+-----------------------------------------------------------------------------+
|                         Metroid II: Return of Samus                         |
|                            FAQ/Walkthrough v1.03                            |
|                           Written by Mars Jenkar                            |
|                           Last updated 8/21/2016                            |
+-----------------------------------------------------------------------------+

In the second Metroid game ever made, Samus Aran goes to the planet SR388 to
exterminate the dangerous lifeforms known as Metroids, so that they would never
be used for evil again.  This outing for the Game Boy was hardly the best 2D
Metroid game to ever be made, but many of the mechanics introduced in this game
were later integrated into Super Metroid, and from there, other Metroid games.
Without the additions that were made to Samus's abilities in this game, Super
Metroid wouldn't have been the great game that it was.

*********************
* TABLE OF CONTENTS *
*********************

I.    Version History .............................................. [VERSION]
II.   Basic Controls ............................................... [CONTROLS]
III.  Walkthrough .................................................. [WALKTHRU]
       A. First Encounter ............................... [DESCENT]
       B. The First Chozo City .......................... [TEMPLE]
           1. Getting the Morph Ball Bombs .. [BOMBS]
           2. Getting the Ice Beam .......... [ICEBEAM1]
           3. Getting the Spider Ball ....... [SPIDER]
           4. Upper Sector Cleanup .......... [CLEANUP1]
           5. Metroid Hunt .................. [TROIDS1]
       C. The Second Chozo City ......................... [HYDRO]
           1. Getting the Varia Suit ........ [VARIA]
           2. Getting the Wave Beam ......... [WAVEBEAM]
           3. Getting the Hi-Jump Boots ..... [HIJUMP]
           4. Getting the Spring Ball ....... [SPRING]
           5. Upper Sector Cleanup 2 ........ [CLEANUP2]
           6. Metroid Hunt 2 ................ [TROIDS2]
       D. The Third Chozo City .......................... [INDUSTRIAL]
           1. Getting the Space Jump ........ [SJUMP]
           2. Getting the Spazer ............ [SPAZER]
           3. Getting the Plasma Beam ....... [PLASMA]
           4. Upper Sector Cleanup 3 ........ [CLEANUP3]
           5. Metroid Hunt 3 ................ [TROIDS3]
       E. A Short Interlude ............................. [MINE]
           1. One Is The Loneliest Number ... [LONELY]
           2. Two's Company ................. [COMPANY]
       F. The Fourth Chozo City ......................... [TOWER]
           1. Room of Many Beams ............ [BEAMROOM]
           2. Getting the Screw Attack ...... [SCREWATT]
           3. Final Cleanup ................. [CLEANUP4]
       G. Acid Trap ..................................... [HIDEOUT]
           1. The Alpha ..................... [ALPHA]
           2. The Omega ..................... [OMEGA]
       H. Omega Guardians ............................... [NEST]
       I. New Tourian ................................... [GENETICSLAB]
           1. Getting the Ice Beam Back ..... [ICEBEAM2]
           2. Facing the Hatchlings ......... [RECOUNT]
           3. The Final Boss ................ [LASTBOSS]
       J. Departure ..................................... [FINALE]
IV.   Endings .......................................................[ENDINGS]
V.    Enemy Database ............................................... [ENEMIES]
VI.   Bosses ....................................................... [BOSSES]
VII.  Items ........................................................ [ITEMS]
       A. Charging Stations ............................. [RECHARGE]
       B. Expansions .................................... [EXPANDS]
       C. Beam Weapons .................................. [BEAMS]
       D. Morph Ball Upgrades ........................... [MORPHBALL]
       E. Jump Upgrades ................................. [JUMPY]
       F. Suit Upgrade .................................. [NEWSUIT]
VIII. Special Tricks/Glitches ...................................... [TRICKY]
IX.   Special Thanks/Legal Info .................................... [LEGAL]

To skip to any part of the FAQ, use Ctrl + F and enter the keyword, brackets
and all.

********************************
* I. VERSION HISTORY [VERSION] *
********************************

Version 0.0 (??/??/2005): Sometime in the middle part of 2005, I begin work on
this guide.

Version 0.3 (11/11/2005): Walkthrough completed through Section G (Acid Trap).
Table of Contents outlines the layout of the guide.  Enemy Database 50%
complete.  Special Thanks/Legal Info complete.

Version 0.5 (11/13/2005): Walkthrough fully completed.  Enemy Database fully
completed.  Added Endings section (complete).

Version 1.0 (11/14/2005): Basic Controls, Bosses, Items, and Special Tricks/
Glitches sections fully completed.  Guide is officially complete, and first
submitted to GameFAQs.

Version 1.01 (11/24/2005): Made a couple of corrections, including to the
Spin Jump Straight Up trick--turns out the trick works even if you don't turn
around.

Version 1.02 (8/4/2016): Has it really been over 10 years?  Wow....  Anyhow,
I've made a few corrections to the bestiary, and added a few monikers to the
one enemy that never appeared in the instruction manual.  There are also a few
other adjustments here and there.

Version 1.03 (8/21/2016): Renamed the rather clumsily-named "damage-jump
glitch" to "flinch jumping", which is a bit more descriptive for what you need
to do.  Added information on how to perform the "bomb her stomach" trick.
A few other adjustments here and there.

*********************************
* II. BASIC CONTROLS [CONTROLS] *
*********************************

The controls for the game are actually pretty simple.  There are some cases,
however, when Samus's current status will force her to use a different set of
controls.  Therefore, I'm giving a complete list for each possible condition
that I can think of.

To start you off, I'll give you a "General Controls" mini-section to give you
what the controls usually do.

General Controls
----------------

Start Button: Pauses the game (except in the fight against the final boss).

Select Button: Switches from beam to missiles, or vice versa.

Left/Right: Moves Samus left or right.

Up: Generally aims Samus's arm cannon upward.  In Morph Ball mode, causes her
to unmorph from ball form.  In Spider Ball mode, will move her upward along a
wall.

Down: In the air, aims Samus's arm cannon downward.  On the ground, will cause
her to crouch.  A second press will morph her into ball form.  A third press
will activate Spider Ball mode (if available).  In Spider Ball mode, will move
her downward along a wall.

A Button: Causes Samus to jump (if possible).  Jumping while running left or
right will cause Samus to perform a spin jump.  If you jump while performing a
spin jump, Samus will jump again if you have the Space Jump upgrade.  In Spider
Ball mode, will return Samus to normal Morph Ball mode.

B Button: Samus will fire her arm cannon, or lay a bomb in Morph Ball mode.

And now, the more complete list of controls.

NOTE: Check the "Always" section to see what the Start and Select buttons
always do.

Always
------
Start Button: Pauses the game (except in the fight against the final boss).

Select Button: Switches from beam to missiles, or vice versa.

While Standing
--------------
Left/Right: Moves Samus left or right.

Up: Samus aims her arm cannon upward.

Down: Moves Samus into a crouch.

A Button: Jump.

B Button: Fire.

While Running
-------------
Side+Up: Samus aims her arm cannon straight up while running.

Side+Down: No effect, as she will immediately uncrouch and continue running.

Side+A Button: Spin jump.

Side+B Button: Fire.

While Crouching
---------------
Left/Right: Moves Samus left or right, as if Samus were never crouched.

Up: Samus will uncrouch.

Down: Morphs Samus into a ball.

A Button: Jump.  Samus will not jump as high as if she were standing.

B Button: Fire.

While In Air (Not Spinning)
---------------------------
Left/Right: Steers Samus in that direction.

Up: Samus aims her arm cannon upward.

Down: Samus aims her arm cannon downward.

A Button: No effect.

B Button: Fire.

While In Air (Spinning)
-----------------------
Left/Right: Steers Samus in that direction.

Up: If spin jumping straight up (except against a wall), will slow her descent.

Down: No effect.

A Button: If Samus has the Space Jump, will allow her to jump again (if the
button press is properly timed).

B Button: Fire.  Samus will stop spinning.

Morph Ball Form
---------------
Left/Right: Moves Samus left or right.

Up: Samus morphs out of the ball and goes into a crouch.

Down: If Samus has the Spider Ball, she goes into Spider Ball mode.

A Button: If Samus has the Spring Ball, allows her to jump.

B Button: If Samus has the Bombs, allows her to lay a bomb.

Spider Ball Form
----------------
D-Pad: Moves Samus in the direction you press.  If Samus cannot move in that
direction, she will not move at all.

A Button: Returns Samus to normal Morph Ball form.

B Button: If Samus has the Bombs, allows her to lay a bomb.

*******************************
* III. WALKTHROUGH [WALKTHRU] *
*******************************

Welcome to the main section of this guide.  If my directions seem confusing, or
if you get lost in this game for any reason, please refer to Radix37's complete
Metroid II map on GameFAQs.  It is probably the single most useful tool you'll
find for this game.

This guide is not intended for speedrunning.  While the route this guide gives
you makes it possible to finish in under two hours, in this game there are
unintended shortcuts (not covered in this guide) that make it possible to
finish far more quickly.  This guide will, however, show all the item locations
needed for a 100% run.

And now...let's start this game, shall we?

============================
A. First Encounter [DESCENT]
============================

METROIDS REMAINING: 39 (L-01)

You'll see Samus appear just underneath her spaceship.  Samus starts with the
Missile Launcher (30 missiles) and the Morph Ball, so you won't need to recover
those as you play.  You'll also notice that the status bar includes a Metroid
detector; it starts at 39.  (If you pause, you'll also see an "L-counter",
which currently shows "L-01".  You'll figure out the significance later.)

Immediately go right and into the next room.  You'll pass two Yumbos and a
Hornoad.  Drop into the pit at the end of the long room.  On the walls, you'll
see a shootable block on each side, as well as a "floor" of shootable blocks
beneath you.  The normal way to proceed would be to shoot through the floor and
deal with the enemies as you go, but there's a shortcut.  If you landed on the
"floor", jump up onto the block on the right but DON'T SHOOT IT.  Morph into a
ball and go right; you'll slip through a secret passage and past a good deal of
enemies.  When you fall out of the tunnel, shoot your way through this floor of
shootable blocks and drop into the shaft.

This next shaft is simply a case of "shoot the blocks in your way, and all the
enemies in your way as well."  The Tusurmis will crawl along the walls in a
similar way to the Zoomers in Metroid and Super Metroid.  Once you reach the
next room, you'll see the path branch out in two directions.  If you want to
save, head right first and use the Save Bot.

Now, head left.  You'll go through an empty room, then to a shaft with a bunch
of ledges on it.  There is a quick way down, however--jump over the gap, then
up onto a small ledge on the left part of the screen.  Morph into a ball and
slip left through the secret passage.  You'll fall a good distance to another
small ledge at the bottom, just above a doorway.  Go through that doorway
(morph out first).

This next room, you'll want to take out the Hornoads that get in your way.  If
you get injured, shoot the Yumbos above for energy.  Also beware of the thick,
sticky liquid you can find here.  It won't hurt you, but it will hamper your
jump and slow your mobility.  You'll have to deal with this liquid again later.

In the next room, switch to missiles (hit SELECT).  The reason for this soon
becomes clear, as you will soon see a Metroid hatchling sitting on the ground.
When you get close, Samus will freeze, and you'll see the inner part of the
Metroid emerge from the outer shell!

------------------------------
BOSS BATTLE: ALPHA METROID

The easiest Metroid type in the game.  Remember that Metroids can only be
defeated by missiles; beams will not affect them.  Against this incarnation,
the Ice Beam is useless; then again, you won't need it.

The Metroid does not move very quickly, and it is possible to evade it by
moving away from it.  It is completely vulnerable to your missile fire.  Five
missiles are needed to destroy it.

Generally, I find a good strategy is to get underneath the Alpha Metroid and
shoot upward at it.  It makes the battle go a lot faster.
------------------------------

METROIDS REMAINING: 38 (L-04)

Immediately after you defeat the Metroid, there will be an earthquake.  There's
a Big Energy Ball and a Missile Battery through a hidden tunnel above you if
you need them; either way, head right.

================================
B. The First Chozo City [TEMPLE]
================================

1. Getting the Morph Ball Bombs [BOMBS]
---------------------------------------

Go back through the tunnel with the sticky liquid.  The next room will be the
shaft with the long ledges; you won't be able to use the shortcut to get back
up.  Go back through the empty room, then through the room where you first
entered this section.  If you saved here earlier, go to the save point, then
head right again.

If you went into this next room earlier, you probably noticed that the small
pits were filled with caustic acid (not to be confused with the sticky liquid
you encountered earlier; the acid here will not impede your progress, but it
*will* hurt you).  Now, the acid has drained away because of the quake.  Go to
the next room; you'll see a long shaft that previously was completely filled
with acid (but is now clear).  Drop down it, then the next shaft.  You'll enter
another room; this is where the acid drained to.  Don't try to dive through the
acid; you'll just get hurt by it.  Instead, hop the platforms over to the other
side.  You'll see a passageway heading right.

After entering the passage, the music will change.  Be careful when jumping the
pits of acid; I recommend shooting the Chute Leeches and Mumbos first, since if
you collide with them you'll probably fall in.  Next room is a tall shaft; go
up, then through the narrow corridor into the next room.

You're now in another shaft, one that goes both up and down.  You'll want to go
up first.  Make your way through the next room (shooting the Gawrons when
necessary), and you'll find yourself in a BIG chamber.  Shoot or avoid the
Chute Leeches and Gulugg, then go through the passage on the right (forget
about going up; there's no way to get there just yet.)

You'll find yourself inside a Chozo temple; the music will change from the
intermittent beeps you've been hearing for a while to something more musical.
Save if you need to, then head right and drop to the bottom of the shaft.  Take
the doorway to your left.  If you've played Metroid 1, this sort of room will
look familiar.  At the end of it you'll find a missile door; hit it with 5
missiles to destroy it.

Once you enter the room beyond the missile door, you'll see a Chozo statue
holding a sphere.  Shoot the sphere and take the MORPH BALL BOMBS revealed!

- - - - - - - - - - - - - -
Morph Ball Bombs: A Primer

These explosives (usable only in ball form) can be used to damage enemies, but
more often they are used to open passages or to jump a short distance in the
air while in ball form.  Hit the B button to lay a bomb.  You may lay up to
three bombs at a time.

It is possible, with good timing, to jump infinitely high using bombs.
Actually, it's probably easier in this game than in any other that allows this
(except Metroid Zero Mission).
- - - - - - - - - - - - - -

Use your newly-acquired ability to bomb the low floor to the right of the
statue.  One of the blocks disappears when you bomb it; drop through the gap to
acquire your first MISSILE POD (M: 40).  Jump back out, then head right to exit
the room.

2. Getting the Ice Beam [ICEBEAM1]
----------------------------------

Return to the shaft you came through.  This time, go up until you see a passage
to the right.  Go right, shoot the Wallfire, climb on top of it, and morph into
a ball.  Try to roll right; if you can't, lay a bomb to bounce you up a bit,
and hold right as you fall.  Keep going until you see your Morph Ball's
silhouette stop, then lay a bomb to destroy a block in your way.  Continue to
roll right, and you'll drop into a room.  Jump on a structure in the middle of
the room to gain your first ENERGY TANK (ET: 1).

Head right.  You'll be in another shaft like the first one in this temple, only
this one is taller and has Wallfires every few ledges.  Drop to the bottom of
this shaft and head left.  You'll find yourself in a familiar-looking passage.
Wallfires will be on the left and right low walls, so be careful while going
through.  Destroy the missile door here and head in.

You'll see another Chozo statue here, holding another sphere.  Shoot it and get
the ICE BEAM!

- - - - - - - - - - - - - -
Ice Beam: A Primer

This beam is slightly more powerful than your normal power beam, but because
it freezes enemies before killing them, it will take more shots to kill weaker
foes.  It's required in order to kill hatchling Metroids.
- - - - - - - - - - - - - -

Now head right to exit.  Please note that if you exit the room and re-enter,
the Chozo statue will be holding the sphere again, and you can shoot it to
collect the Ice Beam again.  This is not a glitch; because each beam you
collect replaces the last one you had, the game keeps it so that you can
switch your beam as often as you want, as long as you know where the beams
normally are.

3. Getting the Spider Ball [SPIDER]
-----------------------------------

Return to the second shaft.  Jump your way up until you see a passage headed
right.  You should be in a room with three missile pods.  Collect the first
MISSILE POD you see (M: 50), then the next MISSILE POD (M: 60) in the lower
part of the room.

Now you have a choice.  You can leave the third one for later, or you can take
advantage of a minor glitch in the game, using a technique I call "flinch
jumping".  Basically, any time Samus takes damage, she can jump (again) while
still flashing (and flinching from the hit).  This allows her to jump to
heights she would normally be unable to go.

This requires good timing.  First, shoot the block that leads to the third
missile pod (it's above her).  Wait three or four seconds, then jump.  If you
did it right, the block should re-form while she's in its space.  She'll take
damage, and the block will disappear again.  Quickly jump again, and she should
be able to land inside the "box" containing the MISSILE POD (M: 70).  (The
damaging blow of the block re-forming might even be enough to push Samus in by
itself--this is in fact the more probable way to get in.)  There's a secret
passage heading right, but it doesn't lead anywhere useful.

Exit the room, then go up the shaft a bit more until you see another passage
leading right.  You'll find yourself "outdoors" again.  Head right until you
encounter a hidden pit.  Yes, you *want* to fall down it, so if you fell in it
by accident, don't worry.  You'll either land on a ledge just above an opening,
or a depression just below it.  Either way, you want to enter that opening in
morph ball mode, either by a controlled drop or by bomb-jumping up into it.  Go
left, dropping down to the floor.  You should see a flashing ball-shape now.
You want to get that.  Slip into a gap in Morph Ball mode to get the SPIDER
BALL!

- - - - - - - - - - - - - -
Spider Ball: A Primer

This is one of my favorite items in the game.  Basically, you can turn your
normal morph ball into a "sticky ball" by pushing Down in morph ball mode.
While in Spider Ball mode, your ball will move more slowly, but will be able to
climb along walls like your normal Tusurmis, Needlers, and the like (though
slightly faster than those enemies).  This makes it far easier to get to many
areas of the game.  However, the Spider Ball will deactivate if Samus takes
damage or is within the blast radius of one of her own Bombs.  You can also get
out of Spider Ball mode by pressing A.  You can lay Bombs while in Spider Ball
mode.

If you're stationary, you can move the Spider Ball by pressing the direction to
move.  If you can't move in that direction, either you're on a wall heading a
different direction, or you may be in a corner that doesn't allow the Spider
Ball to move.  Maintaining constant pressure in that direction will keep the
Spider Ball moving along the wall, no matter which direction the walls go
afterward (even in the opposite direction of what it was originally!).  If you
stop, you'll have to press the correct direction again to make the Spider Ball
move where you want it to.

If you're familiar with Metroid Prime (or Prime 2) but not this game, you'll
want to know that the Spider Ball works *everywhere* (as long as you don't take
damage), not just on special magnetic tracks.
- - - - - - - - - - - - - -

How about we use this new item to get out of here?  You can Spider-ball your
way back the way you came, or try a new passage on the right that leads back to
the same vertical shaft.  Either way, get out of this room.

4. Upper Sector Cleanup [CLEANUP1]
----------------------------------

Go back left until you see a ledge with a Metroid shell on it.  Jump on top of
that ledge, then jump to the right of that shell.  Spider Ball your way up the
wall until you get to a new passage going right.  Unmorph, and get your
missiles ready.  This is another ALPHA METROID, but you have a little more room
to fight this one.  Just don't drop into the spike pits below where it starts.

METROIDS REMAINING: 37 (L-03)

After defeating this one, go back left and re-enter the temple.  You'll be back
in the second shaft, naturally.  (If you didn't get the third Missile Pod in
the one room before, now is the time to do so--it'll be easier with the Spider
Ball.)  Jump all the way up until you can't jump up any farther.  Kill the two
Wallfires on the right, then Spider Ball your way up either wall into the
opening on your left.  If either of the Wallfires respawn, simply use the left
wall.

You'll immediately see a MISSILE POD (M: 80) on the floor under a low ledge;
morph into a ball and destroy the intervening blocks to grab it.  Farther left
is another "box" with a second MISSILE POD (M: 90); simply shoot the
intervening blocks and jump in, being cautious of the Wallfires here.

You're done here.  Exit the temple through the left doorway.  Bomb the rock in
your way, then make your way back out of the city (head left).  (If you want to
save first, drop down and head right into the temple.  THEN head left out of
the city.)  Keep going left until you reach a familiar vertical shaft.  This
time, you want to drop all the way to the bottom.  Head right.

5. Metroid Hunt [TROIDS1]
-------------------------

After running through a short corridor, you should see a Metroid shell to your
right.  Drop below the ledge it's on and bomb one of the rocks blocking your
path.  Roll through, then freeze the Gulugg in your way.

There are two ways to get through this now.  You can continue to the right, or
you can simply run right until the bombed rock is out of sight and come back.
If you do the latter, the rock should be back.  This time, instead of bombing
it, go into Spider Ball mode and climb up the left wall.  You'll enter a secret
passage above the main route.  When the Spider Ball begins to move *down*
slightly, release it (hit A).  (If you want to recharge your energy, go into
Spider Ball mode and roll left.  You'll crawl down a short distance, then start
heading right to get a Big Energy Ball.  Go back to the tunnel above.)  Either
way, now roll right in normal ball mode.  Eventually you'll drop through a gap
in the ceiling.  You'll see a room full of sand and some Guluggs to your right.
Shoot the sand to destroy it, and shoot the Guluggs as well.  Move through the
sand room and through the doorway on your right.

You should now be in a short vertical room with some Mumbos flying back and
forth.  Drop to the bottom, but be careful where you land because there's
damaging tangleweed at the bottom if you miss the ledge.

A quick note on tangleweed.  From what I can tell, it doesn't actually damage
Samus unless she moves vertically through it.  However, it often is found just
above damaging floors, so unless the surface where the tangleweed is found is
rocky, don't chance it.

Anyhow, let's go through the right-hand passage first.  Freeze, kill, or avoid
the Chute Leeches in your way.  The next room has another ALPHA METROID, so get
your missiles ready!

METROIDS REMAINING: 36 (L-02)

Return to the vertical room, and head left this time.  You'll find yourself in
another short vertical room.  Drop to the bottom of this one.  This time there
is a Gulugg flying around a Metroid shell at the bottom, plus you'll still have
to deal with the tangleweed if you miss your landing.

Let's head right first.  The room you find yourself in has an ALPHA METROID at
the end of it.  Kill it.

METROIDS REMAINING: 35 (L-01)

Now, head straight left, avoiding pitfalls and enemies the few places you find
them.  In one room at the far left, you'll find the last ALPHA METROID of this
area.

METROIDS REMAINING: 34 (L-08)

Another quake.  What keeps causing these things?  Anyhow, make your way all the
way back up to the sand room with the three Guluggs.  From here, you can either
drop through the gap in the wall, or you can bomb-jump up to the wall, cling
to it with the Spider Ball, and go back through the secret passage.  Keep going
left until you drop down (use the Big Energy Ball if you need to heal), then
bomb through the rock again.  Head left, then go all the way back to that big
lake of acid you hopped over earlier.

================================
C. The Second Chozo City [HYDRO]
================================

1. Getting the Varia Suit [VARIA]
---------------------------------

When you reach the acid lake, you'll find that it's drained away.  Go down the
tunnel revealed.  Eventually you'll reach another deep pool of acid.  You'll
see a morph ball tunnel heading left; go through it.  A short walk later, and
the music will change to another rather creepy atmospheric ambience, like you
heard in the first Chozo city.

Climb up the shaft, then head left.  You'll see several floating creatures
called Septoggs.  Don't jump on them; they'll take you down into the sand, and
your only recourse will be to bomb your way out of it.  You can't kill them, or
even hurt them, so don't try.  Keep going left.

You'll find yourself in what looks like the Gawron nest room from earlier, only
this time it's empty...except for a single ALPHA METROID!  Shoot it down!

METROIDS REMAINING: 33 (L-07)

Continue left, and you'll find yourself in another "outer city" cavern.  Keep
going left and through the door, and you'll find yourself in another ruin.
You'll see a Save Point right in front of you; use it if you wish.  Keep going
left; you'll enter a cavern with columns running down in the background.  On
the far left you'll find an Autrack shooting plasma beams at you.  Jump over it
and shoot it from behind (it can't turn around).  Head left, and you'll find
yourself in a mirror image of the first save room in this area; save here.

Continue to head left.  Eventually you'll see a gap in the floor; drop through
it.  You'll land in water, which in this game has no effect on Samus.  Shoot
any creatures in your way as you head right.

You'll be inside the ruins again.  Jump the platforms to the right wall.  Go
into Spider Ball mode, climb up the right wall, and grab the MISSILE POD (M:
100) there.  Now drop down to the bottom of this chamber.  Once you're on the
ground, go right; there'll be a secret passage that way, and you'll drop into
a passage.  Morph out and head right again, but get your missiles ready--you're
going to face another ALPHA METROID!

METROIDS REMAINING: 32 (L-06)

Now go up the staircase on the right, and jump to the ledge on your left.
Morph into a ball, and slip through the opening.  Unmorph when the ball stops,
and jump up and to the left as you make your way through the passage.
Eventually you'll run through a long tunnel; once you reach a point where you
can't run any farther, morph back into ball mode.  Roll left through the narrow
tunnel, bombing any blocks in your way.  What's all this extra effort for?
Why, a MISSILE POD (M: 110) of course!

Go back the way you came, back to the small staircase on the far right of the
room.  This time, go into Spider Ball mode and climb the wall.  You'll ascend
a narrow shaft, and eventually the tunnel will go left.  You'll emerge into
another room with a staircase.  Head up it, and blast away the missile door.

Ah, another Chozo Statue with an artif--wait, where's the orb-container?  The
statue's not holding it!  Bomb into the crawlspace underneath it, and Spider
Ball your way left.  Eventually you'll creep through a hidden passage.

You've got to be kidding me.  There are a lot of fake orb-containers here,
which you can remove by Bombing.  One of the containers (the one between two
blocks) resists the bombing; this is the one we want.  (If you play this game
on a GBC or GBA, the real container will be red, while the fake containers are
green.)   Morph out when you can reach it, then shoot it.  Drop onto it to get
your VARIA SUIT!

- - - - - - - - - - - - - -
Varia Suit: A Primer

This item, once you acquire it, will constantly be in effect.  Damage done to
Samus will be cut in half (rounding down).  It will not protect her very much
from the acid, however, so don't try to shortcut her through it!
- - - - - - - - - - - - - -

Now go all the way back until you hear the "outside" music; you're done here.

2. Getting the Wave Beam [WAVEBEAM]
-----------------------------------

Get out of the water you're in, then head right until you reach the doorway
leading back to the second Save Point.  Duck inside to save if you want, then
jump up to the ledge on the wall.  Spider Ball your way up, avoiding the
Senjoos as best you can.  Climb the city walls; eventually you'll reach the
flat rooftop.  Unmorph here and get rid of any enemies in your way.  You'll see
a doorway blocked by a stone; bomb it and roll through.

Inside the ruin, unmorph and get your missiles ready.  Head right until you
reach what almost looks like a mirror image of your normal Chozo temple, only
the statue's missing.  In its place is...another ALPHA METROID!

METROIDS REMAINING: 31 (L-05)

After vanquishing the Metroid, bomb your way into the crawlspace.  Go into
Spider Ball mode; crawl to the left and you should find yourself in another
narrow shaft like the one we climbed up to get the Varia Suit.  This one,
however, is one we want to climb *down*.  You'll notice a Missile Pod to your
right; it's in a tunnel you can't reach just yet.  We'll get to it later.

When the Morph Ball starts heading down, hit "A" to cause the Morph Ball to
fall.  It'll land on a platform in a completely new chamber.  Drop down to the
floor proper, then make your way left using the Spider Ball; you'll find
yourself in a secret passage.  Bomb any blocks in your way.  Eventually you'll
drop into a room with an Autoad.  Freeze or destroy it, then blow up the
missile door to the left.  Enter the room, shoot the sphere, and claim your
WAVE BEAM!

NOTE: In Metroid II, any new beams collected *replace* older beams.  You cannot
switch between beams you collect, nor can you "stack" them like in Super
Metroid.  Don't worry, however; we'll get our Ice Beam back before the end.

- - - - - - - - - - - - - -
Wave Beam: A Primer

This beam is significantly more powerful your normal power beam.  It is the
first of three beams that penetrates walls.  It travels in a wave-shaped
path.  It's fairly good for clearing out sand in your path.  Its greatest
strength: it seems to be able to penetrate some creatures' weapon-proof shells,
which no other beam can do.
- - - - - - - - - - - - - -

Head right, out of this room.

3. Getting the Hi-Jump Boots [HIJUMP]
-------------------------------------

Make your way back to the part of the room you entered from.  Instead of
heading back up, though, continue right.  You'll find yourself in a vertical
shaft filled with shootable blocks.  Fall down it, then head left through the
doorway at the bottom.  You'll find yourself in a room similar to the missile
pod rooms of the first city.  And in fact, there are indeed missile pods here.
One MISSILE POD (M: 120) is in a container on the lower part of the floor, and
the other MISSILE POD (M: 130) is in a container above the other.  Use the
Spider Ball or flinch jumping to get this one.

Now head left; you'll find yourself in another vertical shaft.  Drop down this
shaft (beware the Wallfires) and head right.  You'll see another MISSILE POD
(M: 140) in a ground container, as well as another Missile Pod and Energy Tank
on the other side of a wall.  How to get them?

Go all the way back to the shaft with the shootable blocks.  You can either
platform your way up, or Spider Ball it.  Either way, you'll eventually see a
small rocky ledge on the right side of the shaft.  There's a hidden passage
that way.  Shoot or bomb your way through and head right.  There's another
vertical shaft that way, this one completely empty except for some Wallfires on
the right-hand wall.  Drop down and head left.

Oh, joy.  Another Chozo statue.  Shoot the orb it holds and grab the HI-JUMP
BOOTS revealed!

- - - - - - - - - - - - - -
Hi-Jump Boots: A Primer

This item allows Samus to jump twice as high as she could previously.  While
this doesn't seem like a useful upgrade in the face of the Spider Ball, there
are a couple cases in the third city where these make a big difference.  This
higher jump also allows Samus to ascend more quickly.
- - - - - - - - - - - - - -

Before you leave, head left through the item room's crawlspace.  You'll find
yourself in the room you saw earlier but couldn't access.  In a space below
you there is a MISSILE POD (M: 150), and above you is the ENERGY TANK (ET: 2).
Now head back to that empty vertical shaft.

4. Getting the Spring Ball [SPRING]
-----------------------------------

At first, it may seem daunting to ascend this shaft, what with all the
Wallfires on the right-hand wall.  The fact is, however, that if you Spider
Ball your way up the left wall, they should never fire at you.  If they DO fire
at you, it should still be a simple matter of avoiding the blasts.

Now you're back in the room with all the shootable blocks.  Either platform
your way up, or Spider Ball your way up.  Head back left.  Jump up onto the
small ledge on your right (above the doorway), then Spider Ball your way along
the ceiling.  You'll ascend the narrow shaft as you did with the Varia Suit
upgrade, and you'll find yourself back in the mirrored Chozo room.  Leave going
left.

You're now back "outside".  Bomb the rock, head left until it is fully
offscreen, then come back.  The rock will be back, so Spider Ball your way up
the wall.  Eventually you'll come to a ledge.  You can either continue Spider
Balling your way up, or you can use your newly-acquired Hi-Jump to climb the
rest of the way.

At the top you'll see a blob-throwing plant.  Your previous weapon, the Ice
Beam, would not have affected it (though it would freeze the little blobs it
throws).  Kill it and head right.  Eventually you will come across a pit in the
ground, with another blob-throwing plant nearby.  Drop into the pit.

You'll be "inside" another part of the Chozo ruin.  To your left is another
missile door.  Blast it open, and you'll see a statue holding another item orb.
Shoot the orb to claim your--well, this was unexpected.

------------------------------
OPTIONAL BOSS BATTLE: ARACHNUS

This is the most oddball boss in the game, and the only one that isn't a
Metroid.  It's also the only optional boss in the game.  Basically, the guy is
immune to your beams and missiles.  I've yet to go against this guy with a
Screw Attack, but I'm guessing that Samus just bounces off him.

So how do you defeat this guy?  Simple.  Use Bombs against him.  That's right,
you roll up into a ball and lay bombs near him and in the direction he's likely
to come at you.  Five (I think) successful bomb hits ought to be enough to take
him down.
------------------------------

Once this armored freak is done for, the item he was guarding will appear where
he died.  Turns out Arachnus was guarding the SPRING BALL!  Take it!

- - - - - - - - - - - - - -
Spring Ball: A Primer

This item allows you to jump while in ball form.  This jump is higher than a
normal bomb jump.  This item is by no means required to beat the game, but it
is a nice item to have in some situations.
- - - - - - - - - - - - - -

Unfortunately, the Spider Ball is still what you'll need to get out of this
area.  Spider Ball your way up that narrow pit, using either wall.  I recommend
the left wall because it's farther away from the second blob thrower.  You can
use your new Spring Ball, however, to jump high enough along either wall to
cling to the wall with the Spider Ball.

4. Upper Sector Cleanup 2 [CLEANUP2]
------------------------------------

You're now back on the roof of the Chozo temple.  Kill the blob thrower and go
right.  When you near the edge of the roof, morph into a ball and drop off.
Get about a block away from the side, but try to avoid any enemies on the way
down.  After you see two sets of spikes on the wall to your left, hug that wall
and go into Spider Ball mode (stick to the wall).  You'll probably be below a
long gap in the wall to your left (though it's also possible that you could be
between that gap and a shorter one above that).  Go into the longer of the two
gaps.  You'll be inside the Chozo temple again, and you'll be able to pick up
the MISSILE POD (M: 160) at the end of this small tunnel.  You saw this one
before, just before and after you got the Wave Beam and Hi-Jump Boots.

Now head back to the right.  Drop down, avoiding the Senjoos and Chute Leeches.
When you hit the ground, keep heading right, still avoiding the enemies.  Drop
down again, then head left into the temple again.

Go all the way to the leftmost room with the Save Point and save there.  Head
out the door.  This time you want to go all the way left.  Jump over the gap in
the floor (the one that led you to the Varia Suit before.  Keep heading left
until you get to a vertical shaft.  You want to go up it.  Keep going up it
until you see another door on the right.  Go through that door.

Here, you should see a ledge above the doorway you just came through.  Jump
onto it and go into Spider Ball mode.  Go up that wall.  Stop when you reach a
spot where you would start to go down a little bit.  Lay a bomb here, then
Spider Ball away from it so that you don't get blasted by it.  (You do *not*
want to lose your grip here.  You also don't want to let the bomb out of your
sight, nor the ceiling above it.)  When the bomb goes off, it should blow up a
block just above it.  Repeat this five times, making sure to never lose sight
of the bombs or the blocks they blow up, but also making sure not to have the
bombs cause you to lose your grip.

Once the five blocks have been blown up, you should now be able to Spider Ball
your way into a narrow tunnel you couldn't see before.  The tunnel leads right,
and at the end is a well-earned MISSILE POD! (M: 170)

Bomb your way out of this passage, but don't lose grip of the wall just yet.
You'll want to crawl along the ceiling to the right.  Eventually you'll make
your way up to a doorway heading left.  Head through it, of course.

You'll find yourself in a room with spikes on the ceiling.  Ominous... but
fortunately, the only other danger in here is the ALPHA METROID you came here
to kill.  By now, you should know how to kill these things.

METROIDS REMAINING: 30 (L-04)

Before you leave the room, there's a Big Energy Ball in the room.  Go all the
way to the left, bomb the floor, and you'll drop through a hidden passage to
the Big Energy Ball.  Ah, nice to have a recharge.  NOW leave, and head all the
way back to the vertical shaft to the *left* of the city.

6. Metroid Hunt 2 [TROIDS2]
---------------------------

When you get back to the vertical shaft, drop all the way down it and head
through the doorway on your right.  This looks familiar, doesn't it?  It looks
like the last part of the first city.  Drop to the bottom of this short
vertical shaft.  Head through the right-hand door first.  Make your way through
the tunnel.  Oh, pfft, another wimpy Alpha Metr--wait, what just happened?

------------------------------
BOSS BATTLE: GAMMA METROID

This is a larger Metroid than the Alpha Metroid, and a tougher one as well.
Fortunately, it's not that much harder to kill than the Alpha Metroid.

Like the Alpha, the Gamma Metroid does not move very quickly, and it is
possible to evade it by moving away from it.  It is vulnerable to your missile
fire most of the time; however, when it is shooting electricity, you can't hurt
it.  Fortunately, the electricity doesn't have much of a range, and is not that
frequent.  You need ten missiles to destroy the Gamma Metroid.

Like with the Alpha Metroid, a good strategy is to get underneath the Gamma
Metroid and shoot upward at it.  It makes the battle go a lot faster.
------------------------------

METROIDS REMAINING: 29 (L-03)

From now on, many of the Alpha Metroids you see will molt into Gamma Metroids
before your eyes.  Keep that in mind.

Now, head left.  Continue left when you reach the short vertical room you
entered from.  Instead of another vertical room, you'll be in a long horizontal
room.  It's similar to rooms you've been in before, but not quite the same.  In
the middle of the room, hovering near a Metroid shell, is another ALPHA
METROID.  You know what to do.

METROIDS REMAINING: 28 (L-02)

Continue left.  You'll find yourself in another short vertical room.  Drop to
the bottom of it and go left.  Shoot through the sand (the Wave Beam does a
fair job of clearing it.  However, stop before you get to the third sand pit.
Shoot the sand in it to clear you a small path, then switch to missiles.  When
you enter the sand-filled room, a GAMMA METROID will start coming after you.

This would seem like a bad situation, but a good tactic here is to retreat into
the short passage between the sand pits.  You see, a Gamma Metroid can move
through sand easily (meaning it can attack you from where you can't attack it),
but it can't move through walls.  So in order to come after you, it has to get
around the walls.  It takes a while for a Gamma Metroid to move vertically,
since it tries to go after you directly, so you should be able to plaster it
with a few missiles while it tries to come after you.  And if it *does* make it
into the short corridor, it's a big target in a small place, meaning you still
have the advantage if you're not shy with your missiles.

METROIDS REMAINING: 27 (L-01)

If you're starting to get low on health, continue left into the next room,
touch the Big Energy Ball, then head back out.  Either way, head right now.
Continue past the vertical room.  You'll find yourself in another horizontal
room with a Metroid shell.  Not too far past the shell, you'll find an ALPHA
METROID.  Yawn.

METROIDS REMAINING: 26 (L-10)

Another area cleared, another quake.  Retrace your steps back to the city, head
for the *rightmost* save room (and save there), then get out of the city by
exiting to the right.

====================================
D. The Third Chozo City [INDUSTRIAL]
====================================

1. Getting the Space Jump [SJUMP]
---------------------------------

Go back through the phony Gawron nest, then past the Septoggs, drop down the
shaft and keep going right.  The main tunnel music should start playing again.
Continue right.  The acid that was there before has now drained away; go down
the passage revealed.  At the bottom of this passage is a morph ball tunnel
heading left; use it.

Jump down from the ledge you're on.  The tunnel to your left (heading downward)
is filled with acid, so head right instead.  (NOT back through the morph ball
tunnel, but the passage below it).  Head through this next cavern, then the
music will change again.  This is another one of the creepy "Chozo City" music
selections, but this is the most unique of the ones you'll find, because unlike
the others, it's constantly going, and never quite falls silent (except maybe
once).

Enough of my babbling about music.  You'll want to make your way through this
Morph Ball maze.  It's rather short, and not too difficult.  You'll reach the
end of the maze in no time.  Once you do, unmorph and head right.

You'll soon encounter a Halzyn flying over another pool of acid.  Hmmm... well,
you can't go that way yet, so keep heading right.  You'll find yourself in a
vertical shaft with a spike pit.  Go up the shaft *all the way*.  Partway up,
you'll see a passage heading right; we'll get back to that later.  As I said,
go up all the way; you'll reach another passage heading right.  Go through it.

After a short corridor with a sand pit, you'll reach another room that looks
like a set of Gawron nests.  This time, however, the nests are full of Yumees,
which act similarly to Gawrons, but hurt more when they hit.  Fight your way
through them as you head right.

You'll now be in the major city "room".  Jump off the cliff you're on, and hold
left as you fall.  If you land on a ledge on the way down, fall a little to the
right.  You should land in a sand pit.  Clear out some of the sand (kill the
Gravetts if they get in your way.  In the bottom-left, you should see a Missile
Battery.  Use it to refill.

Jump back out of the sand pit and head right, over the roof of a small Chozo
temple.  Eventually you'll fall into another sand pit.  Clear a passage down,
then left, getting rid of any Gravetts in your way.

You'll now be inside the small Chozo temple.  Clear out the sand in your way
(some of the "sand" blocks can't be cleared), then jump upward into the
"crawlspace" of another Chozo statue room.  You won't have to blow up any
blocks on your way up; just jump up again and shoot the item sphere.  You'll
now be able to claim your SPACE JUMP!

- - - - - - - - - - - - - -
Space Jump: A Primer

Nintendo could easily have messed this move up, so that it would have required
pinpoint accuracy to get right, which I don't have.  As it is, it *does*
require some sense of timing to get right.

If you've had to deal with the Space Jump in Super Metroid, Metroid Fusion, or
Metroid Zero Mission, or the Screw Attack in Metroid Prime 2: Echoes, you'll
have some idea how this move works.  Basically, you perform a spinning jump,
then at the peak of the jump, you quickly release and press the jump button
again.  Unlike in Metroid Prime 2, you can easily change the direction of your
jump in midair.  You can continue to do this for as long as you want, or at
least as long as you can keep it up.  Do not try to simply rapid-fire the jump
button; this does not work.
- - - - - - - - - - - - - -

Now drop back down, shoot through the sand again, and head right.

2. Getting the Spazer [SPAZER]
------------------------------

Shoot your way up out of the sand pit.  Now it's time to make use of your new
ability.  Jump up the ledges on the right wall until you can go no higher with
normal jumps.  If you try to Spider Ball up the wall, you'll encounter spikes.
There are only two ways to make it up to the top: using the infinite bomb jump,
or by Space Jumping.  Space Jumping up is far easier and less time-consuming.

Spin jump to the left, then jump again, this time to the right.  Continue
alternating between left and right until you see another ledge on the wall to
your right.  Land on it.

It should be an easy jump to the roof from here.  Make your way across.  You'll
eventually see a pit in the floor.  You want to go down it, naturally.

Again, you'll hear the temple music.  First order of business: clear out the
sand beneath you.  You won't be able to clear all of it out, since some of the
"sand" is solid.  But eventually you'll reveal a small "room", and in the
middle of it is another MISSILE POD!  (M: 180)  Now head left and save at the
save point, then drop down the pit.

Ut oh.  You're now in a room with Autracks on both walls.  Drop down all the
way and hope you don't get hit.  (You probably will a couple times.)  Head left
now.  You'll pass through another "item room approach" with Autoads.  One
missile door later, you'll be in another room with a Chozo artifact.  Shoot the
orb and claim your SPAZER!

- - - - - - - - - - - - - -
Spazer: A Primer
</pre><pre id="faqspan-2">
This beam is one of the best beams in the game.  Like the wave beam, it can
penetrate walls.  The shot fans out for a few feet in front of Samus, then goes
straight forward.  The three small beams are devastatingly powerful.  This is
the best weapon for clearing out sand in your path.  Unfortunately, the Spazer
has two shortcomings: because it shoots three beams at once, the rate of fire
suffers a bit, and unlike the Wave Beam, the Spazer's beam is deflected by
beam-proof shells.
- - - - - - - - - - - - - -

Enjoy it while you have it; you'll be switching beams again fairly soon.  Head
back to the vertical shaft, destroying the robots in your way.  Isn't this a
whole lot easier?

3. Getting the Plasma Beam [PLASMA]
-----------------------------------

Destroy any Autracks you can reach simply by jumping up (not Space Jumping) and
shooting.  Now drop back down to the bottom, then Spider Ball up the right-hand
wall.  You'll probably have to kill another Autrack on the way up; use Bombs to
do that (just make sure the bomb doesn't "jump" you into the Autrack).
Eventually you'll reach a doorway in the right-hand wall.  Unmorph and walk
through the doorway.

Whoops!  No floor!  You'll drop down and--eep!  Metroid boss music!  This one's
a GAMMA METROID, and it comes at you even as you fall!  Chances are you'll fall
past it, through some fake floor blocks, and onto the ground.  Space Jump up to
get the Metroid's attention, then get on a real block or a ledge to shoot it.
This is a bit of a challenge, but still not *too* hard.

METROIDS REMAINING: 25 (L-09)

Once that's over with, get to a ledge on the far right-hand wall of this room.
Get into Spider Ball mode, and crawl up until you reach a corner.  Lay a bomb
at that corner, then crawl away so you don't get hit by the bomb.  Roll into
the gap formed by the bomb to get another MISSILE POD!  (M: 190)

Now, shoot your way through the sand floor of this room.  You'll drop into a
horizontal chamber.  Technically we'd want to head left to get the Plasma Beam,
but we'll start by heading right, as there are a few things we'll want to pick
up in this section before we leave.  As you head right, you should see an easy
MISSILE POD (M: 200) surrounded by shootable blocks.

Continue right.  You'll come to a short vertical shaft with damaging walls.
Space Jump your way up, and you'll see another passage heading left.  Go that
way.  Try to avoid the fire from the Automs (but expect to take some damage
from their fire anyway--they shoot randomly).  Destroy the Shirk on the way as
well.  At the far left of this passage is an apparent dead end.  However, you
can Spider Ball your way up the left wall and into a hidden passage.  Bomb the
block at the top of this passage and head left.

Drop down into this next room.  As you head through this passage, you'll find
another ALPHA METROID.  Yawn.

METROIDS REMAINING: 24 (L-08)

Continue left into the next room.  Jump over the wall, then either bomb jump or
Spider Ball your way into a small gap in the next wall over.  Jump your way up,
and you'll eventually grab a much-sought-after ENERGY TANK! (ET: 3)

Make your way all the way back to where you found the easy Missile Pod.  Head
left through the passage.  You'll find yourself in a large, almost empty room.
Almost.  There's another GAMMA METROID here for you to fight.

METROIDS REMAINING: 23 (L-07)

Keep going left, shooting out the robotic foes in your way.  Destroy the
missile door, shoot the orb, and claim your PLASMA BEAM!

- - - - - - - - - - - - - -
Plasma Beam: A Primer

This beam is another of the best beams in the game.  It can penetrate walls.
Basically, it's composed of the same beam as the Spazer, only instead of firing
three spaced beams, the three small but deadly beams are in a straight line,
which gives the beam more punch when hitting a single foe.  This also allows
for part of the beam to pass through the enemy if it destroys it.  Like the
Spazer, the Plasma Beam has two shortcomings: because it shoots three beams at
once, the rate of fire suffers a bit, and unlike the Wave Beam, the Plasma Beam
is deflected by beam-proof shells.
- - - - - - - - - - - - - -

Now get out of this section entirely, and go all the way back to the room full
of Autracks.  Destroy them with your new beam, then Space Jump back up to the
room with the save point.  Save, then head right and up, back to the outside of
the Chozo ruin.

4. Upper Sector Cleanup 3 [CLEANUP3]
------------------------------------

Head right.  Morph into a ball and drop down.  Stay away from the left wall, as
it has many spikes, until you see a tunnel heading left, just above the end of
a tunnel with a Missile Pod.  Spider Ball yourself on that section of wall,
bomb the first tunnel open with a Bomb, and head inside.

At the end of this short tunnel, bomb the wall.  Brace for a drop, though--not
only does it destroy a block to your left as you would expect, but it also
destroys blocks above and below you.  Spider Ball yourself on the left wall,
then crawl up to receive another ENERGY TANK!  (ET: 4)

Now drop down to the bottom of this hidden room, and head right.  You'll want
to Spring Jump once to reach the exit tunnel.  Once you're outside again, the
nearby MISSILE POD (M: 210) will be in easy reach.

Now crawl your way out of this place (you'll probably have to bomb the blocks
again), and drop to the bottom of the shaft you used to get there.  When you
reach the bottom, you'll see sand below you.  Shoot it out.  Head right
through the passage below the sand.  Drop some distance down, and you'll hear
the Metroid boss theme play again.  Yep, there's another GAMMA METROID in this
vertical shaft.

METROIDS REMAINING: 22 (L-06)

Get out of this room.  Jump up the shaft however you see fit, either using the
Proboscums (Probosci?) as platforms or just Space Jumping your way up.  After
you reach the roof, run across it, jumping over the pit on your way.  Jump over
to the other roof and run left.  When you reach the edge of this roof, drop
down to a ledge below you, and then down to the ledge below that.  Space Jump
your way to the left to leave the city.

5. Metroid Hunt 3 [TROIDS3]
---------------------------

Go back through the room with the Yumee nests, all the way back to the tall
vertical shaft with the Pincher Flies.  You may remember that the last time you
were here, you passed a tunnel heading right.  Well, now we're going to take
it.  Head right through the tunnel.  You'll see a pit, and a Save Point next to
it.  Save first, then drop down the pit.

You'll be in a strange, organic vertical shaft with Pincher Flies all over.
Keep going down until you see a tunnel heading *right* (you'll explore the one
going left later).  Enter it, and you'll find yourself facing a GAMMA METROID.
I suggest that for this battle, you try to get away from the open doorway, or
it will probably push you back into the shaft room--which also resets the
Metroid's health.

METROIDS REMAINING: 21 (L-05)

Once you defeat it, you should see some shootable blocks in the floor.  Shoot
them out, drop through, and head right.  You'll be in another organic vertical
shaft, this one with TPOs flying around.  This time you want to go up, all the
way to the top.  Jump through the gap in the ceiling.  This room is full of
what I call "spiderwebs", though I'm not entirely sure of *what* they are.
They won't hinder your movement, but they will stop your missiles.  Also in
this room is an ALPHA METROID.  Try to clear out as much of the webs with your
beam as you can, so you don't waste too many missiles fighting this wimp.

METROIDS REMAINING: 20 (L-04)

After this fight, Spider Ball your way up the wall.  You'll enter a small gap
in the ceiling.  The tunnel will take you to the right, to the entrance to
another room.  You want to get into this passage, but don't take the doorway to
the other room.  You'll see why in a minute.  Instead, have a look at the
Metroid shell in this room.  Jump onto it, then drop through the center of it.
Tricky, these programmers are.  Morph into a ball and roll right.

As you emerge, you'll see that the passage above you dead-ends, meaning it
would have been a waste of time to enter.  As you roll into the room, you'll
awaken a GAMMA METROID.  This is another room full of webs, so do a bit of
quick clearing before engaging the Gamma, unless you have missiles to burn (you
probably will if you've been following the walkthrough).

METROIDS REMAINING: 19 (L-03)

Make your way back to the left.  You should be able to simply jump through the
deposited Metroid shell; if you can't, try Space Jumping through it.  (It's
also possible to bomb-jump through it, but that's a waste of time in a speed
run, as it'll take a few tries.)  Drop back into the shaft where you came from,
then go down until you see a passage heading right.  Go through the next room
(don't go through the shootable floor blocks in this one).

The next room will be a long vertical shaft, with really nothing in it.  Drop
all the way down to the bottom of it (it's a LONG way down--luckily Samus
doesn't take damage from falling).  At the bottom will be a passage headed
left.  The next room is another vertical shaft.  Drop down, but as soon as you
hear the boss music, try to get over to a nearby ledge to fight the GAMMA
METROID.

METROIDS REMAINING: 18 (L-02)

If you need energy, drop all the way down to the bottom (shoot the plants
before you land on them--they hurt).  At the bottom will be a pair of Morph
Ball tunnels, heading left and right.  Take the one going right, bombing the
plants in your way (or shooting them beforehand).  At the far right of the
tunnel, there'll be a small space to jump up.  Do so to touch the Big Energy
Ball.

Whether or not you grabbed the energy, go back up until you see a passage
headed left.  Enter, and you'll be in another vertical shaft with Meboids
flying around.  Head upward until you see a tunnel going left (you won't have
to go too far up).  Head left, and you'll enter a room with another GAMMA
METROID.  This one will be tricky, as you'll have to jump up through another
Metroid shell in order to fight it.  After that little obstacle, however, it'll
be much the same as any other battle against a Gamma.

METROIDS REMAINING: 17 (L-01)

Head left now.  You'll end up in a room with a winding passage to a crawlspace.
Don't bother looking there; there isn't anything.  Instead, jump up though the
gap in the ceiling.  You'll pop up through a Metroid shell.  This is a one-way
trip, so don't try to drop back through.  You're actually in the *first*
organic vertical shaft you entered earlier, but you won't be leaving the same
way you came in.

Jump up until you see a passage heading *left* (you already took the one going
right).  You'll enter another room with a GAMMA METROID.  Like with one you
encountered earlier, you'll want to get away from the doorway, lest the Metroid
push you out.

METROIDS REMAINING: 16 (L-01)

Yep, the game is shakin' it again.  Head left.  You'll see another room with a
crawlspace; don't bother with this one either.  Just jump up through the gap in
the ceiling.  You'll find yourself at the bottom of the vertical shaft you
climbed very early in this section.  Hold left so you don't injure yourself on
the spikes, then head left out of here.

===========================
E. A Short Interlude [MINE]
===========================

1. One Is the Loneliest Number [LONELY]
---------------------------------------

The acid still hasn't drained from the pit the Halzyn's hovering over, so the
path you want to take must be the other acid pit you saw earlier.  Keep heading
left, go up the morph ball maze, and back into the main tunnel.  Continue left,
and you'll see that the acid here has indeed drained away.  Drop through the
tunnel.  You won't be going very far before you find another acid-covered pit.
Make your way left.

The music will change again, to yet another Chozo City variation.  However, we
aren't actually going into a ruined Chozo city this time.  You'll encounter
several octopus-like enemies called Octrolls.  Mechanically, they work just
like Chute Leeches--go straight up, then go in a zigzag pattern to the ground.
The big difference with Octrolls are that the energy balls they drop don't
recharge 5 health, they recharge 20!  That's a sweet deal!

Do a bit of platform jumping, shoot all the Octrolls in your way, grab the
energy, and watch out for the acid below.  Eventually you'll ascend a vertical
shaft and head right.  These jumps are more uneven, but there's no acid to
worry about.  Anyway, keep heading right.  You'll eventually run into another
GAMMA METROID.  Dispatch it.

METROIDS REMAINING: 15 (L-02)

Another quake.  Head back left, past the Octrolls, and back to the acid pit.

2. Two's Company [COMPANY]
--------------------------

The acid hasn't drained yet!  So what was that quake for?  Well, remember the
acid pit near the third city, with the Halzyn flying over it?  Go there.

Sure enough, the acid has drained.  Drop into the pit.  Go down the tunnel.
You'll eventually reach a passage heading left.  Take it, then go up the
vertical shaft.  Eventually, the route splits; you can either head upward, or
left.  For now, head up.  Eventually you encounter a passage heading right;
take it, go up the shaft there, and head right again.

You'll be in a tunnel full of creatures called Flitts.  The ones in this tunnel
will appear and disappear from time to time--kind of like the disappearing
blocks in the Mega Man games, only they don't spend much time "gone".  You can
jump on them as long as they're solid, but it's probably easier to constantly
Space Jump your way through the tunnel.

Make your way all the way to the next room.  Drop through the gap in the floor,
then head left.  Your sprite will hesitate for a moment as the boss music
starts playing, then a GAMMA METROID will come after you.  You'll want to
destroy it, of course.

METROIDS REMAINING: 14 (L-01)

Near the bottom of this room, on the far right, there is a Missile Battery.
Refill your missiles, then head back through the room with the disappearing
Flitts.  Make your way back to the "fork" in the passage.  Head left this time.
Ascend the shaft here, then head left again.

You're in another tunnel full of Flitts.  This time, the Flitts will stay
solid, but they'll move back and forth.  Again, you can platform your way
across the room, but it's really easier to just Space Jump your way through.

You're now in a similar room to the one you just fought the Gamma Metroid in.
Again, drop through the gap in the floor, but this time head right.  An ALPHA
METROID will immediately start coming for you.  You know what to do by now.

METROIDS REMAINING: 13 (L-07)

Onoez!  Another quake!  Escaaaa--oh, wait, it's not gonna kill you.  Refill
your energy at the Big Energy Ball at the right of the room, then head out of
this area entirely -- all the way back to the main tunnel.

================================
F. The Fourth Chozo City [TOWER]
================================

1. The Room of Many Beams [BEAMROOM]
------------------------------------

Remember when you went to fight the single Gamma, but the acid still blocked
you from proceeding downward after you won?  Well, go to that acid lake now.
It's drained now, so drop down into the tunnel.  Eventually you'll reach a
tunnel heading left; go that way.

You're in another passage with acid at the bottom.  This time, you'll be facing
off against Skreeks and Drivels.  Beware, as the Skreeks will often pop up
unexpectedly--once, a Skreek even comes up through the floor!  Also, the
Drivels will drop acid on your head unless you deal with them first.  Go left
through this tunnel, destroying all the enemies in your way.

After emerging from that tunnel, you'll see your way blocked by a couple of
odd-looking, well, blocks.  These are easy to take care of--shoot each one with
a missile, and jump through.  You'll see yet another acid lake before you (just
how deep IS this planet, anyway?)  Anyhow, head left, up, and left again.

The music'll change again, to the same Chozo City music you heard fighting the
lone Gamma Metroid earlier.  You'll be in a vertical shaft, similar to the one
in the second Chozo city.  Head up it, destroying all the enemies in your way,
then head left when you reach the top.

In this narrow passage you'll encounter a GAMMA METROID.  A nasty surprise to
be sure, but at least the Gamma will be easy to hit--just unload on it with
your missiles and you should be just fine.

METROIDS REMAINING: 12 (L-06)

Keep heading left and you'll emerge into what is obviously another Chozo city
outskirts area.  Compared to some of the cities you've seen earlier, though,
this one is surprisingly docile--mostly Pincher Flies and Halzyns.

You'll see a Metroid shell over water.  Drop through it, then head left through
the water.  Eventually you'll see a short Morph Ball passage leading to a
MISSILE POD (M: 220).  Get out of there, then head left.  You'll have to shoot
through some tangleweed--or, you can just walk through it, since it only hurts
if you jump or fall through it.

You'll be inside the Chozo temple.  Jump your way to the top of this shaft,
then head left.  Save at the Save point, then head left again.  You'll be
outside the Chozo temple again.  Jump up along the right-hand wall, avoiding
the Halzyn as best you can, then head right into the tunnel.

Inside the temple, after a short tunnel, you'll encounter a T-shaped platform
in what appears to be a dead-end room.  Emphasis on "appears".  Above the T is
a hidden hole in the ceiling, so jump up into it.

You'll emerge in a vertical shaft.  There are a couple of Gunzoos shooting
randomly, but those won't take too long to dispatch.  Do so, then turn your
attention to the various missile doors on the left.  You've reached what I call
the Room of Many Beams, and the doors on the left lead to the various beams
that you've found throughout the game, and possibly some you've not found if
you haven't followed my walkthrough.  Here's a list of the rooms, from top to
bottom:

Ice Beam
Wave Beam
Spazer
Plasma Beam

Take one of these, or ignore them completely.  Personally, I took the Wave
Beam, because this area features a lot of hard-shelled enemies, and the Wave
Beam is the most effective weapon against these enemies (it seems to penetrate
their shells, while the other beams do not).  But it's your choice.

Now head up, and Space Jump through the ceiling.  You'll be in a room with an
inverted-T platform, basically an inversion of the room at the bottom.  Now
head left and exit this place.

2. Getting the Screw Attack [SCREWATT]
--------------------------------------

Get your mind out of the gutter RIGHT NOW, buddy.

Sorry, just had to get that out of my system.  Anyhow, go up this narrow
passage between the temple walls and the cave wall.  Personally, I use the
Spider Ball on the temple wall to do this, because it's easier to avoid the
Halzyns this way.  Eventually you'll reach the top of the temple.  Unmorph
before you reach the very top, because there's a Moto running back and forth on
top of the temple.  Destroy it (like the Octroll, it drops 20 energy--VERY
nice!).  Keep walking across, and you'll eventually encounter a hopping
Ramulken.  You can easily dispatch it if you have the Wave Beam, but if you
don't, just avoid it as best you can.

You'll see a gap in the ground eventually (you probably will spot it before the
Ramulken).  Drop into it.  You're in the only "invisible" maze in the game.
To find your way around, your best bet is to morph into a ball and lay bombs to
track your movement.  You'll need some bombs in order to make your way around
anyway.  If you get lost, check Radix37's Metroid II map on GameFAQs--he
outlines it far better with his GIF than I ever could with ASCII.

Anyhow, feel your way around as best you can.  You should be able to eventually
pick up a MISSILE POD (M: 230) in here, and you can also feel your way around
to the right, and jump up a second vertical shaft.  The passage from above is
blocked by a Metroid shell (you can't fall through it, or jump through it
either).  In this area you'll find your fifth ENERGY TANK (E: 5)!  Feel your
way back to the first shaft, and get out of here.

Anyway, head right along the roof.  When you get to the left part of the
temple, go into Spider Ball mode and crawl down the side.  Eventually you'll
see a passage blocked off by a boulder.  Bomb the boulder (try to get away from
the blast radius by crawling back up; if you get hit, try to steer yourself
into the tunnel) and head inside.

Unmorph once you're inside, and get your missiles ready.  Head left, and you'll
see a flashing Gamma Metroid hanging in the air.  Well, that should be easy
enough to take dow--uh, frag, that's not good.

------------------------------
BOSS BATTLE: ZETA METROID

This Metroid is actually slightly smaller than a Gamma Metroid, but it's MUCH
harder.  In fact, this is arguably the toughest Metroid form in the game,
except for the final boss.

This form of Metroid is extremely aggressive, and will dive after Samus quite a
bit--since it moves quicker than a Gamma, this will be hard to avoid.  It will
also shoot fire at you.  The worst part is, you can't even run to another part
of the room to get temporary relief from its attacks--it scrolls with the room,
so it's always within striking distance!

Another thing is, if you try to shoot it from below, the missiles WILL NOT
WORK.  That means you have to shoot its abdomen (either the front or the back),
making the fight even MORE difficult (as it would be relatively easy to get
shots in by hitting them from below, compared to from the side--you have to
constantly jump in order to hit with your missiles).

Attempting to dodge the Zeta Metroid's attacks is probably futile, so your best
course of action is to just keep attacking it as hard as you can.  20 missiles
are needed to take it down.
------------------------------

METROIDS REMAINING: 11 (L-05)

Man, that was an intense battle.  There's a narrow gap in the ceiling; Space
Jump through it.  You'll emerge in one half of a Chozo item room; get out of
the crawlspace you're in, make your way to the right of the room, bomb the
boulder, morph and head right.  Get out of THIS crawlspace, shoot the orb the
Chozo statue is holding, and get your SCREW ATTACK!

- - - - - - - - - - - - - -
Screw Attack: A Primer

This is quite possibly the most devastating weapon in the game.  Basically,
whenever Samus spin-jumps, virtually any enemy she touches will instantly die.
This of course does not work on Metroids (and I suspect Arachnus is also
immune), but it will temporarily deflect a Zeta or Omega charging at her.
- - - - - - - - - - - - - -

Now get out of this room, and go all the way back to the passage you came in
through.

3. Final Cleanup [CLEANUP4]
---------------------------

Bomb out the boulder, fall out through the passage, but cling to the cave wall
on the right using the Spider Ball.  (If you have trouble, just keep holding
right and eventually you'll drop onto a ledge.)  Crawl up the wall.  Eventually
you'll reach the entrance to another tunnel heading right.  Unmorph and head
that way.  You're in a tunnel that I call a Spiked Room From Hell.  It's not
that bad if you can Space Jump decently, though, and this one's fairly short.

You'll end up in a room filled with sand.  Blast away as much of it as you can,
and keep heading to the right.  You'll encounter a GAMMA METROID at the far
right.  This fight shouldn't be too hard, but remember that Gammas can fly
through the sand, while you have to shoot it out.  Give yourself some jumping
room by shooting up and down.

METROIDS REMAINING: 10 (L-04)

Now head back through the Spiked Room From Hell.  Once you exit this room, try
to Spring Ball up and cling yourself either to the ceiling or a low wall on the
right.  Now travel up until the ceiling starts going left, then lay a bomb in
the first "depression" in the ceiling you come to.  (Move down to get clear of
the Bomb's blast.  MAKE SURE that you don't lose your Spider Ball, but don't
lose sight of the bomb or the ceiling block above it either.)  A block should
be destroyed by the bomb.  Crawl up, then bomb the block uncovered by the first
bomb, and so forth.  Eventually you'll reach a hidden tunnel, similar to one we
encountered in the second Chozo City.  Go left.  You'll hit the last ENERGY
TANK (E: 6), though because Samus is limited to five in this game, all this one
will do is refill your energy. Farther left is another MISSILE POD (M: 240),
which WILL do you some good.  Now bomb your way out of here, using the first
tunnel you came to.

Fall down, but hold right so you land on the ledge where you went to face the
Gamma Metroid earlier.  Drop down further, hugging the right wall.  Fall past
the place where you fought the Zeta Metroid earlier.  Eventually you'll land on
a ledge, and there'll be an alcove to your left.  In that alcove is a Missile
Battery; you should probably use it.

Now jump back over to the right-hand wall and Spider Ball your way down.
You'll eventually find yourself crawling along a ceiling.  Eventually you'll be
headed straight up a wall toward another room; let go here and hold right (but
don't hit the spikes on the way down) until you encounter some solid ground to
stand on.  Unmorph, then Space Jump your way up, keeping the right-hand wall in
sight, until the room stops scrolling upward as you go up.  Drop down to the
right of some spikes, morph, and drop through some fake ground to your right
and grab the last MISSILE POD (M: 250)!

You won't be acquiring any more items in this game, save for one or more beam
weapons that you've had before.  For all intents and purposes (well, for most
players anyway), you now have 100% item collection.

Anyhow, Space Jump up into the room above you.  You'll awaken a GAMMA METROID.
Get to a ledge on the right-hand side of the room, and blast away.  Don't fall
down (out of the room, that is), or the Gamma's health will reset.  Don't worry
too much about taking damage unless you're critically hurt; you'll see why in a
minute.

METROIDS REMAINING: 9 (L-03)

Don't leave the room just yet; jump over to the left-hand part of the room,
then Spider Ball your way up into a hidden tunnel.  Drop to the bottom of it to
touch a Big Energy Ball.  Use it to recharge.  Now drop down, keeping the outer
spikes on the right-hand wall close (but not TOO close).  You should land on a
ledge; head right into another Spiked Room From Hell.  This one is much longer
than the one we went through before, but it still shouldn't be too much trouble
with all the Space Jump practice you've had up to this point.

You'll emerge in another sand-filled chamber.  You'll see another flashing
Gamma Metroid.  Before you move farther in, clear as much sand out as you can.
Move farther in to trigger the mutation, and you'll be facing another ZETA
METROID.  Remember to clear sand above you so you can shoot at the Zeta's gut,
back, or head, because you can't shoot a Zeta from below.  This is undoubtedly
the hardest Zeta fight in the game, so give yourself a pat on the back when you
win.

METROIDS REMAINING: 8 (L-02)

Space Jump your way back through the Spiked Room From Hell, then jump off the
ledge on the left (use your Screw Attack if you like, but it won't last all the
way down).  Head back to the Save Point and use it.  Now, head left and drop
down almost to the bottom.  (If you land in the water, you've gone too far.)
There will be a tunnel headed left, into another Spiked Room From Hell--a short
one this time, thankfully.

You'll emerge in a room with a lot of sand in it, but it's mostly open.  Your
opponent here is another ZETA METROID.  It'll be mostly like the first fight
you had against a Zeta, and by now it shouldn't be *too* bad (though it's still
not an easy fight).

METROIDS REMAINING: 7 (L-01)

Now head back through the Spiked Room From Hell.  Space Jump your way up until
you reach another tunnel heading left.  Head through one last Spiked Room From
Hell (a long one this time), until you reach the other side.

This room is like the one you fought that last Zeta in, only this time you only
have to face a GAMMA METROID.  This should be easy enough.

METROIDS REMAINING: 6 (L-01)

Quake time.  Head out through the Spiked Room From Hell, and drop down.  Head
into the Room of Many Beams to switch your beam again if you want (Spazer or
Plasma would work well, or the Ice Beam if you want to take a tiny shortcut
LATE).  Save again at the save point, then head back to the Missile Battery and
Big Energy Ball to refill.  You won't be seeing either of those again until
near the very end of the game.

======================
G. Acid Trap [HIDEOUT]
======================

1. The Alpha [ALPHA]
--------------------

Now head out of this city the way you entered it, and keep going until the main
tunnel theme begins to play again.  The acid pit you saw earlier will be
drained now, so drop down it.  Make your way to the bottom, then head left.
In this tunnel, a few Skorps will pop out of the floor, so be careful when you
jump.  (And make sure not to fall into the acid, either.)  Drop down the next
shaft (you'll have only a couple Skorps to worry about), and head left again.

This room has a series of different enemies.  First you'll see a couple
Moheeks, then a couple of Skorps, a Glow Fly, two nests of Yumees, and finally
a Seerook.  Shouldn't be too much trouble; just Screw Attack your way through.
Head left through the tunnel.

You'll be in a room with spikes on the ceiling.  Head through it.  Ignore the
doorway to your left; it leads to another acid pool.  Instead, head up through
some more spiked tunnels.  At the top, you'll encounter a split path.  You can
head either direction you want; I will have us head right first.

This next room will have four Motos.  Kill them all and collect their energy if
you need to (they drop Medium Energy Balls like the Octrolls did).  Continue
right and head up the shaft.  Just screw attack the Halzyns to make short work
of them.  Head left and up the next shaft as well.  The doorway will lead left,
so head left.

This next room is a BIG, wide-open one, with small pools of acid.  Get your
missiles ready, because we're about to fight...an ALPHA METROID?  You've got to
be kidding me...this deep in the planet, we're still fighting pansy bosses like
this?  Dispatch this little bugger quickly.

METROIDS REMAINING: 5 (L-01)

Rumble rumble rumble.  That was easy.  Now that we've finished here, let's go.
Head left.  Drop down the shaft, taking care of the Pincher Flies on the way
down.  Jump through the diagonally sloped room, and through the doorway.

2. The Omega [OMEGA]
--------------------

We're now in the room with the split paths, only we're coming from the opposite
direction from before.  Wait--what's this?  The acid has filled in the spiked
rooms we came here through!  No fair!  Head back to the big room where we
fought the Alpha Metroid.  You'll see a floating Zeta.  To follow the pattern
we've established by now, that means we'll be facing...yep.

------------------------------
BOSS BATTLE: OMEGA METROID

The biggest of the "normal" Metroids, the Omega Metroid is likely the scariest
of them.  However, it's actually surprisingly docile compared to the Zeta--it
won't swoop at you as often.  More often it'll shoot badly aimed fireballs at
you.  You still can't run from it for temporary relief; it scrolls with the
screen as before.  Still, it's a bigger target, so it'll be easier to hit than
the Zeta was.

Like with the Zeta, if you try to shoot it from below, the missiles won't work.
So, like before, shoot its gut, back, or head.  If you hit it in the back, the
missile will actually do triple damage!  Normally it takes 40 missiles to
defeat, but only 14 back shots to do the same.  Now see why I said the Zeta
Metroid was likely the hardest of the regulars?
------------------------------

METROIDS REMAINING: 4 (L-03)

Another quake.  Let's hope that this one isn't a trap like the other one!  Head
back down to the acid pit, either way.  Sure enough, the acid is gone.  Go to
the room with the Motos if you need a health refill, then head down through the
tunnels with the spiked ceilings, and head left through that doorway we ignored
on the way up.  The acid that was in it is also drained, so drop down the shaft
and head left.

=========================
H. Omega Guardians [NEST]
=========================

This room is full of Moheeks and sparse blocks.  If you stand in the acid, you
are on the bottom of the explorable world!  But I wouldn't bother doing that;
you'll need the energy for this next stretch.  Screw attack leftward through
the room and go through the doorway.  You'll need to ascend two vertical
shafts full of Glow Flies--the second is offset to the left of the first.  At
the top of the second shaft, head left.

The music will change, and you'll find yourself in a much darker room than you
just emerged from.  You've reached the part of the game that many players call
the Omega Zone, and for good reason.  Save on the Save Point NOW, then climb
the vertical shaft to the top.  Head through the exit on the right.

Climb up this vertical shaft as well and head left at the top.  You'll see
numerous bubbly columns as one might see in parts of Norfair (Metroid).  Jump
across them all--do NOT fall between them, unless you want Samus to get hurt by
the spikes!  At the far left, you'll see another doorway.  Head into it.  At
the far end of this new room is another OMEGA METROID!  Defeat it now!

METROIDS REMAINING: 3 (L-02)

Head back through the room with the spikes and bubbly columns.  Drop down the
shaft a little, then head through the right-hand exit.

More bubbly columns and spiky floor.  Jump over the columns, and ignore the pit
in the middle of the room.  (We'll get to it later.)  Keep going right, and
you'll find yourself in a vertical shaft.  (You'll see a Halzyn floating around
nearby.)  If you go up, you'll find a Save Point, but you probably won't need
it.  Instead, drop to the bottom (hugging the right-hand wall), and head right
through the doorway at the bottom.

You'll find yourself in another vertical shaft.  This one has a couple Motos
and a Ramulken.  Jump to the right-hand part of this shaft and hug the right
wall.  You'll land near a doorway heading right.  Go through it and you'll be
in another bubbly, spiky corridor.  Head right through it.  The room at the end
has another OMEGA METROID!

METROIDS REMAINING: 2 (L-01)

Go back through the bubbly, spiky corridor.  If you're running low on health,
kill the Motos; if you're low on missiles, go after the Ramulken.  Now drop to
the bottom of this shaft and head left.  Bubbly spiky corridor #4, and I think
you can guess what's at the end of it.  Yep, the last OMEGA METROID.  Now you
know why this place is called the Omega Zone.

METROIDS REMAINING: 1 (L---)

(The L-counter will be at "L---" for the rest of the game.)

Annnnd quake, in three, two, one...bingo.

Return to the shaft with the Motos and the Ramulken, and head all the way to
the top.  Head left, and then halfway through this bubbly room.  Remember the
pit we ignored earlier?  Well, now we're about to go into it.  This is an easy
route, as you basically fall down to the bottom and head right, then climb up
the next shaft all the way to the top.  If you had tried to make your way
through this place earlier, you likely would have survived the trip, but you
would have found your way blocked by a spike barrier.  Anyhow, once you reach
the top here, head left.

============================
I. New Tourian [GENETICSLAB]
============================

1. Getting the Ice Beam Back [ICEBEAM2]
---------------------------------------

Continue running left.  Remember that sticky liquid that we encountered very
early on in the game?  Well, it's back, and with a vengeance.  You'll have to
jump over a few pits of it; continue left.  You'll have to ascend a short
vertical shaft;  space jump up to the ledge without any liquid and head right.

You're now in a long corridor with three long pools of this liquid.  Space Jump
over them, or Spider Ball across the ceiling.  If you try to walk through
them, you'll probably encounter a hidden pit that will take you back to the
first corridor.  Continue right.

You'll be in another vertical shaft.  You'll want to Space Jump your way up
through this one, as the pool of liquid directly above you has a hidden pit.
Once you reach solid ground above that pool, you're out of immediate danger.
Head left.

You're in another long corridor.  This time, you'll only have two long pools to
jump over.  Continue left, into another vertical shaft.  Head up until you find
the ledge without the pool again, then head right.  The pool of liquid here is
not dangerous, but it's not helpful either.  Save NOW on the save point, then
jump through the ceiling above the pool.

You're now in a giant pool full of that sticky liquid.  Space Jump out of it as
best you can and head for the dry land on your right.  If this is your first
time in this HUGE room, I'd recommend you keep Space Jumping until you reach
the highest ground that you can see, and Spider Ball up the right-hand wall,
along the ceiling, and into a room above you.  (If this isn't your first time,
just Space Jump your way into that first room.)

Ah, sweet sweet refills.  Recharge your missiles and energy here, then on the
"energy" side of the room, go into Spider Ball mode.  Crawl down, leftward on
the ceiling, and up.  If you have the Ice Beam, jump to the other side of the
pit and skip the next paragraph.

Jump upward up this shaft; eventually you'll find another "hole" like the one
you entered this chamber in.  You'll find yourself in a chamber with a broken
Chozo statue.  The statue won't be holding an orb, but its other hand is right
behind it.  Shoot the orb the other hand holds to reclaim your Ice Beam!  Trust
me, you'll need it.  Now drop back down to the bottom, making sure that you
land to the left of the pit you entered through.

2. Facing the Hatchlings [RECOUNT]
----------------------------------

Morph into a Spider Ball again, then crawl downward, then left along the
ceiling.  You'll enter a third chamber...with MUCH creepier music than was in
the game previously.  Climb up the shaft, then head left through the doorway.

You're now in a room with ledges that you must jump up.  When you're at the
top, either morph into a Spring Ball and jump through the ceiling, or use the
Spider Ball to crawl in.  Either way, crawl rightward through the crawlspace.
Hm, is that a Metroid egg I spy in the room above...?

There'll be a sudden music sting, your sprite will freeze, and...what the hell?
The Metroid counter just spiked to 9?  What the hell caused it to recount?
This is SR388, not bloody Florida!

METROIDS REMAINING: 9

Well, we're about to find out.  When you regain control of Samus, roll right
and drop through the floor.  Morph out, making sure your beam is equipped.
You'll see a Metroid hatchling fly quickly toward you.

------------------------------
BOSS BATTLE: METROID (HATCHLING FORM)

If you've played Metroid, Super Metroid, or Metroid: Zero Mission, you'll know
how to deal with this form of the Metroid.

This Metroid type comes at you quickly.  You can't hurt it until you freeze it
first with the Ice Beam.  Once you do, shoot it with five missiles.  If you're
afraid it'll unfreeze on you, shoot it again with the Ice Beam, then finish the
job.

If it latches on to you, the only way to get it off you is to leave the room.
It'll drain away energy from you while it's latched on, but if you Screw Attack
while it's on you, it won't drain health from you.  (Bombing the Metroid to get
it off, a trick from Zero Mission, won't work in this game.)
------------------------------

METROIDS REMAINING: 8

One down.  Move on to the next room.  Directly below the ledge you're standing
on is another METROID hatchling.  Run to the right, fall off the ledge, then
quickly turn left and freeze it.  You'll know what to do from there.

METROIDS REMAINING: 7

Jump all the way up the shaft you're in and head right.  You'll see another
METROID in the same place you saw the last one; dispense with it the same way.

METROIDS REMAINING: 6

Make your way up this shaft as well, but be careful.  Eventually you'll find
another METROID coming down at you.  It may be blocked by a ledge, or you may
find it heading straight down at you.

METROIDS REMAINING: 5

Make your way to the top and head left.  You're in a long corridor with spikes
in the floor.  You also have a METROID headed straight for you.

METROIDS REMAINING: 4

Keep going through this room.  Eventually you'll see a Metroid fly over your
head after jumping from one small platform to another.  Jump to the big
platform to the left of it, and the METROID should head towards you.  If not,
jump a little to the right to get its attention.

METROIDS REMAINING: 3

Jump over several sets of spikes.  One of the platforms is composed of blue
diamond shapes.  Hm...anyhow, space jump over the last set of spikes, and head
left into the next room.  It's a similar situation to the second and third
Metroids in this game, only you won't have a good landing spot to use the same
technique.  Instead, head as far left on the ledge as you dare.  Either the
METROID will fly around the ledge and up (at which point you can freeze it), or
more likely, it'll get stuck on the ledge as it tries to come up.  In that
case, freeze it as you jump over it, then walk under it, freeze it again, and
finish it off with five missiles.

METROIDS REMAINING: 2

Make your way down the shaft, but again, be careful.  There's still another
Metroid here, below you.  You'll probably see it as you drop onto the ledge on
the right.  Take care of it the way you did the last one: with extreme
prejudice.

METROIDS REMAINING: 1

One more brief earthquake.  Head right through the doorway you see below you.

3. The Final Boss [LASTBOSS]
----------------------------

The music will change again, and you'll hear some kind of screaming along with
it.  Yipe...anyhow, Space Jump over the spikes you encounter, then do one last
CAREFUL Space Jump to get through the section where there are spikes on both
the floor AND the ceiling.  Drop through the pit on the far right, and you'll
finally face....

------------------------------
FINAL BOSS BATTLE: METROID QUEEN

NOTE: Through this final battle, you will not be able to pause your game.

NOTE 2: If this is your first time, and you start this battle with less than
200 missiles or with low health, morph into a ball and roll through the gap
underneath where she sits.  You'll drop into the chamber with the Ice Beam.

Strategy:  Looks like Mama's mad that you killed her children!  Immediately
switch to missiles and fire at her when you get the chance.  First she'll
extend her neck and try to hit you with her nose.  Stay where you are and take
the hit, shooting at her when you get the chance.  The second time, she should
come at you with open mouth.  There are a few alternate methods to hurt her
here, but if you're playing for the first time, I suggest you mash the fire
button as quickly as you can.  When you hit her in the open mouth, she'll pause
in mid-lunge, allowing you to fire even more missiles down her throat.

After two lunges, she'll back up, then spit out some spiky...things at you.
Screw Attack them to avoid damage.  She'll then begin to repeat her attack
pattern.

When you hit her with 180 missiles, she'll be done for.  Congratulations,
you've beaten the game!

Alternate Strategy: Thanks to Ramza1 for thoroughly testing how to do this
trick, and describing it thoroughly.  Most of the advice used with the previous
strategy still holds, but with one important difference: what you do when you
manage to hit her in the open mouth.

This time, when you stun her with a missile, quickly morph into ball form and
jump into the Queen's mouth.  If you do it right, she'll close her mouth over
Samus.  When she does this, stop holding left on your D-pad.  Wait until the
Queen retracts her neck fully, then hold left until Samus rolls into the
Queen's stomach.  Lay bombs quickly, and the Queen will spit you back out.
(Samus will take constant damage from being "eaten", but it's not too fast a
drain; don't panic.)  Do this a total of 4-5 times, and the Queen will die.
------------------------------

...OK, maybe you HAVEN'T beaten the game yet.  The room will shake, and the
"cop-out" passage underneath the Queen will seal up.  Once the Metroid Queen is
gone, run into the passage behind where she used to be.

=====================
J. Departure [FINALE]
=====================

You'll find yourself in a room you've seen before, albeit through a crawlspace
that's now below you.  Run left and into the egg.  It'll hatch, revealing a
baby Metroid!  As tempted as you might be to kill it, don't.  (Actually, you
CAN'T kill it.  So there.)  It'll follow you around.  Continue left, and as you
pass a bunch of diamond shapes, the Metroid will EAT them!

Continue up the shaft, then head right.  The passage before you is blocked by
more diamond-shapes, but the Metroid will eat these as well.  Keep heading
right, and through more diamond shapes.

Basically, continue through the tunnels, and have the Metroid eat the diamond
shapes as you go.  If the diamond shapes are above you, wait for the Metroid to
dip lower, then jump up towards the diamonds.  The Metroid should eat them for
you.

Eventually, you'll emerge onto the surface and see the stars.  Space Jump up
and to the right.  You should make your way up onto the "mountain" on your
right.  Continue right, then drop off to the right.  Stop holding right about
two seconds after you drop off.  You should land on or close to your ship.
Jump into the ship and touch the Missile Battery within.  NOW you've beaten the
game!  Enjoy the ending!

*************************
* IV. ENDINGS [ENDINGS] *
*************************

The endings are all based on the time it takes you to complete the game.  The
less time it takes you to win, the better the ending.  Try to finish the game
in under 3 hours!

9 hours or more:
----------------
Throughout the credits, Samus just stands there.

6-9 hours:
----------
After standing for a brief time, Samus runs toward the screen forever.

3-6 hours:
----------
After standing for a brief time, Samus begins running toward the screen.  When
the time is displayed, Samus jumps in the air, lands in a crouch, and stands
up.

Less than 3 hours:
------------------
After standing for a brief time, Samus begins running toward the screen.  When
the time is displayed, Samus jumps in the air.  She lands without her suit on,
wearing a bikini.  She then lets her hair down.

*******************************
* V. ENEMY DATABASE [ENEMIES] *
*******************************

This game features a good deal of enemies.  Many of them, however, fall into
specific categories.  Unless I say otherwise, all these enemies drop small
energy balls.

===========
MINI-FLIERS
===========

These enemies all fly back and forth in a regular pattern.  Usually one beam
shot will take care of them (two with the ice beam).

Yumbo
-----
Looks kinda like a flying chainsaw.  It just flies back and forth.  Found in
the first area of the game, and also in the approach to the second Chozo city.

Seerook
-------
You'll find these mostly flying around in the main acid shaft.

Mumbo
-----
Found on the approach to the first Chozo city, and in the tunnels below.

Pincher Fly
-----------
Found on the approach to the third and fourth Chozo cities.

TPO
---
A robotic dumbbell found in one of the biological shafts below the third Chozo
city.

Meboid
------
A large amoeba-like creature found in one of the biological shafts below the
third Chozo city.

=============
WALL-CRAWLERS
=============

These enemies all crawl along the walls and ceilings, like the Zoomers from the
original Metroid.

Tsumuri
-------
Looks kind of like a giant spined snail.  Easily dispatched with one power beam
shot.  Found early in the game.

Needler
-------
Looks like a giant ball of needles.  One power beam shot will take care of it.
Found on the approach to the various Chozo cities.

Moheek
------
The most dangerous of the wall-crawlers.  The tendrils on its back cause
massive damage, and it takes five power beam shots to destroy.  Found mostly in
the acid tunnel.

=======
HOPPERS
=======

These enemies hop along the ground.  Some of their jumps will be higher than
others, so your best bet to avoid them is to morph into a ball and roll under
them.  A better strategy is to kill them before they become too much of a
nuisance.  Typically, hoppers drop missiles.

Hornoad
-------
The easiest of the hoppers to destroy.  A couple of power beam shots will do
the trick.  Found most easily in the first area of the game.

Autoad
------
This robotic hopper takes a lot more punishment than the Hornoad.  Found mostly
within Chozo temples.

Ramulken
--------
This one takes about the same amount of damage as the Autoad, but it has a
shell protecting itself from attacks from the side and from above.  To destroy
it requires a powerful beam shot (or missile shot) from below, the Wave Beam
(from any direction), or the Screw Attack.  Thankfully, this enemy is found
only in two places: on the roof of the fourth Chozo city, and deep in the
"Omega Zone".

=======
NESTERS
=======

These enemies attack one at a time from a "nest".  Unlike in other Metroid</pre><pre id="faqspan-3">
games, there is a limit to the number of enemies in any one nest.

Gawron
------
You'll find these on the approach to the first Chozo city.

Yumee
-----
These are more dangerous.  They'll do more damage than the Gawrons, plus
they'll straighten out horizontally when they charge you.  Still, they'll be
easy enough to dispatch.  First found on the approach to the third Chozo city.

=============
FLOAT-FALLERS
=============

These enemies will spring upward when you get close, then weave back and forth
as they fall to the ground.

Chute Leech
-----------
You'll first see these on the approach to the first Chozo city.

Octroll
-------
I'm not sure if these take more punishment than the Chute Leech or not.  In any
case, they're easier to hit than the Chute Leech (because they're larger), plus
they drop Medium Energy Balls, which recharge 20 health instead of 5!

=================
ANGULAR ATTACKERS
=================

These enemies will float in the air, then when you approach, they will attack
in a diamond-shaped pattern.  Sometimes they will stop in mid-pattern, hover
for a second, then start a new attack.  They drop missiles when they die.  They
are also quite annoying.

Senjoo
------
This distinctive spined enemy is the most common form of angular attacker.  It
is found in the second Chozo city, and takes a lot of punishment.

Shirk
-----
A much rarer variety of angular attacker, this robot is found within the ruins
of the third Chozo city.  One Spazer shot should take care of it.

=================
NEUTRAL CREATURES
=================

The only thing these creatures have in common is that you can't hurt them, and
they won't hurt you if you touch them.  Generally, they're not all that helpful
unless you're trying for a low-percentage run.

Septogg
-------
These creatures can be used as temporary platforms, but if Samus doesn't
immediately jump off, they'll drop like a stone.  Oddly enough, they won't drop
if Samus becomes a morph ball.  I've yet to find a use for them; they're really
just an obstacle along the way.

Proboscum
---------
These robots act as platforms while their "nose" is sticking out, but while it
is retracted, it's as if the robots aren't there at all.  Basically an obstacle
on the way back up from a certain Gamma Metroid, as the "noses" block the
Spider Ball, and it also makes the Space Jump more difficult to execute.

Flitt
-----
Found on the approaches to two "loose" Metroids.  One variety is stationary but
disappears every so often, and the other variety will move back and forth,
acting as a moving platform.  Only useful if you don't have the Spider Ball and
Space Jump; otherwise, they're just a nuisance that makes Space Jumping harder.

=====================
MISCELLANEOUS ENEMIES
=====================

While all the previous enemies fell into one category or another, there are
also many distinctive enemies that you'll face along the way.  These enemies
have their own unique patterns.

NOTE: Arachnus and all the Metroids are in the Bosses section.

Yodare ("Rock Icicle", "Hellfish", etc.)
----------------------------------------
The site metroid-eu.com, when it existed, listed this enemy as the "Hellfish".
The Metroid Database (metroid-database.com) calls this one the "Yodare";
Wikitroid (metroid.wikia.com) calls this one the "Rock Icicle".  This is the
only enemy not listed in the instruction manual of the game; as such, the name
for it is rather uncertain.  Basically, this small enemy drops from the ceiling
regularly.  If you shoot it as it falls, it'll stop falling until you leave the
room and come back.  They're mostly found in the main acid shaft.

Gullugg
-------
This strange-looking critter just flies around in circles.  Mostly found in the
vicinity of the first Chozo city.  Drops missiles.

Wallfire
--------
This wall statue will spit fire at you periodically through a bird's beak.
Found inside several Chozo temples.  It's the only enemy that regenerates
when it scrolls offscreen.  I'm pretty sure it doesn't drop anything.

Autrack
-------
This robot has an extending neck and will fire lasers straight forward
regularly.  A lot of lasers, too.  If it's firing in your direction, it's
highly annoying.  It's found in the temples of the second and third Chozo
cities.  Drops medium energy balls when it dies.

Blob Thrower
------------
Found on the roof of the second Chozo city, twice.  Basically it'll throw a
bunch of small blobs around it in a seemingly random pattern (the pattern's
actually repeated every time it drops the blobs).  Requires the Wave Beam (the
Spazer and Plasma Beams could possibly be used instead) to defeat.  Drops
medium energy balls when it dies; the blobs sometimes drop small energy.

Skorp
-----
These scorpion-like creatures hide in the ground, and pop out with their
rotating disc-like claws.  Found mostly in the main acid shaft and adjoining
tunnels.  Drops missiles when it dies.

Halzyn
------
These enemies fly in a wavy pattern, and are protected on the sides with beam-
proof shells.  Found in various parts of the game, starting with the approach
to the third Chozo city.

Gravitt
-------
These enemies will pop out from the ground, run back and forth, and then re-
bury themselves.  They are protected from the top by a beam-proof shell.  First
found near the third Chozo city.

Autom
-----
This invincible robot moves back and forth rapidly, only stopping to spew forth
flame.  Annoying.  Found only inside the third Chozo city, in one corridor.

Glow Fly
--------
This bug will cling to a wall, tense for a couple moments, then jump to the
opposite side.  Sometimes hard to spot (unless you are playing on a GBA or
GBC), but not too hard to kill once you do spot it.  Found mostly in the lower
acid tunnels.

Moto
----
This enemy will run back and forth on the ground.  An armor plate protects it
from frontal attacks.  Drops medium Energy Balls when it dies.

Drivel
------
This batlike enemy flies back and forth in a shallow U-shaped pattern.  If you
get close, it will spit acid straight downward.  Watch out for the acid splash.
Found only in a short stretch of the lower acid tunnels.  Drops missiles.

Skreek
------
This birdlike enemy pops out of the acid and spits a projectile at you.  Found
only in a short stretch of the lower acid tunnels.  Drops medium Energy Balls.

Gunzoo
------
This flying robot flies in a "gamma" pattern (like an upside down L), and will
shoot its guns randomly.  Found in the Room of Many Beams (fourth Chozo city).
Drops medium Energy Balls when destroyed.

***********************
* VI. BOSSES [BOSSES] *
***********************

Most of the boss enemies in this game are Metroids, which should come as no
surprise.  Your task, after all, is to destroy the Metroids on SR388.  There is
one optional, non-Metroid boss in here, called Arachnus, whom you must defeat
if you want the Spring Ball.  Of all the bosses here, only Arachnus drops
ANYTHING if it dies (the Spring Ball).

The bosses here are listed in the order you will encounter them.

ALPHA METROID
-------------
Physical description:  Large single-nucleus body, with small claws and a small
head.

Strategy:  The easiest Metroid type in the game.  Remember that Metroids can
only be defeated by missiles; beams will not affect them.  Against this
incarnation, the Ice Beam is useless; then again, you won't need it.

The Metroid does not move very quickly, and it is possible to evade it by
moving away from it.  It is completely vulnerable to your missile fire.  Five
missiles are needed to destroy it.

Generally, I find a good strategy is to get underneath the Alpha Metroid and
shoot upward at it.  It makes the battle go a lot faster.

ARACHNUS
--------
Physical description:  Like a cross between an armadillo and a turtle, with
claws surrounding its mouth.  (It later makes an appearance in Metroid Fusion,
as the first boss in THAT game.)  It stands on its hind legs.

Strategy:  This is the most oddball boss in the game, and the only one that
isn't a Metroid.  It's also the only optional boss in the game.  Basically, the
guy is immune to your beams and missiles.  I've yet to go against this guy with
a Screw Attack, but I'm guessing that Samus just bounces off him.

So how do you defeat this guy?  Simple.  Use Bombs against him.  That's right,
you roll up into a ball and lay bombs near him and in the direction he's likely
to come at you.  Five (I think) successful bomb hits ought to be enough to take
him down.  When he dies, he drops the Spring Ball.

GAMMA METROID
-------------
Physical description:  While this Metroid is much bigger than an Alpha, the
"nucleus" section has shrunk significantly, and this Metroid has developed a
shell over its back.  Its claws are far longer, and when it attacks, it extends
them downward below its body.  It also has two "horns" in the front.

Strategy:  This is a larger Metroid than the Alpha Metroid, and a tougher one
as well.  Fortunately, it's not that much harder to kill than the Alpha
Metroid.

Like the Alpha, the Gamma Metroid does not move very quickly, and it is
possible to evade it by moving away from it.  It is vulnerable to your missile
fire most of the time; however, when it is shooting electricity, you can't hurt
it.  Fortunately, the electricity doesn't have much of a range, and is not that
frequent.  You need ten missiles to destroy the Gamma Metroid.

Like with the Alpha Metroid, a good strategy is to get underneath the Gamma
Metroid and shoot upward at it.  It makes the battle go a lot faster.

ZETA METROID
------------
Physical description:  This is the first "bipedal" form of the Metroid.  The
head is rather large and has triple eyes.  The "nucleus" section can still be
seen in its midsection.  It has two short, stubby arms and short legs with
feet.

Strategy:  This Metroid is actually slightly smaller than a Gamma Metroid, but
it's MUCH harder.  In fact, this is arguably the toughest Metroid form in the
game, except for the final boss.

This form of Metroid is extremely aggressive, and will dive after Samus quite a
bit--since it moves quicker than a Gamma, this will be hard to avoid.  It will
also shoot fire at you.  The worst part is, you can't even run to another part
of the room to get temporary relief from its attacks--it scrolls with the room,
so it's always within striking distance!

Another thing is, if you try to shoot it from below, the missiles WILL NOT
WORK.  That means you have to shoot its abdomen (either the front or the back),
making the fight even MORE difficult (as it would be relatively easy to get
shots in by hitting them from below, compared to from the side--you have to
constantly jump in order to hit with your missiles).

Attempting to dodge the Zeta Metroid's attacks is probably futile, so your best
course of action is to just keep attacking it as hard as you can.  20 missiles
are needed to take it down.

OMEGA METROID
-------------
Physical description:  The "nucleus" is no longer visible, though the game art
shows the nucleus at its midsection.  The arms are still rather stubby, but its
legs are longer.  The head is smaller compared to its size than the Zeta's was,
and has quadruple eyes instead of triple.

Strategy:  The biggest of the "regular" Metroids, the Omega Metroid is likely
the scariest of them.  However, it's actually surprisingly docile compared to
the Zeta--it won't swoop at you as often.  More often it'll shoot badly aimed
fireballs at you.  You still can't run from it for temporary relief; it scrolls
with the screen as the Zeta did.  Still, it's a bigger target, so it'll be
easier to hit than the Zeta was.

Like with the Zeta, if you try to shoot it from below, the missiles won't work.
So, like before, shoot its gut, back, or head.  If you hit it in the back, the
missile will actually do triple damage!  Normally it takes 40 missiles to
defeat, but only 14 back shots to do the same.  Now see why I said the Zeta
Metroid was likely the hardest of the regulars?

METROID (HATCHLING FORM)
------------------------
Physical description:  Triple nucleus in the body, with four claws in the lower
portion.  This form is in virtually every Metroid game.

Strategy:  If you've played Metroid, Super Metroid, or Metroid: Zero Mission,
you'll know how to deal with this form of the Metroid.

This Metroid type comes at you quickly.  You can't hurt it until you freeze it
first with the Ice Beam.  Once you do, shoot it with five missiles.  If you're
afraid it'll unfreeze on you, shoot it again with the Ice Beam, then finish the
job.

If it latches on to you, the only way to get it off you is to leave the room.
It'll drain away energy from you while it's latched on, but if you Screw Attack
while it's on you, it won't drain health from you.  (Bombing the Metroid to get
it off, a trick from other Metroid games, won't work in this game.)

METROID QUEEN
-------------
Physical description:  Giant quadruped with large head and extending neck.  Her
mouth is VERY large.  The "nucleus" portion is again visible on her "stomach".

Strategy:  Looks like Mama's mad that you killed her children!  Immediately
switch to missiles and fire at her when you get the chance.  First she'll
extend her neck and try to hit you with her nose.  Stay where you are and take
the hit, shooting at her when you get the chance.  The second time, she should
come at you with open mouth.  There are a few alternate methods to hurt her
here, but if you're playing for the first time, I suggest you mash the fire
button as quickly as you can.  When you hit her in the open mouth, she'll pause
in mid-lunge, allowing you to fire even more missiles down her throat.

After two lunges, she'll back up, then spit out some spiky...things at you.
Screw Attack them to avoid damage.  She'll then begin to repeat her attack
pattern.

When you hit her with 180 missiles, she'll be done for.  Congratulations,
you've beaten the game!

Alternate Strategy: Thanks to Ramza1 for thoroughly testing how to do this
trick, and describing it thoroughly.  Most of the advice used with the previous
strategy still holds, but with one important difference: what you do when you
manage to hit her in the open mouth.

This time, when you stun her with a missile, quickly morph into ball form and
jump into the Queen's mouth.  If you do it right, she'll close her mouth over
Samus.  When she does this, stop holding left on your D-pad.  Wait until the
Queen retracts her neck fully, then hold left until Samus rolls into the
Queen's stomach.  Lay bombs quickly, and the Queen will spit you back out.
(Samus will take constant damage from being "eaten", but it's not too fast a
drain; don't panic.)  Do this a total of 4-5 times, and the Queen will die.

NOTE: Through this final battle, you will not be able to pause your game.

NOTE 2: If this is your first time, and you start this battle with less than
200 missiles (unless you are using the stomach-bombing trick) or with low
health, morph into a ball and roll through the gap underneath where she sits.
You'll drop into the chamber with the Ice Beam.

**********************
* VII. ITEMS [ITEMS] *
**********************

This section will list the various items in the game, and their uses.

===============================
A. Charging Stations [RECHARGE]
===============================

Throughout the game, you'll find places to recharge your energy and your
missiles.  You can always recharge at your ship, but often it's easier to find
recharges along your way.  These are not items you can pick up; rather, you
touch them, and they recharge you fully.  You can use them an infinite number
of times.

BIG ENERGY BALL
---------------
Looks like a Morph Ball-sized version of the smaller energy balls you pick up
from enemies.  Refills your energy completely.

MISSILE BATTERY
---------------
Looks like a missile pod stood on its side (without the "base").  Refills your
missiles completely.

=======================
B. Expansions [EXPANDS]
=======================

Samus begins the game with 30 missiles and 99 energy.  Throughout the game, you
will find ways to increase the maximum amount of energy and missiles you can
carry.

ENERGY TANK
-----------
Completely refills your health energy, and increases your maximum energy
capacity by 100.  You can carry a maximum of 5 energy tanks, for a maximum of
599 energy.  (There are 6 energy tanks in the game, but all the sixth one will
do is refill your energy to maximum.)

MISSILE POD
-----------
Increases your maximum missiles by 10.  Also gives you a free 10 missiles when
you collect it.  There are 22 missile pods in the game, allowing you to carry
a maximum of 250 missiles.

=======================
C. Beam Weapons [BEAMS]
=======================

Samus begins the game with her usual Power Beam.  As she progresses through the
game, though, she'll acquire several upgrades that give her beam more punch.
Each beam replaces the one she had previously, but the beam pickups regenerate
infinitely, so she can always return to a previous beam pickup if she wants one
of her old beams back.  Plus, there are other places where she can pick up new
(or old) beams.

ICE BEAM
--------
This beam is slightly more powerful than your normal power beam, but because
it freezes enemies before killing them, it will take more shots to kill weaker
foes.  It's required in order to kill hatchling Metroids.

WAVE BEAM
---------
This beam is significantly more powerful your normal power beam.  It is the
first of three beams that penetrates walls.  It travels in a wave-shaped
path.  It's fairly good for clearing out sand in your path.  Its greatest
strength: it seems to be able to penetrate some creatures' weapon-proof shells,
which no other beam can do.

SPAZER
------
This beam is one of the best beams in the game.  Like the wave beam, it can
penetrate walls.  The shot fans out for a few feet in front of Samus, then goes
straight forward.  The three small beams are devastatingly powerful.  This is
the best weapon for clearing out sand in your path.  Unfortunately, the Spazer
has two shortcomings: because it shoots three beams at once, the rate of fire
suffers a bit, and unlike the Wave Beam, the Spazer's beam is deflected by
beam-proof shells.

PLASMA BEAM
-----------
This beam is another of the best beams in the game.  It can penetrate walls.
Basically, it's composed of the same beam as the Spazer, only instead of firing
three spaced beams, the three small but deadly beams are in a straight line,
which gives the beam more punch when hitting a single foe.  This also allows
for part of the beam to pass through the enemy if it destroys it.  Like the
Spazer, the Plasma Beam has two shortcomings: because it shoots three beams at
once, the rate of fire suffers a bit, and unlike the Wave Beam, the Plasma Beam
is deflected by beam-proof shells.

==================================
D. Morph Ball Upgrades [MORPHBALL]
==================================

Unlike in some other Metroid games, Samus actually starts this game with her
signature Morph Ball.  Later on she'll acquire several upgrades to this rather
unusual form.

MORPH BALL BOMBS
----------------
These explosives (usable only in ball form) can be used to damage enemies, but
more often they are used to open passages or to jump a short distance in the
air while in ball form.  Hit the B button to lay a bomb.  You may lay up to
three bombs at a time.

It is possible, with good timing, to jump infinitely high using bombs.
Actually, it's probably easier in this game than in any other that allows this
(except Metroid Zero Mission).

SPIDER BALL
-----------
This is one of my favorite items in the game.  Basically, you can turn your
normal morph ball into a "sticky ball" by pushing Down in morph ball mode.
While in Spider Ball mode, your ball will move more slowly, but will be able to
climb along walls like your normal Tusurmis, Needlers, and the like (though
slightly faster than those enemies).  This makes it far easier to get to many
areas of the game.  However, the Spider Ball will deactivate if Samus takes
damage or is within the blast radius of one of her own Bombs.  You can also get
out of Spider Ball mode by pressing A.  You can lay Bombs while in Spider Ball
mode.

If you're stationary, you can move the Spider Ball by pressing the direction to
move.  If you can't move in that direction, either you're on a wall, floor, or
ceiling that requires pressing a different direction, or you may be in a corner
that doesn't allow the Spider Ball to move.  Maintaining constant pressure in
that direction will keep the Spider Ball moving along the wall, no matter which
direction the walls go afterward (even in the opposite direction of what it was
originally!).  If you stop, you'll have to press the correct direction again to
make the Spider Ball move where you want it to.

If you're familiar with Metroid Prime (or Prime 2) but not this game, you'll
want to know that the Spider Ball works *everywhere* (as long as you don't take
damage), not just on special magnetic tracks.

SPRING BALL
-----------
This item allows you to jump while in ball form.  This jump is higher than a
normal bomb jump.  This item is by no means required to beat the game, but it
is a nice item to have in some situations.

========================
E. Jump Upgrades [JUMPY]
========================

Samus begins the game with significant jumping ability--she can easily jump
twice her height.  She can also spin jump early on, but the spin jump isn't
useful early on in the game.  Later upgrades make the spin jump VERY useful.

HI-JUMP BOOTS
-------------
This item allows Samus to jump twice as high as she could previously.  While
this doesn't seem like a useful upgrade in the face of the Spider Ball, there
are a couple cases in the third city where these make a big difference.  This
higher jump also allows Samus to ascend more quickly.

SPACE JUMP
----------
Nintendo could easily have messed this move up, so that it would have required
pinpoint accuracy to get right, which I don't have.  As it is, it *does*
require some sense of timing to get right.

If you've had to deal with the Space Jump in Super Metroid, Metroid Fusion, or
Metroid Zero Mission, or the Screw Attack in Metroid Prime 2: Echoes, you'll
have some idea how this move works.  Basically, you perform a spinning jump,
then at the peak of the jump, you quickly release and press the jump button
again.  Unlike in Metroid Prime 2, you can easily change the direction of your
jump in midair.  You can continue to do this for as long as you want, or at
least as long as you can keep it up.  Do not try to simply rapid-fire the jump
button; this does not work.

SCREW ATTACK
------------
This is quite possibly the most devastating weapon in the game.  Basically,
whenever Samus spin-jumps, virtually any enemy she touches will instantly die.
This of course does not work on Metroids (and I suspect Arachnus is also
immune), but it will temporarily deflect a Zeta or Omega charging at her.

=========================
F. Suit Upgrade [NEWSUIT]
=========================

Samus's suit protects her from dangers that would be instantly lethal to most
normal people.  Effective as it is, she can make her suit much more efficient
partway through the game.

VARIA SUIT
----------
This item, once you acquire it, will constantly be in effect.  Damage done to
Samus will be cut in half (rounding down).  It will not protect her very much
from the acid, however, so don't try to shortcut her through it!

******************************************
* VIII. SPECIAL TRICKS/GLITCHES [TRICKY] *
******************************************

For those trying for lower-percentage runs, or for speedruns, there are several
elements to take advantage of in this game.  Some appear to be intentional,
while others are clearly not intended.  I will list as many as I can here;
obviously I'm going to miss some, so if you see one that I've missed, please
make sure to contact me.

Infinite Bomb Jump
------------------
The granddaddy of them all.  It was extremely difficult to pull off a proper
infinite bomb jump in Metroid 1, but in this game, it's far easier to perform.
To do it, you have to get some idea of how long before the bomb goes off.  Once
you get that, just follow these steps:

1. Lay a bomb.
2. Halfway before the first bomb explodes, lay another bomb.  (This will be
   less than a second after the first.
3. Just as the first bomb explodes, lay another bomb.
4. As each bomb explodes, lay another bomb.

You should slowly climb straight up on a chain of explosions.  This allows you
to skip some upgrades like the Spider Ball, Space Jump, or Hi-Jump Boots.  It
takes a bit of practice, but once you get the timing down, you'll be able to
IBJ just about anywhere with enough space.

Spin Jump Straight Up/Slow Fall
-------------------------------
From a standing position, quickly tap one side, and just as you release it,
jump.  If done correctly, you'll begin a Spin Jump...but you'll go straight up
instead of to one side!  This can be useful for Space Jumping up narrow shafts.
If you press Up on the D-Pad while you are performing such a jump, you'll cause
your jump to go into slow motion until you let go (or until Samus stops
spinning).

Flinch Jumping / Damage-Jump Glitch
-----------------------------------
If you take damage and flinch from the hit, you'll be able to jump again for a
brief time afterward (while Samus is flashing), even if in midair.  You won't
be able to spin-jump while doing this.  This can be used to go up long dist-
ances without a Space Jump if there are enough enemies, or to salvage a Space
Jump that an enemy has knocked you out of.  Be warned, however; jumping out of
the flinch also cancels out any invincibility frames, so you might jump out of
a flinch, only to get hit again.

Select Button Glitch
--------------------
If you rapidly press the Start or Select button as you fall, sometimes you'll
cause a gap to form in an adjacent wall.  (It's easier to trigger this glitch
if you use a turbo function on your Select button.)  If you roll into this gap,
often you'll enter a glitched area of the game.  This area is called a "Secret
World".  There are at least three (possibly four) major Secret Worlds in the
game.  Use this glitch with caution!  (If you let the gap in the wall out of
your sight, it will disappear.)  If you want more information on the Secret
Worlds of Metroid II, check out http://m2sw.zophar.net/.

Wall Jump
---------
Not in this game.  Not part of any Metroid game until Super Metroid, actually.
Sorry.

Shinespark
----------
See Wall Jump.

*****************************************
* IX. SPECIAL THANKS/LEGAL INFO [LEGAL] *
*****************************************

Special thanks to Radix37.  Without his complete Metroid II map, I would have
been lost trying to make this walkthrough.

Thanks to Ramza1 for testing how to do the "bomb her stomach" trick properly,
which allowed me to finally pull it off.

This strategy guide is (c)2005-2016 Mars Jenkar.  Any and all content in this
guide may not be published, reproduced, distributed, sold, or reposted without
the express permission of the writer.  Any downloads of this guide to personal
computers must be for personal use only.

No website may use this guide except for GameFAQs.com.  Any other site that
carries this guide or any portion, in anyone's name, is in direct violation of
U.S. copyright law.

Metroid II: Return of Samus is (c)1991 Nintendo, and all content within,
including characters, game elements, and related marks, are the property of
Nintendo.  All other trademarks and copyrights in this guide belong to their
respective owners.

This guide has not been authorized by Nintendo and should not be considered
"official".

If I've missed something, please contact me at:
pizNO_SPAM_PLEASEman2000@yahoo.com.

(Oh, and in case you didn't get my little hint above--NO SPAM, PLEASE.)

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