
  Power Suit symbols when they show.  To make matters worse, the Power Suit
  picture on the wall will flash, indicating a lightning attack.  Pretty tough
  to dodge.  Just shoot the Power Suit symbols when you see 'em.  When all
  four slots are filled, you'll have passed the test.

\=============================================================================/

The Chozo ghost returns the Samus image to its spot on the mirror.  The image
changes to a Power Suit.  A ring of light then encircles Samus, rises up around
her, and...

{-----------------------------------------------------------------------------}
<I1.5b>  Plasma Beam
  This beam pierces enemies.  You can hit a whole line of enemies with one
  shot!  It's also compatible with the Wave, Ice, Charge, and Long Beam
  effects.
{-----------------------------------------------------------------------------}

{-----------------------------------------------------------------------------}
<I4.2b>  Gravity Suit
  This augumentation cancels out the effects of underwater movement, allowing
  you to do Speed Boosts underwater.  You can also survive lava.  Cool!
{-----------------------------------------------------------------------------}

{-----------------------------------------------------------------------------}
<I5.6b>  Space Jump
  This nifty item lets you jump continuously.  To work it, press the A Button
  as you fall.  You can get to out-of-reach areas with this.
{-----------------------------------------------------------------------------}

Those are what the three Unknown Items are.  They go nice with the rest of the
items returned to you in your new Fully Powered Suit!

<=============================================================================>
<S05.10>  Section 5-10:  A Better Bomb
<=============================================================================>

Get used to all your regular controls again.  You need to blaze through s'more
obstacles to reach the last upgrade:  Power Bombs.  Our first Power Bomb Tank
is found back on the Space Pirate Mother Ship.

==== =========
Area Location:  Chozodia
==== =========  --------

Space Jump your way outta the religious chamber.  You'll drop through pit
blocks and face some Space Pirates.  No more running from them.  Kill 'em with
your new Plasma Beam.  Note the large pillar you see has lowered and blocked
access from anyone to ever get to the chamber again.  We're done with that, so
why complain?

Backtrack to the save room, then check the room before the religious chamber.
Use a Missile on the bridge that separates you from the water to open it.  Drop
in.  Nice opportunity to try out your Gravity Suit.  Build a Speed Boost to
break SB blocks guarding a Super Missile Tank (14).

Now for an Energy Tank.  This one's tricky, so you can skip it if you want.
Build a Speed Boost, kneel, jump up to where you'll see a ramp, launch into
that, kneel, and keep doing it 'til you get outta the room.  Kneel at the top
of the shaft, screw through some blocks, drop to another ramp, launch and
kneel, then drop to a ledge.  Launch to the right and you'll rocket to the
Energy Tank (1099).  Speed Boost and rocket your way out.

In the shaft at the ramp area, use a Missile at the upper left part of it.
You'll access a Missile Tank (195) in this manner.  Drop down through the
shaft.
Space Pirates and eye beams still hang around, but you can take them all out
with the Plasma Beam.  Drop to the bottom of the shaft and screw through some
blocks.

Here's a big lava pool.  Jump in.  The Gravity Suit will save you.  At the
bottom, look to the right for a Super Missile Tank (16).  Space Jump out of the
lava and head to the left.  Back in another shaft, use your Plasma Beam and
take out the eye beams.  Don't worry if you trip the alarm.  A little further,
and you'll see the room with bombable blocks you could lose Space Pirates in.
Bust through, and at the bottom, use your beam to reveal a Super Missile
Tank (18).  Use a Missile to reach it.  Now find your way back to the Mother
Ship from here.

Scale the shaft, then find the save room.  Two more rooms, then blast your way
to a red hatch.  Get up, shoot a gold robot and make it move out of the way, so
you can reach a Super Missile Tank (20).  Get through the red hatch, then a
green hatch.  A yellow hatch (something Power Bombs can open) stop you.  You
can snag another Super Missile Tank (22) here.

Backtrack to a red hatch leading to the Space Pirate ship garage.  Still
locked, with no way to open it.  Crawl up to a narrow path.  Linear, pretty
linear through here.  You won't need my help from here to the upper-left corner
of the Mother Ship (blue half of your in-game map).

At this point, decend downward and to the left.  You'll see a Space Pirate
carrying a Power Bomb Tank into another room.  Go follow him!  You'll see the
Power Bomb Tank (2) between laser beams.  There's an opening at the top if you
don't wanna break them, but why be a wuss?

{-----------------------------------------------------------------------------}
<I3.2>  Power Bomb Tank
  Power Bombs are of the most powerful in its class.  Roll into a ball, hold
  the R Button, and press the B Button to drop one.  Power Bombs have a large
  blast radius and can open yellow hatches and bust Power Bomb blocks (as well
  as normal bombable blocks).  You can hold two Power Bombs per Power Bomb
  Tank.  Find all nine Tanks and you can hold up to 18 Power Bombs! (Why so
  many explosives?)
{-----------------------------------------------------------------------------}

Test out your new weapon by droping one right now to open the yellow hatch.  Go
through and drop your other Power Bomb to blow the ceiling and find some Space
Pirates and another Power Bomb Tank (4).

<=============================================================================>
<S05.11>  Section 5-11:  Collection Run
<=============================================================================>

With Power Bombs, we can proceed to the final boss.  For those of you who want
100% of the games items so you can achieve a good ending, keep reading.
Otherwise, punch in <S05.12> using CTRL + F to go to the final battle.

==== =========
Area Location:  Chozodia
==== =========  --------

First off is an Energy Tank.  In the upper-left corner of the Mother Ship, take
the topmost hatch.  In one room, bust a Power Bomb block with a (you guessed
it) Power Bomb.  Continue to an empty hallway.  Build up a Speed Boost into the
next room, kneel, then launch back.  Jump at the right point and you break
through SB blocks in the floor.  Now just carefully Space Jump past laser beams
towards an Energy Tank (1199).  If you break a beam, a shutter will bar you
from it, and it won't open.  Leave, reenter, and redo.

Go any further down this path and you'll hit the final boss, but we're not
headed that way yet.  Backtrack all the way to your start point in Chozodia.
At the entrance hall, take out the Space Pirates and find a Super Missile
Tank (24) in the ceiling.  Go outside and look around for a white circle on
your in-game map.  Power Bomb your way to a Power Bomb Tank (6).

Find the glass tube that connects the Mother Ship and Chozo Ruins.  Use a Power
Bomb to shatter the tube.  Then there's a fork.  To your left leads out of
Chozodia.  To your right leads to a Power Bomb Tank.  Who says you can't have
both?  Use a Power Bomb to open the lower right area, build a Speed Boost, then
launch up to the Power Bomb Tank (8).

Down the left route.  Find the save room, then go two rooms and find a Super
Missile Tank (26) hiding in the ceiling *cough*maze*cough*.  In the next room,
use a Power Bomb to bust bombable blocks in the ceiling, then take the little
maze to another Super Missile Tank (28).  Do a Speed Boostin' backtrack to the
room before the save room.  Kneel, then launch upward for an Energy
Tank (1299).  Exit Chozodia from here.

Checklist
=========
(X) Energy Tanks
( ) Missile Tanks
( ) Super Missile Tanks
( ) Power Bomb Tanks

==== =========
Area Location:  Crateria
==== =========  --------

Good ol' Crateria.  We wind up at that "watering hole" again.  A nice
opportunity to snag a Missile Tank if it's been passed up.  Space Jump your way
out to upper, familiar regions.  Keep Space Jumping up to a yellow hatch.
Power Bomb that open and head back to Chozodia.

==== =========
Area Location:  Chozodia
==== =========  --------

We'll be back here for a brief moment.  Head to an aclove area and shoot the
wall to reveal a Power Bomb Tank (10).  Back to Crateria!

==== =========
Area Location:  Crateria
==== =========  --------

Speed Boost your way out.  After the hatch, KNEEL!  Roll into a ball and drop
to the ledge directly below you, then launch for a Missile Tank (200).  Build a
Boost again, this time, Space Jump to the ledge above you, then launch for a
Super Missile Tank (30).

Checklist
=========
(X) Energy Tanks
( ) Missile Tanks
(X) Super Missile Tanks
( ) Power Bomb Tanks

Find the elevator to Norfair, then use a Power Bomb to bust two Power Bomb
blocks.  Use your new runway to build a Speed Boost to your former landing
site.  Kneel, get on top of a rock formation, roll into a ball, hold the L
Button, wipe the sweat off your face, and launch to the left in a diaganol
fashion.  You'll bust through Speed Booster blocks and hit a Power Bomb
Tank (12).  Use the same Speed Boost trick to get to the elevator to Tourian
(the one here in Crateria).

==== =========
Area Location:  Tourian
==== =========  -------

Looks like hell blew through here.  Drop to the bottom of the shaft and head
right into the ruined lair of what was Mother Brain.  Bomb the ruined
containment Tank to find a Super Missile block.  Blow that with a (you know
what), then drop for a Power Bomb Tank (14).

By the way, that green liquid stuff is acid.  This is a different kind, though.
The acid we saw earlier is drool-type acid.  This is a chemical-type.  Despite
having our Power Suit augumented twice, you'll still take damage from it.
Stay out of it.  Now back up to the save room, get a Speed Boost and jump
(don't kneel).  Use the Space Jump & Screw Attack to boost back to the shaft.
Break through the wall (Speed Boostin'), then shoot the floor to find a Missile
Tank (205).  Nuthin else to do here.  Exit Tourian the way you came in.

==== =========
Area Location:  Crateria
==== =========  --------

At the fork, head downward and Power Bomb through some rubble.  You'll see an
elevator... with no lift pad.

==== =========
Area Location:  Brinstar
==== =========  --------

Haven't been here in awhile.

You'll land on the exact same spot you started the game on.  Drop a Power Bomb
there to open up a rocket launcher up to Crateria.  Right now, head down to
Kraid's lair (you know where it is).

==== =========
Area Location:  Kraid
==== =========  -----

Taking down the game's biggest monster doesn't mean we're done with that area.
There is one Missile Tank remaining here.  Drop two hatches in the main shaft
and take the left one.  Drop into the third acid pool we come across (safe
acid).  Build a Speed Boost, kneel and roll into a ball, then boost your way to
a Missile Tank (210).  Now find the easternmost save room.  Screw through the
wall there to reveal a shortcut to Norfair.

==== =========
Area Location:  Norfair
==== =========  -------

Coming outta the tunnel, drop into the lava (real lava).  Follow it to a room
with a Missile Tank (210) and a Power Bomb Tank (16).  Use Power Bombs to
reveal
how to do it.

Maneuver out to where the lava started, get to a shaft, bust down, pause and
use the bathroom (...), go through a corridor and score two Missile
Tanks (220 and 225).  Proceed to Ridley's Lair.

==== =========
Area Location:  Ridley
==== =========  ------

*pants* Gimmie a second. *gets a drink of water* Ahhh, that's better.

Get to the lower-left corner of Ridley's Lair.  Use the corridor to build a
Speed Boost and get to the route beneath SB blocks.

<CHART1>
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= . . . = = = = = = = = = = = = = = = = = X = = = = = = = =
= . . . . . = = = = = = = = = = = = = = = ^ = = = = = = = =
= < < = = . = = . . . . . = = . . . . . . . . . . . . . . =
= . . = = . = = . = = = . = = . = = = = = ^ = = = = = = . =
= . . = = . = = . = = = . = = . = = = = = 0 = = = = = = . =
= . . = = . = = . = = = . = = . = = = = = 0 = = = = = = . =
= . . = = . = = . = = = . = = . = = = = = ^ = = = = = = . =
= . . = = . . . . = = . . = = . . . . . . . . . . . . . . =
= . . = = . = = . = = = . ^ . . = = = = = ^ = = = = = " = =
= . . = = . = = . = = = . = = = = = = = = 0 = = = = = " = =
= . . = = . = = ' = = = . = = = = = = = = 0 = = = = = " = =
= . . = = . = = . = = = . = = = = = = = = . = = = = = " = =
= . . = = " = = " = = = " = = = = X . . . . . . . . 0 " = =
= . . = = " = = " = = = " = = = = " = = = " = = = = = " = =

Key:
=  Solid Block
.  Open Space
^  Missile Block
0  Fake Block
"  Pit Block (instant crumble)
'  Pit Block (crumbles in a few seconds)
X  Missile Tank
<  Speed Booster (SB) block

Two words:  use timing.  It's simple to figure out how to do it, but you gotta
be swift through the pit blocks.  Once you can figure it out, you can grab the
Missile Tanks (230 and 235).

<GUIDE1>

Build a Speed Boost through the corridor, then in the shaft bust through a set
of SB blocks, shoot a hatch clear, and in the next room, kneel, roll, stand,
and boost.  Set off a chain reaction of blowing bombable blocks with just one
bomb.  Quickly roll through the solid wall, then space jump to another Missile
Tank (240).  If you fail, you drop through pit blocks.

Speed Boost out to the previous room, kneel before the blocks, then boost
through the ceiling to another room.  Build a boost, use your beam to clear
blocks (a Missile is called for one of them), then blast through Speed Booster
blocks and jump at the right moment to snag a Missile Tank (245).

I'm missing one Missile Tank and a Power Bomb Tank in this guide.  Just where
are they?  Hmmm... gimmie a minute.............................................
...............................................................................
......................... Kraid!!!  Damn, how could I miss?  Well, guess we
gotta go back to Kraid's Lair.

==== =========
Area Location:  Kraid
==== =========  -----

Drop to the bottom of the main shaft and follow the corridor to a shaft.  The
red hatch is a Map room (pretty pointless, now, but go ahead).  Launch up to a
room with a Missile Tank (250).  Use the zipline machine in ball form to reach
it.

Checklist
=========
(X) Energy Tanks
(X) Missile Tanks
(X) Super Missile Tanks
( ) Power Bomb Tanks

One more Power Bomb Tank.  Let's go to Chozodia.

==== =========
Area Location:  Chozodia
==== =========  --------

In the Chozo Ruins half (left side) of Chozodia lies the final item.  Go to the
right side of this half, take the third lowest opening..., oh wait.  It's
blocked.  Power Bomb it open!  Get on the highest of the narrow passages, and
roll through.  Use a Missile at the end in the wide area on the ceiling to snag
the Power Bomb Tank (18).

Checklist
=========
(X) Energy Tanks
(X) Missile Tanks
(X) Super Missile Tanks
(X) Power Bomb Tanks

That's it!  That's 100%!  Huzzah!  Hooray!  Yippee!  Time for the final boss!

<=============================================================================>
<S05.12>  Section 5-12:  Wrapping It Up
<=============================================================================>

1299 units of energy, 250 Missiles, 30 Super Missiles, 18 Power Bombs.  That's
what you should have for 100%.  If not, refer to the entire guide and check.
If you don't wanna fight the final boss, be a wuss then.

==== =========
Area Location:  Chozodia
==== =========  --------

Get to the upper-right corner of the Space Pirate Mother Ship (blue half of
map).  Find the upper route and go to the boss from there.  If you can't find
it, then this is the second time I'd advise you to shut off this game and find
a new hobby.

When you reach the boss room... clank, clank, clank.  What's that clanking
noise?  A large robot figure appears.  It has a mechanical green eye...

/=============================================================================\
<BOSS>  Robo-Ridley

  Taking after the monster underneath Norfair, Robo-Ridley is less of a
  hardassed.  His body is resistant to attacks, but you can spot out his
  weakpoint:  a mechanical heart.  His arm guards it.  Wait 'til he swipes at
  you with said arm, then shoot Missiles at that heart.  Glass protects it,
  which is why you should save the Super Missiles.  When it shatters, pummel!
  Robo-Ridley's other attacks include fireballs from its mouth (space jump
  over that), lasers from its mechanical green eye (space jump again), and its
  own Missiles from its neck (destroy them for your own Missile ammo).  When
you
  destroy Robo-Ridley, its secondary systems activate something bad.

\=============================================================================/

WHOOOP!  WHOOOP!  Another self-destruct sequence?  Well lets beat it!  You have
to escape on one of the Space Pirate ships in the garage.  The path there is
very linear.  Just kill anything that gets in your way.  When you reach the
garage, two black Space Pirates try to take you out.  They're tougher than
others, so watch out!   Try to hit 'em with a few charged shots.  When dead,
the garage door opens so you can reach the ships.  Take out one last Space
Pirate that jumps out of a ship, then hop in and escape.

WARNING!!!

WARNING!  WARNING!  WARNING!  WARNING!  WARNING!  WARNING!  WARNING!  WARNING!

SPOILERS APPROACHING!  SPOILERS APPROACHING!  SPOILERS APPROACHING!
SPOILERS APPROACHING!  SPOILERS APPROACHING!  SPOILERS APPROACHING!
SPOILERS APPROACHING!  SPOILERS APPROACHING!  SPOILERS APPROACHING!

WARNING!!!  SPOILERS APPROACHING!  WARNING!!!  SPOILERS APPROACHING!
WARNING!!!  SPOILERS APPROACHING!  WARNING!!!  SPOILERS APPROACHING!
WARNING!!!  SPOILERS APPROACHING!  WARNING!!!  SPOILERS APPROACHING!
WARNING!!!  SPOILERS APPROACHING!  WARNING!!!  SPOILERS APPROACHING!
WARNING!!!  SPOILERS APPROACHING!  WARNING!!!  SPOILERS APPROACHING!

WARNING!!!  SPOILERS APPROACHING!  WARNING!!!  SPOILERS APPROACHING!
WARNING!!!  SPOILERS APPROACHING!  WARNING!!!  SPOILERS APPROACHING!
WARNING!!!  SPOILERS APPROACHING!  WARNING!!!  SPOILERS APPROACHING!
WARNING!!!  SPOILERS APPROACHING!  WARNING!!!  SPOILERS APPROACHING!
WARNING!!!  SPOILERS APPROACHING!  WARNING!!!  SPOILERS APPROACHING!

Okay, you've been warned!

Samus flies outta the Mother Ship just as it blows (and you had time left on
the clock I'm sure).  We can see her through the front window.  Then after the
credits, we see the religious chamber again, with a engraved picture of Samus
with the Chozo.  Awwwwwwwwww...

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<S06.0>  SECTION 6:  End-of-game Prizes
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

The Metroid series has a tradition of showing an ending that varies based on
certain conditions fulfilled in the game.  Here, Samus poses for an ending
image.  How she poses depends on three factors:  the time spent playing this
game, the difficulty you played the game on, and the percentage of items
collected during the game.  Not just Tanks, but regular power-ups, too!

So here's how to get 'em.

Ending 1 - Fully suited Samus, sitting on a rock.
  Over 4 hours, 16-99%, any difficulty.

Ending 2 - Samus without her helmet, looking at the sunset.
  2 to 4 hours, 16-99%, normal or hard.

Ending 3 - Samus in her blue jumpsuit.
  Under 2 hours, 16-99%, normal or hard.

Ending 4 - Samus in a red top and shorts, walking around a city.
  Over 2 hours, 100%, normal or hard.

Ending 5 - Samus at a bar in a red top and shorts.
  Under 2 hours, 100%, normal.

Ending 6 - Samus over looking a city in a red top and shorts.
  Under 2 hours, 100%, hard.

Ending 7 - Samus sitting near a window in a red top and shorts.
  Screw time, just have no more than 15% for normal.

Ending 8 - Samus standing in full armor, with a closeup of her face.  How
disappointing.  Not worth going for.
  Screw time, just have no more than 15% for hard.

[!!!!!!!]  Going for a good ending?  Then stay away from easy mode!  No matter
+N O T E+  what you do there, you'll always end up with the same image:  fully
[!!!!!!!]  suited Samus on a rock.

Image Gallery
----- -------
In past Metroid games, you have to beat the game again and again to keep seeing
your ending.  Zero Mission introduces the image gallery, a place where your
images are stored for easy viewing.  Once you have an image, you can access it
in the gallery on the Options menu.  The images you can view are limited to
what you've achieved.

15% Game
--- ----
The 15% game is a challenge for those who are up to it.  As its name suggests,
you can pick up no more than 15 of the 100 items in this game.  The following
items are absolutely essential for finishing the game.

Morph Ball
Missile Tank x1
Normal Bomb
Power Grip
Ice Beam
Varia Suit
The three unknown items

Wait, that's... *counts* nine items.  Well, guess you can pick your last six.
I read Nintendo Power's special guide for this, and they recommended the Long
Beam, two Energy Tanks and three Super Missile Tanks.  Of course, what you want
is entirely up to you.  You'll be out a few power-ups, but there are ways
around those obstacles where some of 'em are needed.

WARNING!  This challenge is for expert players only.  Novice adventurers will
fail so easily, that they may be tramuatized from the attempt and lose the
will to play this game ever again.  In other words:  it's not for sissies.

NES Metroid
--- -------
For those of you who want to trace the game back to its roots, you can access
the original NES Metroid on the Options menu AFTER beating Zero Mission.

Back then, the NES version required that you used a password to keep track of
your progress.  You were given this password when you died (so to save, you had
to commit suicide).  Now the password is saved to the game.  If you have an old
password from back in those days, you can enter it here.

Controls:

Control Pad - Do I really have to explain?
A Button - Jump
B Button - Fire beam/Missiles
START - Pause game
SELECT - Switch between beam & Missiles
L and R Button - Brings up a menu with you decision to continue, quit, reset,
  or go into sleep mode.

Hard Mode
---- ----
To unlock Hard Mode, you must beat Easy and Normal mode on the same file.  If
for some reason you want to save one of these modes, I suggest you copy files.
</pre><pre id="faqspan-3">
Hard mode is harder than you think!  Tank capacities have been sliced in half!

Energy Tank - 50 instead of 100
Missile Tank - 2 instead of 5
Super Missile Tank - 1 instead of 2
Power Bomb Tank - 1 instead of 2

Don't ask if the bosses are hard, because they are!  You'll have to devise some
strategy for surviving their super ass-kicking.  Like the 15% game, hard mode
is intended for expert players.  If you can make it through with few deaths,
consider yourself an expert.  By few, I mean maybe... oh, say no more than
seven or eight.  Of course, I died way more.

Sound Test
----- ----
To get the sound test in the options menu, beat Hard Mode.  Unless there's a
certain type of music you like in there, it's probably... well, maybe worth
going Hard Mode.  Give it a shot.

Metroid Fusion Gallery
------- ------ -------
This isn't really an "End-of-game" prize.  It's something you get for linking
up Metroid Fusion to Metroid: Zero Mission.  Here's how to get it.

You need:
-Two GBAs (GBA SPs will work just fine)
-Fusion and Zero Mission (as described)
-A link cable
-An intrest in seeing ending images from the first GBA Metroid (...)

1) Insert the games into the GBAs.
2) Link the cable between the two GBAs.  The purple connector goes in the GBA
   with Zero Mission.
3) On the GBA with Fusion, hold SELECT and START as you turn it on.
4) On the GBA with Zero Mission, select "Metroid Fusion Link" on the options
   menu.
5) Follow the on-screen instructions on Zero Mission.
6) Jump for joy!

All five images available from Metroid Fusion are here.  And, hey... some new
images that seem to reveal the connection between Samus and the Chozo.
Awesome!

Time Attack Mode
---- ------ ----
To check out something new that we've found, go to the select a file screen
and choose a file where the game is beaten.  Press the A Button to bring up
the Start Game option.  Then press UP, LEFT, RIGHT, DOWN on the D-Pad, and the
New Time Attack option will appear under Continue and New.

Time Attack Mode is nothing more than your speediest trial on the whole game
in normal mode.  You will receive a password for classic Metroid based on your
finishing time.  If you take that one super special shortcut (which is
explained in another section of the guide) you will very likely get a fast
finishing time.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<S07.0>  SECTION 7:  Tank Locations
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

While I screwed you a bit on item descriptions (what do you care, anyway?), I
did provide Tank locations throughout the game.  Use this section as your
personal checklist for finding them.  Remember when I said you should remember
areas you come to?  You better have good memory, cause my location descriptions
will tell you to start from certain points in that area.

To know the presence of a Tank, check your mini map.  If there's a open circle,
there's a Tank.  Even if you don't see it, it's there (it's just hiding
somewhere).  A small dot indicates you already snagged that Tank.  Use that
mini map well.

Did I forget to mention that mini map is like a radar?  Man, where's my head?

In the walkthrough, I put a number in ( ) after a <Insert Tank here> Tank.
That number is the current capacity of that aspect, provided you've followed my
guide up to that point.  I did put a note in the somewhere walkthrough that
says this.

Here, I put required items for gathering Tanks in [ ].  Without that item, you
can't get the Tank.  If you think you can nab it without the item, then you're
nuts.  Some Tanks you must return to once you grab the right gear.

<=============================================================================>
<S07.1>  Section 7-1:  Energy Tanks
<=============================================================================>

I know for a fact that it's impossible to dodge seeing an Energy Tank, much
less pick one up.  In case you don't know what an Energy Tank is, it increases
your energy reserves by 100 units.  More energy means a better survival.

Total # of Energy Tanks: 12
Maximum capacity with all tanks: 1299 energy units

==== =========
Area Location:  Brinstar
==== =========  --------

1) [Bombs]  Two rooms from the start point, you'll see an Energy Tank in the
   ceiling.  It's too high for you to reach.  Come back with the bombs and you
   can bomb jump up to it.

2) In the middle corridor on the east side of Brinstar lies an Energy Tank.  It
   sits in plain view, begging to be taken, because it's the first one you'll
   come across.

3) [Varia Suit]  One room before the Varia Suit, you can find the Energy Tank
   in the acid.  Of course, you don't wanna take damage from it, so you should
   grab the Varia Suit first.

==== =========
Area Location:  Norfair
==== =========  -------

1) [Missiles, Wave Beam]  After defeating two worms, you'll see an Energy Tank
   in the ceiling.  Shoot your Wave Beam to reveal it, then use a Missile to
   clear the way.

==== =========
Area Location:  Crateria
==== =========  --------

Unfortunatley, there are no Energy Tanks in Crateria.  Sorry!

==== =========
Area Location:  Kraid
==== =========  -----

1) [Speed Booster]  Start in the main shaft.  Take the highest hatch on the
   right, and build a Speed Boost.  When you run out of ground, jump.  You'll
   break some SB blocks on the other side, gaining access to an Energy Tank.

2) [Morph Ball]  After activating the zipline machines, take your first one to
   an Energy Tank.  Hard to miss.

==== =========
Area Location:  Ridley
==== =========  ------

1) In what appears to be a plain room, the Energy Tank sits on the other side
   of an opening covered by a false floor.  The first four blocks are real, so
   jump at that point.

2) [Unknown Item #2]  Apparently, the third Unknown Item is marked with a #2.
   Anyway, after snagging it, shoot the Chozo Block in that room to find an
   Energy Tank behind a false wall.

3) [Speed Booster]  Start at the save room before Ridley.  Head to your right,
   and three rooms later, you'll find the Energy Tank hiding under some pipes
   (false wall covers it up).

==== =========
Area Location:  Tourian
==== =========  -------

Like Crateria, Tourian holds no Energy Tanks.

==== =========
Area Location:  Chozodia
==== =========  --------

1) [Speed Booster]   This is one of the toughest tanks to get, so bare with me.
   Start in the room before the religious chamber (uh, make sure you have your
   fully powered suit), Missile your way into the water, and build a Speed
   Boost.  Use the bunch of ramps to launch and kneel out into the shaft
   (while sustaining your charge).  Drop to a ramp, launch and kneel, then drop
   to a ledge sticking out on the right and launch into the right wall.  You'll
   blast into an area with the Energy Tank.

2) [Speed Booster]  At the lower exit to Crateria, build a boost and kneel
   before the save room.  Launch upward and you'll blast through to an Energy
   Tank.

3) [Speed Booster, Space Jump]  Tough Tank #2.  Two rooms before Robo-Ridley,
   there are some SB blocks in the floor.  Build a Speed Boost (you'll need to
   go into the next room), then blast back and jump at the right moment to
   crash through the floor.  Now just Space Jump carefully past laser beams to
   get the Energy Tank.  If you break a beam, a shutter will bar you off, and
   you must redo the process.

<=============================================================================>
<S07.2>  Section 7-2:  Missile Tanks
<=============================================================================>

The power of Missiles are better than your beam.  The Charge Beam is just as
effective, but its charge time will slow down the increasing damage done on
enemies that a stream of Missiles can do more than.

In short, a bunch of Missile Tanks are better than the Charge Beam.  And for
you
dummies, each Missile Tank adds five Missiles to your capacity.

Total # of Missile Tanks: 50
Maximum capacity with all tanks: 250 Missiles

==== =========
Area Location:  Brinstar
==== =========  --------

1) Your first Missile Tank is in the corridor before Norfair.  It's right there
   in plain sight, so go pick it up!

2) This one's in the room with the hives.  There's a false wall above the left
   hatch.  Go through it to find a third hive and the Missile Tank.

3) After the hive room, there's a wall of fake blocks.  At the bottom is the
   Missile Tank.

4) [Bombs]  In the room with the bombs, there's a hidden opening underneath the
   Chozo statue that leads to the Missile Tank.  Just bomb your way through to
   it.

5) [Bombs, Power Grip]  In the room before the hives, you can bomb the floor to
   find a Missile Tank in a tight spot.  Bomb it open, then use the Power Grip
   to nab it.

6) [Bombs]  There's a hidden opening in the right wall of the first shaft.
   That leads to a Missile Tank.  Just bomb the floor.

7) [Bombs]  Same concept for #6, but it's on the left wall.

8) [Ice Beam]  Go as high as you can in the second shaft.  Freeze rippers to
   make it to the top and score a Missile Tank.

9) [Bombs or Ice Beam]  Either one of the required items will get you to the
   upper corridor on the east side of Brinstar.  Search around here for the
   Missile Tank.

10) [Bombs]  Before the elevator to Kraid's Lair, bomb around the floor to find
    a rocket launcher.  Use that to reach a Missile Tank way up in a hidden
    aclove.

==== =========
Area Location:  Norfair
==== =========  -------

1) [Power Grip]  Head to your left from the elevator and go through the
   corridor.  You'll see the Missile Tank, but it's in a tight spot you need
the
   Power Grip for.

2) [Power Grip]  After going through the left corridor from the elevator,
   there's a hatch you can reach with the Power Grip.  Take the hatch to the
   Missile Tank.

3) [Power Grip, Ice Beam]  Two rooms from the elevator, you'll see an enemy
   trapped under a bridge.  Free him, then freeze him.  Use him as a lift to a
   Missile Tank.

4) Detouring around the green hatch when you get the Ice Beam, you can find the
   Missile Tank hiding in a wall.  Just shoot around to find it.

5) [Hi-jump]  After getting the high jump, you can reach the tank seen in the
   shaft.  Nuff said.

6) [Speed Booster]  After the two worms, Speed Boost out to the shaft to get a
   Missile Tank.

7) [Ice Beam]  Okay, this one's difficult to explain, so bear with me.  After
   the Screw Attack, find the nearest save room.  In the shaft, drop to a lower
   hatch on the right, and follow the path to a Super Missile Tank.  After
   grabbing that, freeze an enemy to reach the left wall (that you can shoot)
   to get the Missile Tank.

Why do I feel like I care less about this guide now?

8) [Gravity Suit]  Find the map room, then jump into nearby lava.  A little
   exploration will net you a Missile Tank in the next room.  The trick is how
   to reach it.

9) [Screw Attack]  Once you nab it, there's one right there.  Consider yourself
   a moron if you can't find it.

10) [I forget which upgrades]  Shaft with map room.  Take the lowest hatch on
    the right and descend the next shaft you reach.  At the end of the
    following room is the Missile Tank.

11) One in the same room as #10.  It's just hidden in the walls.

12) [Super Missile Tank]  Eastmost shaft.  5th hatch from the top.  Head
through
    here (using a Super Missile to blow the green hatch), and eventually you'll
    see it in the walls.

13) [Varia Suit]  Eastmost shaft.  2nd hatch from the top.  Have your Varia
    Suit ready.

==== =========
Area Location:  Crateria
==== =========  --------

1) "Watering hole."  Do some excavating in the lower left corner to find your
   Missile Tank.  No Gravity Suit required.

2) [Unknown Item #1]  After nabbing the item in [ ], shoot Chozo blocks to
   access it.

3) [Speed Booster, Power Bomb Tank]  The Power Bomb Tank will blow you out of
   Chozodia.  If you're Speed Boostin' you can get a Missile Tank by launching
   to it in ball form.

==== =========
Area Location:  Kraid
==== =========  -----

1) In the save room near the elevator, there's a hidden passage that leads to a
   Missile Tank.

2) First hatch to the right going down the main shaft.  Grab it going through
   the corridor.

3) Upper-rightmost shaft in Kraid's Lair.  Easy to see, easy to snag.

4) After the acid worm boss, dive down into the room and shoot the left wall to
   reveal a hidden room with the Missile Tank.

5) West edge of Kraid's Lair.  Go through a few rooms upward towards the tank.

6) West edge of Kraid's Lair.  Drop through the lava, go three rooms, and find
   the Missile Tank in a tight spot.  Use rocket launchers to clear your path
on
   the zipline machine.

7) [Bombs]  Main shaft.  Take the third hatch from the top on the left.  Time
   it right with the zipline machine and your bomb-jumping to reach the Missile
   Tank.

8) [Gravity Suit, Speed Booster]  Main shaft.  Go second shaft from top on
   left.  Search in the acid for a runway area to build a Speed Boost.  Boost
   in ball form, hit a ramp, and WHAM!  Missile Tank.

9) Lower-right shaft in Kraid's Lair.  Middle hatch takes you to a Missile Tank
   hidden in the left wall.

==== =========
Area Location:  Ridley
==== =========  ------

1) Left edge of the area.  You get the Tank going down.  Easy one.

2) After the map room's a nice long hall with a Missile Tank midway.

3 and 4) [Good Speed Booster skills]  Use the hall to blast through the bottom
         of the shaft.  You'll bust into a hidden area.  Use CTRL + F and punch
         in <CHART1> to see my walkthrough on how to do this.

5 and 6) [More good Speed Booster skills]   Punch in <GUIDE1> with CTRL + F.

7) Eastmost shaft.  Second hatch from top.  Second lava pool is fake.  Tank in
   wall somewhere.  Can't continue... much longer... with guide.

8) After Tank #7, it's seen right there.

9) After Tank #8...

10) From Tank #9, reach a corridor to a Super Missile Tank.  A hidden path
takes
    you to a Missile Tank covered as a block.

11 and 12) Hatch after Tank #10.  Easy enough to solve.

13) Top of Eastmost shaft.  Take hatch to large room.  Freeze enemies, jump off
    'em to reach Missile Tank.

==== =========
Area Location:  Tourian
==== =========  -------

1) [Space Jump, Screw Attack, Speed Booster]  Only accesible after destroying
   Mother Brain (not right after!).  Build a Speed Boost in ruined corridor,
   Space Jump and Screw Attack through for the Tank.  Easier said than done.

==== =========
Area Location:  Chozodia
==== =========  --------

Remember, you need your Fully Powered Suit first.

1) Chozo Ruins half of Chozodia.  Eastmost shaft.  See the ramp near the top?
   Shoot a Missile there.  Viola!  Missile Tank.

<=============================================================================>
<S07.3>  Section 7-3:  Super Missile Tanks
<=============================================================================>

Basically, Super Missiles are just heavier firepower of Missile technology.
Because of small capacities, you wanna get as many of these tanks as you can.
Course, you don't wanna use these all the time.

Total # of Super Missile Tanks: 15
Maximum capacity with all tanks: 30 Super Missiles

==== =========
Area Location:  Brinstar
==== =========  --------

1) [Speed Booster]  Check the first shaft.  Check the left wall for the hidden
   room with a Missile Tank and a Super Missile Tank.

==== =========
Area Location:  Norfair
==== =========  -------

1) [Super Missile Tank, Bombs]  Eastmost shaft.  Take the fifth hatch from the
   top and follow the path through a few rooms.  A bombable wall blocks you
   from the Tank, so destroy the upper wall (to avoid collapsing it all) to
   reach it.

2) Find the save room near the Screw Attack upgrade.  Drop to the hatch below
   in the shaft and follow through.  Eventually you'll hit the Super Missile
   Tank.

==== =========
Area Location:  Crateria
==== =========  --------

1) [Speed Booster]  Speed Boost outta Chozodia (upper exit), then kneel after
   going through the hatch (it should be yellow, so Power Bomb it before
   attempting).  Space Jump up to a ledge, then launch for your Tank.

==== =========
Area Location:  Kraid
==== =========  -----

No reason to go through Kraid's Lair; you won't find anything here.

==== =========
Area Location:  Ridley
==== =========  ------

1) This you get right after Imago.

2) Eastmost shaft.  Take the second highest hatch, then go through one room.
   In the next room, shoot the upper-left side of the screen to reveal bombable
   blocks.  This leads to a Super Missile Tank.

3) Continue left after Tank #2.  #3 is yours in short time.

==== =========
Area Location:  Tourian
==== =========  -------

Nothing to see here, folks.

==== =========
Area Location:  Chozodia
==== =========  --------

First, have your Fully Powered Suit.

1) [Gravity Suit]  Find the room with lava.  Explore there to find the Tank.

2) [Gravity Suit, Speed Booster]  Save room before the religious chamber.  Use
   a Missile on the little bridge.  Speed Boost around here for the Super
Missile
   Tank.

3) Punch in <GUIDE2>.  Know this room?  Drop through the bombable blocks, shoot
   the walls, get your Tank.

4) [Power Bomb Tank]  Shatter the glass in the tube connecting the Mother Ship
   and Chozo Ruins.  Follow through the exit path until you hit a short room.
   Hidden somewhere in the ceiling is the Tank.

5) Largest room before Chozodia's lower exit.  Do the ceiling maze to find the
   Tank.

6) Main entrance to the Space Pirate Mother Ship.  Shoot the ceiling to find a
   Super Missile Tank.

7) From the Mother Ship's garage, go 'til you hit a red hatch.  Check the
   ceiling for the Tank.

8) From Tank #7, proceed through the red hatch, then a green one, then find the
   Tank.  It's in an easy location.

<=============================================================================>
<S07.4>  Section 7-4:  Power Bomb Tanks
<=============================================================================>

Why are there so many friggin' Power Bombs in all the Power Bomb Tanks?

Total # of Power Bomb Tanks: 9
Maximum capacity with all tanks: 18 Power Bombs

==== =========
Area Location:  Brinstar
==== =========  --------

No Power Bomb Tanks here.

==== =========
Area Location:  Norfair
==== =========  -------

1) [Gravity Suit]  From the map room, dive into the lava.  Explore to another
   room.  It should be hidden behind the left wall.

==== =========
Area Location:  Crateria
==== =========  --------

1) [Speed Booster, Power Bomb]  From the Norfair elevator, build a Speed Boost
   to the left.  At Samus's landing site, kneel, get on the rock formation, and
   launch diaganoly in ball form.  Power Bomb Tank nearby from here.

==== =========
Area Location:  Kraid and Ridley
==== =========  ----- --- ------

There are no Power Bomb Tanks here.  Hey, why are you checking?  Get out!

==== =========
Area Location:  Tourian
==== =========  -------

1) Check out the Mother Brain aftermath.  Use a Super Missile on the ruined
   tank to dive and find a stored Power Bomb Tank.

==== =========
Area Location:  Chozodia
==== =========  --------

1) Upper-left corner of the Mother Ship.  You know where to go from here.

2) [Power Bomb Tank]  Right after Tank #1, go right a room and Power Bomb the
   ceiling.

3) [Power Bomb Tank]  Check the outside area near the entrance to the Mother
   Ship.  Power Bomb open a way to a Tank and an alternate entrance.

4) [Power Bomb Tank]  Shatter the tube connecting Chozo Ruins and the Mother
   Ship.  Go right at this fork, use another Power Bomb, then Space Jump up a
   shaft (or launch up while Speed Boosting).

5) [Power Bomb Tank]  Eastmost shaft in Chozo Ruins.  There should be a room
   blocked off by Power Bomb blocks.  After that, reach the upper part of three
   separated parts.  At it's end, shoot a Missile at the ceiling for a Power
   Bomb Tank.

6) Upper exit from Chozodia.  Around here is a Power Bomb Tank in the walls.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<S08.0>  SECTION 8:  Zebes' Beastery
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

Here are the enemies you'll find in each area.  Remember: Your beam is the
primary weapon, and Missiles are the secondary.  Bosses are also listed here.

Some enemy names are made up because I don't know their real names.  Maybe
their a little dumb, but I can't think of anything better.  Some enemies may be
found in some other areas.

[!!!!!!!]  The Beastry section is incomplete in some parts.  I shall take
+N O T E+  contributions on enemy info: things like missing creatures,
[!!!!!!!]  additional info, or even proper enemy names.

==== =========
Area Location:  Brinstar
==== =========  --------

Zoomer
  This guy runs around walls, ceilings, and floating ledges.  The easy prey.

Ripper
  They glide back and forth.  They are invincible 'til you get the screw
  attack.

Flies
  Around the middle corridor on the east side of Brinstar, these guys will
  annoy you until you destroy all three of their hives.

Parasites
  If too many of these little guys get on, they suck your energy.  Once you get
  the Varia Suit, you're out of danger.

Shriekbats
  They dive at you from the ceiling which they dangle from.

Chomps
  These are the guys who look like they'll bite you.  You'll know what I mean.

Bugs
  They appear from these little pits.  They're a little sneaky.

<Mini-Boss>  Giant Worm
  Hey, nice sneaking up on us, you dumb worm!  Why don't we poke your eye out
  with three of our new Missiles?  If you run out, shoot the spikes the worm
  shakes off his body to get some.  If you win here, you get the Charge Beam!
  If he gets away, you'll have to find him somewhere else.

==== =========
Area Location:  Norfair
==== =========  -------

Flames
  This is the creature that is always on fire.

Lava Hopper
  Jumps out of lava.  With the Ice Beam, he can make a good platform.

Flat Rockshooter
  Flat on the ground, he shoots rocks out at nearby creatures (i.e. you).

Lavahorse
  Think "seahorse that shoots fireballs."

Ceiling creatures
  They hang on the ceiling and swoop down at you.

Vines
  They try to block your path, but they can be destroyed.

Giant Larve (Mini-Boss)
  They have big bodies with soft bellies.  You'll have the wave beam at this
  point, but it can't penetrate the big body fronts.  One has an alcove under
  it you can use.  The other requires bombs to kill.

Large Cuccoon (Mini-Boss)
  This big guy hangs off the ceiling by several vines, easily destructable by
  Missiles.  The central vine is indestructible, but if all other vines are
  destroyed, the weight of the big cuccoon will be too much for it.

Super Rippers
  Near where the Screw Attack lies, these guys move rather quick and are a
  little larger than their cousins.

==== =========
Area Location:  Kraid
==== =========  -----

Eyes Guys
  These little guys are like slow zoomers.  Hmmmm...

Hopper
  He bounces with his legs.

Giant Hopper.
  Large creature that needs a lot of pummeling to kill.

<Mini-Boss>  Acid Worm
  Damn, these guys are sneaky!  Right off the bat, you can see his weak spot:
  his bulging red neck. (heh heh.  "Red neck."  A pun) The good news is you
  can hit it with whatever you can.  This includes uncharged shots!  After
  that moment to get some hits in, he'll dive under the acid.  His mouth opens
  when he's gonna charge.  If you're near the hatches, he'll reach out and
  spit projectiles out that you can destroy and get pickups outta.  To reach
  his red neck, you have to stand near him on the low platforms.  He'll charge
  at you (jump onto the zipline machine), get stuck briefly, allowing you to
  fire away at his neck.  Since he wiggles his body, you can't get every shot
  in.  One tip is to turn your back to it, charge up a shot (or ready a
  Missile) hold the L Button to angle, dodge his charge, and as you go across
  on the zipline machine you can get a hit on his neck.  For normal mode
  players, he can raise the acid level after awhile.  Just get higher ground
  when this happens, and when it returns to normal, get your ass back down and
  continue the fight.  Fairly easy fight.

<BOSS>  Kraid
  The first major boss of the game (consider the two worms to be mini-bosses).
  The first existing boss of the original Metroid.  The first boss not to
  sneak attack us!  Kraid is ****ing huge!  He uses one of his two claws to
  swipe at you, the other to fling his finger nails with.  To damage Kraid,
  you must feed him Missiles (literally).  To open his mouth, you have to hit
  his head with a Missile (or a charged shot if you like).  He'll roar,
  allowing you to fire Missiles down his throat.  After awhile, he'll fire
  spikes from his belly and crush your ground, reducing you to a small
  platform.  This is where he can easily swipe you.  Dodge his claws by
  grabbing onto the nearby ledge.  If you fall, use the spikes from his belly
  as platforms.  They will explode, so don't fool around.  Eventually, Kraid
  will destroy the last of your solid platform.  Use the spikes to climb up
  and continue the feeding frenzy.  He'll start exploding when he's had too
  many Missiles.

==== =========
Area Location:  Ridley
==== =========  ------

Swoopers
  They float, and they swoop at you.

Big Hoppers
  They, too, move by their legs in hopping.

Weird Ball Guys
  Some go diaganolly, others follow the walls and ceilings and floors.

<Mini-Boss>  Imago
  Dammit with the sneak attacks!  I'm getting tired of it!  Anywho, Imago is a
  giant hornet.  Right now, it'll just swoop at you.  Imago's weakspot is its
  stinger.  Use Missiles or charged shot to attack it.  After awhile, Imago
  will fire from its stinger while it swoops.  Just take some caution here.
  You'll bust off Imago's stinger as a sign of defeat.

<BOSS>  Ridley
  Another sneak attack.  Ridley is such a pain in the ass.  His attacks
  include fireballs (counter with beam), tail attacks (roll to dodge), and
  picking you up (your energy is somehow drained here).  What you should do is
  *gasp* let loose with Missiles.  You can use Super Missiles if you wish, but
  make sure every Super Missile hits.  You can get more Missiles outta the
  fireballs Ridley shoots out.  Nuthin' else to explain here... except the
  lava hazard.  Two parts of the platform are out during the fight.  If Ridley
  picks you up, be sure you don't land in the lava after shaking loose.  Like
  Kraid, Ridley will start exploding when you've defeated him.

==== =========
Area Location:  Tourian
==== =========  -------

Metroids
  If they grab you, they'll suck on your energy.  Simply roll into a ball and
  bomb them off.  To kill them, use your Ice/Wave Beam then five Missiles.

Ring Cannons
  The cannons are impervious, but you can destroy their ring shots for pickups.

Zebetites
  Living barriers that serve as the last line of defense for Mother Brain.
  Kill 'em quickly or they'll regenerate.  They take Missiles.

<BOSS>  Mother Brain
  You'll see the brain in a containment Tank.  Use Missiles to shatter it open.
  Oh, and use the Screw Attack to protect yourself from turret fire (there's a
  ring shot cannon here, too).  When Mother Brain flashes, jump to dodge its
  charged shot attack.  Charged shot?  Our charged shot won't be able to hurt
  the brain (told you so earlier), but its shot can!  No fair!  Well, lets use
  Missiles on it.  When its eye opens, hit it with a Super Missile.  It'll do
  another charged shot attack.  Pummel it with Super Missiles whenever its eye
  opens.  If you run out, resort to regular Missiles.  Seven or so of those
  will trigger the brain's charged shot attack.  If you run out of ammo, wait
  for ring shots to give you some more.  After you destroy the brain, trouble
  will start.

==== =========
Area Location:  Chozodia
==== =========  --------

Space Pirates
  These guys have made advances in space travel and weaponry.  They are trying
  to use Metroids to gain power from victims.  Unfortunatley, they can't
  extract the energy consumed by the Metroids.

Black Pirates
  Some Space Pirates are trying out their new armor suit system to give them an
  edge against your Plasma/Wave/Ice/Charge/Long Beam.  It takes several shots
  from that beam to kill them.  Charged shots shall work nicely.

Pulse Bombus
  They zap you with electricity.  Tough to kill, so just ignore them.

Eye Beams
  Found in Chozo Ruins, these guys scan the shafts, and they can open fire on
  intruders.  With your fully powered suit, they can be destroyed.

<BOSS>  Chozo Spirits
  Boss fight?  Now?  No, we're not decent!  Well actually, this boss fight is
  pretty easy, despite our status.  As a matter of fact, this "boss" is
  supposed to be a test for Samus by the Chozo.  This test will prove if Samus
  is worthy of the Chozo's reward.

  To pass this test, take a look at the image of Samus.  Whatever you do,
  DON'T SHOOT IT!  You'll take damage if you do (so it's like shooting
  yourself).  When the image changes to a Power Suit symbol, shoot that.
  It'll move into one of the four empty slots in the corners.  Then, a Chozo
  ghost in the form of the Power Suit picture on the wall will come out of
  said wall and carry the Samus image around, making it harder to hit the
  Power Suit symbols when they show.  To make matters worse, the Power Suit
  picture on the wall will flash, indicating a lightning attack.  Pretty tough
  to dodge.  Just shoot the Power Suit symbols when you see 'em.  When all
  four slots are filled, you'll have passed the test.

<BOSS>  Robo-Ridley
  Taking after the monster underneath Norfair, Robo-Ridley is less of a
  hardassed.  His body is resistant to attacks, but you can spot out his
  weakpoint:  a mechanical heart.  His arm guards it.  Wait 'til he swipes at
  you with said arm, then shoot Missiles at that heart.  Glass protects it,
  which is why you should save the Super Missiles.  When it shatters, pummel!
  Robo-Ridley's other attacks include fireballs from its mouth (space jump
  over that), lasers from its mechanical green eye (space jump again), and its
  own Missiles from its neck (destroy them for your own Missile ammo).  When
you
  destroy Robo-Ridley, its secondary systems activate something bad.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<S09.0>  SECTION 9:  Shortcut Guide
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

Locating the Shortcut
-------- --- --------
==== =========
Area Location:  Norfair
==== =========  -------
After you grab the Ice Beam, you need to take a detour route to get back to the
long shaft on the right side of Norfair.  Once your at the very top of that
shaft, there is a hidden passage in the wall at the top.  You can Missile it,
then you can freeze a Ripper and use bombs to reach that opening.  From there,
it's good timing with bomb-jumping and maybe your beam.  Do it right and you
can descend much, MUCH lower into the shaft.  At that point, you will be able
to get the High Jump.

With the High Jump, you can rise to Brinstar and nab the Varia Suit, then
descend to Norfair for the Screw Attack.  To get this, go past the Chozo statue
and proceed to the nearest save room on that route.  Go one room to the left
and use Missiles in the ceiling towards the left.  Then use your high jump and
(if you mastered it) wall jump ability to get up to the door.  The Screw Attack
is not too far from there!  While your at it, crawl around and look for that
Wave Beam.

High Jump, Varia Suit, Screw Attack, and Wave Beam, all before Kraid!  Can you
believe it?  And we have one little shortcut to thank!  Not only that, but it
will shave valuable minutes offa your finishing time.

Early Super Missile
----- ----- -------
For this, you need the Speed Booster and the High Jump.  Refer to Section 7-3
of the guide <S07.3> for further instruction.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<S10.0>  SECTION 10:  Final Word from gameman250
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

There is no gameplay information to be found in this section.  It's the last
part of the guide, and I leave you with stuff you should know.

<=============================================================================>
<S10.1>  Section 10-1:  Legal Notice Again?
<=============================================================================>

This document is copyright 2004 Sam Marcinko.  You may download it, but you
can't alter it, pass it off as your own, or anything like that.  As of now,
GameFAQs is the only site allowed to show this document.  Please ask my
permission if you wish to post it on your website, and indicate that I did it.

<=============================================================================>
<S10.2>  Section 10-2:  Contact Information (again)
<=============================================================================>

Here's my e-mail:  elsamo285@netzero.com

The e-mails I got asking for help were able to be answered in the guide.
PLEASE make sure the questions aren't something the guide can help you with.

If you know something that'll make the guide look better, let me know.  I'll
take the idea into consideration.  Of course, don't expect a dollar or anything
for the idea.

E-mail subjects should be titled "Zero Mission help" or "Zero Mission idea."

<=============================================================================>
<S10.3>  Section 10-3:  Fake FAQs
<=============================================================================>

No one asked me these.  I made 'em up in the event that you would ask.

Q:  Do you have a website?
A:  No 'cause I'm lazy.

Q:  What?  No cheats?  No secret stuff?
A:  The only secrets of this game are special passwords for the NES Metroid.
    Why bother putting 'em here?

Q:  Why did you make a code system for items?
A:  Easy reference like the section code system.  Of course, I used "S" and "I"
    to tell them apart.  Therefore, no confusion.

Q:  How is "Ridley" pronounced?
A:  I don't really know, but I use the long "i" sound, as in "take a ride."

Q:  How come your guide is a little vague on what to do?
A:  I assume the players of this game know how to maneuver around most
    obstacles without my help 'cause they had experience with other games.
    This game is no different.

Q:  Some of the music here is cool!
A:  That's not a question, but yeah it's real good.  If you want to listen to
    it whenever, try for sound test by beating Hard Mode.

Q:  I can't get Hard Mode.  I beat Easy and Normal.
A:  (To hell with question form) You have to beat Easy and Normal on the same
    file.

Q:  What are the other images in the Fusion Gallery?
A:  Maybe they're ones the Japanese version of Metroid Fusion had.  That's just
    a guess.

Q:  Hard Mode is hard!
A:  Well, duh!  Hence the name "Hard Mode."

Q:  Why did you fake these questions?
A:  Just for fun.

O:  Have you played Super Metroid?
A:  Until recently I have.  When I first wrote the guide I had very little
    knowledge of Super Metroid.  Now I really see where those Mystery Items
    came from.

<=============================================================================>
<S10.4>  Section 10-4:  Credits
<=============================================================================>

Not a lot of people to thank here.  Just the following.

Nintendo - made the game.
CJayC - runs GameFAQs (the site you should have got this from)
Nintendo Power - They made a guide book on this game, and I was forgetting some
                 parts required for this guide.  What, am I expected to
                 memorize it all?  I didn't really steal anything; I just
                 needed a reminder on what you're supposed to do next.

And with that, the guide is finished.  It's done, and so is your reading.

"See you next mission!"

Copyright 2004 Sam Marcinko (gameman250)

---