Super Metroid Item Tree

By Cloud Strife J (John0309@aol.com John Reeske)

Version 1.6 (07-14-2005)

Table of Contents

1. Version History
2. Legal Info
3. The Item Tree
4. Descriptions and details of the Item Tree
5. Non-Twinked Item Tree
6. Item Checklists
7. Credits/References

1. Version History

Version 1.6 (07-14-2005)
Updated the NBMB checklist to 81%, to include the X-Ray scope
jumping Glitch by Illy and Kejardon.

Version 1.5 (01-18-2004)
Added in checklists of items for 100%, the NBMB, and
14/15% Runs at the end of this FAQ.

Version 1.4 (12-11-2003)
I got bored and decided to add in a non-twinked Item Tree
at the very bottom of this guide.

Version 1.3 (10-23-2003)
Fixed a few Branches and noted proper credits for everyone.

Version 1.2 (10-4-2003)
Re-positioned a few branches thanks to Ultima4701,
michealangelo, and MathonNapkins.

Version 1.11 (10-1-2003)
Fixed some minor errors and grammar, and a few touch-ups.

Version 1.1 (9-30-2003)
Added the descriptions section since my FAQ got rejected for
Lack of Content, I figured I would add to it so people could
see how these items can be gotten.

Version 1.0 (9-19-2003)
First Version

2. Legal Info

This Item tree may not be distributed on any website or other media
source, except for personal, private use unless specifically notified
by my direct approval. Doing so is a violation of copyright laws and
could result in legal action taken by me against the violating party.

3. The Item Tree

This Item tree basically shows which items you can get in Super Metroid
legitmately (without any game genie codes or hacking) that you need to
get other different items. Keep in mind that you may need to get more
than one of the items by "climbing back up" the item tree, since there
are always more than one item of each type in most cases in this game.
This item tree only focuses on which items you need to have before
getting the next item. See the move list by MrFergo and the Glitch
FAQ by Brickroad for more details. HBJ= Horizontal Bomb Jump for those
who have asked.

Update: 7-14-05: Since there has been a new glitch discovered with the
X-ray scope and jumping, it may be possible to get items even earlier
than anticipated perhaps.

                       Morph Ball
                            |
                            |
                        Missiles
                       /    |
    __________________/     |
   /                        |
Energy/Reserve Tank-------Bombs----------Charge Beam
                            |
                Wave Beam   |    Ice Beam   Grappling Beam
                     \      |      / ______/           |
                      \     |     / /                  |
     Spazer Beam------Super Missile--------Varia Suit  |
                     /       |     \                   |
                    /        |      \                  |
                   /         |       High Jump Boots   |
                  /          |                         |
        Speed Booster   Power Bomb------Gravity Suit   |
                      /     /     \             \      |
                     /     /       \             \     |
                    /     /         \             Spring Ball
                   /     /           \
         Screw Attack   X-Ray--?--Plasma Beam

?- The X-Ray Glitch has been used to get the Plasma Beam, but I
do not know if this glitch can be fully exploited to get other
items yet. The only use for it right now is to get the Plasma
Beam without killing Draygon, but that still requires the
Gravity Suit in Maridia. Special thanks to Kejardon for doing
this glitch.

4. Descriptions/Details of the Item Tree

0. First Branches

a. Morph Ball - Missile
This one is easy, you can get the missiles right after the
morph ball just a normal game. Note that not all missiles can
be gotten with just the morph ball, others require more missiles
to use, power bombs, super missiles, the speed booster, or the
gravity suit. For more info on how to get these missiles, refer to
the other FAQs please.

b. Missile - Bombs
Bombs are easy to get, just defeat the Torizo as you would normally.

1. Bombs Branches

a. Bombs - Super Missiles
There are several ways to go about this, you can use the
mockball trick to get into the area with Super Missiles in
Brinstar, or you can fight spore spawn as you would normally.
Note that only 2 packs of Super Missiles can be gotten this way
since we don't have power bombs or other additions yet. For a
complete listing of where all the super missiles are, refer to
the other FAQs, or for how to use the mockball trick.

b. Bombs - Charge Beam
This is easy, you just bomb through the blocks as you would
normally to get down the Charge Beam, no other items needed.

c. Bombs/Missiles - Energy Tank
There are a few energy tanks you can get right off the bat
once you get the bombs, mainly the first one is the easiest as
you are going down the diagonal shaft to Brinstar in Crateria.
You can also get the first energy tank in Old Brinstar by Wall
Jumping up and shooting the block where it is hidden in the ceiling,
so no need for bombs for this one. The other 1 of them requires bomb
jumping, while one is in the old Brinstar area, the other you must
go through the Gauntlet in Crateria. For all other energy tanks
you need at least super missiles if not power bombs, and maybe a
few other additions.

d. Bombs - Reserve Tank
For this one, you can use the mockball trick in the same way
to get a reserve tank in the same room with the super missiles.

II. Super Missile Branches

a. Super Missiles - Ice Beam
Technically, you only need super missiles to get the ice beam,
since you already have everything else, but I would recommend
that you have collected all the 4 energy tanks possible before
attempting this. You also have to use the mockball trick like in
Brinstar to get under the closing gates. Getting out of there
is the hardest part, especially if you don't have the Varia Suit
because the rooms are heated, but it is possible with some tricks
and stuff.

b. Super Missiles - Wave Beam/Speed Booster
Technically, you only need the super missiles to get into the wave
beam room, however, it is highly recommended that you have the
high jump boots and Varia suit before attempting this, if not; then
lots of energy tanks so you won't lose life. You can also fight
Kraid if you want to collect just his energy tank and not the Varia
Suit. You'll have to go through the heated rooms in Norfair, into
the bubble room, and then bomb-jump up to the doors on the upper
right hand quarter of the bubble room. Both paths are very dangerous
to take, but if you got here to the bubble room, you've done the
worst part already.

c. Super Missiles - Power Bombs
This is a little easier than the Norfair items, all you need to do
is wall-jump up the Brinstar Shaft, killing the rippers with super
missiles, and go past the flower room into the upper depths of
Brinstar where you can get power bombs through the green door below.
The other way you can get the Power Bombs is to go into Norfair and
defeat Crocomire, but that is much more difficult without the Varia
Suit than wall-jumping up the Brinstar Shaft is without the Varia.

d. Super Missiles - Varia Suit
This is probably the 2nd easiest of the Branches to do, just defeat
Kraid and go grab your Varia Suit as you would normally.

e. Super Missiles - High Jump Boots
These can be gotten easily once you get into Norfair, they aren't
in any heated rooms, and are rather easy to get just as you would
in a normal game.

f. Super Missiles - Spazer Beam
Once you get into the Brinstar Depths, you can grab this in the
room before the Maridia tube with just a few wall jumps after
shooting the blocks above to get them.

III. Power Bomb Branches

a. Power Bombs - Gravity Suit
You can get the Gravity suit as soon as you get the power bombs,
just do the HBJ over the "moat" to get to the room outside the
Wrecked Ship, and wall jump your way across the platforms. Then,
just beat Phantoon as you would in a normal game and then go get
your new suit.

b. Power Bombs- Plasma Beam
You can get the Plasma Beam just after defeating Draygon just as
you would get the Space Jump, and it is confirmed whether
or not you can get the plasma beam without the gravity suit by
just defeating Draygon and not collecting the space jump. You can
just go through the flashing metal door after you escape Draygon's
room without gravity (2 super jumps needed, one to get up to the
ledge, and the 2nd to escape the spike pit. Special Thanks to
Kejardon for coming up originally with this method.)

c. Power Bombs - X-ray Scope
You can get the X-ray Scope without too much trouble in the
Brinstar Depths if you have enough energy tanks or power bombs
and super missiles to do a crystal flash. It is highly recommended
that you have the high jump boots and speed booster, and possibly
the ice beam, although if you are a master HBJer, you can get the
scope rather easily, you just need power bombs to get into the room.

d. Power Bombs/Super Missiles - Grappling Beam
Technically, you don't need the power bombs here, but I put it on
this branch since it might be easier, and everyone has gotten the
grappling beam easily after getting power bombs. For a challenge,
try to get the Grappling Beam with as little equipment as you can,
it's very difficult because of the heated rooms, and Crocomire, but
it can be done without the need for power bombs. Note that you can
do the Green Metal Gate trick here to get into Crocomire's room
from the wrong side, so you won't need the Wave Beam or the Speed
Booster at all to get into the room from the other sides. Thanks
again to Ultima4701 for noting this.

IV. Gravity Suit Branches

a. Gravity Suit- Space Jump
Although people have bragged about how you can get the space jump
without the gravity suit, you'll be stuck down there if you decide
to get the Space Jump without Gravity. You just need the Gravity
Suit because you have to escape the boss room and the spike pit
above the boss room to leave with the Space Jump. You can use a
super-gravity jump if you don't have the high jump boots or speed
booster, or you can bomb jump your way back up. (NOTE: I am leaving
the Space Jump on this Branch just because you will get stuck if
you attempt to get the Space Jump after defeating Draygon without
the Gravity Suit)

b. Gravity Suit + Grapple Beam/Ice Beam- Spring Ball
Although you can get to this room without the Gravity Suit, you
cannot collect the Spring ball without the gravity suit, because you
will get stuck along the way. To get into this room, you either need
to break the grapple block that leads up to the shaft, or go into a
room to the right and exploit the Ice-Mochtroid Glitch with some other
enemies. Even though you can get into the Spring Ball Room this way
in a No Boss Mini Boss room, you still won't be able to get it w/o
the gravity suit. Special thanks to Ultima4701 for noting this on the
Super Metroid Board.

V. Power Bombs + High Jump Boots - Screw Attack
Now this one has been fairly recently discovered. You can break
through Green Metal gates from the wrong side on the right-hand
side to cause them to open while you are running towards them.
So technically, you only need the power bombs to do this, but
since the Screw Attack is in Lower Norfair, you better have a lot
of energy tanks, power bombs for crystal flashes, and super missiles,
because just getting into Lower Norfair without either suit is
very difficult, if not impossible on the console. Not to mention,
the high jump boots are required though if you want to do the trick
with the wall jump to get into Lower Norfair.

VI. X-Ray Scope Glitches (Future Section)
So far, the X-Ray scope can be used to travel in out of room areas
in the game into Secret Worlds. It is not known, however, how this
will affect the item tree as of yet. Further testing and glitching
is needed

5. Non-Twinked Item Tree (No Sequence Breaking or Glitches)

Getting these items in the order listed below qualifies as a
non-twinked Super Metroid Run. This also assumes that you cannot
do any sequence breaking at all, (i.e. wall jumping, bomb jumping,
glitches, etc...) Non-twinked means basically what you think it means
like in Diablo 2: Do everything in order and don't skip ahead.

Morph Ball
Missile
Bombs
Energy Tank
Super Missile
High Jump Boots
*Spazer Beam
Varia Suit
Speed Booster
Ice Beam
**Power Bomb
Grapple Beam
Wave Beam
Gravity Suit
%Reserve Tank
Space Jump
Spring Ball (interchangeable with Plasma Beam)
Plasma Beam (interchangeable with Spring Ball)
Screw Attack

* The Spazer Beam can be gotten anytime after you get the high jump
boots, although in my very first time playing Super Metroid, I got
it after completing the Upper Norfair run of items.

** The Power Bombs are very arbitrary. Some people have gotten the
ones after defeating Crocomire using a super-high jump or shinespark.
In my first run of Super Metroid, I went back up to the Brinstar shaft
and got them up there after I had the ice beam, and then headed back
to Norfair.

% Reserve Tanks are also arbitrary, it is possible to get one as soon
as you get the speed booster normally. You would get this one in
Brinstar where the mockball glitch is performed. On my first run of
Super Metroid, I got the first Reserve Tank after the Gravity Suit
in the Wrecked Ship.

6. Items Checklist

These Checklists are for different runs in the game.
You need 100 Items for 100% runs, 73 Items for the
No Boss Mini Boss Run, and 14 or 15 items for the
low percentage runs. I won't even mention how many
items you need for the INSANE run, since it is like
over 30000.

100% Runs (all items possible):

1 Morph Ball
1 Bombs
1 High Jump Boots
1 Speed Booster
1 Varia Suit
1 Gravity Suit
1 Space Jump
1 Screw Attack
1 X-ray Scope
1 Grapple Beam
1 Spring Ball
1 Charge Beam
1 Ice Beam
1 Wave Beam
1 Spazer Beam
1 Plasma Beam
14 Energy Tanks
4 Reserve Tanks
46 Missiles (5-Packs, 230 Total)
10 Super Missiles (5-packs, 50 Total)
10 Power Bombs (5-packs, 50 total)

Total: 100 Items

Note: See any general FAQ or Speed Guide for item locations.

No Boss Mini Boss Run (NBMB, 81% as of this version)

1 Morph Ball
1 Bombs
1 Charge Beam
1 Ice Beam
1 Spazer Beam
1 Wave Beam
1 Plasma Beam? (Still Speculative)
1 Speed Booster
1 Screw Attack
1 High Jump Boots
1 X-ray Scope
3 Reserve Tanks
10 Power Bombs (Total 50)
10 Energy Tanks
7 Super Missiles (Total 35)
40 Missiles (Total 200)

Total Items for NBMB: 81
See my No Boss Mini Boss Run Guide for more info.

Low Percent Runs (14/15%)

A. 14% Run (Ice or Speed, requires glitches)

1 Morph Ball
1 Bombs
1 Ice Beam or Speed Booster but not both.
1 Charge Beam
*2 Missiles
*2 Super Missiles
1 Power Bomb
1 Gravity Suit
1 Varia Suit
3 Energy Tanks

Total: 14 Items

* You can also do this run with 3 Super Missiles and
1 Missile. This run requires the use of Glitches,
such as the Ice Mocktroid Glitch or the Blue Suit.

B. 15% Run (Glitchless Path)

1 Morph Ball
1 Bombs
1 Speed Booster
1 Varia Suit
1 Power Bomb
1 Gravity Suit
1 Charge Beam
*3 Missiles
*2 Super Missiles
3 Energy Tanks

Total: 15 Items

* This run can also be done with 2 Missiles and 3 Super
Missiles.

Note: See Kejardon's 15% Walkthrough for more info.

7. Credits

CjayC (For Posting this guide on GameFAQs)
Illy (The X-Ray Scope Glitch)
Death Angel XP (For giving me the idea to put an item
checklist in for the different runs)
Kejardon (ZMVs and the impossible, including escaping Draygon's Room
without gravity, and for his Low Percent Run FAQ I used in making
the 14/15% Checklists)
Ultima4701 (ZMVs, and noting suggestions)
Michealangelo (For noticing that I forgot the first energy tank)
MrFergo (Move List)
Brickroad (Glitch FAQ, and for coming up with the NBMB Run by first
doing the mockball trick to Bypass Spore Spawn)
MathonNapkins (For his recent trick with the green gates)
Myself (My NBMB Run Guide)


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                 M     E     T     R     O     I     D

     Z     E     R     O     M     I     S     S     I     O     N

                  YOURE GUIDE TO SEQUENCE BREAKING

     Copywrite Tim Johnson (aka-pacokorn77) 2004. All Rights Reserved

     Hello and welcome to my first guide for GameFAQs and IGN. This guide
covers any and all sequence breaks, past, present and future. GameFAQs and
IGN are the only sites I am allowing to use this. You may print this off for
yourself, but if I EVER see this on anyones site, without my permission, I
WILL take legal action. If you have no idea what Im talking about, Im talking
about plagiarism of course.

NOTE: If you need to find something, press Ctrl+F to bring up the [Find]
window. You can copy and past the title of something rather than doing it
manually.

WARNING: This guide DOES and WILL contain SPOILERS! I suggest if you are
reading this guide that you either: A. Beaten the game already or B. Dont
care about spoilers. YOU HAVE BEEN WARNED!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|PLEASE TAKE HEED: I HAVE CLOSED SUBMISSIONS FOR THIS GUIDE. UNLESS YOU FIND  |
|SOMETHING THAT IS UTERRLY GROUND-BREAKING AND YOU SEE FIT THAT IT IS A MUST  |
|ADD TO THIS GUIDE, PLEASE SEND IT MY WAY. BUT AS I SEE, THERE COULDNT        |
|POSSIBLY BE ANY NEW SB IN THIS GUIDE. SORRY FOR THE INCONVIENIENCE.          |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=
|   Table Of Contents  |
-=-=-=-=-=-=-=-=-=-=-=-=
I. Version Updates
II. Legal Stuff
III. Controls
IV. Special Techniques
     A. Wall Jump
     B. Bomb Jump
     C. Diagonal Bomb Jump
     D. Shinespark
V. Sequence Breaks
     A. Skip Long Beam/Charge Beam
     B. Hi-Jump After Ice Beam
     C. Varia Suit Before Kraid
     D. Varia Suit Before Ice Beam
     E. Varia Suit Immediately After Ice Beam (no Hi-Jump)
     F. Super Missiles After Speed Booster (Brinstar)
     G. Super Missiles After Speed Booster (Crateria)
     H. Screw Attack Before Wave Beam
     I. Screw Attack Before Speed Booster
VI. Boss Sequence Breaks
     A. Skip Bee Miniboss in Ridley
     B. Fight Ridley Before Kraid
VII. Crocomire Sprites and Rumors
VIII. Game Percentage
IX. Contact
X. Thanks

-=-=-=-=-=-=-=-=-=-=-=-=
|  I. Version Updates  |
-=-=-=-=-=-=-=-=-=-=-=-=
Ver.0.1 [2.23.2004] Basics up. Added most sections, started with Hi-Jump,
	Varia Suit, and Super Missile SBs.
Ver.0.5 [2.27.2004] Big update today. Added Screw Attack SB, a new Varia Suit
	SB, and Long Beam/Charge Beam Skip. Added Boss Sequence Break
	Section. Added new Special Technique.
Ver.0.52 [3.3.2004] Added the Crocomire Sprites section. Its not a break,
	but it is a tad interesting for the Metroid vets (super Metroid
      people should REALLY look into it) and added a WAY easier method of
	getting the screw attack earlier.
Ver.0.6 [3.4.2004] Added a new super missile SB and changed around the screw
	attack SB that [qactuar] sent in. also added the Ridley before Kraid
	break in the boss section.
Ver.0.7 [3.8.2004] Updated the [Ridley before Kraid] SB. Rui had forgotten to
	tell how to get out, and ive added my version of it. Thats the only
	update for now. Added an alternate method to the [Hi-Jump SB] of
	getting to the long shaft after the Ice Beam.
Ver.0.8 [3.11.2004] Updated the [Ridley before Kraid] SB again. Jeff Van
	Boxten has informed me on a way to get to Ridley without fighting
	Imago.
Ver.0.9 [4.9.2004] Updated [screw attack before speed booster]. Apparently, I
	had forgotten about the heated room prior to the screw attack were
	the speed booster is necessary. But [Nintenmo] notified me of this
	and that area is now passable for those who didnt know what to do.
        Sorry about that.
Ver.1.0 [6.7.2004] Its been almost 2 months without an update, guess weve
	found everything we could in MZM. Im thinking about closing down the
	submissions and work on other projects that come to mind. Hell, if
	you have a cube and wait a little bit, I might make a guide about SB
	in Metroid Prime 2: Echoes. Ya never know. Added a new section about
	finding your game percentage. Its actually fairly easy. Go ahead and
	try it out for yourselves. Also put in new break [Varia Suit
	Immediately After Ice Beam], sent in by [Diademni].

-=-=-=-=-=-=-=-=-=-=-=-=
|   II. Legal Stuff    |
-=-=-=-=-=-=-=-=-=-=-=-=

     This document is Copywrited by Tim Johnson (aka-pacokorn77) as of
February 23, 2004 (2.23.2004). GameFAQs and IGN are the only sites I have
given permission to use this guide on. If you would like to use this guide on
your own site, please e-mail me at staticvayne77@hotmail.com or contact me via
AIM at staticvayne77. Please contact me before you even put a link on your site,
or do a Copy-Paste job, because I WILL take legal action.

-=-=-=-=-=-=-=-=-=-=-=-=
|     III. Controls    |
-=-=-=-=-=-=-=-=-=-=-=-=
[L Button] Aim diagonally up/down
[R Button] Ready (Super)Missiles/Power Bombs
[A Button] Jump
[B Button] Fire beam/selected weapon
[Start] Bring up menu
[Select] Change from Missiles to Super Missiles

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|   IV. Special Techniques   |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

A. [Wall Jump] This tech is probably the oldest yet well known in the book. A
wall jump is where you basically jump off the wall (probably first introduced
in Super Metroid in any game, but the first in the Metroid games). To do
this (its required in some SB, if not all), you first do a somersault into a
wall, then while you are up against it, push the opposite button, then A.
Dont press then at the same time or immediately after. Do what I do, say
[tic-tock] in sync with the buttons. It may seem stupid, but it gets the job
done. You can also wall jump up a single wall without banking from wall to
wall like in Fusion.

B. [Bomb Jump] Bomb Jump is also a well known tech in Metroid. This basically
uses the force of the exploding bomb to propel you into the air. You can also
do this many times, called the [Infinite Bomb Jump] which can only be
appropriately used in this game and in Super Metroid, because any other
Metroid game limits you to how many you can lay down before resetting the
amount. To do this, enter morph ball form and go button happy on the B
button. You can also time the bombs if you must. Lay a bomb down, then, right
before it explodes,  lay another. While youre in the air from the first bomb,
lay the third at the peak of the jump. When the second bomb you laid
explodes, itll propel you up, and then the third explodes, pushing you even
further up. This is the [Double Bomb Jump] only executable in Super Metroid
and Metroid Prime. In Fusion, there was no need for it, and in Metroid, hard
as  hell to pull it off. To continue up even farther than the DBJ, just lay
bomb according to my directions, just replace 1st with 4th, 2nd with 5th and
3rd  with 6th and so on.

C. [Diagonal Bomb Jump] This may seem impossible, but does come in handy in
one of the breaks and a tricky tech to pull off. To do this, lay a bomb and
move either left or right of the bomb only just a bit. Before it explodes,
lay another like you were double bomb jumping. When it explodes, itll send
you diagonally in the respective direction. Lay a bomb at the peak of the
jump, then push the direction opposite the way the bomb propelled you. The
second bomb will send you back, and the third one will send you even farther
up and over. Great for reaching ledges that you cant reach over a pit when
you dont have the hi-jump boots or the power grip. To continue even farther,
just keep repeating this patter until your destination is reached.

D. [Shinespark] Probably one of THE hardest moves to use continuously
(especially in Fusion to get the secret dialog ::face_kill::). All you need
is the Speed Booster. When you have the boost going and running, press down
quick enough so that you are still glowing red, but not running. You can jump
and literally fly in 5 directions: Up, Left, Right, Diagonal Left and Right.
You can also enter morph ball and jump in the same directions (useful for
getting through tight passages).

-=-=-=-=-=-=-=-=-=-=-=-=
|   V. Sequence Breaks |
-=-=-=-=-=-=-=-=-=-=-=-=

     Some may know what a Sequence Break is, some may not. A Sequence Break
is when the player in a game (usually an action game) goes outside of the
sequence items are collected in and take his/her own path in collecting these
items, hence you are ?breaking the sequence? of the game. Here are the
Sequence Breaks. There are only so many in a game so dont expect a break for
every item. Ill put what items youll need to use for the break and the
techniques youll be using, if any. If for any reason you become lost in what
order sequence breaks come in (kinda redundant), refer to [Kaleb Grace]s
Sequence Map for further info. Its much like a game board as he says. Its
easy to navigate once you know whats what. And just remember, when you see
the name [Paco], thats referring to me.

A. Skip Long Beam/Charge Beam

Requirements: None
Techniques: None

     To get beyond the part in the game that requires the Long Beam, just
start shooting at blocks above the door that has a long stretch of blocks in
front of it that you need to destroy that leads to the next tall vertical
shaft.  Skipping the Long Beam can reduce your time overall by 5-6 minutes.
If you feel as if you need the Long Beam, return to its location and pick it
up. Also, another item you really dont need, the Charge Beam. A charged shot
carries the power of a missile and just a bit more, but will not destroy
missile blocks. Just avoid the Spiked Centipede if you want, but its probably
faster to destroy it rather than run into it more than once. In several low
percentage FAQ/Walkthroughs on GameFAQs, they have it so that you dont need
the charge  beam or the long beam. These actually add percentage points onto
the overall total at the end of the game.

B. Hi-Jump After Ice Beam

Requirements: Morph Ball, Bombs, Ice Beam, Missiles
Techniques Used: Bomb Jump and Wall Jump

      To get the hi-jump boots after the ice beam (normally this comes after
you defeat Kraid), do the following. Dont worry, this is probably the easiest
SB in any Metroid game right next to the early ice beam in Metroid prime.
After you get the ice beam and exit through the little crevice in the bottom,
and come to the vertical shaft, save in the room to the left. You may mess
up. Continue up the shaft, and enter right. Continue through the rooms
freezing and gripping where necessary eventually coming to a green-bubble
room with a lone ripper and purple flame. There are 2 methods of getting past
this spot. [1]: Slowly walk to the right side, and you should trigger the pit
blocks, but not enough on them to fall through. Stand still and aim up and
wait for the ripper to be just above you to the right. Freeze, and climb on
top. If you cant, wait for it to thaw and try again. [2]: freeze the ripper
when hes to the left of the room. Go to the spot where I mentioned in method
1. crouch and aim diagonally up and shoot a missile. You should break the
missile block. Simply jump and latch to the wall and pull yourself up. [end
of method] Once  you do, shoot a missile to the right wall and a block should
disappear. Now for the tricky part, you must jump across, grip onto the ledge
and pull yourself up without falling down because the entire right side is
nothing but pit blocks. Once you do this, you also must be quite excelling in
your bomb jump technique. If you dont know how to, just go button-mashing
happy on the B button in ball form. A block should be destroyed. To make it
easier, once its destroyed,  return out of morph ball form and pull yourself
into the crevice. Bomb your way through, and return out of ball form. Jump up
and shoot and a block should disappear. You can either wall jump up the
narrow passage and grip; you can  grip on the side where you destroyed the
blocks with bombs, then jump off to  the top. Fall down for a while
(bottomless pit scene from cartoons comes to mind). A small little nook is at
the floor. Crouch and fire a missile. Go through it. Now dont worry, only one
more little tough spot to hit. The door on the left is a save room, if you
dont want to repeat this, save. Next, a giant worm blocks the way. The third
door, a Chozo statue which marks a suit upgrade. Activate this and go up and
exit the door on the right. Once here, jump on the ledge and jus go right. An
invisible morph ball launcher appears. DONT ACTIVATE IT! Instead, shoot
missiles at the wall on the right. Go through it and either wall jump or bomb
jump up to the little block with a missile tank on it. Now, wall jump up the
crevice and enter the door. Continue through this and viola! The Hi-Jump
Boots in the Chozos hands.

C. Varia Suit before Kraid

Requirements: Morph Ball, Bombs, Hi-Jump Boots
Techniques Used: None

      To get the Varia Suit before Kraid, you need to follow the Hi-Jump
sequence break. After you obtain it, go to where the Chozo statue marked the
suit upgrade described in the Hi-Jump SB (located in Brinstar). There are 2
obvious shafts in Brinstar separated by a lone room. Go up the right shaft
until you hit the top most door on the right. Continue through (shoot the red
light on the silver pillar) and eventually come to a room with a flying
Skreebat type enemy (just floating around, banking off of walls). Shoot at
the ceiling to the right (not immediate right, it starts somewhat at the
center   and goes right) and blocks should disappear. Jump up and stay there
until the blocks reform. Now for a little self-guiding system. Shoot at the
floor (yes, the floor) as far as the real blocks go to the left. You must
jump to the left at the very edge of the blocks and grip on the ledge. Now,
shoot upwards to destroy a block. Jump up and grip if necessary. Go through
the door and just wait. The small parasites will actually eat away at the
globs blocking the way. Once their done with their feast, ball jump up
through the small hole. Jump and grip at the ledge, and when you fall down a
hole, jump back up and go through until you fall on a stable landing. Jump on
the small blocks (theyre the timed pit blocks, they crack then give way) and
then pull yourself up to the small crevice. Youll notice a discoloration in
blocks. When you fall from the ledge, lay a bomb, go through, and the wait
for the parasites to feast again. Go through and open the door with a
missile. Inside awaits your Varia Suit. This nullifies damage from acid and
heat (not lava, heated rooms appear on the map in orange) and reduces damage
taken from enemies. This makes the fight with the Acid Worm in Kraids Lair a
frickin breeze.

D. Varia Suit Before Ice Beam

Requirements: Morph Ball, Bomb, as many Energy Tanks as you can get, and
lots of patients
Techniques: MUST, MUST, MUST surpass in Bomb Jumping and Diagonal Bomb
Jumping ::must::

     This requires SUPERIOR skills in Bomb Jumping and the Diagonal Bomb
Jump. The requirements are the ONLY items you have during this break (with
the exception of missiles and energy tank). This also requires A LOT of
energy, so stock up on Energy Tanks. I myself have tried and failed at this
miserably, so im not going to bother with a break. However, EvilSquirrel4 was
so kind as to provide me with the break. Thanks.

[EvilSquirrel4] First, go to the tunnel room under the Varia Suit room. Shoot
the breakable ceiling, and bomb jump up. You will see a ledge to your left.
Move as far to the left as possible, then bomb jump up. Get as high as you
can without hitting the ceiling, then diagonal bomb jump over to the ledge.
(To diagonal bomb jump, keep up your normal bomb jump timing, but move a
little to the left to get launched to the right, then hold right for the rest
of the bomb jump.) Once on the ledge, shoot the breakable blocks directly
above you, then quickly bomb jump up (watch out for the flying enemy). Go
through the door to the next room. Let the bugs eat the plant things, then
bomb jump over the little wall. Get close to the edge to the left, then bomb
jump up. Press left as soon as you reach the ceiling to get onto the ledge.
Roll left and you will fall down. Quickly bomb jump back up and onto the
wall. Do this again to get up the next wall.  Drop down onto the platform
above the acid. Now for the hard part. Jump onto the first delayed crumble
block, then jump over to the second block. AS FAST AS POSSIBLE, go into morph
ball form and bomb jump up to the ledge near the ceiling. You pretty much
have only one try on this bomb jump, so be careful. After this, you're all
set. Enjoy your very early Varia Suit.

E. Varia Suit Immediately After Ice Beam

Requirements: Morph Ball, Bombs, Ice Beam
Techniques: None

This break sent in by [Diademni] has you getting the Varia Suit after
the Ice Beam, but without the need of the Hi-Jump Boots and the Diagonal Bomb
Jump (those who fear that technique may jump for joy). Anyways, here it be:

[Diademni] I found another way to get the Varia Suit directly after the Ice
Beam(the  normal way), and can be done without using the High Jump. It
probably won't help, but there might be people who aren't Diagonal-Bombing
gods.

Anyhoo, go to the tube left of the Save Station where the passageway up to
the Varia Suit is. There should be a single enemy flying around in the
passageway. DO NOT hurt it. Instead, keep firing at the ceiling where the
passageway is to keep it open. Eventually, the enemy should fly up into the
passageway (takes   2-5 mins average, helps if you keep both doors open in
tube). Go up there yourself. When the enemy flies into a good spot between
you and the platform on the left side, freeze it. Use it as a stepping stone
to get to the platform, then Bomb Jump up to the second platform and the door
up top. From there, just do what the Varia Suit before Ice Beam SB does (you
can skip the two platforms that you Bomb Jump up in the Acid Room by quickly
setting a Bomb and then  moving very quickly before it goes off, propelling
you over the two gaps) until you get to the door. Enjoy your new Varia Suit.

F. Super Missiles After Speed Booster (Brinstar)

Requirements: Morph Ball, Speed Booster, Hi-Jump Boots
Techniques: Shinespark in Morph Ball form

      This may get a little tricky since you have to be able to use the
Shinespark twice and not loose it in the middle of doing it. Now, you can do
this as soon as you leave Kraids Lair. Go to the room where you first fought
the giant spiked worm to obtain the Charge Beam (or the hallway leading to
the Norfair elevator, same room). Start in front of the FIRST ledge as you go
to the elevator. Run to the door leading into the vertical shaft you were
previously in. When you exit the hallway, you Speed Booster will activate.
You MUST press down before you run into the wall or youll have to start over.
This part requires fast fingers. Once you have the charge, go back through
the door. Walk until you are on flat ground (not on the part of the ground
that is next to the door or the slope), shoot the door to open it, go into
Morph Ball form and jump and press left. Youll shoot through the door,
through a small crevice, and into a room with 2 rippers. When youre in this
room AND youve blasted through the 2 rippers AND gone through the small wall
on the ground, STOP! Now, roll back just a little, lay a bomb, and wait for
the floor to disappear. There will be a little rise in the newly formed
ground. Get on the middle step, and jump again in morph ball form and press
left again. Youll shoot out of this room, across the hallway, and into a room
with a Super Missile Tank. When you are forcibly stopped by an unbreakable
wall, return out of Morph Ball form and collect your SMT. This will give you
2 Super Missiles and allow you to collect more before the fight with Ridley
much easier. On Normal I believe it takes 10-11 Super Missiles to defeat him.
With this break, I can get 12-14 SM before Ridley. You noticed in the room
where you laid a bomb to break open the ground, there was a Missile Tank.
You can easily get back their without having to Shinespark. Just leave the
room with the SMT, go over to the right wall, jump, and press right. Youll
snag the nook you came out of and you can just pull yourself up to it.

G. Super Missiles After Speed Booster (Crateria)

Requirements: Speed Booster
Techniques: Shinespark

     This SB was done by yet another contributor. I have tried to actually do
this myself, but wasnt able to find a break for it. Luckily, [qactuar] sent
me this break:

[qactuar] Get the Unknown item in Crateria, and proceed onwards to get the
Power Grip. Before you go into the ruin-like area, though, get on the long
hilly platform to the right of the floating platforms. Start on the left
edge, and run right. Just before you hit the pillar, crouch to store the
charge, and run beck left. Look on the ground for a small plant that looks
sort of like a hook. Line Samus back leg up with it so it's completely
covering it, and Shinespark up-left. As you fly through the air, hold down
left. You should hit a ledge above the door, keep running and immediately
store your charge. From here, Spin jump to the right, and when you reach the
peak, press up to stop spinning, and immediately press A, then hold right.
You should Shinespark right over the whole room, and just keep holding right
to run right into the Super Missile. It's a little hard to do at first, but
it become easier with practice. Besides, it opens up even more sequence-
breaking possibilities (I think).

     Personally, I find my SB for the super missile in Brinstar less tedious
and easier to get to (you have to travel through Brinstar and Norfair to get
there). But you can get this earlier in the game rather than waiting for the
Power Bombs and escape Chozodia. Even more super missiles for Kraid and
Mother Brain fights on the positive side.

H. Screw Attack Before Wave Beam

Requirements: Long Beam (optional), Ice Beam, Missiles, Speed Booster, Varia
Suit (to survive the heated rooms)
Techniques: Shinespark

     The reason im adding the Long Beam to this is that youll be in some
tough spots were you have to open doors while running. You can either use the
Long Beam or Missiles, either way is up to you. Now, first start off in
Norfair. Go to the Chozo statue were you got the Hi-Jump Boots. Follow the
small tunnel under the statue. Continue through until you reach the Save Room
(if you activated the Chozo statue that identifies an item in the middle of
Norfair,  the save room is exactly 4 blocks above it. Exit the save room, and
walk up  next to the door on the left. Dont go through it, but count over 4
blocks. Lay a bomb. This will reveal a Speed Booster block. This is the
path that you normally take from a morph ball launcher deep down in Norfair.
Keep this location in mind as it will serve as a reference point. Go into the
next room. When the bug comes out of the pipe, freeze it. I said freeze, not
kill. He?ll get in your way. Now start running back towards the save room. In
the room we were previously in (marking the spot with the speed block) youll
notice an orange flame enemy.  This is going to be the most difficult part in
the break. You must aim diagonally down, fire a missile, and kill the flame
without being hit all while running. When thats done, youre more than halfway
to the Screw  Attack. Now when you come to the right side of the Save Room,
the Speed Booster will activate. Save the charge, shoot the door on the left
open and walk just a little ways down so that when you jump to reactivate the
boost, youll run into the slope allowing you to run again. When you come out
of the save room, STOP! Kill the orange flame and walk over to the block we
uncovered. It will not be visible, thats why I said to remember its location.
Stand on top of it, and jump straight up. Youll blast through the Speed
Booster blocks next to a door. Go through it, freeze the rippers making your
way over to the hatch. Blast it open with a missile and claim whats
rightfully yours. Youve earned it.

I. Screw Attack Before Speed Booster

     Hahahaha. Oh god, I cant believe this happened. I find out there is a
method of obtaining the SA a HELL of a lot easier and earlier than what I
threw out at you guys. If you want to give yourself a challenge, be my guest.
Do what I say above. But thanks to [qactuar], he informed me of a method 10x
easier  than mine. So here goes:

Requirements: Missiles, Varia Suit (to survive the heated rooms), and either
one of the Varia Suit SB?s
Techniques: Wall Jump, Bomb Jump

[Paco-add-on] After obtaining the Varia Suit, head down to Norfair and get to
the room that I had talked about in the above break (where you need to shoot
straight up with the speed booster).

[Nintenmo] I don't know if you actually meant us to do this, but near the
speed blocks in the heated room, you can actually bomb-jump, and grab onto
the ledge on the other side of the speed blocks (in the game, you will know
what I am talking about). You have to be reasonably well at the bomb jump, as
it took me  a couple of tries to get there, but not as good as for method D.
On the right side of the lava pit below, you can bomb jump about 3 or 4
levels, and then  move over to the left side of the gap after the speed
blocks, and unravel to grab onto this ledge. Then climb up, and continue I
don't know if you actually meant us to do this, but near the speed blocks in
the heated room, you can actually bomb-jump, and grab onto the ledge on the
other side of the speed blocks (in the game, you will know what I am talking
about). You have to be reasonably well at the bomb jump, as it took me a
couple of tries to get there, but not as good as for method D. On the right
side of the lava pit below, you can bomb jump about 3 or 4 levels, and then
move over to the left side of the gap after the speed blocks, and unravel to
grab onto this ledge. Then climb up, and continue.

[qactuar] When you get to the room with the Speed Booster blocks you shoot
upwards through in [paco?s] method, go all the way to the left door and fire
four Missiles up. Wall jump up the left wall to find that you've opened a
small tunnel that puts you right in front of the door leading to the Screw
Attack. Simple, and doesn't require expert Missile firing-while running
abilities.

     See? Told you all it was WAY easier than what I said. Dont get mad at me
for posting that method. A few weeks ago, I didnt know you could skip the
Long Beam. Now, you can use missiles a completely different way to get the
Screw Attack. Believe me when I say this, but I WILL be kickin myself in the
arse over this. I spent like 30 minutes trying to figure this out, and
[qactuar] tells me what you just read above. Grrrrr..........

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|   VII. Boss Sequence Breaks  |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    This section is for Sequence Breaks that involve skipping minibosses
until later or just altogether. The reason I dont add bosses is that there
are only 5 bosses: Kraid, Ridley, Mother Brain, Chozo Warrior, and Meta-
Ridley. These can NOT be skipped completely, but until later (like the second
break listed here). These tie into the completion of the game. Any boss that
isnt listed above are considered minibosses.

A. Skip Bee Miniboss in Ridley

Requirements: Super Missile Sequence Break
Techniques: None

     This break is quite simple. After achieving the SMSB, head down to
Ridley like you normally would. Rather than going up in the room with the
green door  to witness the worm in its partial cocoon, you already have the
Super Missiles to surpass this door. You never have to set foot in the room
with the bee Miniboss! With the minor exception that is if you want a Super
Missile Tank to get 100%, you can either fight the bee normally, or after
Ridley. Whichever way is up to you.

B. Fight Ridley Before Kraid

Requirements: Morph Ball, Bombs, Ice Beam, Missiles (at least 40)
Techniques: Bomb Jump

     Yet another contributor with a break. This time, its a boss break.
Thanks to [Rui He Tan], we can now confront Ridley before Kraid. When I first
posted this, if any of you tried this, you probably got confused about how to
get out of there w/o the speed booster. Well, [Rui He Tan] sent me the way
out. Another contributor has given us a way into Ridley without having to
fight Imago. It involves going UP the way you come DOWN after defeating
Ridley. Confused? Read on down.

[Rui He Tan] There is a way to break out of the boss sequence and go for
Ridley before anything. All you need is morph ball bombs, ice beam and
missiles (at least above 40 to be able to kill Imago in Ridley). The short
cut is in the upper right area of Norfair, its after you get the ice beam and
its a room  where there is the ripper and the breakaway floor near the right
side. you have to freeze the ripper, shoot the upper right corner of the wall
with a missile  to open it. climb inside by bombing yourself into it from the
turtle fall down and go to the right the left side will take you back the
other side this part you have to morph ball bomb yourself up fast enough that
the floor doesnt regenerate above you then just fall down the long shaft and
go left to get to the bug mini boss and then your in Ridleys area I beat him
by the 20 minute  mark doing this. [LEAVING] normally the room on the right
of the elevator is where you have to speed boost left to get out and get the
screw attack but  there is a second way to get out of that area. theres a
breakable missile panel above the platform that can be broken by bombs. the
upper right corner leads to a speed boost up to another one that leads to
Norfair and you get out of  Ridley.

[Paco] in the beginning of [Rui]?s break, he mentions the huge drop-down
shaft after the Ice Beam in my [Hi-Jump SB]. Basically, follow my SB on
getting the [Hi-Jump] early, but continue through the bottom door with a Save
Room. Youll have to kill the worm thats hanging form the ceiling normally,
freeze the  ripper with wings, and unload missiles into the tentacles
connected to the  worm; 3 a piece, 9 on each side, total of 18. Remember this
so you don?t waste missiles you might need for this fight. After this,
continue down to Ridley and activate the Imago fight as normal (witness him
in the cocoon and go back up  and then down the hole he created). Continue
through Ridley, making sure you don?t encounter as many enemies as you
normally would. When you are done with Ridley, go back  up the elevator and
go back up. Enter the newly collapsed wall, and go through the door. Youll
see a Morph Ball Launcher behind a wall. Youll need the screw attack to get
through that wall. Rather than going left like you need too, you can shoot a
missile in the upper corner after you fall through the floor next  to the MB
Launcher. Use a bomb to get up to the hole you created (the entire platform
will disappear). Use the launcher at the bottom to launch you up to  the one
you saw just a second ago. Use this one to launch you up to the room next to
the save room. This break will allow you to use Super Missiles during the
Kraid fight.

Requirements: Morph Ball, Bombs, Missiles
Techniques: Bomb Jump

[Jeff Van Boxtel] You can do this without fighting the bug boss at all and
you don't need Speed Boost even. When you get to Ridley's lair go to the
right from the first save point. There is a room where you can fill up on
missiles from  the little bugs out of the tube. Shoot a missile at the 2nd or
3rd block in the ceiling on the left side of the room and it will reveal a
passage way. Shoot your gun up to open the rest of it and use bomb jumping to
get the rest of the way up. This allows you to fight Ridley without having
Speed Boost or even  Super Missiles.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|   VII. Crocomire Sprites and Rumors  |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

     This has nothing to do with sequence breaking, but does spark interest
in Metroid vets, especially those who have played Super Metroid. [N-Finity]
over at Captain N Forums received a program from someone that let him find
sprites of Crocomire, that annoying-as-hell boss before the grapple beam
from Super Metroid, in this game. There are sprites going around of him. They
can be found here at
http://boards.gameshark.com/Handheld_General_Discussion/b10278/15057337/?0.
Its a topic over at the boards at gameshark.com. I posted the topic myself,
and there are quite a few interesting sprites of him. People say that since
Crocomire resided in Norfair back in SM, that there is a secret area or a
secret world ala Metroid Prime that Crocomire is hiding in. There has been
neither video footage nor in-game shots. Someone used a program that delves
deep in the games memory and pulled out the sprites. DO NOT ASK ME WHERE TO
OBTAIN THESE PIECES OF INFORMATION! They do not exist as of this time. Only
sprites do. If something was to come to my attention, say someone emails me a
video or in-game pics, Ill post something here. Until then, the only
evidence we have are the sprites. And dont bother with emailing Nintendo.
They wont give a straight answer. Hell, I dont even know if the programmers
knew the left it in there. It may be in a debug room, maybe a text dump
saying something about him. Some speculate that they substituted the Norfair
Worms in for Crocomire since they didn?t want to give Zero Mission too much
of a Super Metroid feel. Who knows? ::eerie music plays in background::

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|      VIII. Game Percentage     |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

     Well, ive been getting a lot of IMs and emails regarding in-game
percentages. So, ive decided to add a little section in here to help you
determine your own percentage. If youve already figured it out, kudos. But if
you havent and you feel a little left out of the crowd, dont fret. Youll be
in there in no time. You see, there are a total of 100 items in the game, not
counting the power suit and power beam you start off with in the game. Each
item contributes to ONE percentage of your overall total. But when you are
finding how many power-ups you have, do NOT count Missiles, Super Missiles or
Power Bombs. Only count whats under: Beam, Suit, Misc., and just the Normal
Bomb. With that out of the way, lets do an example. You have:

215 Missiles
22 Super Missiles
10 Power Bombs
10 Energy Tanks
All 14 Power-Ups

What you do first is divide the missiles, power bombs and energy tanks by the
number that each of the tanks give you. Divide missiles by 5, super missiles
by 2, power bombs by 2 and you really dont have to worry about energy tanks.
Just add the number you have into the total. You have 43 missile tanks, 11
super missile tanks and 5 power bomb tanks. In total, you have 59 percent
right there. Add on the energy tanks and equipment totals and you have 83
percent. Congratulations, you just figured out how to do the percentage for
your game file. But it is different in Hard mode since the tanks give you
different totals. For this, its actually easier and quicker to do despite the
difficulty level. In this mode, the amount of items acquired in on pick-up is
diminished. In the fraction, the number on the left represents the number you
receive per tank in Hard mode, whereas the number on the right represents the
number in Normal or Easy:

2/5 Missiles
1/2 Super Missiles
1/2 Power Bombs
1/2 Energy Tank

So youll have to fit your math accordingly. In total, you get:

100 Missiles
15 Super Missiles
9 Power Bombs
12 Energy Tanks (each tank gives you 50 energy rather than 100)

So your math is gonna be changed just a little, but not too much. Each pickup
you get is still counted to ONE percentile, but finding how much you have is
changed. For this example, well use the same amount of pick-ups we had in the
first example, but converted so its the number of items in Hard mode. Heres
the number of each youll have:

86 Missiles
11 Super Missiles
5 Power Bombs
10 Energy Tanks (599 instead of 1099 energy)
All 14 Power-Ups

For this one, simply divide the number of missiles you have by 2, then add
that to the number of super missiles, power bombs, energy tanks and pick-ups
you have and that?s your percentage, 83. See, its still the same as before,
and easier to do. You just have to divide just one section rather than 3.

And there you have it; a simple step-by-step program in finding out your in-
game percentile. If you are still having trouble in finding your percentile,
feel free to contact me.

-=-=-=-=-=-=-=-=-=-=-=-=
|      IX. Contact     |
-=-=-=-=-=-=-=-=-=-=-=-=

      As described in the beginning of the guide, I am no longer accepting
submissions. But, if you are stuck in the game and you dont know where to go or
what item you need next, use one of the helpful guides on either IGN or
GameFAQs. If you are still having trouble, contact me either email or AIM and
ill assist you in any way necessary.

-=-=-=-=-=-=-=-=-=-=-=-=
|       X. Thanks      |
-=-=-=-=-=-=-=-=-=-=-=-=

[Nintendo] Remaking such a kick-ass game into an even better game (enter
Steve-Os tattoo with thumbs-up here).

[EvilSquirrel4] Revised requirements in the [Varia Suit Before Kraid] break.
Submitted the [Varia Suit Before Ice Beam] break. Submitted idea of [Boss
Sequence Breaks].

[The people] over at Samus.co.uk boards and the Captain N Forums. [N-Finity]
is who used the program I mention that brought up the sprites with Crocomire.
If we eventually fight Crocomire, you will become the god of hacking to me :p

[qactuar] Sent in SB for the super missiles in Crateria. Found hella easier
method of getting the Screw Attack. If you had told me this earlier, I would
have sooooooo much more sanity right now.

[Rui He Tan] Sent in the Ridley before Kraid boss break.

[Jeff Van Boxtel] Sent in way to get to Ridley before Kraid w/o having to
fight Imago (the giant wasp).

[Nintenmo] Notified me of the missing method for getting through the heated
room in the [Screw Attack before Speed Booster] SB.

[Diademni] Sent in the [Varia Suit Immediately After Ice Beam] break, where
there is no need for the Hi-Jump Boots or an advanced diploma in the fine art
of Diagonal Bomb Jumping :p


Metroid Zero Mission (GBA)

Boss FAQ

Version 1.2 (2/18/04)

By Cloud Strife J Copyright 2004

email: John0309@aol.com

Table of Contents

1. Introduction
2. Revision History
3. Legal Stuff
4. The Bosses
5. Credits

1. Introduction

This FAQ is designed for people who are having trouble killing the bosses or minibosses
in Metroid Zero Mission. Note that the names of the bosses are not all official yet.
Most of the bosses can be difficult to defeat if you do not know what to do. Be warned,
this FAQ contains spoliers for Metroid: Zero Mission. This FAQ is not intended for
sequence-breakers or low % runners yet, since some of the minibosses can be skipped.
There are a total of 10 (11 if you count the 2 larvae separately) bosses and minibosses
in this game that you can fight. Most of the bosses can be killed with missiles or super
missiles, and it's just a matter of you having enough to defeat them in most cases.

2. Revision History

1.0 (2/10/04) - First Version. Includes 9 fightable bosses and minibosses with a basic
strategy for new players.

1.1 (2/12/04) - Some more info added on the Bosses. FAQ was rejected for lack of content.
All 10 bosses are now up, and strategies I used in hard mode to defeat them. The Giant
Wasp is now confirmed to be optional completely, as well as the 2 Worms in Norfair.

1.11 (2/16/04) - I got an email saying that the first boss (the Giant Centipede) could
escape from you at any level of difficulty, and that you had to run out of missiles to
make him escape. I did some testing to find out whether this was true, and I found out
he will escape regardless of whether you fire missiles or not, he just his to open his
eye about 4 different times, and sometime after that, he will escape. Thanks to\
lonemalegerudo for this info.

1.2 (2/18/04) - I was just reading on the MZM Board on GameFAQs that it is possible to
beat Kraid without activating the zip line. This makes the Hand Claw boss in Kraid's Lair
now Optional.

3. Legal Info

This FAQ is protected under copyright laws and may not be reproduced under any
circumstances, without my express permission. Doing so may result in fines or jail
sentences to you, so just don't do it. I don't wanna call my lawyer either, but I will
if I have to.

4. The Bosses

A. Giant Centipede Worm (Unofficial name)

This guy is the very first boss most of you will likely face. He appears after you get
the missiles the first time around, and he crawls through the rocks in Brinstar, blocking
your pathway. His weakness, however, is his eye. Duck and morph out of the way when he
swoops down on you to avoid damage, he can be tough. Use your missiles carefully to poke his
eye out 3 times, and then he'll bite the dust. If you need more health/ammo, shoot his
spikes that come out from each of the segments. The Charge Beam appears from him when you
win. In any mode, he may escape about to different sections of Brinstar, you find him once
after you get the missiles, the second time in the shaft above with the flies, and the
third time is when you have the bombs and are going to Norfair. You won't get the Charge Beam
from him until you defeat him and shoot 3 missiles into his eye before he escapes. He will
escape after opening his eye about 4 times. The charge beam you get is always optional (you
don't have to collect it when you defeat him).

B. The Claw (Unofficial name, optional)

This one is in Kraid's Lair. He is just beyond the area where you power up all of the
ziplines in the upper parts of Kraid's Lair. However, it has just been found out that he
is now an optional boss. You need to know how to bomb jump really well as well as having
the power grip, the speed booster, and screw attack after you defeat Kraid. Obviously,
using the ziplines comes as a great advantage to you when fighting this boss. When you
see him starting to flex his claws in the lava, jump up and catch the zipline, and then
if he crashes into the ledges, shoot him with a barrage of your missiles when you get to
the other side. His weakpoint is obvious since it's a part of his arm that is colored
differently from the rest of him. You should have no trouble defeating him, but if you
need to refill your ammo, stay on the same side, but don't let him grab you. Instead,
shoot the small particles he shoots out his fingers with your beam, and they will give you
ammo and health. He should be down for the count after a few barrages of missiles. For hard
mode, just use the same strategy pretty much as you should be okay. If you are sequence
breaking and have the Varia Suit before fighting him, he should be a piece of cake since
the acid will not hurt you if you fall down.

C. Kraid

The Infamous Boss of Brinstar (or should I say Kraid's Lair). He is located at the bottom
left portion of his lair. If any of you have played Super Metroid before, defeating him
is similar to the way you would here in Zero Mission. Otherwise, just shoot him in the
eye to make his mouth open and then feed him some of your missiles. He'll get mad about
this obviously, so you'll have to stay with him. Jump on all the spiked platforms he
shoots out of himself and stay on them. If you're lucky, you can take him out quickly
before you fall down. Collect your prize behind him: The Speed Booster. If you are
sequence-breaking and have the super missiles, he should be a peace of cake. In hard
mode, just use the same strategy because he's not really that much more difficult. If you
still cannot defeat him, just be patient, since you have to feed his mouth full of
missiles, and the timing has to be right.

D. The Caterpillar Larvae (Unofficial name, optional bosses)

As you go deeper into Norfair, you'll eventually pass these two worm-like creatures.
If it is the case that you find one of them from the right side, you'll need to go around
to the other side and fight them. Most people on the Zero Mission board have commonly
asked about these guys, and the trick to defeating them is to know their weaknesses.
The first one is weak against the wave beam, and you'll need to fire at it from below
to harm it. The second one is the one that blocked your path from the other side, but you
can defeat him with bombs once he charges at you. Most people often get confused on this
because you actually have to push him back in order to get in some more hits so he will
charge at you. Just bomb him as much as you can when he comes running at you.

E. Spore Spawn - Larva Form (Unofficial name)

This miniboss actually has a small resemblance to Spore Spawn in Super Metroid, but he
looks more like a worm than a plant. He is located just before the entrance to Ridley's
Lair deep in Norfair. In fact, I almost mistaked him for Spore Spawn, since the music
is somewhat similar. There is also a flying ripper which looks like a beetle that you
can freeze with your ice beam to use to your advantage to hurt him. He will explode some
spores at you which you can shoot to get more ammo and energy. To hurt him, jump up on
the frozen beetle and then shoot his vines that are supporting him on the ceiling with
missiles. You have to do this on both the left and right hand sides in order to defeat
him. He'll fall down eventually after you break his supports and then you can enter
Ridley's Lair. In hard mode, use the same strategy with your ice beam and the flying
ripper, and he shouldn't prove to be too much of a challenge, since you can get more
ammo and health from his spores.

F. Giant Wasp (Unofficial name, optional boss)

This guy is in a part of Ridley's Lair towards the beginning. He is really fast and
can be annoying. Although he is entirely optional if you are sequence-breaking in the
game, you still need to fight him to get one pack of super missiles if you are going
for 100%. To defeat him, aim for his stinger, (push the aim-up button), and shoot it
with missiles. When he flies to the left, run after him and shoot missiles diagonally-up.
Watch out for his stingers, cause they can hurt you, but you can get ammo and health
from them. A few missiles into his stinger should do the trick, and he'll explode into
his own nest, revealing the pathway to your super missiles. In hard mode, he takes a lot
more hits to kill, but use the same strategy to beat him. In hard mode, you might want
to stay in a very low place and duck down and wait for him to come up and try and sting
you. When he leaves towards the left, shoot diagonally-up-left at his stinger with your
missiles (or super missiles if you are sequence breaking and have them).

G. Ridley

Ridley is the co-leader of the Space Pirates, and is a Space Dragon. He breathes fire
and has a tail. He can also grab you and hold you for a while, but he dislikes missiles.
Ridley can be a pain. He's located at the bottom of his Lair, just as Kraid is. Once you
get into his room, you have to go and collect the unknown item in the next room in order
to initiate combat. You have to have very fast reflexes and dodging skills if you want
to defeat him, especially on hard mode. Avoid his grab and his tail at all costs, they
will do the most damage to you. Just feed his mouth some of your missiles or super
missiles, and especially let loose a barrage when/if he grabs you. He gets faster and
turns orange and then red when he is damaged, so be careful. He'll eventually succumb,
but he can be very difficult to defeat if you do not have enough energy tanks or
missiles. His fireballs should provide you with some ammo and health. Once you've
defeated him, he'll scream out a whole lot and explode. On hard mode, you have to be
very fast and have a lot of patience with Ridley, especially if you don't have all of
the collectable items. Duck to avoid him, and shoot his fireballs when you can to get
more ammo and health. He actually can be hit in the stomach as well as his mouth. He
takes quite a few hits, and is not a pushover like Kraid is, but he'll eventually kick
the bucket soon after he turns red.

H. Mother Brain

Mother Brain is not as easy as she is in Super Metroid, or even the original Metroid.
Just getting into her lair is hard enough. She is located in Tourian, after all the
metroids you've faced, and behind a bunch of barriers. When you get to her, Freeze the
fire rings and be careful not to fall into the lava. To defeat mother brain, you must
first break open her glass case with your missiles. Once the case is open, she'll get
mad and fire a bunch of wave-like beams at you. Jump over them as soon as you hear them
charging up. Aim for her eye when she opens it, and shoot it with as many missiles and
super missiles as you can. Make sure you keep freezing the fire rings and avoiding the
turrets. Just keep shooting at her eye quickly after you've avoided her wave-shots with
missiles. On hard mode, she is very difficult, so make sure you have as many upgrades
as you can at this point in the game.A good strategy would be to freeze the rinkas as
much as you can and screw attack through them when they come towards you if you need
more health or ammo. You can also jump up to the top right turret and shoot some rinkas
offscreen for easier health and ammo. Stay on the right platform as far right as you can
to avoid the turret fire and make use of the screw attack. Listen for Mother Brain's
electricity and that is your cue to jump out of the way and then let loose on her. She'll
bite the dust and then the self-destruct sequence will activate. You'll have less time
to get out on hard mode than you will on the easier modes.

I. Chozo Warrior Orb Trap (Unofficial Name)

You don't have a suit and are armed only with a pistol for this fight. This battle is
located in Chozodia, in the space pirate mothership. You'll see a cutscene with Samus
before this battle, and then you'll see the whole Chozo scenary. It's more of a trap
that the pirates used with ancient Chozo technology than a boss fight. To win this
battle, you must shoot the orb when Samus is not being displayed inside the orb. If
you hit it while the orb still shows Samus, you'll be damaged. Also, after it takes a
few hits, you'll see orbs start to glow on the chozo artifact. Samus's chozo replica
will then move around and try to hit you while carrying the orb. Duck and try to avoid
it. You'll also see the screen flash, which means lightning is going to strike you, so
jump out of the way.  On Hard mode, just use the same strategy, but you'll have to
dodge more lightning and the orb will move faster. 4 hits on the orb will earn you
a new fully-powered suit, capable of using the 3 unknown items you may have found
earlier on Zebes.

J. Meta-Ridley (Unofficial name)

This is the last boss in the game. He is in the Pirate Mothership, in Chozodia. He is
not too hard, but he can be if you don't know where his weak spot is. His weak spot is
his heart, and you'll see it flashing. Shoot it with super missiles and missiles, and
it will damage him. Try to avoid and dodge his claws, since by now you will have the
space jump most likely. Just keep moving. If you are having more trouble than you think
you should have, you might need to get some more items. You can break out of Chozodia
to get back to Crateria and other parts of Zebes, because there is a glass tube similar
to the one in Super Metroid, which can be destroyed once you have power bombs.  In hard
mode, you'll have limited ammo to deal with him, so you'll have to dodge a lot of his
lasers and screw attack his missiles for more ammo and health. Staying at the top left
corner with the space jump is often a good dodging technique, but you have to watch his
lasers, because they can still hit you even while you're up there. Just aim for his
heart when he lifts his arms up, and it will be a clear shot. Just keep at Meta-Ridley
and he'll break down and then you'll have to escape the ship.

5. Credits

CjayC - For posting this FAQ on www.gamefaqs.com.

www.metroid2002.com - For hosting some killer movies of Metroid Zero Mission.

The Metroid Zero Mission Board on GameFAQs - For all of their contributions while
playing this game.

LLCoolDave - For making a movie of an MZM pure speed run (used to be on Metroid 2002.com).

lonemalegerudo - For helping correct me on when the first boss escapes.

TFergusson - For making movies of a MZM 15% run on hard mode.

Nintendo - For making a game that's completely awesome!