SUPER METROID GUIDE/WALKTHROUGH by INSECTOID (Thomas Keith) v0.92 (2010-10-27) _________________ (TABLE OF CONTENTS) ――――――――――――――――― SECTION 1: INTRODUCTION 1.0 About the Game 1.1 About This Guide 1.2 Version Info 1.3 Legal Stuff 1.4 Acknowledgments SECTION 2: THE STORY SO FAR SECTION 3: GAME BASICS 3.0 Controls and Settings 3.1 Abilities 3.2 Environment 3.2.1 Special Blocks 3.2.2 Doors and Shutters 3.2.3 Other Hazards 3.2.4 Special Rooms 3.2.5 Power-Ups 3.3 Expansions 3.4 Equipment 3.4.1 Secondary Items 3.4.2 Beam Items 3.4.3 Suit Items 3.4.4 Boot Items 3.4.5 Special Items SECTION 4: WALKTHROUGH 4.0 Ceres Station Space Colony 4.1 Crateria's Rocky Tunnels 4.2 The Jungles of Brinstar 4.3 The Fiery Depths of Norfair 4.4 Hunting Down Some Items 4.5 Exploring the Wrecked Ship 4.6 The Perilous Waters of Maridia 4.7 Rematch with Ridley 4.8 The Terrors of Tourian 4.9 Ending SECTION 5: ZONE GUIDE & ITEM CHECKLIST 5.0 Crateria 5.*.0 Area-Specific Hazards 5.*.1 Special Rooms 5.*.2 Creatures 5.*.3 Equipment 5.*.4 Missile Tanks 5.*.5 Super Missile Tanks 5.*.6 Power Bombs 5.*.7 Energy & Reserve Tanks 5.1 Brinstar & Kraid's Lair 5.2 Norfair & Ridley's Lair 5.3 Wrecked Ship 5.4 Maridia 5.5 Tourian „„„„„„„„„„„„„„„„„„„„„„„„„„ ==========================( SECTION 1: INTRODUCTION )========================== ”””””””””””””””””””””””””” ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––––––––––( 1.0 About the Game )–––––––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’ SUPER METROID, a.k.a. METROID 3, is the third game released in the METROID series. (Not the third chronologically in the series; the events in the METROID PRIME series of games occur between METROID and METROID II: — METROID (NES, 1986) / METROID: ZERO MISSION (GBA, 2004) — METROID PRIME (GC, 2002), et al. — METROID II: THE RETURN OF SAMUS (GB, 1991) — SUPER METROID (SNES, 1994) — METROID: OTHER M (Wii, 2010) — METROID FUSION (GBA, 2002) The series follows the adventures of intergalactic bounty hunter Samus Aran, often pitting her against the notorious Space Pirates, and the energy-draining lifeforms known as Metroids. The series is noted for its non-linear gameplay; there are many areas to explore, and not all need be visited to complete the game, but many areas require special items to access. SUPER METROID was released for the Super Nintendo (Super Famicom in Japan) in 1994, and was put on the "Player's Choice" label sometime after. Unlike many other SNES titles such as DONKEY KONG COUNTRY and THE LEGEND OF ZELDA, SUPER METROID was not re-released for the Game Boy Advance handheld. It was finally re-released for the Wii Virtual Console in 2007. I first played SUPER METROID in late 2007, over 13 years since it was released. (I obtained my SNES from a friend in late 2003; my parents wouldn't buy me that sort of thing when it was new.) I found it to be quite enjoyable, certainly one of the best for the console, and have played it many times since then, always shooting for a better time. As of this writing my best time with 100% is 2:18. (Not a world record, but not too shabby either.) With this guide I hope to be able to teach my brother well enough to equal or beat my time. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ –––––––––––––––––––––––––––( 1.1 About This Guide )––––––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’’’ My experience with guide-writing is limited. I have never written a complete game walkthrough from start to finish; this will be the first. However, with another walkthrough to draw from (thanks to Foxhound) and the SUPER METROID Nintendo Player's Guide, I think I can do a decent job. This guide, while plain-text, does rely on some symbols from the Windows 1252 code page; I have tested it on 3 different operating systems and 4 different Web browsers, and it seems to be fine. It was written for display in a monospace font (well, the tables and dividers, anyway) with a maximum line length of 80 characters. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ –––––––––––––––––––––––––––––( 1.2 Version Info )––––––––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’ 0.90 — Sections 1-3 and the first 8 chapters of Section 4 complete. Sections 5.0 and 5.5, and 'Creatures' subsections of Sections 5.1-5.4 complete. Some minor formatting tweaks. Started increasing width to 80 chars. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––––––––––––( 1.3 Legal Stuff )–––––––––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’ Most FAQ writers post their work on GameFAQs.com or similar websites; I do not. Therefore, I submit the following provisos for my work: — You may NOT post this on GameFAQs or any other public website. This guide is to remain at this website (insectoid.budwin.net); no exceptions! — You may, however, download and/or print out a copy, or even go to the trouble of formatting, font-shrinking, highlighting and duplexing, FOR YOUR OWN PRIVATE USE. (I do this quite often.) Use for profit or public distribution is prohibited by international copyright laws. — If you use any part of this guide or use this as a basis for your own, you must give me credit. This guide is copyright ©2010 Thomas Keith (Insectoid). Questions or comments may be sent to insectoid (at) budwin (dot) net. No spam please! NINTENDO, SUPER NINTENDO, SNES, GAME BOY ADVANCE, GBA, METROID, SUPER METROID, METROID FUSION, and all other names, game concepts, etc. are trademarked ™ and copyright © Nintendo of America, Inc. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––––––––––( 1.4 Acknowledgments )–––––––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’ I admit in all honesty that I could not have done this on my own. Besides reading the FAQs by the authors below, early on I used the SUPER METROID Instruction Booklet for reference. Now that I have a copy of the SUPER METROID Nintendo Player's Guide, I'll be working LOTS more details in, and probably some obnoxious side-trips for you to consider. Foxhound3857: For writing an awesome FAQ of his own, which I used to beat the game the first time. Full credit for the basic sequence of events in this Walkthrough goes to him, as well as boss data. Marshmallow: For another great FAQ, and some time-saving tricks I hadn't known about. Nintendo: For making this game, and publishing the SUPER METROID Nintendo Player's Guide, which is an AWESOME reference book. „„„„„„„„„„„„„„„„„„„„„„„„„„„„„„ ========================( SECTION 2: THE STORY SO FAR )======================== ”””””””””””””””””””””””””””””” When you begin a new game, you get the message and voice-over: THE LAST METROID IS IN CAPTIVITY. THE GALAXY IS AT PEACE... Bounty hunter Samus Aran, the series' protagonist, then gives you a summary of her previous adventures: I FIRST BATTLED THE METROIDS ON PLANET ZEBES. IT WAS THERE THAT I FOILED THE PLANS OF THE SPACE PIRATE LEADER MOTHER BRAIN TO USE THE CREATURES TO ATTACK GALACTIC CIVILIZATION... (Cutscene of Samus defeating Mother Brain.) I NEXT FOUGHT THE METROIDS ON THEIR HOMEWORLD, SR388. I COMPLETELY ERADICATED THEM, EXCEPT FOR A LARVA WHICH, AFTER HATCHING, FOLLOWED ME LIKE A CONFUSED CHILD... (Cutscene of the Metroid larva hatching.) I PERSONALLY DELIVERED IT TO THE GALACTIC RESEARCH STATION AT CERES SO SCIENTISTS COULD STUDY ITS ENERGY-PRODUCING QUALITIES... (Picture of Samus handing over the Metroid.) THE SCIENTIST'S FINDINGS WERE ASTOUNDING! THEY DISCOVERED THAT THE POWERS OF THE METROID MIGHT BE HARNESSED FOR THE GOOD OF CIVILIZATION! (Picture of scientists studying the Metroid.) SATISFIED THAT ALL WAS WELL, I LEFT THE STATION TO SEEK A NEW BOUNTY TO HUNT. BUT, I HAD HARDLY GONE BEYOND THE ASTEROID BELT WHEN I PICKED UP A DISTRESS SIGNAL! CERES STATION WAS UNDER ATTACK!! „„„„„„„„„„„„„„„„„„„„„„„„„„ ==========================( SECTION 3: GAME BASICS )========================== ”””””””””””””””””””””””””” ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ –––––––––––––––––––––––––( 3.0 Controls and Settings )––––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’’’’’’’ The default controls are: Control Pad: Up — Aim straight up. Down — Press once to crouch; if you have the Morphing Ball, press again to roll into a ball. Left/Right — Run. A — Jump. If you jump while running, you'll do a Spin Jump. B — Dash. If equipped, this also activates the Speed Booster (or the X-Ray Scope if it is selected). X — Fire. Holding this button will make Samus fire rapidly (or activate the Charge Beam, if it's equipped). Y — Cancel secondary weapon selection. L — Angle (aim diagonally) down. R — Angle (aim diagonally) up. Start — Pause and show Map and Samus Screens. Select — Cycle through available secondary weapons. All of these control assignments (except for the Control Pad and Start) can be changed from the "Option Mode" screen when you start your game by selecting "CONTROLLER SETTING MODE". Some other settings you can change (by selecting "SPECIAL SETTING MODE") are: Icon cancel — Default is 'Manual'. When set to 'Auto', when you walk through a door in the game, any secondary weapon you have selected will be de-selected automatically. (Helps if you have a habit of forgetting to de-select your Missiles after blasting open a door, and then wasting them.) It's best to leave on 'Manual', though, to encourage you to remember. Moon Walk — Default is 'Off'. When turned on, you can fire your Beam while moving in the opposite direction. Fairly useless. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ –––––––––––––––––––––––––––––––( 3.1 Abilities )––––––––––––––––––––––––––––––– ’’’’’’’’’’’’’’’’ Many of these are shown in the demo when you turn on the game and don't press any buttons. Spin-Jump — To perform a spin-jump, simply jump while running. The spin-jump allows you to jump a little higher and farther than a normal jump. Spin-jumping is also the only way you can jump while holding onto a shine-charge (see SHINESPARK). Wall-Jump — AKA Triangle Jump. (What kind of name is that?!) With spin-jumping you can also wall-jump. It's very simple: spin-jump against a wall, push in the opposite direction, and then press Jump to jump off the wall. Note that this must be done rather quickly, and the 'push' and 'jump' must be one right after the other (NOT at the same time), otherwise you'll mess up. It is a useful skill to have; many areas that call for use of the Space Jump can be passed by an expert wall-jumper, and can sometimes save you a little time.) Pseudo Screw Attack — AKA Charge Attack (but this name sounds better). Charge your Beam, and then spin-jump; Samus will flash green. This attack can damage certain enemies; if you destroy an enemy with it, you will not take any damage. Bomb tricks — There are several tricks you can do once you obtain the Bombs, besides blow up blocks and damage enemies: Bomb jump — When you drop a bomb, it propels Samus upward about two blocks' worth. This basic bomb-jump is used throughout the game, until you acquire the Spring Ball. There are more complicated and difficult types of bomb-jumps you can try— double, horizontal, diagonal, etc.—but I'm afraid they are beyond my skill to attempt. (None of them are required to beat the game.) Bomb spread — If you charge your Beam and then morph, a spread of five Bombs is released. Power Bomb Tricks — You can also do some tricks once you get Power Bombs: Special Charge Beam Attacks — If you have Power Bombs and at least one other Beam besides the Charge Beam, you can perform this neat trick. Select your Power Bombs, and equip the Charge Beam and ONLY ONE other Beam. Charge your Beam, and a Power Bomb will be used to create a special attack The type, range, and damage of the attack depends on the beam you select along with the Charge Beam. The Ice Beam has the weakest effect (it makes a sort of ice shield around Samus), and the Plasma Beam has the strongest (an attack that spirals out from Samus, affecting all nearby enemies). Crystal Flash — Here's a neat trick for when you're running low on energy (below 50, with empty tanks and no reserves), and have a certain number of items (at least 10 Missiles and Super Missiles, and at least 11 Power Bombs). Drop a Power Bomb, and while rolled up, quickly hold L, R, Fire, and Down before it goes off. If you do it right, Samus will suddenly glow brightly (silhouetting her with her suit off!), and your energy will be restored to maximum, not including Reserve Tanks. Shinespark — AKA Super Jump. After you reach shine-speed, if you press Down, you'll store the energy ('shine-charge'), allowing you to move freely with the charge for several seconds before it dissipates. If you press Jump in this timeframe, you will rocket in the desired direction: Vertical — Press Jump; no direction needed. Horizontal — Press Jump followed by quickly tapping Left or Right. Diagonal — Angle up, and then press Jump. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––––––––––––( 3.2 Environment )–––––––––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’ ________________________ –––––––––––––––––––––––––––( 3.2.1 Special Blocks )––––––––––––––––––––––––––– ―――――――――――――――――――――――― The terms used for some of these (by Foxhound) evidently come from METROID PRIME. I have retained them, mostly because it would seem repetitive to call all sandstone and bendezium blocks just 'blastable blocks'. Sandstone blocks — Can be destroyed by any of your weapons. Crumble blocks — These blocks crumble instantly when you step on them; some re-appear right away; others do not re-appear at all. They cannot be destroyed by any other means. They can, however, be jumped off of; your timing has to be just right, jumping a fraction of a second after the block crumbles. Bendezium blocks — Can only be destroyed by Bombs, Power Bombs, the Speed Booster, and the Screw Attack. (I honestly don't know where the name 'bendezium' comes from, having not encountered it in METROID PRIME as yet. Interestingly, searching for it on Wikipedia redirects to to the article on METROID!) Super Missile blocks — Can only be destroyed with a Super Missile. Speed Booster blocks — Can only be destroyed by using the Speed Booster (this includes shinesparking). Power Bomb blocks — Can only be destroyed with a Power Bomb. Grappling Beam blocks — A special kind of block with a plus-shaped (+) hole in the middle, that you can latch onto with the Grappling Beam. Invisible blocks — Only found in one room in Brinstar; use the X-Ray Scope to find them. Screw Attack blocks — Can only be destroyed with the Screw Attack. ____________________________ –––––––––––––––––––––––––( 3.2.2 Doors and Shutters )––––––––––––––––––––––––– ―――――――――――――――――――――――――――― Automatic Doors — Only found on Ceres Station; these open when you walk up to them. Blue Doors — The most common type of door; simply shoot them with your Beam to open them. (Bombs also work.) Red Doors — These can only be opened with 5 Missiles, or 1 Super Missile. Green Doors — These can only be opened with a Super Missile. Yellow Doors — These can only be opened with a Power Bomb. Eye Doors — Eyeball that covers the door leading to a boss. There are 4 in the game (one for each of the bosses); shoot the eye when it's open with 3 Missiles or one Super Missile to destroy it. Metal Doors — These special doors can only be opened by completing a scripted event in the game, such as destroying all enemies in the room or defeating a boss. They flash when they have been unlocked. Shutters — These are metal poles with a colored button on one side, that act as one-way doors. Shutters with a blue button open with your Beam (and if you have the Wave Beam, you can open them from either side.) Shutters with a green button can only be opened with a Super Missile, and only from the side the button is on. ________________________ –––––––––––––––––––––––––––( 3.2.3 General Hazards )––––––––––––––––––––––––––– ―――――――――――――――――――――――― Water — Does no damage, but significantly hinders your movement unless you have the Gravity Suit. (For example, you can't jump very far out of water, even if it's only ankle-deep.) Lava — Does gradual damage; has the same movement-hindering properties as water. There are two types of lava on Zebes: Weak — Mostly opaque, orange-colored, garden variety molten lava. The Gravity Suit can protect you from this kind of lava. Boiling — More of a clear yellow color than weak lava, much hotter, and does damage much faster. The lava in Tourian that looks like weak lava is of this strength, so be careful. Spikes — Do gradual damage. Area-specific hazards can be found in SECTION 5. ______________________ ––––––––––––––––––––––––––––( 3.2.4 Special Rooms )–––––––––––––––––––––––––––– ―――――――――――――――――――――― Save Rooms — Consist of a Save Pod where you can save your progress; this is stored in the battery-backed RAM in the game cartridge. Insectoid's Tip: Nintendo hard-wired batteries into their early Game Paks (up through N64), before the advent of flash RAM. Though it is a standard CR2032 3 volt coin cell, replacing it requires a few things: — a 3.8mm security screwdriver or bit (AKA Nintendo security bit size 6; NOT a Tri-Wing), easily found online; — basic soldering skills, as well as a soldering iron and supplies; — a CR2032-size coin cell holder, and a fresh CR2032 battery (both available at Radio Shack). — 1mm drill bit (if necessary) After opening the Game Pak, you have to de-solder the old battery, along with the tabs. If the coin cell holder you buy fits in the holes, great! If not, you may have to bend the lead or drill a new hole (trust me, I did this once!). Install the new battery holder and battery, and put the whole mess back together. Hopefully, it won't be too tall and prevent you from putting the case together. I used this method to replace the battery in my DONKEY KONG COUNTRY 3 Game Pak (which was dead when I bought it), and it works just fine now. Map Rooms — Visiting one of these and hooking up with the Map Computer will download map data for the area you're in. Note that it does not show EVERYTHING; there are secret areas you have to find on your own (or with the help of this guide!). Energy Recharge Rooms — These contain Energy Charge units which restore your energy to maximum (not including Reserve Tanks). Missile Recharge Rooms — These contain Missile Charge units which reload your Missile supply to maximum. Note that this only fills your MISSILE supply— NOT Super Missiles! Dual Recharge Rooms — These contain an Energy Charge unit AND a Missile Charge unit. There are only two of these on Zebes; one in Kraid's Lair, one in Tourian. Locations of the special rooms in each area are provided in SECTION 5. __________________ ––––––––––––––––––––––––––––––( 3.2.5 Power-Ups )–––––––––––––––––––––––––––––– ―――――――――――――――――― When you destroy enemies and defeat bosses, they usually drop power-ups. You get one power-up from most enemies, but several from strong enemies and lots from bosses. Energy Ball — Gives 5 units of energy. Big Energy Ball — Gives 20 units of energy. Missile — Gives 2 Missiles. Super Missile — Gives 1 Super Missile. Power Bomb — Gives 1 Power Bomb. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––––––––––––( 3.3 Expansions )–––––––––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’ ____________ ENERGY TANKS\ These increase your available energy by 99 units (but as in the (14) \ Player's Guide and newer METROID games, I round up to 100 to \ make the math easier). When you pick up an Energy Tank, it \ automatically fills all of your Tanks to maximum (quite handy \ in some cases!), and adds a red square above your energy \ total on the screen (it goes dark when it's empty). There \ are 14 Energy Tanks in the game, adding up to 1499 energy. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____________ RESERVE TANKS\ These tanks act as an emergency energy reservoir if your energy (4) \ drops to 0. When you get one, you have to fill it by picking \ up Energy power-ups. If you have the Supply Mode set to \ 'Manual' on the Samus Screen, you must manually transfer \ energy from a Reserve Tank on that screen. Each tank holds \ 100 units of energy; there are 4 Reserve Tanks in the \ game, for a total of 400 energy. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____________ MISSILE TANKS\ They are called simply "MISSILES" in-game. Missiles are the (46) \ first secondary weapon you get in the game, and the first \ weapon that can do a good bit of damage to bosses. They can \ also open red doors with 5 hits. Each tank lets you carry 5 \ Missiles; there are 46 Missile Tanks in the game, for a \ total of 230 Missiles. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____________ SUPER MISSILE\ Likewise, these are called simply "SUPER MISSILES". Super TANKS (10) \ Missiles are 3 times as powerful as regular Missiles, and can \ do some serious damage to bosses. Super Missiles can open \ red and green doors with one hit, and destroy Super Missile \ blocks. Each tank lets you carry 5 Super Missiles; there \ are 10 Super Missile Tanks in the game, for a total of 50 \ Super Missiles. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ POWER BOMBS\ These special Bombs affect EVERYTHING on the screen, not just in (10) \ a one-block radius. These can destroy all sandstone, bendezium, \ or Power Bomb blocks on the screen at once. Each, uh, tank \ (odd that they don't call it that) lets you carry 5 Power \ Bombs; there are 10 Power Bomb "tanks" in the game, for a \ total of 50 Power Bombs. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Locations of all the expansions in each area are provided in SECTION 5. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ –––––––––––––––––––––––––––––––( 3.4 Equipment )––––––––––––––––––––––––––––––– ’’’’’’’’’’’’’’’’ ________________________ –––––––––––––––––––––––––––( 3.4.1 Secondary Items )––––––––––––––––––––––––––– ―――――――――――――――――――――――― ______________ GRAPPLING BEAM\ This item allows you to fire an energy beam and latch onto (Norfair) \ special Grappling Beam blocks (some enemies can also be \ latched onto). When you're attached, you can use the Up and \ Down keys to shorten or lengthen the beam, and Left and \ Right to swing back and forth; simply release the Fire \ button to let go. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ X-RAY SCOPE\ This item doesn't see much use in the game, but it's still (Brinstar) \ helpful; it allows you to see (by pressing the Dash button) \ hidden passages, invisible blocks, fake floors, and special \ blocks. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____________________ –––––––––––––––––––––––––––––( 3.4.2 Beam Items )––––––––––––––––––––––––––––– ―――――――――――――――――――― ___________ CHARGE BEAM\ Allows you to power up your normal Beam by holding the Fire (Brinstar) \ button, tripling the damage and giving you the capability to \ damage bosses. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ SPAZER BEAM\ Adds spread capability to your Beam, giving it wider coverage (Brinstar) \ with three bolts instead of one. Does double the normal Beam \ damage. Cannot be used at the same time as the Plasma Beam. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _________ WAVE BEAM\ Makes your Beam to pass through walls, as well as increasing (Norfair) \ damage, allowing you to kill multiple enemies at once as well as \ open blue shutters from the wrong side. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _________ ICE BEAM \ Adds freezing capability to your Beam, allowing you to freeze (Norfair) \ enemies and stand on them, as well as give you a defense against \ the Metroids in Tourian. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ PLASMA BEAM\ This mighty Beam passes through most enemies, as well as being (Maridia) \ considerably more powerful. Cannot be used at the same time as \ the Spazer Beam. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____________________ –––––––––––––––––––––––––––––( 3.4.3 Suit Items )––––––––––––––––––––––––––––– ―――――――――――――――――――― ______________ VARIA SUIT \ This suit reduces damage from attacks by one-half, and is (Kraid's Lair) \ resistant to superheated areas. Once you get this, you can \ explore Norfair. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______________ GRAVITY SUIT \ This suit reduces damage from attacks by half again (for a (Wrecked Ship) \ total of one-quarter damage reduction); it also allows you \ free movement in water and other fluids, and immunity to \ weak lava. Once you get this, you can explore Maridia. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____________________ –––––––––––––––––––––––––––––( 3.4.4 Boot Items )––––––––––––––––––––––––––––– ―――――――――――――――――――― _____________ HI-JUMP BOOTS\ These allow you to jump much higher than normal. These are (Norfair) \ necessary to reach Kraid's Lair. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____________ SPEED BOOSTER\ This allows you to run very, very fast, reaching what I call (Norfair) \ 'shine-speed'. At this speed you can break through Speed \ Booster blocks, kill most enemies, and shinespark. (See \ section 3.2, ABILITIES.) ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ SPACE JUMP\ This item gives you the ability to spin-jump continuously in (Maridia) \ mid-air, allowing you to reach new heights, with some practice. \ (I myself am terrible at it.) ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______________________ ––––––––––––––––––––––––––––( 3.4.5 Special Items )–––––––––––––––––––––––––––– ―――――――――――――――――――――― _____________ MORPHING BALL\ This allows Samus to roll into a ball (morph), so you can roll (Brinstar) \ into narrow tunnels, drop Bombs, etc. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ BOMBS \ The standard Bomb can destroy sandstone, bendezium, and some (Crateria) \ enemies in a one-block radius. You can also do bomb-jumping and \ other neat tricks. (See section 3.2, ABILITIES.) ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ SPRING BALL\ This nifty thing allows you to jump normally while in ball form, (Maridia) \ eliminating the need to bomb-jump or morph in mid-air. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _______________ SCREW ATTACK \ This WONDERFUL item allows you to destroy most enemies and (Ridley's Lair) \ break bendezium and Screw Attack blocks just by spin-jumping \ into them. Combined with the Space Jump, you can do this \ all the time and be effectively invulnerable. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Locations of all the equipment items in each area are provided in SECTION 5. „„„„„„„„„„„„„„„„„„„„„„„„„„ ==========================( SECTION 4: WALKTHROUGH )========================== ”””””””””””””””””””””””””” NOTE: This walkthrough assumes that you want to collect all 100 items in the game, for a 100% completion. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––––( 4.0 Ceres Station Space Colony )–––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’ *** Upon receiving the distress call, Samus immediately heads back to *** *** the Space Colony at Ceres Station, only to find it eerily deserted… *** Once the elevator lands, you have control of Samus. Use this opportunity to test your abilities, and familiarize yourself with the basic controls. In order to proceed, fall (or jump) down the platforms to the door on the right. All the doors in Ceres Station are automatic, and do not require you to shoot them to open; simply walk up to them. (Just like at the supermarket…) The next room is just as empty as the elevator room; proceed through the door on the far right. Another stairway; head down to the door on the right here to reach the research lab. The lab itself is a shambles—the scientists dead, the Metroid larva gone. Where the heck did it go? Head through the door on the right to enter another empty hallway, and go through the door at the end. Well, there's the Metroid, safe and sound and still in its vial! What the… the door behind you is locked! Something sinister is at work here. Sure enough, out from the shadows Ridley, Samus's old nemesis, appears. _________________________________________ / RIDLEY | / HP: 2000 | | Attacks: Fireball 3, body 5, tail 15. | | / | Power Beam – 20 (100) / ――――――――――――――――――――――――――――――――――――――――― Grabbing the Metroid vial, Ridley will proceed to attack Samus. There are two things you can do at this point: 1) Fight him. With the super-weak Power Beam you have now, it takes 100 shots to drive him off. Notice that near the end Ridley drops the Metroid; stay back, as he will quickly recover it and fly off. 2) Cower. Seriously—let him hit you with his tail a few times. If Samus's energy drops below 30, Ridley will simply fly off as if you had fought him. Takes a bit less time, but a little less honorable. –––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– In either case, as soon as Ridley flies off, the base's self-destruct sequence will engage, and the door unlocks. You have one minute to get the heck outta Dodge! Simply backtrack the way you came, avoiding debris and steam as best you can (they will stun you for a moment if you come into contact with them). By the time you reach the elevator room, the station is tilting, making it difficult to reach the elevator. Once you reach the platform, though, you're safe. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ –––––––––––––––––––––––( 4.1 Crateria's Rocky Tunnels )––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’ *** Samus escapes the station just in time, and follows Ridley to Planet *** *** Zebes, homeworld of the notorious Space Pirates. *** Samus's ship lands on Crateria (the surface area of Zebes). If you have a look around, you'll notice that the way to the right is blocked (don't worry; we won't be back for a LONG time), so head to the left, and through the door. Head left some more; you'll notice a narrow passage, but this requires the Morphing Ball to access, so ignore it for now. At the far left is a shaft with four doors; the one at the bottom, in the floor, is what concerns us now. Go through it. Those who have played the original METROID should recognize this room; it's the shaft Samus escapes from Tourian through after her fight with Mother Brain. It is very long, devoid of anything except a multitude of small blue platforms. Since you need to go alllll the way to the bottom, simply hug either side of the shaft and free-fall (there is only one small platform on each wall near the bottom). Go through the door at the bottom. This room (as evidenced by the large broken tank and broken Zebetite pods) is where Samus fought Mother Brain in METROID. And the door behind you just turned metal. Hmm. The door on the far end, however, is still open. Head through it, and take the elevator down to Brinstar. ________ (Brinstar) ―――――――― This should be just as recognizable; it's similar to the room Samus begins the game at in METROID; the only difference is that it's deserted. Sure enough, if you jump over the obstruction to the left, you should find the MORPHING BALL! (AKA Maru Mari.) Just like old times. An eyeball will shine a light on you… that's odd. Anyway, you'll notice that the obstruction you jumped over is too tall on this side for Samus to clear; that's where the Morphing Ball comes in. Shoot the lone block at the bottom, and roll right under the obstruction. Head right, past the elevator, until you reach a door. The next room has a bridge of blastable blocks, and a red door you can't open without Missiles. Shoot the bridge, drop down, and enter the door here. Shoot the marble in the Chozo Statue's hand to reveal your first pack of MISSILES (5). Head back to the red door, shooting through the bridge again. Blast the red door with 5 Missiles and go through. This room has another obstruction that requires the use of the Morphing Ball. Roll under it (ignore the eyeball) and collect the pack of MISSILES (10) sitting there. Roll back out, and head back to the elevator, taking it up to Crateria again. (Notice that the statues turn their heads when Samus goes by?) ________ (Crateria) ―――――――― One thing you'll notice immediately upon returning is that the room is now lit. That can only mean one thing… head through the door to find yourself face-to-face with a gang of Zebesian Space Pirates! These Pirates are rather weak, and take only one shot to destroy. Eliminate all of them, and go through the now-flashing metal door. There are many more Space Pirates in the Tourian escape shaft, making ascent irritating at best. Climb all the way back up, blasting Pirates on the way, and try not to fall too much. Go through the door at the top. Back in this room, you'll find Geemers crawling around, and Rippers flying back and forth. Ignore them (or blast the Geemers if they get in the way) as you make your way back to the top. If you'd like to save your game on the way, there's a Save Room behind the blue door on the left that can only be reached with the Morphing Ball. Anyway, at the top of the room, head right to that obvious narrow passage I noted earlier, and roll into it. Drop down here (ignore the Rippers) and enter the door on the right. There are a lot of Mellows in this room. Ignore them for the moment, running under them to the right to reach another red door. Blast it open, then return to the swarm of Mellows and blast them for energy and Missiles. (You'll see why in a moment.) With 10 Missiles in hand, head through the door you just opened. There's another Chozo Statue here; shoot its marble to reveal the BOMBS. You can now bomb things when you're rolled up… cool. Head back to… oh. The door turned metal. Suddenly, the Chozo Statue falls apart, revealing a Torizo! _______________________________________________________ / TORIZO | / HP: 800 | | Attacks: Slash 10, energy wave 10, body 8, Bombs 8. | | | | Power Beam – 20 (40) / | Missiles – 100 (8) / ――――――――――――――――――――――――――――――――――――――――――――――――――――――― As you can see, with Missiles this mini-boss is a piece of cake. The Torizo's weak spot is its chest; shoot 5 Missiles at it, and it'll fall apart. Two more Missiles causes its face to fall apart, at which point the Torizo becomes twice as fast as before. Finish it off with a final Missile, and collect the power-ups. –––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– Moving onward, head back through the previous room to the main area. You'll notice that the passage you came down here through is too high up now, so head up and to the right, using Bombs to break the bendezium blocks in the way. Head left, back to the main shaft, and save if you wish. You can also visit the Map Room here, through the red door on the right. When you're ready, go through the blue door across from door leading to the Map Room. In here is a narrow tunnel; roll through it, bombing each of the blocks that get in your way. Go through the blue door at the end, and shoot the marble the Chozo Statue is holding for a pack of MISSILES (15). Go back through the door, and bomb-jump above the first block to roll into a hidden passage above the narrow tunnel. Exit through the door, and head to the very top of the shaft. At the top of the shaft on the left are some bendezium blocks that you can bomb through. Head through the door here, and ignore the Geemers and Wavers as you make your way down the hill, picking up an ENERGY TANK (1) at the bottom before going through the blue door. In this next room, blast each of the green Space Pirates with a Missile (your Power Beam can't harm them now) as you make your way to the bottom of this shaft. At the bottom, ignore the red door on the right (we won't be coming back till near the end of the game) and go through the blue door on the left. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––––––( 4.2 The Jungles of Brinstar )–––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’ At the elevator, check your supplies; you should have one Energy Tank for 199 energy, and 15 Missiles. When you're ready, take the elevator down to Brinstar. ________ (Brinstar) ―――――――― This main area is crawling with Zeelas (the Brinstar equivalent of Geemers). There are five doors here (all red), and an area through the floor of the shaft that you can't get to yet. Anyhow, the top-left door leads to a Map Room, the middle-left door to a Save Room, and the lower-left to a Missile Recharge Room. To proceed, go through the top-right red door. We'll only be here for a moment, so jump up on the ledge to the right. This bridge is made entirely of crumbling blocks; in addition, there are several shutters that you can't get through right now. The area under the bridge is divided into chambers; the second chamber has a pack of Missiles just sitting there. Drop through the crumbling blocks and grab the MISSILES (20), then roll up and bomb the wall to your left, and exit through the door. Back in the main room, drop down and enter the second door on the right. There are Zeelas and Reos here (the latter do a fair amount of damage if they hit you), so blast your way to the right, until you reach what looks like a dead end. It's actually a wall of bendezium; lay Bombs to blast your way through. Run under the Metarees as you make your way to the door at the end of the tunnel. This large, pink-colored room has many Reos, as well as bugs called Zebs that fly out of pipes in the floor. Anyway, make your way right, down, and left to the lower-left corner of this big room to find a pack of MISSILES (25) sitting there. Over to your right, below the obvious narrow gap, is a suspicious-looking block; bomb it and drop down into the passage. Shoot the Chozo Statue's marble for the CHARGE BEAM! Now your Beam shots can damage bosses! Back in the large room, head all the way to the top, past the door you came in, being wary of the Reos and Sidehoppers. If you'd like to save, there is a narrow passage in the left wall that you can bomb and roll into. When you're ready, head to the right, picking off Zebs if you need energy or Missile refills. Blast through the red door on the right. Here you'll meet the insect-like Pirates called Kihunters. One charged shot or Missile will do for each. Once you've finished them off, the metal door in the ceiling at the far end of the room will unlock. Go on through, and be prepared to face another mini-boss. ______________________________________ / SPORE SPAWN | / HP: 960 | | Attacks: Spores 4, body 12. | | | | Missiles – 100 (10) / | Charge Beam – 120 (8) / ―――――――――――――――――――――――――――――――――――――― Spore Spawn isn't that tough, if you can manage to stay out of its way. Roll into a ball and stay in one of the corners. Spores will be continuously floating around; if you're in the corner you shouldn't get hit by them. (You can also shoot them for refills.) Meanwhile, the boss will swing back and forth in a figure-8 pattern; after 6 or 8 swings he'll open his shell and stop momentarily. When he does, unroll and fire at his exposed core. (I recommend using Missiles because you can get more than one hit in before the shell closes, especially if you're close to him.) After 6 Missiles, the boss will get a lot faster. 4 more Missiles should end the battle. –––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– After Spore Spawn bites the dust, it will harden, allowing you to jump on it and continue upward, collecting leftover power-ups on the way. At the top of this room is a blue door; head through it to find a pipe with Zebs, and a second pipe that is actually made of crumbling blocks; jump on it and you'll fall down a LONG shaft. At the very bottom of the shaft is your first pack of SUPER MISSILES (5)! Collect it, and head through the door to the left. More Zebs are in this room; now would be a good time to fill up. To continue, blast the green door with a Super Missile (notice the Zeelas that fall out of the ceiling?) and go through. There is a narrow tunnel in here with a block that must be destroyed by a Super Missile. Blast it with one, roll in, and bomb your way out the other side, where you'll wind up back in the large pink room. Go back down to the bottom-left of the room, and bomb-jump through the narrow gap above where you bombed through to get to the Charge Beam earlier. Blast open the green door with a Super Missile, and go through. This green room is long and filled with horizontal pipes that Geegas fly out of. You can't reach the upper area yet, so head down and right, until you reach a high pipe on the right side. Jumping normally, this would require the Hi-Jump Boots to reach, but if you wall-jump off the wall, it's possible to make it in. Roll to the right to collect a pack of MISSILES (30). Insectoid's Tip: • My brother had a lot of trouble with wall-jumping in his first game. We'll be revisiting this area later, by which time you'll have the Hi-Jump Boots, so you can skip this if you want. Back in the long green room, continue downward until you get to a blue shutter; shoot it and keep going (kill the Sidehoppers if they get in the way). Go through the blue door at the end. In this room, jump up on the ledge to the right and dash all the way across, without jumping. (It's another one of those nifty crumble block bridges.) If you need some Super Missiles, kill the Cacatacs here after you blast the green door open and head into the next room. This large red area is still part of Brinstar, but looks nothing like it, and the music has become downbeat. Anyway, drop down until you reach what looks like a dead end. Wrong; shoot the floor here to reveal a way down. Be careful not to shoot the lone block on the right; it contains a hidden Beetom, which will undoubtedly latch onto you. (If it does, lay Bombs to kill it.) Drop alllll the way down to the bottom of this shaft, and go through the door on the right. (There is an Energy Recharge Room through the green door to the left.) This next room has some Skrees and a large gap between you and the next platform, with water in between. Notice that you can't just jump to the platform from the water; you would need the Gravity Suit to do so. Stand on the edge of the left platform and spin-jump over. Ignore or kill the Skrees and go through the door. Look at the left corner of the ceiling here; you'll notice a blastable block. Shoot it with your Beam, then spin-jump against the left side of the gap, and wall-jump to the right. If you do this successfully, you'll find yourself next to a narrow tunnel leading to the right. Roll up and bomb the entrance, then unroll and shoot the next block. (There is a bendezium block below and left of the blastable one, and if you laid a Bomb there you would fall through.) Once you're through, blast the green door with a Super Missile and go through. Shoot the Chozo Statue's marble for the SPAZER! This will widen the range of your normal Beam, as well as increase its damage. With the Spazer in hand, go back to the narrow tunnel, bomb the block I mentioned and fall through. Hold right so that you don't fall in the Yapping Maw, and continue right, blasting the Cacatac and avoiding the other Maw. Go through the door at the end. _______ (Maridia) ――――――― Though the music hasn't changed, this is actually part of Maridia. (Look at the game map and you'll see what I mean.) Go through the next two doors, ignoring the obvious explorable area beyond the glass tube. (You need a Power Bomb to break it, but in any case it would be futile without the Gravity Suit.) ________ (Brinstar) ―――――――― Back in Brinstar, take the elevator down to Norfair. _______ (Norfair) ――――――― We won't be here for long; most of the doors in the main Norfair shaft lead to super-hot areas, which would gradually reduce Samus's energy if you tried to explore them without the Varia Suit. (And one of the doors, the yellow one, can't even be opened yet.) The two lower doors are safe; the lower-right has a Save Room, but to proceed, blast through the lower-left, ignoring the Sovas (Norfair Geemers) for now. Right in front of you in this room is an ENERGY TANK (2). Beyond it, there are several crumble blocks; fall through them, and roll to the left. Go through the door here to find a Chozo Statue waiting behind a wall. Shoot the upper section of it and jump over, then shoot the marble for the HI-JUMP BOOTS! You can jump twice as high now, evidenced by the fact that you can jump over the wall from this side now with ease. Go back through the door, and jump up the ledges to reach a pack of MISSILES (35). Bomb-jump into the tunnel to the right, and fall through to the door. Kill the single Sova in this room to unlock the metal door, and exit. We're done here for now, so take the elevator back up to Brinstar. ________ (Brinstar) ―――――――― To the right of the elevator, there are three blocks in the right wall just above the floor that seem out-of-place. Blast one with a Super Missile and roll (or bomb-jump) through. This empty room has what looks like a creature's mouth occupying the upper-right part of it. Now that you have the Hi-Jump, you can reach that platform, and go through the door. ____________ (Kraid's Lair) ―――――――――――― Though technically we're still in Brinstar, it is somewhat isolated, so I'm going to refer to it as a separate area. There are some Zeelas here; blast them out of the way, and shoot the floor next to the door and jump down. There is a metal door to the left, but it can't be opened yet. Bomb the lower corner of the wall across from it to reveal a narrow tunnel; roll through it, and go through the door in the ceiling. Blast the four Kihunters here. Now you have two choices: if you want to save, head over to the right and bomb the little nook in the floor to reveal a tunnel to a Save Room; to continue, shoot the cracked floor in the middle of the room and drop down. Go through the door. In here, blast the green Space Pirates (notice that your Beam affects them now), and continue to the right. Sharp projectiles will be flying at you; try to ignore them, arm your Super Missiles and fire ONE at the Mini-Kraid as soon as you see it. Collect the Super Missile refills and go through the next door. If you'd like, shoot the ceiling here to reveal a passage; jump up and head to the right, blasting the green door with a Super Missile to reach a Dual Recharge Room. When you're ready, head back down the passage and to the right, jumping over spikes and Zeb pipes, to reach your first Eye Door. Each time it opens its eye, blast it with a Missile; do this three times to destroy it, and go through the door. (You can also use one Super Missile, but I recommend saving them at this point.) As soon as you step through the door turns metal behind you. There's no other way out, and the right side of the room is covered in spikes. Out of the spikes rises the first boss, Kraid. ___________________________________________________ / KRAID | / HP: 1000 | | Attacks: claw 10, spine 10, body 20, spikes 16. | | | | Missiles – 100 (10) | | Charged Spazer – 120 (9) / | Super Missiles – 300 (4) / ――――――――――――――――――――――――――――――――――――――――――――――――――― Kraid actually isn't that hard. He starts out only halfway out of the spike pit; jump up and shoot him in the eyes, and he'll open his mouth, which is your cue to fire a Super Missile down his throat. After one super Missile, Kraid rises up all the way, breaking most of the ceiling except for a few small platforms; jump up onto these. Staying on them and not falling into the spikes is the tricky part; Kraid tries to hit you with a sort of boomerang-like claw, as well as firing sharp spines from the holes in his belly. Open his mouth and insert a Super Missile three more times to finish him off. If you run out of Super Missiles, use either Missiles or the charged Spazer (though the latter is more difficult to hit him with). –––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– After Kraid is destroyed, the spike pit will disappear, allowing you to cross to the other side of the room; go through the flashing metal door here. A pedestal with a marble awaits you here; shoot it and pick up the VARIA SUIT! Yay. This special suit protects Samus from high temperatures, meaning you can now explore Norfair. Exit this room and head back through the now-flashing metal door. Backtrack all the way to the shaft with the Zeelas (blasting the miniature Kraid and Kihunters for refills). You'll see that the metal door noted earlier is now flashing; enter it to find a room full of Beetoms, who will all make a beeline for Samus. Roll up and lay Bombs until they're all gone, then shoot the ceiling to reveal an ENERGY TANK (3). Exit the way you came in, and shoot through the platform above you to get back to and go through the door in the upper-left. ________ (Brinstar) ―――――――― Finally back here, jump down and back up to the Super Missile blocks on your left. Blast one and roll through. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––––( 4.3 The Fiery Depths of Norfair )–––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’ At the elevator, check your supplies again. You should have 3 Energy Tanks for 399 energy, as well as 35 Missiles and 5 Super Missiles. Now that you have the Varia Suit, it's time to explore more of Norfair. Take the elevator down. _______ (Norfair) ――――――― I recommend saving your progress in the Save Room through the lower-right door. When you're ready, go through the top-right door. In this fiery room are Sovas and a new enemy, the Dessgeega, which is like the Sidehopper but tougher. Shoot the floor below the door and drop through to the bottom, then make your way right and then up to the red door. Blast it open and head through. This next room is cave-like with some exposed areas of lava, which the Varia Suit can't protect against. There is another new enemy here, the Geruta, which is Norfair's version of the Reo, except more damaging. There is an item to collect here; go to the third pool of lava from the left, and shoot the lower- right corner of it. A pack of MISSILES (40) should appear; roll up and quickly collect it before you take too much damage (or it disappears). Then head to the right and blast open the green door to continue. When you enter this room, it will start filling with lava (but it stops at a certain height, so don't panic). Make your way across the small platforms as quickly as you can, doing your best to avoid the Squeepts, Dragons, and Sovas. Head through the door once you get there. This area is unofficially known as the "bubble room", because of the bubble- like blocks the walls are made of. Anyway, the room has some Rippers, Wavers, and Sovas. There's one item to collect before moving on; head to the far right, and you'll fall through a false floor and a crumble block. Aim down and shoot the blocks below you to clear a passage. Once you reach the bottom, jump over the spikes to reach a pack of MISSILES (45). Head back up the same way, then go left toward the middle of the room. Shoot the floor here to reveal a passage leading to a narrow tunnel. Roll up and bomb each block that gets in your way (watch out for the Sovas), until you reach a pair of doors. Go through the one in the floor. Make your way down the platforms here; the first door on the right is empty except for a Gamet nest; you can raid it for refills if you like. At the bottom of the shaft, go through the door on the right. The next room has some more new enemies, Multiviolas and Magdollites (living lava creatures). Head through the door at the end. You can pass through this next room without stopping, ignoring the Violas and going through the door on the right. (The passage downward leads to Ridley's Lair, and we won't be back for quite a while.) Another room with rising lava. Avoid the lava as you make your way across, where you'll reach a Fune above a narrow tunnel. Ignore the Fune and roll through the tunnel, then unroll and start heading up, shooting the ceilings to get through, and ignoring the Funes. Once you get to the top, go through the door on the left. Here you'll find a new peculiar type of Ripper that has a platform on its back. (Called a Tripper; they remind me of the Enterprise-D from Star Trek: The Next Generation. Weird, huh?) Morph and roll onto the first Tripper to avoid the spikes protruding from the ceiling. Once you get to the pillars, unroll and jump across them (watch out for the shutter and spikes), until you reach another Tripper, which again you should roll onto. This Tripper is weaker, so don't stay on it too long or you'll fall into the lava. Go through the door. More Multiviolas in this shaft, along with a different kind of Dragon, the Alcoon, that pops out of the floors. Blast them as you make your way past the first door on the right and up to the second. Blast this red door open and go through. In this room are some small yellow-and-green platforms that move up or down when they sense you. (The Player's Guide calls them suspensor platforms.) Try to ignore the Funes in this room (though they will try to knock you off the platforms), and jump the first and second platforms. Stand on the third until it lowers, then jump to the fourth (otherwise you'll hit your head on the ceiling). Shoot the shutter and jump over to collect the pack of MISSILES (50) sitting there. Now, this next item is through the door at the far end of the room, between which is a large spike pit. Normally you would need the Grappling Beam, but you can actually get there with just a wall-jump, and save a lot of time in the process. From this platform, run and jump as far to the right as you can; if you fall through the crumble blocks at the bottom, you'll have to exit and re-enter the room through the upper door. If you make it to the wall below the door, endure the spikes as you wall-jump off of it to the platform above. Go through the door and shoot the Chozo Statue's marble for the WAVE BEAM! Your beam will pass through walls now. Exit this room, and drop through the crumble blocks in the spike pit. Blast the Kago hive for refills, then head left to the door. Back in this shaft, head all the way to the top and go through the door on the left. We're back in the bubble room again, but you should head up and to the right, blasting the green door open. Go through, kill the Skrees here and shoot the ceiling to open up a passage. Jump up, shooting the ceiling again, and blast through the green door on the right. Dash all the way through this long tunnel, ignoring the enemies; most of the bridges are made of crumble blocks. At the end, just to the left of the door, shoot the ceiling to reveal a well-hidden pack of MISSILES (55). Blast open the red door and go through. Shoot the Chozo Statue's marble and collect the SPEED BOOSTER! You can run at high speeds now, shinespark, and break Speed Booster blocks. As soon as you pick up the Speed Booster, this room and the tunnel will start filling with lava. So, dash through the long tunnel again, and this time you'll reach what I call "shine-speed"; you'll outrun even your own sprites on the screen, not to mention the lava. Go through the door at the end, and backtrack to the bubble room. Back here, head to the left and drop down to the bottom, and then back through the tunnel with Sovas again. This time, enter the door on the left. In here, jump over the gap, ignoring the Violas, and go through the door on the left. Run all the way to the end of this tunnel at shine-speed, breaking Booster blocks and destroying many Beetoms in the process. Save in this room, then head left back to the main shaft. Blast open the green door in the top left of the shaft, and enter it at a dash. Keep running at shine-speed to make it past all the shutters, as well as breaking two Booster blocks. (As you can see, the blocks underneath are Power Bomb blocks, which you can't break yet.) Go through the door on the left. In this room are some more of those weaker Trippers; use them to cross the lava and enter the door at the other end. This room has many Funes, but avoid them and jump up the platforms to the top. Instead of going through the door, shoot the floor below you; you'll notice many notches in the right wall below. Morph and roll into each of them until you reach the narrow tunnel, then blast through the red door there. Shoot the Chozo Statue's marble to reveal the ICE BEAM! In addition to having more power, we can freeze enemies now and stand on them. Exit this room, roll up and fall back to the bottom of the Fune room, then climb back up and enter the door on the right. In this room are three peculiar blobs called Boyons. When you get close to them, they bounce up and down like a rubber ball. Walk up to the first one and freeze it at the peak of its bounce, then jump on it and repeat with the second and third Boyons. Roll through the opening next to the last one, freeze the red Ripper II and jump across the lava pit to reach the door. Here, you'll fall through many crumble blocks until you're back above the tunnel with the shutters that we ran through earlier. Morph and roll right (ignore the Sova) and you'll fall through another crumble block into the tunnel. Exit this room, go up, and take the elevator back to Brinstar. ________ (Brinstar) ―――――――― We'll only be out here for a short while, so enjoy it while you can (even though the music actually isn't all that enjoyable…). Anyway, head to the left, through the three Maridia tunnels, back to the Yapping Maw room. In here, freeze the Maws and use them as stepping stones (or just leap over them). Head through this room and the water room (freeze or kill the Skrees) all the way back to the long red shaft. Back here, use your Ice Beam to freeze the Rippers above you, jumping from Ripper to Ripper to make your way up to the area with the yellow door. Shoot the ceiling and continue climbing, past the blue door on the left, until you find some more Rippers. Repeat the freezing trick to climb the rest of the way up, shooting the ceiling to reach the blue door. Go on through. In this room, be VERY CAREFUL not to fall into the Manflowers, for they'll hold on to you for several seconds, besides draining a bit of your energy. Jump from ledge to ledge, shooting the Zebbos and Zeelas that get in the way. (I've found it useful to freeze the Zebbos behind me so they don't bump me from behind into the Manflowers.) Go through the door on the right to reach another shaft. Shoot through the floor here to reveal a passage leading down. Ignore or blast the worms crawling on the walls (I believe they're called Zeros), and blast open the green door at the bottom. In here, freeze the Boyons to safely cross the spiky, Manflower-filled pit. At the far end is a Chozo Statue; shoot its marble and collect your first pack of POWER BOMBS (5). Yay. Lay one right now, and watch as it blasts away the left wall. Head to the left and get the pack of MISSILES (60). Head back the same way you entered, and climb back up the shaft. Go past the door you got here through, and continue going up. The blue door on the right is a Save Room; you can use it if you want. Continue up until you reach the green door on the left; blast it and go through. In this room, there are three large Sidehoppers, as well as a bridge running over Manflowers with Yapping Maws in them. Kill the Sidehoppers and head to the left of the room, where you'll see one Manflower without a Maw in it. Lay a Power Bomb, and the entire floor will be blown away; you'll fall through the Manflower (which is fake) into a small room with a pack of POWER BOMBS (10). Exit this room, being careful not to fall in the Manflowers and Yapping Maws on the way out the now-flashing metal door. Now, backtrack alllll the way to the Norfair elevator, de-equipping the Hi-Jump Boots in the water room (if you try jumping the gap with them, you'll hit your head on the ceiling). Insectoid's Tip: • It's actually NOT required to de-equip the Hi-Jump Boots here. If you do a baby wall-jump out of the water and off the left side of the platform, you can in fact reach the platform rather easily. _______ (Norfair) ――――――― Backtrack to the bubble room; shine-speeding through the tunnel with the Beetoms is the best way. When you get to the bubble room, drop a Power Bomb to get back up, and keep going up until you see Wavers (the door on the left is a Save Room). Freeze one about halfway between you and the ledge above, and jump on it, then jump to the green door on the left. (Notice that you would have needed the Grappling Beam otherwise?) Blast it open and go through, shooting the Geruta in here, and collect the pack of MISSILES (65). Shoot the lower-left corner of this room to make a hidden shutter rise. Jump onto it, shoot the wall and roll through the passage to a door; go through it. In here, jump from platform to platform, killing the Sovas and freezing the Dragons on the way to the far left of the room. Shoot the marble there and pick up your first RESERVE TANK (1). Angle down and shoot the platform closest to you to reveal another pack of MISSILES (70); don't worry about dropping in to get it. Head back to the right, through the door and narrow tunnel again, and all the way back to the main shaft. Save in the Save Room if you want, and then go up to the upper-left door, and enter at a dash, shine-speeding past the shutters and through the Booster blocks. Now that you have Power Bombs, you can explore the area below. Blast away the blocks and drop down, and begin heading left, killing the Dessgeegas and Mellas (Norfair Mellows). Go through the door at the end SLOWLY. If you go in too fast, you'll notice right away why I said slowly; all the platforms (save the single block you're standing on) are crumble blocks, and it is rather hard to get back up again if you fall. From where you're standing, shoot the wall opposite you to reveal the Missile pack; it will disappear after a moment. Now that you have the Ice Beam, the easiest way to get the pack is to freeze and use the Sova on the platform below you as a stepping-stone to reach the pack of MISSILES (75). Insectoid's Tips: • You most likely won't be able to see the platform below you when you walk in. Drop a Bomb to bounce up, and when you land the screen will be showing several blocks lower than before. • On freeze location: Your best bet is to freeze the Sova when it is on the left side of the platform, just to the right of the left edge. • In rapid succession: freeze the Sova, shoot the block hiding the Missile Tank, spin-jump to the frozen Sova, then hang-ten off the Sova and spin-jump again, hopefully reaching the Missiles. Without the Ice Beam (or with a little ignorance), you would have to pull off a PRECISE double spin-jump off the platform below. (Which is HARD! Trust me; I used to do it that way, before I realized that I could use the Ice Beam. This method has saved me many a headache.) Anyway, feel free to drop through as many crumble blocks as you like now, and go through the door at the bottom. Start dashing now, and you'll shine- speed through Multiviolas, red Space Pirates, Booster blocks, and across a crumbling bridge before finally winding up in a vertical shaft with a green door below you. Blast it open (I suggest killing one of the Cacatacs a little ways up the shaft for a refill), and prepare to face the mini-boss Crocomire. ______________________________________ / CROCOMIRE | / HP: n/a | | Attacks: slash 20, fireballs 10. | | | | Power Bombs – DON'T USE! | | Missiles – 1 step | | Charged Spazer/Ice/Wave – 2 steps / | Super Missiles – 3 steps / ―――――――――――――――――――――――――――――――――――――― Crocomire doesn't have a set number of hit points; you must herd him onto the weak bridge to the right by shooting him in the mouth. There is a very good reason not to use Power Bombs here; if you do, Crocomire will get angry and charge you, causing you to lose a lot of ground. You should definitely use Super Missiles, when you have a good shot. Insectoid's Tips: • Oddly enough, firing a Super Missile down Crocomire's throat to start the battle has no more effect than a regular Missile! So you might as well start with a Missile, and then switch to Super Missiles. • You can occasionally get Missile and Super Missile refills shooting Crocomire's fireballs. • After running out of Super Missiles, I strongly suggest using the charged Spazer Beam combo, not only because it has twice the effect of Missiles, but because it gives Crocomire less opportunity to gain ground. • Try to fire as often as you have opportunities to, else you'll likely give up ground. Once you manage to herd Crocomire onto the weak bridge (you'll know it when you see it), it will collapse under his weight and he'll fall in the boiling lava, causing his skin to melt right off his skeleton. (Reminds me of Raiders of the Lost Ark…) It's not quite over yet, though; you'll see some bubbles in the lava moving to the left. Follow them to a wall of spikes blocking your way, and Crocomire's skeleton will crash through and land at your feet. –––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– After Crocomire croaks, collect the refills and carefully head to the left across the boiling lava pits (boiling lava will damage Samus much faster than ordinary lava) and through the door. In this room, drop down and visit the Save Room to the right (you may wish to raid the Gamet nest here for refills beforehand). When you're ready, go to the left and through the door in the floor. Ignore the door on the left (we'll be back later); head all the way down this shaft, and blast through the red door on the right. Be wary of the rising and falling lava and Metarees as you make your way right, morphing and rolling through the narrow passage. Watch out for Gamets as you make your way over to the pack of MISSILES (80). Backtrack to the shaft and go through the door in the floor. Drop a Power Bomb in this long tunnel to blast away all the blocks on the ground, and kill the Mellas on the left. Go back to the right until you reach the end, then start running back to the left. You should reach shine-speed just before you reach the ramp; press Down to store the energy (what I call a "shine- charge"), then fall into the lava pool and position yourself between the edge of the ramp and the first small platform to the left. Press Jump, and you'll shinespark straight up into the ceiling; hold Right to reach a pack of MISSILES (85) on a ledge. Bomb-jump into the narrow tunnel here to fall down some crumble blocks back to the long tunnel. Head back to the right and start another shine-speed run left. This time, jump as soon as you hit the ramp; you'll spin-jump a LONG way, and land on a ledge at the other end of the room. Go through the door here. Shoot the Chozo Statue's marble for the GRAPPLING BEAM! This useful tool lets you latch onto special blocks and even some enemies. Climb to the top of this shaft, and you'll see some of those grappling blocks now. Aim up, fire the Grappling Beam at one, and you'll latch on and start swinging back and forth. Swing in the direction of the door and let go, then go through. Now, why there is clear blue water in the fiery world of Norfair I don't know; but I do know that you need to swing across it. (If you fall, you'll have to climb out and try again.) At the other end, go through the door. In this shaft, freeze the Funes and climb up, jumping to the small platform above. Equip the Grappling Beam, jump while aiming straight up, and at the peak of your jump fire, just latching onto the grappling block above you. Use it to swing over to the door, and go through. One more water room to cross. This room has two pools, with a platform in between. (The first pool has a nest of I-forget-whats at the bottom, while the other has some Puyos, the only ones in Norfair.) Swing across each pool, then blast the green shutter with a Super Missile and go through the door. we're back in the long shaft from earlier. Go through the door in the ceiling and head right, using the suspensor platform to jump to the upper door. Don't go through yet; look to the left, and notice the green Ripper II near the ceiling. Arm the Grappling Beam and latch onto the Ripper, swinging over to the left and landing on a ledge with a red door. Blast it open and go through to collect a pack of POWER BOMBS (15). Exit this room, return to the blue door in the upper-right, and go through. We're back in the room where we fought Crocomire; head to the right. Remember the weak bridge that he fell through? There are grappling blocks above it, all the way to the other end of the tunnel. Latch on and grapple your way across to reach an ENERGY TANK (4). Insectoid's Tip: • An alternative would be to shine-charge, then do a horizontal shinespark across the room, then just latch onto the blocks above you and swing to the Energy Tank, ignoring the negligible damage from the boiling lava. Swing back across, and go through the door in the ceiling. Enter the second door up on the right (the first leads to an Energy Recharge Room, but after collecting that Energy Tank you shouldn't need it) and save your game. Exit and go through the door on the left at the top. Kill the Gerutas that get in your way as you climb the platforms here to the upper-right of the room. Arm the Grappling Beam and swing across the room until you reach a platform with a pack of MISSILES (90). (If you fall, jump on the small platforms to the right and try again.) Blast the green shutter with a Super Missile and go through the door. We're back in the main shaft; climb all the way up and take the elevator back to Brinstar. ________ (Brinstar) ―――――――― That's it for Norfair, at least for a while. Backtrack to the long red shaft, then freeze the Rippers to get up to the yellow door. Lay a Power Bomb here to cause a section of the wall to blow away, as well as the door. This dangerous tunnel is filled with spikes, Firefleas, Wavers, and Yapping Maws (avoid the Firefleas as best you can; you don't want the room to get too dark). Jump across the platforms to the left, and latch onto the grappling blocks once you see them. Carefully swing across, timing your swings to avoid the outreaching jaws of the Yapping Maws. At the end of this room is a red door; blast it open and go through. There is a half-visible shutter here; roll onto it and lay a Bomb to make it rise. Head to the left and shoot the Chozo Statue's marble for the X-RAY SCOPE! This allows you to scan the area (by equipping it and holding Dash) for hidden passages and special blocks. Use it now to locate a hidden passage behind the Chozo Statue; bomb the opening and bounce in, bombing another block and rolling to the right. Bomb the shutter here and continue rolling, eventually falling through a crumble block. Exit the way you came in, and backtrack all the way to the long red shaft. Back here, continue climbing, all the way to the top, through the room with the Manflowers, to the elevator shaft we visited earlier. Go right on up to the elevator and take it to Crateria. ________ (Crateria) ―――――――― Been a while, hasn't it? Blast open the yellow door in the ceiling here and jump through. Blast the green Scisers as you make your way up, shooting the ceiling and jumping into the tunnel above. Kill the Kihunters and enter the door on the left at a run. Keep running until you shine-speed through that barrier I noted when we first got here, and stop at Samus's ship. Jump in, refilling your supplies and saving. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––––––( 4.4 Hunting Down Some Items )–––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’ Well, Norfair was quite a handful, wasn't it? This little item hunt should be a snap by comparison. To start out, from Samus's ship, head to the left, where there is a little hill. Go back to the right and run to the left, shine-charging once you get to the hill. Angle up to the right and press Jump to shinespark diagonally alllll the way to the upper-right corner of this area, and you'll land on a cliff. Head to the right and blast the yellow door open with a Power Bomb. Go on through. In here, blast the Alcoons as you make your way across the boiling lava- filled room (didn't we just leave that stuff?!); eventually you'll reach a pack of POWER BOMBS (20). Exit through the door you came in at a run. You should reach shine-speed just before you get to the edge of the cliff; store the charge and fall straight down off the edge to reach another cliff. Press Jump and tap Left to shinespark to the left, just like in the demo when you turn the game on. You'll break through a barrier of bendezium blocks in the far wall, behind which is a door. Enter it. This long series of tunnels has Wavers, Yapping Maws, and boiling lava that rises and falls, as well as many obstructions that you need to bomb through. Arm your Power Bombs and blast away each barrier when you come to it, watching your footing around the lava and freezing the Yapping Maws. When you get to a door, go on through and quickly collect the ENERGY TANK (5) before the lava hits you. What a relief! Drop a Power Bomb here to reveal a tunnel; wait for the lava to fall, then morph and quickly roll through the tunnel to the other side. There are more obstructions here, as well as spikes. Make your way across the room, blasting obstacles with Power Bombs until you reach the far end, where a Zebbo nest and Yapping Maw await you. Go through the door here. Shoot the wall in front of you to blast a path. Don't move yet, though—use the X-Ray Scope to reveal a whole mess of crumble blocks in the middle of the room. Optimally, you want to jump on the VERY CENTER of the crumble block patch so that both columns are broken at the same time. (If you mess up, you'll have to backtrack and go through the lava rooms AGAIN.) Arm your Power Bombs, jump on the middle of the patch, and drop a Power Bomb the instant you see the two alcoves on either side; this will blast away the breakable blocks. Quickly jump into either alcove (hopefully leaving enough room to jump over the crumble blocks to the other alcove) and collect a pack of MISSILES (95), then jump over and collect the other pack of MISSILES (100). Continue dropping down, and when you stop, drop another Power Bomb to blow open the floor (killing two hidden Beetoms in the walls). We're back in the shaft with the green Space Pirates we came through earlier on the way to Brinstar. Head down that way again (continue to ignore the red door on the right), and take the elevator down to Brinstar. ________ (Brinstar) ―――――――― Go through the first door on the right. Remember that the last time you were here, you couldn't get past the shutters? Now that you have the Speed Booster, simply run all the way across and you should make it under the shutters without difficulty. Blast open the red door and go through; shoot the Chozo Statue's marble for a RESERVE TANK (2). Morph and roll under the statue to reach a pack of MISSILES (105), then bomb behind it several times to reveal a second pack of MISSILES (110). Exit this room. Obviously, you can't get out the same way you got here (the shutters are still closed), so you'll have to go around them. Shoot the ceiling next to the shutter here and jump up, being wary of the Wavers and Sidehoppers lurking around up here. Collect the pack of SUPER MISSILES (10); been a long time since you saw one of those, huh? Jump on the block the pack was sitting on to find that it crumbles, dropping you back into the shutter room. Exit through the door. Back in the main room, head down to the bottom. I mentioned earlier that there was an explorable area down here; drop a Power Bomb to blast away the floor. Drop down this shaft to the bottom, and go through the door. In here, drop another Power Bomb to blast away the Beetoms, then head through the next door. In here, head left until you see the Energy Tank ahead. STOP! Point your X-Ray Scope at the floor in front of it to reveal a fake floor. Make a running jump over the pit to reach the ENERGY TANK (6), then blast open the green door and go through. Shoot the Chozo Statue's marble for a pack of SUPER MISSILES (15). Exit the way you came in. Drop down the invisible pit, and roll through the spiked tunnel to the right (the door to the left is a Save Room). Kill the Beetoms with Bombs or Missiles, and blast any Zebbos that get in the way as you make your way to the door at the end. Three friendly little creatures called Etecoons await you here, standing next to a shaft. If you wait a moment, they will run over to the shaft and start wall-jumping up it. Follow their example, and wall-jump all the way up. At the top of the shaft, you'll notice a narrow tunnel in the right wall. Without the Spring Ball, the only way to get inside it is to run full-speed from the left, spin-jump to the right, morph in mid-jump, and roll in the tunnel. This is trickier than it sounds, but it's quite possible. If you succeed, you'll make it in the tunnel, and can collect the pack of POWER BOMBS (25). Roll back out, and wall-jump back up again. Go through the door at the far left to reach the main shaft again (notice the door turns metal? It's one-way). Climb back up and Power Bomb the floor once again, and go through the first door on the right; kill the Reos here. This next part is optional; if you'd like to skip it, simply head right without using the Speed Booster, back to the large pink room. If you'd like to see what's down here, back up and start running right, shine-speeding through the bendezium blocks and the bridge of Booster Blocks here, dropping down a LONG shaft. Head left to find a door (leads to an Energy Recharge Room) and a strange bird-like creature called a Dachola, who will show you how to perform a shinespark. (Watch as the master runs to the right and shinesparks straight up, hitting its head on the Booster Blocks above…) Refill your energy if you want, then follow the Dachola's lead and shinespark out of here (hopefully not hitting your head!). Head right, back to the large pink room. Head right and down, blast the yellow door open with a Power Bomb, and go through. Kill the three Sidehoppers here (one is larger than the others) to unlock both doors. In this room is a tall wall with a blue shutter at the top. One way to get up to it is to latch onto the grappling block directly above you, swing around to get on top of it, shoot the shutter, and swing over to the top of the wall. Insectoid's Tip: • A quicker way to get up the wall is to wall-jump up the left side, shooting the shutter, and then wall-jump back up on top of it if you fall. In any case, once you're over the wall, go through the door on the other side, and collect the ENERGY TANK (7). Go back to the previous room, and bomb the bottom of the tall wall to make a shutter rise; use it to reach the shutter above, then drop down and kill the Sidehoppers again to unlock the door. Exit this room. Back in the large room, climb up a little until you see an area off to the left with some grappling blocks in the ceiling. Latch on and swing across them to reach a pack of MISSILES (115), then drop down into the little pocket. Use a Power Bomb to blast away some blocks, and point the X-Ray Scope at the left wall. You'll see an invisible hole in the wall; jump through it to reach a tunnel with a bunch of large Sidehoppers. Eliminate them (charged shots work best), and head over to the left. There is a single odd block in the floor; blast it away with a Super Missile, drop down, and pick up the pack of POWER BOMBS (30). Shoot the shutter to raise it, then bomb the wall behind it, drop down, and roll to the right. Keep going until you reach a door; go through it. You'll fall through a crumble block back into the large pink room. Drop down until you reach the obstruction, and bomb-jump through the gap. Head to the right, into the long green tunnel. Back here, jump up to the ledge in the upper-right, and blast open the yellow door with a Power Bomb. We're back in the blue area of Brinstar where we picked up the Morphing Ball. Head right, bomb the bottom of the obstruction, and roll under it, bombing out the other side. Collect the pack of POWER BOMBS (35) here, then drop a Power Bomb to blast away the wall to the right. Head right, and take the elevator back to Crateria. ________ (Crateria) ―――――――― Head left to Mother Brain's room; bomb the middle of the large tank several times (or once with a Power Bomb) to reveal a passage, leading to a hidden pack of MISSILES (120). Insectoid's Tip: • You could have gotten this a LOT earlier, before we explored Brinstar, but this saves you one backtrack through the escape shaft. Go left into the escape shaft (blasting Pirates as you go), and start climbing. Remember those single blue ledges along the left and right walls that I mentioned? Jump up to the one on the right, and bomb the wall there to reveal a passage. Blast open the yellow door with a Power Bomb, and go through. You'll find yourself in a long tunnel with four Boyons in the floor. Freeze them all and quickly head back to the left, then dash to the right, and shine- charge before you hit the far wall. Press Jump to shinespark straight up, and you'll reach a small room with a pack of SUPER MISSILES (20). Arm your Grappling Beam and swing across the spike-filled tunnel to the door. The door will turn metal behind you (it's another one of those one-way models); head to the left and bomb your way back into the escape shaft. Go through the door in the ceiling, and backtrack all the way to Samus's ship. Resupply and save your game. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––––( 4.5 Exploring the Wrecked Ship )–––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’ Before we move on, check your supplies again: you should have 7 Energy Tanks for 799 energy, plus 200 energy in 2 Reserve Tanks, along with 120 Missiles, 20 Super Missiles, and 35 Power Bombs. To continue, shine-speed to the right to break through the blocks, and blast through the green door here. Keep going right until you reach a yellow door (kill the Kihunters while you're at it). Blast it open with a Power Bomb and go through. In this room, latch onto the grappling blocks above and swing over the water to the MISSILES (125). Swing the rest of the way across the room, being careful on the crumbling grappling blocks, which will disappear if you hold onto them for too long. Go through the door at the end. We're in another large outdoor area; there's another pack of Missiles here, but we'll be picking that up later. Arm your Grappling Beam and latch onto the grappling blocks above to swing across each gap. You'll eventually come to a gap without a grappling block, but there is a green Ripper II here; latch onto it and swing across. Jump across the remaining platforms and blast open the green door to enter the Wrecked Ship. ____________ (Wrecked Ship) ―――――――――――― This place looks as lifeless as Crateria did before Samus woke it up. Anyway, head right, and through the door to reach a long shaft. Across the way is a Save Room; there's no power, so it's as dead as everything else. Start heading down the stairs; by now, you'll probably have seen a Covern or two (those creepy skull things); shoot them if they get in your way. You'll reach a metal door; ignore it and go down the next flight of stairs. Bomb the bottom of the left wall and roll through the passage. Make your way left, ignoring the spikes (oddly enough, without power they don't hurt you!) and collect the pack of MISSILES (130) at the end. Backtrack to the main shaft, and continue going down the stairs. When you get to another metal door, shoot the floor out, and continue down until you reach a green door in the floor; blast it open and go through. This is another long tunnel; the door on the far left is a Map Room, which is dead as well. Head to the right, until you reach an obstruction; bomb the bottom of it and roll under. Blast the Eye Door here with a Super Missile (you should have plenty), and prepare to face the boss Phantoon. ______________________________________ / PHANTOON | / HP: 2500 | | Attacks: flames 20 (each) | | | | Missiles – 100 (25) | | Charged Spazer/Ice/Wave – 300 (9) / | Super Missiles – 600 (5) / ―――――――――――――――――――――――――――――――――――――― Phantoon is a bit tougher than the bosses you've faced so far; the main reason being that he drops fireballs EVERYWHERE. However, you can shoot them for refills, so it's not all bad. Basically, he'll fly around the room in a figure-8 pattern, dropping fireballs as he goes, before finally stopping. On his second pass (if you don't hit him), he will either immediately stop in a different location, or become invisible and drop some more fireballs, and then stop. When Phantoon stops and opens his eye is the signal to attack. Your two best options: 1) Charged shots. This is the slightly safer choice, and takes a bit less time, but hitting the boss is tricky as always. 2) Super Missiles. Though they do more damage than charged shots, it is more dangerous, and takes more time, because it causes Phantoon to do an additional fireball attack between hits: he'll move to the top of the room, and rain down fireballs eight times. These are almost, but not quite, impossible to avoid. If you're not fast enough to morph and roll from corner to corner, alternating between each pass, there is an alternative: the Charge Attack (AKA Pseudo Screw Attack)! (What? You don't know what that is? Check Section 3.1, ABILITIES.) The clever pseudo-screw will protect you from Phantoon's fireballs, and unlike when you hit an enemy with it, your charged Beam won't be drained. In any case, Phantoon will change color after a while, and after 5 Super Missiles or 9 Charge Beam shots, he'll flash and dissolve, bringing the ship back to life. Collect the refills and exit through the flashing door. –––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– Well, the power's back, and so are the enemies (not too surprising). The Work Robots are active again, and seem to delight in shooting energy beams at you. There are also tough orb-like creatures called Kobens that can go through walls—shoot them! And since the power's back, there are live electric currents everywhere, dropping sparks occasionally. Feel free to visit the Map Room noted before; when you're ready, go through the door in the ceiling. Shoot out the ceiling and enter the now-flashing metal door on the left. In this small room, avoid the electric currents and grab the pack of SUPER MISSILES (25). Exit the way you came in, and go to the wall opposite the door. Bomb the bottom of it to reveal a passage; roll through and go through the door. In here, avoid the spikes and currents as you make your way across the conveyor belt to the first Work Robot. Jump over it, and continue until you find another one; jump over it and drop a Power Bomb to blast away the wall, revealing four tunnels. Bomb-jump into the second from the bottom, roll through and collect another pack of SUPER MISSILES (30). Exit this room. Back in the main shaft, continue climbing (ignore the other flashing door) until you get to the Save Room noted earlier; save if you want. When you're ready, continue climbing the stairs until you reach what looks like a dead end; shoot the ceiling to reveal a passage, and keep going until you get to a door in the ceiling. Jump through it. The door will turn metal below you; the other two doors in this long hallway are metal, as well. The only way to unlock them all is to kill all the enemies in this room—Kobens and tougher yellow Kihunters, some of which are wingless. Our destination is the door on the far right, but start on the right side anyway (you'll see why in a minute). Kill all the enemies, then head to the left, blasting enemies until you reach the door on the far left. When all the enemies are dead, the doors will unlock; shoot open the door on the left NOW! (If you don't, you'll have to kill all the enemies again after exiting the other door.) Head back to the right and go through the door at the end. There are more conveyor belts and Work Robots in here; shoot at the Robots to make them fall into the pits, and make your way right. Grab the pack of MISSILES (135) and go back to the long hallway, shooting your way past the enemies again as you head toward the far left door. Go through it. ________ (Crateria) ―――――――― We're back out in Crateria for a short while. Head to the left, across the platforms, until you see a Tripper. Jump onto it, and ride it to the left until you see another Tripper above you; jump up to it. Ride this Tripper to the right, and jump up to the next Tripper you see. Ride this last Ripper to the left until you see a low part of the ceiling; shoot it and spin-jump at the pack of MISSILES (140) to collect it, then drop down. Down here, head left until you reach the wall, then scan the floor with your X-Ray Scope until you find a Super Missile block. Blast it and drop in, then drop a Bomb to blast away the block on your left, and roll over to the pack of MISSILES (145). To get back the way you got in (you don't want to drop down, else you'll have to climb alllll the way back up through the Wrecked Ship), jump up and shoot the block (it will have regenerated by now), then morph in mid-air and roll into the tunnel. Shoot the Super Missile block and jump out. Scan the ground with the X-Ray Scope again until you locate another hidden block; shoot this and drop through, then roll to the right, and go through the door (raid the Zebbo nest first, if you need energy). In this next room, kill any Wavers or Choots that get in your way, and go through the next door. In here, you can simply go through the next door (the strangely-colored Geemer above follows you around… weird). ____________ (Wrecked Ship) ―――――――――――― Back in the Wrecked Ship, arm your Grappling Beam and swing across this long spike-filled room, until you reach a Chozo Statue with no marble; oddly, this one is standing up. Jump up into its hand and roll… hey, why did it grab Samus? The Chozo comes to life, and with Samus in hand starts walking across the spikes to the left, eventually descending right through the floor into a small room below. It will stop and release Samus here. Don't go through the door yet; you'll notice there's a narrow tunnel below you. Bomb the left side, drop down and roll to the right, then when you reach a dead end, drop a Power Bomb to blast open a passage to the door. Go through it, and shoot the Work Robots into the pits. Head right and collect a pack of MISSILES (150) from the Chozo Statue, then drop a Power Bomb. It will blast away both the wall and the Chozo Statue; start dashing to the right across the conveyor belts. Shine-charge before you get to the far wall, and shinespark straight up the narrow shaft. Go left, and jump over the depression in the floor (it's a false floor) to reach the RESERVE TANK (3). Now fall through the false floor, and backtrack to where the Chozo let us off. Go through the door here and shoot the marble for the GRAVITY SUIT! Yeah! Now you can move freely in water, lava and acid (and weak lava will not damage you anymore), meaning you can now explore Maridia. Go through the door here (it's the only way out). ________ (Crateria) ―――――――― You'll drop down into the water in front of the entrance; now that you have the Gravity Suit, you can jump back up to the entrance easily. First, though, let's pick up the pack of Missiles I advised you to skip earlier. Head to the left underwater (watch out for the blue Skulteras) until you reach the far left wall. Shoot the bottom of it to reveal a passage; with the Gravity Suit, you can simply bomb-jump into the tunnel. (Without it, you would have had to jump, morph mid-jump, and roll in which, though easier underwater, would have taken a little more time.) Anyway, roll left to reach the pack of MISSILES (155). Exit the tunnel the same way you came in, bombing the entrance. Head right, back up to the platforms, and go back into the Wrecked Ship through the entrance. ____________ (Wrecked Ship) ―――――――――――― Run through this room (notice that the conveyor is active) and go through the door back into the main shaft. Save; I usually have trouble getting this last item, so it's a good idea. When you're ready, go down the stairs to the flashing door on the right we ignored earlier. Open it and go through. Kill the Bull with a charged shot, then go through the door on the right. (Without the Gravity Suit we wouldn't be able to jump to the door.) Make your way across this spiked-filled room, carefully darting across the moving spike platforms to the door. Insectoid's Tip: • The safest way to cross this room is to jump on each spiked platform, morph, then wait until it's safe to jump to the next one. In this shaft, shoot the ceilings as you climb up to the top (ignore the door on the right; it goes back out into Crateria, leading to the wrong side of Maridia). At the top, blast open the red door and go inside. I dislike this room, because I usually mess up. This is a medium-sized chamber with a pool of water, with Skulteras and spikes at the bottom. Arm your Grappling Beam, and carefully jump across the suspensor platforms; latch onto the crumbling grappling blocks as soon as you're within reach, and swing over to the ENERGY TANK (8). Make your way back across (if you fall in, there are platforms on the right side you can climb up with), and backtrack to the main shaft. Go back to the conveyor belt at the entrance to the Wrecked Ship, and dash across it. Shine-charge before you reach the door, shoot it and go through… ________ (Crateria) ―――――――― …then press Jump and tap Left to zip across the entire length of the lake. Go through the door at the other end and backtrack all the way to the ship. Resupply and save, then go left, back to the main shaft, and through the door at the bottom and to the bottom of the Tourian escape shaft. Go right and take the elevator down to Brinstar. ________ (Brinstar) ―――――――― Head right, and go through the door. Go through the next door; we're back in the room where you got your second pack of Missiles earlier. Shoot the ceiling to the left of the obstruction to reveal an ENERGY TANK (9) that you can leap up and grab. Drop a Power Bomb to blow away the bottom of the obstruction, then go back to the left. Dash to the right, and shine-charge; stand directly under the hole in the bottom of the obstruction and shinespark straight up. Hold left to land in the small room above, and go through the door. This room has an ankle-deep pool of water. Point your X-Ray Scope up and to the left to reveal an invisible bridge; jump up onto it and make your way left, avoiding the boulders that come out of nowhere. Go through the door at the end. In here, grab the obvious pack of MISSILES (160), then walk to the left of it and drop a Bomb next to the raised platform to reveal another pack of MISSILES (165). Exit this room, and make your way back to the elevator, bombing and Power Bombing your way out of the obstruction you broke through. Back at the elevator, head left past where you got the Morphing Ball and drop a Power Bomb to blast away the wall. Continue left, blasting through the second wall and through the door, left through the green room, and back to the large pink room. Bomb-jump through the gap and bomb down to where we got the Charge Beam. Drop a Power Bomb to blast away a block concealing a tunnel, and roll through; head down and blast open the red door. Kill all the Zeros in this next room, then go back to the right and dash left, shine-speeding through the Booster blocks, Puyos and Skulteras to reach an ENERGY TANK (10). Exit this room. Jump back up to the Charge Beam room, drop a Power Bomb to get back through, and go up and bomb-jump through the narrow gap once again, and head through the door. Go all the way down through the long green room back to the red section of Brinstar. Drop down to the bottom, go through the two water rooms, and head to the glass tube we've been ignoring. _______ (Maridia) ――――――― Drop a Power Bomb to blast away the glass; now that we have the Gravity Suit, we can explore this area freely. Go to the bottom and through the door; save your game here. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––( 4.6 The Perilous Waters of Maridia )–––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’ Check your supplies: you should have 10 Energy Tanks for 1099 energy, plus 300 in 3 Reserve Tanks, as well as 165 Missiles, 30 Super Missiles, and 35 Power Bombs. When you're ready, climb back up above the broken glass tube, and go through the door in the ceiling. Nice peaceful music, eh? Anyway, go through the door on the right, blasting open the green shutter and killing any Scisers that get in your way as you head to the door. We'll be back here a bit later, but I like to visit the Map Room now, as Maridia can be a little confusing. To get there, roll under the blocks in the middle of this room to drop down into another room; blast open the red door here and visit the Map Room, then head through the blue door on the left. Make your way through this Boyon-filled room, and at the far end, drop down into the tunnel outside Maridia. Make your way back up to the room with the green shutter. Open the door behind you, blast the shutter open again, and kill ALL of the Scisers on the ground. Here comes the tricky part. Go to the right, and start a dash to the left. Shine-charge JUST before you reach the door, then quickly head through and to the left. On the platform to the left of the floor door is a row of plants, two of which stick out. Stand in the EXACT spot the leftmost one is, and shinespark straight up. If you positioned yourself correctly, you should just barely miss the small platforms on the way up, and blast through some Booster Blocks to an alcove with a pack of MISSILES (170). Whew. Insectoid's Tip: • You'll know if you shine-charged at the right time if you can see Samus turn yellow on the way out the door. This maneuver requires precise timing; if you can't get it on the first few tries, reset and try again. I won't blame you if you don't get it the first 20 tries; it took me about that long to learn how to do it right. I HIGHLY recommended saving afterward, if it took you a while to do. Hold left as you fall out of the alcove to land on the ledge up here. Climb all the way to the top, ignoring the pack of Super Missiles to the right (you'll be getting it shortly). At the top, go through the door. This large room is dotted with grappling blocks, Scisers, and balloon-like enemies called Powamps. Head down and right, and morph before you go over the edge; hug the left wall (don't worry about the Sciser) and you'll roll into a hidden tunnel. Roll to the left and pick up the pack of SUPER MISSILES (35) we saw a moment ago. Roll back out of this room and back to the large room; drop down here. Head to the right, jump out of the ditch, and go through the door in the floor on the far right. There are Skulteras and a new pink variety of Space Pirate in here; your current weapons have no effect on them, so stay clear. Jump over to the left, past the first pit, and down into the second. Ignore the pink Pirate and walk through the wall to the right… a secret passage. Blast open the red door and go through. This room has a peculiar enemy called a Tatori, which looks a little like a giant Ripper, along with several smaller Tatoris. When it wakes up, it will spin around and fly back and forth until you step on it. Step on it now while it's still in the middle of the room, and it'll start spinning straight up. Arm your Grappling Beam, and when the Tatori reaches its peak, jump up and latch onto the grappling block up above. Swing around and land on top of it to collect the ENERGY TANK (11), then drop back down. Lure the Tatori over to the right side of the room, and jump on it to stop it. As it rises, angle up and keep shooting the right wall until you reveal a Missile pack; spin-jump at the wall to collect the MISSILES (175). Exit this room the way you came in, and backtrack to the large room with the grappling blocks along the ceiling. Now, normally you would need to either backtrack to the beginning of the room and jump to the grappling blocks, or latch onto one of the balloon-like Powamps and swing up on top of one of the blocks, and then swing across to the door in the upper-right. However, there is a faster way to get there. You'll notice that the ditch at the bottom of the room is just long enough to reach shine-speed if you dash across it. So, start at the door in the floor on the left and dash right, storing the shine-charge as soon as you get it. Spin-jump to the platform above and right of the gap here, angle up, and shinespark diagonally to the right. You should hit the ceiling just to the left of the door. (Full credit goes to Marshmallow for this trick.) Go on through. You'll wind up in a small metallic shaft crawling with Scisers; climb up the right side and go through the door at the top. In this sandy area, avoid the Owtches and head right to what looks like a dead end; jump through the wall to find a hidden chamber with a pack of MISSILES (180). Head back to the left, up through the opening, and out of the water to the door on the left; go thorough it. In this long room, kill any Menus (Maridia Mellows) that get in your way, and avoid the Owtches as you make your way left. At the apparent dead end, jump through the wall and continue, until you end up in a shaft. Spin-jump up to the platform above, and go through the door there. Keep heading left (past the Zebbo pits) until you fall in a ditch. Drop down the center of the ditch to find a small room with a pack of MISSILES (185) and a pack of SUPER MISSILES (40). Jump back out into the ditch, and backtrack all the way back to the metallic shaft. Drop down to the bottom of the shaft and shoot the floor to reveal a tunnel below. Kill the Scisers and blast through the green door on the right. The music suddenly changes; now it's more depressing than peaceful. This large metallic room is right smack in the middle of Maridia, and we'll be coming back to it several times. Anyway, drop down and set off a Power Bomb to blow away the floor. Drop into the tunnel, and blast open the red door on the left. Save your game in here, then exit and start dashing to the right. Ignore the odd little Yards, and shine-charge when you get to a narrow shaft. Shinespark up it, and collect the pack of MISSILES (190) sitting there. Go to the right, and stop when you see the Super Missile pack. There are crumble blocks here; point the X-Ray Scope at the floor to spot them, then jump over and collect the SUPER MISSILES (45). Fall down the crumble blocks, and head back to the left (ignore the door on the right). Back on the ground level of this room, dash left and shine-charge before you reach the door to the Save Room. Back up a bit until you're just outside the tunnel, then shinespark straight up, and hold left to land on a platform above. Head left and go through the door in the ceiling. Here you'll meet a new enemy called a Mochtroid. Unlike real Metroids, these clones are far weaker, so you shouldn't have any trouble with them (in fact, the Grappling Beam kills them with one hit; keep this in mind for later). This room is a bit of a maze; make your way up, down through a crumble block, right, and down, shooting out the walls and Mochtroids as you go. When the bottom floor is clear, you should have enough room to shine-speed from the left through the Booster blocks on the right. Go through the door here, and prepare to face the mini-boss Botwoon. ______________________________________ / BOTWOON | / HP: 3000 | | Attacks: poison bolts 24, body 32. | | | | Missiles – 100 (30) | | Charged Spazer/Ice/Wave – 300 (10) / | Super Missiles – 300 (10) / ―――――――――――――――――――――――――――――――――――――― With the number of Super Missiles you have now, this should be a piece of cake. Botwoon is a snake-like creature that darts in and out of holes on the screen. Occasionally he'll stop and spit poison bolts at you; these are nearly impossible to avoid. Only Botwoon's head is vulnerable. The easiest time to shoot him is when he stops to shoot bolts at you, but early on you can also hit him when he's moving. I usually wind up making liberal use of the angle-up button here. Aim carefully and shoot Super Missiles at his head when he swims by, and especially when he stops. After 6 Super Missiles, he'll speed up, and he'll get even faster (and VERY hard to hit) after 8. 10 should finish him off. Insectoid's Tip: • You'll notice that the charged Spazer combo does the same amount of damage to Botwoon. Like with previous bosses, hitting Botwoon isn't the problem; it is WHERE you hit him that matters. If you hit part of his body instead of his head, it won't count. –––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– When Botwoon is down, the right wall collapses, allowing us to proceed. Go through the door on the right. This is the long sandy room; we'll be coming back here several times. DO NOT fall into the sand-falls here (yet), as you'll wind up back near the large metallic room, and have to climb back up here again. Anyway, shoot the Puyos, and start dashing to the right from the drop in the floor next to the door. You will shine-speed through a bunch of blocks; notice the Energy Tank in the tunnel above you. (We'll be back later to collect it.) Go through the door at the end. In this shaft are more Mochtroids and many grappling blocks on the walls. Arm your Grappling Beam and latch onto the grappling block wall; you'll be able to jump off of the place you latch on, as if you had wall-jumped. If you have trouble grapple-jumping, try wall-jumping (might be faster). Go all the way to the top of the shaft and through the door on the right. Insectoid's Tip: • Grapple-jumping is tricky; when you latch onto the block, make sure your beam isn't too long. When you see Samus crouched up against the wall, you can let go of the Grappling Beam for a moment and jump off the wall, as if you did a wall-jump. This LONG room is filled with Mochtroids and grappling blocks. Drop down, blasting Mochtroids as you go, and latch onto the first grappling block over the sand. Swing to the right, and keep this up until you reach a wall of grappling blocks. Make your way up it, and when you get to the top, drop down on the other side. Continue right, swinging over sand-pits, until you see some grappling blocks higher up. Latch onto the grappling block over the sand here, and swing up; release and latch onto the high grappling blocks. At the top, drop down once more and head right to another wall. There is a single grappling block VERY high up on this wall, and may take a few tries swinging from the grappling blocks down here to get the necessary height to reach it. When you do, though, jump onto the top of this wall. You're finally at the other end of the room; there are two doors here. The red door goes to a Save Room and an Energy Recharge Room; use these if you wish. To proceed, drop down and blast open the green door. The floors of this next room are covered with fake spikes, so don't panic. Head to the right until you reach the end, then shoot the pipe in the middle of the wall to reveal a pack of MISSILES (195). Go back to the left, and drop through the set of fake spikes nearest the door. You'll fall down and reach an Eye Door; boss time. Blast the Eye Door with a Super Missile and go through to face the boss, Draygon. __________________________________________________________ / DRAYGON | / HP: 6000 | | Attacks: slime causes lethargy, body 40, tail bash 40, | | turrets 32, electric current 4. | | | | Missiles – 100 (60) | | Charged Spazer/Ice/Wave – 300 (20) | | Super Missiles – 300 (20) / | Grappling Beam – A LOT, if used right… / ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――― You'll drop down and find no boss to be seen at first, but there are some Evirs. Use the time before the boss appears to destroy the turrets on the walls. Eventually, Draygon will appear. Draygon's attacks are simple: he'll swoop down (you can roll up to dodge these), and eventually he'll stop and start spewing slime all over the place. Shoot these as many of these slime-balls as you can. If the slime hits you, you'll slow down; mash left and right on the Control Pad to break free before Draygon grabs you (at which point he would bash you with his tail). There are two ways to approach this fight: 1) The usual way. Shoot the slime for refills, and when he stops spewing it, arm your Super Missiles and let him have it (aim for his belly). Morph out of the way of his swoops, and repeat. It takes 20 Super Missiles to finish him. 2) The easy way. This is actually quite a time-saver, if you do it right. Make sure you destroy all the turrets; doing so leaves behind an electric current (like in the Wrecked Ship). Hang around the left side of the room, and when Draygon starts spewing slime, let it hit you, and make sure you're facing left when Draygon picks you up. At this point, arm your Grappling Beam (yes, you read that right) and when you're close enough to one of the power nodes, latch onto it. Samus will lose several tanks worth of energy, but the raw amount of current passing through her to Draygon kills him in only a few seconds. Not quite as honorable, but takes less time. –––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– Collect the refills, and go through the flashing door on the left. Shoot the Chozo Statue's marble for the SPACE JUMP! You can now continuously spin- jump in mid-air (takes practice), eliminating the need for the Grappling Beam in most cases. Insectoid's Tip: • My brother also had trouble with Space-Jumping on his first game. I still have trouble with it after all these years. The trick is to form a sort of rhythm tapping the Jump button; you'll get it eventually. Exit this room, and use it now to jump back up to the door you came in. Space-Jump up through this shaft, and back through the door on the left. Backtrack through the long room, saving on the way if you want. At the other end of the room, go through the door. Back in the shaft with the Mochtroids, drop to the bottom (ignore the flashing door) and shoot the door open, then from the right dash through it. Shine-speed through the long sandy room to break the blocks, then fall into one of the sand-pits. You'll sink into a sandy pit filled with Bulls (I call these 'Bull pits'); you have no choice but to keep falling, down into another tunnel. There are Zoas here; raid their nests if you want refills. Go left through the door, then left back into the large metallic room. At the bottom level, go right until you reach a dead end. Not quite; shoot the floor to reveal a tunnel below you; drop down and head left, ignoring the Yards, until you reach the first of two sand-pits; sink into the first one, and you'll fall through another Bull pit to another chamber. In here, you'll fall to the bottom. Jump up and climb the platforms to the left (being wary of crumble blocks) to reach a pack of MISSILES (200). Drop back down and go to the other side of the room. Jump up the platforms, and morph; roll onto the crumble block below and hug the right wall to roll into the nook with the pack of POWER BOMBS (40). Drop back down, and morph into a ball, and roll as far to the right as you can go. You'll fall down another pit to a tunnel with a bunch of Evirs floating around. Kill them as you make your way to the right, and go through the door at the end. Ignore the door on the right in this room, and latch onto the single crumbled grappling block in the ceiling, then immediately let go. It disappears after a moment. Space-Jump up through the newly-made hole, all the way to the top of this narrow shaft. (This is where I usually start messing up; I suck at Space-Jumping.) Watch out for the Menus at the top; if they hit you, you'll fall alllll the way back down. Once you get up here, go to the right and drop down; find the crumble blocks and fall through them until you get to a door on the right. Arm your Power Bombs NOW, and go through. Insectoid's Tip: • If you have Icon Cancel set to 'Auto', you'll need to select your Power Bombs VERY quickly upon reaching the next room.) As soon as you enter the room, drop a Power Bomb to blast away the wall on the right. The… thing in here is a Shaktool, and it will break through the solid blocks for you. This involves a LOT of patience; it takes a minute or so for it to get to the other side. Ignore the enemies there, and go through the door. In here, morph and roll into the obvious tunnel, and roll left, down, and right, bomb-jumping your way over to a Chozo Statue. Shoot its marble and grab the SPRING BALL! Yeah! Now you don't need to bomb-jump anymore. Use your new toy to jump back up the tunnels to the entrance, and backtrack through the Shaktool tunnel. When you reach the room with the crumble blocks, blast the Puyos and go to the left, falling through some more crumble blocks into the room below. Go through the door on the left, and then through the next door. We're back in the Evir room; Space-Jump to the other side, and go through the door. Drop a Power Bomb to blast away part of the ceiling; jump up and blast open the green door in the ceiling, and jump in. You'll shoot through a LONG shaft, all the way to a large sandy room high above the large metallic room. In here, head up and right, blasting enemies as you go, until you reach a pit. There is a flashing door below you; it was locked until you defeated Draygon. Getting to it involves Space-Jumping DOWN and then over to the ledge (a tricky affair that I usually mess up). Go through the door. In this long shaft, Space-Jump up to the top, avoiding or shooting the Puyos and Choots that get in the way. At the top, go through the door. In front of you here is a pile of Puyos just sitting there. Blast them out of the way, and go through the next door. Oh no… the door turned metal. And this room is full of those pink Space Pirates you can't destroy! Drop down to the very bottom and head to the right; shoot the Chozo Statue's marble to uncover the PLASMA BEAM! YEAH!! This mighty weapon is three times as strong as the Spazer (which is now un-equipped; it can't be used at the same time as the Plasma). Opening that metal door above is a cinch now. Blast all of the stupid pink Pirates into nothing, and the door will unlock. Go through it, and notice how the Plasma Beam blasts through ALL of the Puyos here in two shots (or only one, if you turn off the Ice Beam)! Backtrack to the large sandy room, and fall to the very bottom, into the water. Head right, and go through the door at the end of this tunnel, and then through the next door. (Incidentally, I believe this is where you would wind up if you came into Maridia the wrong way, through Crateria from the Wrecked Ship.) It's been a while since you saw a Cacatac, hasn't it? These blue ones are basically the same as their Brinstar counterparts. But with the Plasma Beam, you can blast them away in two. Blast the Cacatacs and go up and through the door on the right. In this room, drop down and kill the Cacatac, then morph and spring through the narrow gap on the right. Space-Jump to the right until you see some more Cacatacs; blast them and Space-Jump up and over the wall here, and go through the door at the bottom. We're back in the shaft with the grappling blocks and Mochtroids. Drop down, shoot open the door, and from the right dash through once again. Back in the long sandy room (last time!), shine-speed through the blocks, and stop. Remember that Energy Tank I mentioned earlier? Now that you have the Spring Ball, just morph and spring up into the tunnel (DON'T fall in the sand yet!) and grab the ENERGY TANK (12), then roll back out the way you came in, and sink into the sand-pit once again. Notice as you fall through the Bull pit that the Plasma Beam wipes out the Bulls in one shot. Anyway, once you're back in this tunnel, go left through the door, back into the large metallic room. Go back down into the secret tunnel again, only this time shine-speed over the first sand-pit to reach the second; go ahead and sink in. You'll reach another small chamber with two items; they're both on the left this time. Jump up to the platform, and shoot the blocks out of the way. Morph, jump up and right into the tunnel (tricky!). Spring to the right and bomb the marble for the final RESERVE TANK (4), then head to the left and collect the pack of MISSILES (205). Drop down, morph, and roll around near the left side of the room to find the pit out. We're done collecting items in Maridia, so head to the left, Space-Jumping past the Evirs to the door, and go through this door and the next as well. We're back in the room above where the Map Room is. Backtrack from here to the tunnel below Maridia, and head right, back into Brinstar. ________ (Brinstar) ―――――――― Blast the Super Missile block to the right of the elevator, and re-enter Kraid's Lair. ____________ (Kraid's Lair) ―――――――――――― Go down, bombing through the tunnel, and through the door in the ceiling. Head right, blasting the Kihunters out of the way, all the way to the far wall. Drop a Power Bomb to reveal a tunnel leading to a Missile pack; spring up into it and drop down to collect the MISSILES (210), then quickly spring back out before you fall through the crumble blocks. (No biggee if you fall through; it just takes a little longer.) Backtrack all the way to the elevator to Norfair, and take it down. _______ (Norfair) ――――――― Back here after quite a while. Go down through the lower-right door and save if you like, then go through the next door, shine-speeding through the Beetoms and blocks, and through the next two doors. Back in the bubble room, go through the door in the floor, and then through the door at the bottom of this shaft. Head right, ignoring the enemies, and go through the door at the end. Kill the Violas and drop down to the bottom of this shaft, then blast open the yellow door with a Power Bomb, and go through. This is a large room filled mostly with lava. The narrow tunnel straight ahead is a dead end, so don't bother with it. Now that you have the Gravity Suit and Space Jump, you can traverse the lava lake. Drop down into the lake, and when you get to the bottom, head left a little and then Space-Jump up and out. (Try to avoid the Namihes as you go; their fireballs are more damaging than those from Funes.) Go through what looks like Ridley's mouth and into the door. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––––––––( 4.7 Rematch with Ridley )–––––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’’’’’ Before going down the elevator, go through the door on the left and SAVE! Then, check your supplies once more: you should have 12 Energy Tanks for 1299 energy, plus 4 Reserve Tanks (if you have them all filled by now, great!), as well as 210 Missiles, 45 Super Missiles, and 40 Power Bombs. We'll be getting the last remaining items down here, so don't worry. When you're ready, take the elevator down. _____________ (Ridley's Lair) ――――――――――――― Once again, this is technically still part of Norfair… but you just went down an ELEVATOR, so I say it's Ridley's Lair! Dig that awesome music… one of the catchiest in the whole game. Anyway, head to the left, Space-Jumping across the lava pit and avoiding the spouts of lava that occasionally shoot up. At the far end, go through the door. In here, Space-Jump over the lake of lava until you reach the other side, which appears to be a dead end. Drop a Power Bomb to blast away part of the wall, partly revealing a Chozo. Morph and jump into its hand; it will grab Samus, and the lava will be drained from the lake through a hole in the bottom. When the Chozo releases you, drop down to the bottom of the now-empty lake and lay another Power Bomb to blast away the blocks. Roll through the tunnel and kill the Holtzes, then go through the door. Watch out—the narrow bridge here is made entirely of crumble blocks. Carefully Space-Jump over to the pack of MISSILES (215) (if miss it and fall through, restart your game and try again), then fall through to the large area below. Walk a bit over to the right, and a Torizo will fall on you out of nowhere. Prepare for battle! __________________________________________________ / GOLDEN TORIZO | / HP: 13500 | | Attacks: energy wave 30, body 40, eye rings 2, | | bombs 20, super missile rebound 50. | | | | Super Missiles – 600 (23), if you can hit him… / | Charged Plasma/Ice/Wave – 900 (15) / ―――――――――――――――――――――――――――――――――――――――――――――――――― As you can see, using Super Missiles against this Torizo is risky, because he's likely to throw them back at you without taking damage. Using the Plasma Beam combo is thus the way to go. Unlike the first Torizo, this one doesn't have a single weak spot (and is also immune to regular Missiles); just blast away at him. This Golden Torizo's attacks are similar to the ones the Torizo in Crateria used. Don't worry too much about avoiding them; you'll get a refill of energy fairly soon, so just keep hammering away at the Torizo with your charged Plasma combo. The Torizo will change color as you hit him; 15 charged Plasma shots will end the battle. –––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– There is another item in this room; you can either Spring Ball up to the upper-right corner of the room and lay a Power Bomb (blasting away the walls and revealing the pack of Super Missiles), or get the Screw Attack in the next room and come back; your choice. I like to use a Power Bomb, because I usually mess up with the Screw Attack (being bad at Space-Jumping as I am). Either way, collect the final pack of SUPER MISSILES (50), and move into the next room. Shoot the Chozo Statue's marble for one of the best items in the game, the SCREW ATTACK!! This GREAT item allows you to break through almost anything—most enemies, bendezium blocks, and Screw Attack blocks! And with the Space Jump, you can do it all day and be nearly invincible! Test out your new toy by Screw- Attacking through the ceiling here. A little ways up the shaft on the right is an Energy Recharge Room; USE IT! You'll need it for the battle ahead, trust me. When you're ready, Space-Jump to the top of this shaft (through another ceiling) and go through the door. Space-Jump to the right, Screw-Attacking right through the squad of what I call "Hyper Ripper IIs"; is this thing great or what? Blast open the green shutter and go through the door. In this room, you could blast open the passage in the ceiling, but the two doors up there lead back to the elevator or to a dead end, so just ignore it and go through the next door. This room will start filling with lava; simply Screw-Attack through the columns to the other side before it gets too high. Go through the door at the end. In this shaft, ignore or freeze the Namihes (notice that they can't be destroyed with a Super Missile?), and Screw-Attack through the new yellow Space Pirates (which are immune to your Plasma Beam) as you make your way to the top, Screw-Attacking through the ceiling. When you reach the door on the right, shoot out the ceiling and keep going, and go through the door. In this room, bomb the middle of the platform below you, then go over to the left side of the next platform and drop another Bomb (DON'T use a Power Bomb; it makes it tricky to get out). Roll through the tunnel to the left and collect the pack of MISSILES (220), then return to the previous room. DON'T fall through the floor, else you'll have to backtrack to that Power Bomb blockade I noted in the last paragraph. Space-Jump back up to the door, go through it, and drop down (shoot through the floor) to reach the door on the right. Space-Jump through this door! You'll soon notice why; there's nothing to land on; you would fall down into the rising lake of lava, and it would take a bit of time to get back up. Instead, Space-Jump down a bit, right, and up, taking out yellow Pirates as you go, until you reach the door in the upper-right of this huge room. Whew! Go through the door. If you shoot the floor here, you'll notice a passage leading down; we'll be back in a few minutes. For now, go through the door on the right. In this long shaft (for the first of many times), blast the Fune directly across from you with a Super Missile, then jump through where it was; you'll go through a fake wall. Head down and left across the strange claw-shaped platform, and drop down to the small ledge here, ignoring the Firefleas. Space- Jump to the right and collect the ENERGY TANK (13), then return to where you blasted the Fune, and start climbing, freezing the Funes and dodging the metal boulders that roll down. When you reach the door at the top, ignore it (it's a dead end) and jump through the wall on the left; another fake wall. Go through the door here. In here, Screw-Attack right through the Alcoons and climb up the platforms at the other end, then head right (ignore the door on the left for now) and Screw-Attack through another Alcoon before picking up another pack of MISSILES (225). Drop a Power Bomb to reveal a series of tunnels; morph and jump into the top tunnel. Holding right and keep jumping, and you'll eventually reach a block you need to bomb out of the way; do so, and go through the door in the floor. Shoot the statue head on the right and jump where it was to break the crumble blocks and collect the pack of POWER BOMBS (45). Repeat with the statue on the left, and go through the door. Back in the long shaft, go through the same fake wall to the left again; go through the door, across the pit, and up the platforms. This time, go through the door. In here, carefully Space-Jump across the rising and falling lava until you reach a narrow tunnel at the bottom of the screen. Roll through it, bearing the lava just long enough to jump up to the first platform here. Below you is a dark spot in the platform; morph and bomb the floor one block to the right of this spot, then drop in and roll to the left, collecting the final pack of MISSILES (230). Exit the way you came in, backtrack to the long shaft, and go through the door at the bottom. Shoot the floor and drop through into the tunnel below. Charge your Beam; pick off the red Kihunters (which are VERY strong) one by one as you make your way down to the door on the right. In here, SAVE YOUR GAME! Not far to Ridley now. Exit and continue down, blasting another Kihunter, and when you reach the bottom, drop a Power Bomb to blast away some bendezium blocking a tunnel leading right. Roll through, and drop another Power Bomb at the other end, blasting away the statue and the yellow door in the floor at once. Drop through, and lay yet another Power Bomb to reveal a tunnel in the lower-left. Morph and roll through it, then Screw-Attack through the large Dessgeegas to reach three large statues. Stand on either the left or right statue, and drop a Power Bomb to blast away the middle statue, as well as reveal a narrow tunnel in the lower-left. Roll through it and pick up the final pack of POWER BOMBS (50), then drop down through the hole between the statues. You'll land on a spike platform, which will drop down; step off it when it reaches the bottom, then drop below it onto another spike platform. Repeat, and go through the door on the left. There are two silver Space Pirates in this room, the strongest Pirates by far. Since they're immune to all of your attacks while they're silver, Screw Attack around them until one of them turns yellow; quickly attack it with the Plasma Beam. Repeat this process until both silver Pirates are gone, and go through the now-flashing metal door on the left. Take your time going through the next two rooms, blasting the Gamets, Violas, and Holtzes to stock up your weapons and energy to maximum. When you're ready, blast away the Eye Door and go through. You'll fall onto a platform below, where Ridley will promptly appear. ____________________________________________ / RIDLEY | / HP: 18000 | | Attacks: body 40, fireballs 15, tail 30. | | | | Missiles – 100 (180) | | Power Bombs – 200 each (may hit twice) | | Super Missiles – 600 (30) / | Charged Plasma/Ice/Wave – 900 (20) / ―――――――――――――――――――――――――――――――――――――――――――― As soon as Ridley appears, the gap beneath the platform will be submerged in lava. Ridley himself is one tough cookie, but his attacks actually aren't all that damaging—unless he grabs onto you. If that happens, he'll lash you with his tail repeatedly (much like Draygon). Angle up and unload your complement of Super Missiles at Ridley. He won't stay put, of course; he'll retreat to the middle of this tall room. Simply jump up after him, and keep pelting him. If Ridley grabs you, fire Missiles in his gut until he lets go. When you run out of Super Missiles, use charged Plasma shots (they do more damage anyways). After 6 Super Missiles (14500 HP), Ridley will start swooping in a U-shape, down one side of the room and up the other. Space-Jump to avoid him if you can. At 9000 HP (15 Supers), he'll change color and get a bit faster; this happens again at 4500 HP (23 Supers). At 0 HP, Ridley will go wild and will probably grab you; let him, as he'll die soon after. –––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– After Ridley is gone, collect the power-ups and go through the flashing door on the left. There's the Metroid's vial, or what's left of it, broken on the floor. But where's the Metroid?? Anyway, shoot underneath the door to reveal the last expansion in the game (if you followed this walkthrough), an ENERGY TANK (14)! Exit this room, and Space-Jump up through Ridley's room and go through the door. From here, backtrack to the Save Room (I assume you know where it is). Save, then climb back up to the passage above (blasting the red Kihunters and shooting out the ceiling when you get there), and go through the door on the right. Climb the long shaft (last time!) and go through the fake passage at the top and through the door. Go past the Alcoons, up the platforms, and through the door on the left. Make your way over to the narrow tunnel, roll through, and this time climb the platforms at the other end, blasting the red Kihunters that get in the way. When you get to the top, shoot out the ceiling and go through the door on the left. _______ (Norfair) ――――――― Well, that was fun while it lasted, wasn't it? Say farewell to the cool music, and drop through the crumble blocks here. Screw-Attack through the block columns, and roll into the passage at the far end. You'll wind up back in the shaft on the east side of the bubble room, near where you picked up the Wave Beam earlier. Go through the door on the left to get to the bubble room, then backtrack to the elevator and take it up to Brinstar. ________ (Brinstar) ―――――――― Backtrack through the Maridia section to the long red shaft, climb to the top, through the Manflower room, and take the elevator up to Crateria. ________ (Crateria) ―――――――― Head left and return to Samus's ship; resupply and save there. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––––––( 4.8 The Terrors of Tourian )–––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’ _______ (Tourian) ――――――― ________________________________________ / MOTHER BRAIN (Part One) | / HP: 3000 | | Attacks: glass 15. | | | | Missiles – 100 (30) | | Super Missiles – 300 (10) / | Glass requires 6 Missiles to break. / ―――――――――――――――――――――――――――――――――――――――― ___________________________________________________________ / MOTHER BRAIN (Part Two) | / HP: 18000 | | Attacks: beam 30, body 30, blue rings 20 each, bomb 40, | | bomb explosion 20, supernova laser 200 (under 4500HP), | | mind laser 300 and paralysis | | | | Missiles – 100 (180) | | Super Missiles – 300 (max 50) / | Charged Plasma/Ice/Wave – 900 (30) / ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______________________________________________ / MOTHER BRAIN (Part Three) | / HP: 36000 | | Attacks: same as before, except no lasers. | | / | Hyper Beam – 1000 (36) / ―――――――――――――――――――――――――――――――――――――――――――――― –––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– ________ (Crateria) ―――――――― ‚‚‚‚‚‚‚‚‚‚‚‚‚‚ –––––––––––––––––––––––––––––––( 4.9 Ending )––––––––––––––––––––––––––––––– ’’’’’’’’’’’’’’ „„„„„„„„„„„„„„„„„„„„„„„„„„„„„„„„„„„„„„„„„„ =================( SECTION 5: ZONE GUIDE & ITEM CHECKLIST )================= ”””””””””””””””””””””””””””””””””””””””””” ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––––––––––––( 5.0 Crateria )–––––––––––––––––––––––––––––– ’’’’’’’’’’’’’’’’ ______________________________ –––––––––––––––––––––––( 5.0.0 Area-Specific Hazards )––––––––––––––––––––––– ―――――――――――――――――――――――――――――― None. (Though the presence of boiling lava in the two areas above the ship is a little odd.) ______________________ –––––––––––––––––––––––––––( 5.0.1 Special Rooms )––––––––––––––––––––––––––– ―――――――――――――――――――――― SAMUS ARAN'S SPACESHIP — Restores all weapons and energy (including Reserve Tanks) to maximum, and allows you to save. SAVE ROOM — First door on the left in the main shaft (blue); roll through with the Morphing Ball. MAP ROOM — First door on the right in the main shaft (red); fight through Mellows and Reos to reach it. STATUE ROOM — Through the red door opposite the path to the west-most Brinstar elevator is a long misty hall; it leads to a room with golden statues of the four main bosses in the game: Kraid, Phantoon, Draygon, and Ridley. You must defeat them all to pass through the floor there and enter Tourian. (Oddly enough, the room has a metal door that is always unlocked and flashing.) __________________ –––––––––––––––––––––––––––––( 5.0.2 Creatures )––––––––––––––––––––––––––––– ―――――――――――――――――― ___________ ALCOON \ Variety of DRAGON that pops out of floors instead of living in Green [200] \ lava. They are green in Crateria. Often drops Power Bombs. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ BEETOM\ Toad-like creature with one big eye; it will leap at and latch onto [60] \ Samus when it sees her, and start draining energy. Use Missiles to \ kill them, or if they latch onto you, drop Bombs or a Power Bomb. \ Often drops Power Bombs. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ BOYON \ Strange yellow blob-like creature that bounces like a rubber ball [1000] \ when you come near it. Don't bother trying to destroy them; just \ freeze them. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ CHOOT\ A very strange creature that leaps up, and then floats back down like [100] \ a leaf. Found in several areas in Crateria outside the Wrecked \ Ship. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ GEEMER \ Spiky critters that crawl around on platforms and walls. The Normal [15] \ tougher silver ones (which are susceptible to Power Bombs) are Silver [15] \ only in one room (the room to the right of the western \ Brinstar elevator). ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____ KAGO\ Small bugs that come out of a large hive that sits on the ground. [15] \ Stand back and shoot the hive, and then shoot the Kagos that come out \ of it. If you're careful, you can get quite a few refills this way. \ It usually takes about 10-12 hits to destroy the hive. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ KIHUNTER \ These large winged insects are Space Pirates from another part Green [60] \ of the galaxy. Most have wings, though some do not. When you \ blast their wings off, they hop on the ground and spit acid at \ you. Green Kihunters are the weakest; a charged Beam shot or \ Missile will kill them. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ MELLOW\ Small insects that like to dive down at you when you come near. [9] \ ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____ REO \ Moth-like creature that flies around diagonally. Acts a lot like the [45] \ SIDEHOPPER. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ RIPPER\ Turtle-like creatures that fly back and forth. They can be frozen [200] \ and used as stepping stones, but they can't be destroyed by any \ weapon save the Screw Attack. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ RIPPER II \ RIPPERS with visible rocket exhaust. Not much different, aside Green [200] \ aside from being slightly faster (green ones are immune to \ the Ice Beam). Usually drops Super Missiles. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________________ SCISER \ These crablike creatures are similar to the GEEMER, but Green/Yellow [200] \ a lot stronger. The green and yellow ones are only \ found in Crateria. Often drop Power Bombs. ――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ SKREE\ Bat-like enemies that dive-bomb you when you approach them. [15] \ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ SKULTERA \ Spiny fish. In Crateria, they are found in the water areas Blue [300] \ outside the Wrecked Ship). ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____________ SPACE PIRATE\ Samus's chief nemesis, the Zebesian Space Pirates resemble Dull [20] \ bipedal humanoids. They shoot lasers from their hands, and Green [90] \ come in a variety of strengths. The dull variety is found \ in old Tourian and the escape shaft; the green variety in \ many places. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _______ TRIPPER\ While not indestructible (they can be with Power Bombs), these \ special RIPPERS are actually helpful; you can stand on them \ without freezing them. All of the Trippers in Crateria can \ support Samus's weight. They can also be frozen if necessary. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _________ WAVER \ Enemies that fly back and forth in a wavelike pattern. Blue [30] \ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ YAPPING MAW\ Obnoxious snakelike creatures that leap out of pits and try to [20] \ grab you. Either freeze them or kill them with a Super \ Missile. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____ ZEB \ Similar to ZEBBOS, except they're red and three times as pathetic. [9] \ ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ ZEBBO\ Little green hornets that fly out of pits or pipes continuously. [30] \ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________________ –––––––––––––––––––––––––––––( 5.0.3 Equipment )––––––––––––––––––––––––––––– ―――――――――――――――――― [ ] BOMBS — In the room with the Torizo, through the narrow tunnel near the main Crateria shaft. ______________________ –––––––––––––––––––––––––––( 5.0.4 Missile Tanks )––––––––––––––––––––––––––– ―――――――――――――――――――――― [ ] MISSILE #1 — Through the door above the Save Room, after rolling up and bombing through some blocks. [ ] MISSILE #2 — In an alcove to the left of the crumble block shaft (above the shaft with green Space Pirates). [ ] MISSILE #3 — In an alcove on the opposite side of the same shaft. To get both, you have to land on BOTH columns of crumble blocks at once, then lay a Power Bomb once you're near to blast away the walls. [ ] MISSILE #4 — Below Mother Brain's tank in old Tourian; drop Bombs to get down to it. (You can get this right after #1, but I like to save one backtrack through the escape shaft.) [ ] MISSILE #5 — In the middle of the first water room, in plain sight. [ ] MISSILE #6 — Outside the Wrecked Ship, hidden in the rock at the far left end of the topmost Tripper's path. [ ] MISSILE #7 — In a series of narrow tunnels below #6; find the entrance with the X-Ray Scope and blast it open with a Super Missile. [ ] MISSILE #8 — Through a hidden tunnel in the far left of the water area outside the Wrecked Ship. (You could get this after #5, but it's easier to wait until you have the Gravity Suit and can bomb-jump underwater.) ____________________________ ––––––––––––––––––––––––( 5.0.5 Super Missile Tanks )–––––––––––––––––––––––– ―――――――――――――――――――――――――――― [ ] SUPER MISSILE — Found in a corridor to the right of the Tourian escape shaft, reached by shinesparking up a LONG shaft after freezing some Boyons. ____________________ ––––––––––––––––––––––––––––( 5.0.6 Power Bombs )–––––––––––––––––––––––––––– ―――――――――――――――――――― [ ] POWER BOMB — In a room in the upper-right of the area with Samus's ship; reach it by shinesparking diagonally to the right from the little hill to the left of the ship. ________________________________ ––––––––––––––––––––––( 5.0.7 Energy & Reserve Tanks )–––––––––––––––––––––– ―――――――――――――――――――――――――――――――― [ ] ENERGY TANK #1 — At the bottom of a sloped tunnel to the left of the main shaft. [ ] ENERGY TANK #2 — In the room after the first boiling lava room (above and left of the ship; reached by shinesparking diagonally to the left from the little hill next to the ship, or horizontally from the hill opposite the passage, as seen in the demo). ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ –––––––––––––––––––––––( 5.1 Brinstar & Kraid's Lair )––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’ ______________________________ –––––––––––––––––––––––( 5.1.0 Area-Specific Hazards )––––––––––––––––––––––– ―――――――――――――――――――――――――――――― Manflowers — Man-eating red flowers. (They have no official name; but Foxhound's name "Manflower" is embedded in my memory.) If you fall in one of these (hint: DON'T), it will hold you for a few seconds, draining a bit of your energy and likely causing you to hit nearby spikes as well. Metal Boulders — These indestructible boulders come out of nowhere and attempt to flatten you. Only in one room in Brinstar (the room with the invisible bridge). ______________________ –––––––––––––––––––––––––––( 5.1.1 Special Rooms )––––––––––––––––––––––––––– ―――――――――――――――――――――― SAVE ROOM #1 — Through the second door on the left (red) in the west elevator shaft. SAVE ROOM #2 — Through a narrow tunnel opposite the red door leading to Spore Spawn. SAVE ROOM #3 — Through a hidden tunnel in the room with the Kihunters; bomb the nook in the floor to get to it. SAVE ROOM #4 — Through the only door on the right in the east elevator shaft. SAVE ROOM #5 — Through a door at the bottom of the pit just before reaching the Etecoons. MAP ROOM — Through the first door on the left (red) in the west elevator shaft, after defeating a Hopper and some Zeelas, and bombing through the tunnel. ENERGY RECHARGE ROOM #1 — Through the green door at the bottom of the long red shaft. ENERGY RECHARGE ROOM #2 — Just to the left of the Dachola. MISSILE RECHARGE ROOM — Through the third door on the left (red) in the west elevator shaft, through a room with Firefleas and spikes. DUAL RECHARGE ROOM — Through the green door above the room just before Kraid (shoot the ceiling next to the left door to reach it). __________________ –––––––––––––––––––––––––––––( 5.1.2 Creatures )––––––––––––––––––––––––––––– ―――――――――――――――――― ______ BEETOM\ Toad-like creature with one big eye; it will leap at and latch onto [60] \ Samus when it sees her, and start draining energy. Use Missiles to \ kill them, or if they latch onto you, drop Bombs or a Power Bomb. \ Often drops Power Bombs. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ BOYON \ Strange yellow blob-like creature that bounces like a rubber ball [1000] \ when you come near it. Don't bother trying to destroy them; just \ freeze them. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ CACATAC \ Cactus-like creature that occasionally shoots spines in all Green [60] \ directions. Often drops Super Missiles. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ DACHOLA \ Ostrich-like bird that shows you how to shinespark. Usually (friendly) \ hits its head on the Speed Booster blocks above. (Unless you \ manage to shinespark JUST before it does in the exact same \ place. Even if it does make it through, it will still keep \ trying to shinespark...) ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ ETECOON \ There are three of these cute little creatures standing in a row (friendly) \ when you find them. If you stop to watch for a moment, one by \ one they will show you how to wall-jump up the long shaft. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ________ FIREFLEA\ Possibly the most pathetic enemy in the game. They are only found [20] \ in two areas here, and provide a flickering light to those areas, \ so long as they aren't destroyed. What's pathetic is that they \ can be destroyed by merely bumping into them! Often drop Power \ Bombs. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ GEEGA\ Odd yellow bug that flies out of horizontal pipes continuously. [10] \ Really annoying. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ GEEMER \ Spiky critters that crawl around on platforms and walls. Only Normal [15] \ found in the blue section of Brinstar. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ KIHUNTER \ These large winged insects are Space Pirates from another part Green [60] \ of the galaxy. Most have wings, though some do not. When you \ blast their wings off, they hop on the ground and spit acid at \ you. Green Kihunters are the weakest; a charged Beam shot or \ Missile will kill them. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _______ METAREE\ Basically a metallic SKREE. Dodge underneath them, unless you have [50] \ the Screw Attack (in which case, let fly!). ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ MINI-KRAID\ The only one of its kind in the game, you run into it two rooms [400] \ before Kraid. It shoots spines which fly halfway across the \ long room; charge it and take it out with a single Super \ Missile (it usually leaves behind several). ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____________ PUYO \ Odd little springy worm creatures that dart around. Only in Yellow [100] \ one room in Brinstar (the water area with the Energy Tank, \ below and left of the Charge Beam room). ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____ REO \ Moth-like creature that flies around diagonally. Acts a lot like the [45] \ SIDEHOPPER. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ RIPPER\ Turtle-like creatures that fly back and forth. They can be frozen [200] \ and used as stepping stones, but they can't be destroyed by any \ weapon save the Screw Attack. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _________ RIPPER II\ RIPPERS with visible rocket exhaust. Not much different, aside Red [200] \ from being slightly faster. Red ones can be frozen. Usually \ drops Super Missiles. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ SIDEHOPPER \ Two-legged hopping enemies. Usually leaves behind Missile Small [60] \ power-ups. Obviously, the larger variety is much more Large [320] \ dangerous. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ SKREE\ Bat-like enemies that dive-bomb you when you approach them. [15] \ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ SKULTERA \ Spiny fish. Only found in one room in Brinstar (the water area Blue [300] \ with the Energy Tank, below and left of the Charge Beam room). ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____________ SPACE PIRATE\ Samus's chief nemesis, the Zebesian Space Pirates resemble Green [90] \ bipedal humanoids. They shoot lasers from their hands, and \ come in a variety of strengths. You'll run into the green \ variety on your way to Kraid. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _________ WAVER \ Enemies that fly back and forth in a wavelike pattern. Blue [30] \ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ YAPPING MAW\ Obnoxious snakelike creatures that leap out of pits and try to [20] \ grab you. Either freeze them or kill them with a Super \ Missile (not really worth it, as they don't leave refills). ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____ ZEB \ Similar to ZEBBOS, except they're red and three times as pathetic. [9] \ ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ ZEBBO\ Little hornets that fly out of pits or pipes continuously. [30] \ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ ZEELA\ Basically the Brinstar equivalent of the GEEMER, except twice as [30] \ strong. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____ ZERO\ Slug-like enemy that comes out of its shell and crawls on walls. [50] \ Very. Slowly. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________________ –––––––––––––––––––––––––––––( 5.1.3 Equipment )––––––––––––––––––––––––––––– ―――――――――――――――――― [ ] MORPHING BALL — Found just to the left of the elevator from old Tourian. [ ] CHARGE BEAM — At the bottom of the large pink room; bomb through the block below the narrow gap to reach it. [ ] SPAZER BEAM — In the red section of Brinstar, above the water room with Yapping Maws. [ ] VARIA SUIT — Obtained after defeating Kraid. [ ] X-RAY SCOPE — In the red section of Brinstar, through the yellow door in the long shaft and across the room with spikes, Firefleas, Wavers, and Yapping Maws. ______________________ –––––––––––––––––––––––––––( 5.1.4 Missile Tanks )––––––––––––––––––––––––––– ―――――――――――――――――――――― [ ] MISSILE #1 — [ ] MISSILE #2 — [ ] MISSILE #3 — [ ] MISSILE #4 — [ ] MISSILE #5 — [ ] MISSILE #6 — [ ] MISSILE #7 — [ ] MISSILE #8 — [ ] MISSILE #9 — [ ] MISSILE #10 — [ ] MISSILE #11 — [ ] MISSILE #12 — ____________________________ ––––––––––––––––––––––––( 5.1.5 Super Missile Tanks )–––––––––––––––––––––––– ―――――――――――――――――――――――――――― [ ] SUPER MISSILE #1 — [ ] SUPER MISSILE #2 — [ ] SUPER MISSILE #3 — ____________________ ––––––––––––––––––––––––––––( 5.1.6 Power Bombs )–––––––––––––––––––––––––––– ―――――――――――――――――――― [ ] POWER BOMB #1 — [ ] POWER BOMB #2 — [ ] POWER BOMB #3 — [ ] POWER BOMB #4 — [ ] POWER BOMB #5 — ________________________________ ––––––––––––––––––––––( 5.1.7 Energy & Reserve Tanks )–––––––––––––––––––––– ―――――――――――――――――――――――――――――――― [ ] ENERGY TANK #1 — [ ] ENERGY TANK #2 — [ ] ENERGY TANK #3 — [ ] ENERGY TANK #4 — [ ] RESERVE TANK — Get past the shutters with the Speed Booster in the first door of west Brinstar. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ –––––––––––––––––––––––( 5.2 Norfair & Ridley's Lair )––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’ ______________________________ –––––––––––––––––––––––( 5.2.0 Area-Specific Hazards )––––––––––––––––––––––– ―――――――――――――――――――――――――――――― Fire Snakes — Found in the column room in Ridley's Lair; they curve slowly over the lava. Lava Columns — These columns gush lava up every couple of seconds. Only found in Ridley's Lair. Metal Boulders — These indestructible boulders come out of nowhere and attempt to flatten you. I only recall seeing them in Ridley's Lair, in the long shaft with Funes. Volcanoes — Found in several rooms; they spit fire at you every couple of seconds. ______________________ –––––––––––––––––––––––––––( 5.2.1 Special Rooms )––––––––––––––––––––––––––– ―――――――――――――――――――――― SAVE ROOM #1 — SAVE ROOM #2 — SAVE ROOM #3 — SAVE ROOM #4 — SAVE ROOM #5 — SAVE ROOM #6 — MAP ROOM — Second door on the left in the main shaft (yellow). ENERGY RECHARGE ROOM #1 — ENERGY RECHARGE ROOM #2 — __________________ –––––––––––––––––––––––––––––( 5.2.2 Creatures )––––––––––––––––––––––––––––– ―――――――――――――――――― _________ ALCOON \ Variety of DRAGON that pops out of floors instead of living in Red [200] \ lava. Often drops Power Bombs. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ BEETOM\ Toad-like creature with one big eye; it will leap at and latch onto [60] \ Samus when it sees her, and start draining energy. Use Missiles to \ kill them, or if they latch onto you, drop Bombs or a Power Bomb. \ Often drops Power Bombs. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ BOYON \ Strange yellow blob-like creature that bounces like a rubber ball [1000] \ when you come near it. Don't bother trying to destroy them; just \ freeze them. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ CACATAC \ Cactus-like creature that occasionally shoots spines in all Green [60] \ directions. Often drops Super Missiles. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ DESSGEEGA \ Large spiked creature similar to a SIDEHOPPER, except much Small [120] \ stronger. The large variety is only found in Ridley's Lair Large [800] \ IIRC. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ DRAGON\ Enemy that lives in the lava, occasionally surfacing to shoot balls [300] \ of fire at you. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ________ FIREFLEA\ Possibly the most pathetic enemy in the game. They are only found [20] \ in one area here, and provide a flickering light to that area, so \ long as they aren't destroyed. What's pathetic is that they can \ be destroyed by merely bumping into them! Often drop Power \ Bombs. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____ FUNE\ Wall-hugging enemy made of mostly teeth. Periodically shoots balls of [20] \ blue fire at you. Can be frozen or destroyed with a Super Missile. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ GAMET\ Bugs similar to ZEBS that rise out of nests continuously. Unlike [20] \ Zebs, though, they always come out in sets of five. (Saves time on \ getting refills!) ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ GEEMER \ Spiky critters that crawl around on platforms and walls. The Silver [15] \ tough silver ones (which are susceptible to Power Bombs) are \ only in one room in Norfair (the shaft above the Energy \ Charge Room near Crocomire's room). ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ GERUTA\ Red moth-like creatures similar to REOS, except a lot stronger. [120] \ ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ HOLTZ\ One-eyed blue creature that acts like a MELLOW, swooping down at you. [900] \ These are rather strong, and only found in Ridley's Lair. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____ KAGO\ Small bugs that come out of a large hive that sits on the ground. [15] \ Stand back and shoot the hive, and then shoot the Kagos that come out \ of it. If you're careful, you can get quite a few refills this way. \ It usually takes about 10-12 hits to destroy the hive. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ KIHUNTER \ These large winged insects are Space Pirates from another part Red [1800] \ of the galaxy. Most have wings, though some do not. When you \ blast their wings off, they hop on the ground and spit acid at \ you. Red Kihunters are very strong; it takes several charged \ charged Plasma shots to kill them (or the Screw Attack). ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ MAGDOLLITE\ A living part of the lava, these creatures rise in columns, then [20] \ shoot part of themselves at you (these can be destroyed for \ refills). ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ MELLA\ The Norfair equivalent of the MELLOW. [30] \ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _______ METAREE\ Basically a metallic SKREE. Dodge underneath them, unless you have [50] \ the Screw Attack (in which case, let fly!). ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ MULTIVIOLA\ Red orb-like enemy that bounces around. Some are faster than [90] \ others, so watch out. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ NAMIHE\ Wall-hugging enemy similar to FUNES, except they have a big red eye, [20] \ and their fireballs are stronger. Can be frozen, but cannot be \ destroyed. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____________ PUYO \ Odd little springy worm creatures that dart around. Here in Yellow [100] \ Norfair they live only at the bottom of one of the pools \ crossed with the Grappling Beam. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _______________ RIPPER II \ RIPPERS with visible rocket exhaust. Not much different, Green/Red [200] \ aside from being slightly faster (green ones are immune to Hyper [200] \ the Ice Beam). The red ones in Ridley's Lair (I call \ them Hyper Ripper IIs) are MUCH faster, and difficult to \ avoid without the Screw Attack. Usually drops Super \ Missiles. ――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ SKREE\ Bat-like enemies that dive-bomb you when you approach them. [15] \ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____ SOVA\ Basically the orange, Norfair equivalent of the GEEMER. [40] \ ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____________ SPACE PIRATE \ Samus's chief nemesis, the Zebesian Space Pirates resemble Red [200] \ bipedal humanoids. They shoot lasers from their hands, and Yellow [900] \ come in a variety of strengths. The red kind is only found Silver [1800] \ in two areas (in the long tunnel leading to Crocomire's \ room, and the shaft above the Energy Charge Room near \ there); the yellow ones show up almost immediately after \ you collect the Screw Attack in Ridley's Lair. Silver \ Pirates are immune to all weapons until they change \ color; charged or normal Plasma shots are your best \ bet. ――――――――――――――――――――――――――――――――――――――――――――――――――――― _______ SQUEEPT\ Creature with a large jaw that jumps out of the lava. [300] \ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____________ TRIPPER \ While not indestructible (they can be with Power Bombs), Normal/Weak \ these special RIPPERS are actually helpful; you can stand on \ them without freezing them. Not all of the Trippers in \ Norfair can support Samus's weight; some of them will sink \ (usually into lava). ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ VIOLA\ The blue-colored variety of the MULTIVIOLA. Usually drops Power [30] \ Bombs. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ________ WAVER \ Enemies that fly back and forth in a wavelike pattern. Yes, they Red [30] \ are red here. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ YAPPING MAW\ Obnoxious snakelike creatures that leap out of pits and try to [20] \ grab you. Either freeze them or kill them with a Super \ Missile (not really worth it, as they don't leave refills). ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________________ –––––––––––––––––––––––––––––( 5.2.3 Equipment )––––––––––––––––––––––––––––– ―――――――――――――――――― [ ] HI-JUMP BOOTS — [ ] WAVE BEAM — [ ] SPEED BOOSTER — [ ] ICE BEAM — [ ] GRAPPLING BEAM — [ ] SCREW ATTACK — ______________________ –––––––––––––––––––––––––––( 5.2.4 Missile Tanks )––––––––––––––––––––––––––– ―――――――――――――――――――――― [ ] MISSILE #1 — [ ] MISSILE #2 — [ ] MISSILE #3 — [ ] MISSILE #4 — [ ] MISSILE #5 — [ ] MISSILE #6 — [ ] MISSILE #7 — [ ] MISSILE #8 — [ ] MISSILE #9 — [ ] MISSILE #10 — [ ] MISSILE #11 — [ ] MISSILE #12 — [ ] MISSILE #13 — [ ] MISSILE #14 — [ ] MISSILE #15 — ____________________________ ––––––––––––––––––––––––( 5.2.5 Super Missile Tanks )–––––––––––––––––––––––– ―――――――――――――――――――――――――――― [ ] SUPER MISSILE — ____________________ ––––––––––––––––––––––––––––( 5.2.6 Power Bombs )–––––––––––––––––––––––––––– ―――――――――――――――――――― [ ] POWER BOMB #1 — [ ] POWER BOMB #2 — [ ] POWER BOMB #3 — ________________________________ ––––––––––––––––––––––( 5.2.7 Energy & Reserve Tanks )–––––––––––––––––––––– ―――――――――――――――――――――――――――――――― [ ] ENERGY TANK #1 — [ ] ENERGY TANK #2 — [ ] ENERGY TANK #3 — [ ] ENERGY TANK #4 — [ ] RESERVE TANK — Through a secret tunnel in the room in the upper-left of the bubble room. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚‚ ––––––––––––––––––––––––––––( 5.3 Wrecked Ship )–––––––––––––––––––––––––––– ’’’’’’’’’’’’’’’’’’’’ ______________________________ –––––––––––––––––––––––( 5.3.0 Area-Specific Hazards )––––––––––––––––––––––– ―――――――――――――――――――――――――――――― Electric Currents — Damage you on contact; drop sparks, which also damage you. Obviously this only applies when the power is on. Spikes — Most of the spikes in this area have no effect while the power is off. ______________________ –––––––––––––––––––––––––––( 5.3.1 Special Rooms )––––––––––––––––––––––––––– ―――――――――――――――――――――― SAVE ROOM — MAP ROOM — __________________ –––––––––––––––––––––––––––––( 5.3.2 Creatures )––––––––––––––––––––––––––––– ―――――――――――――――――― _____ BULL \ Strange creature that charges straight at you like a bull. Immune to [100] \ normal Beam shots (except for Plasma); use the Charge Beam or \ Missiles. Often drops Power Bombs. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ COVERN\ These creepy skull things are basically ghosts; just blast them out [?] \ of the way. They only appear when the power is still off. (Actual \ HP unknown, per my Koben theory below.) ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____________ KIHUNTER \ These large winged insects are Space Pirates from another part Yellow [360] \ of the galaxy. Most have wings, though some do not. When \ you blast their wings off, they hop on the ground and spit \ acid at you. Yellow Kihunters are six times stronger than \ the green ones, and are often wingless. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ KOBEN \ Name next to the picture of the COVERN in the Enemy Data of the [300] \ Player's Guide. (Most likely in error; it is Covern in the rest of \ the book, and in the Instruction Booklet.) These orb-like \ creatures can pass through walls, and are fairly strong, which \ led me to believe that these enemies (called Bombus by Foxhound) \ ARE Koben, based on the fact that Covern are not that strong. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ SKULTERA \ Spiny fish. Only found in one area of the Wrecked Ship (the Blue [300] \ large water-filled room with the Energy Tank). ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________ WORK ROBOT\ Indestructible robot left behind with the Wrecked Ship; shoots \ energy beams at you occasionally. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________________ –––––––––––––––––––––––––––––( 5.3.3 Equipment )––––––––––––––––––––––––––––– ―――――――――――――――――― [ ] GRAVITY SUIT — In the room to the left of where the Chozo drops you off. ______________________ –––––––––––––––––––––––––––( 5.3.4 Missile Tanks )––––––––––––––––––––––––––– ―――――――――――――――――――――― [ ] MISSILE #1 — [ ] MISSILE #2 — [ ] MISSILE #3 — ____________________________ ––––––––––––––––––––––––( 5.3.5 Super Missile Tanks )–––––––––––––––––––––––– ―――――――――――――――――――――――――――― [ ] SUPER MISSILE #1 — [ ] SUPER MISSILE #2 — ____________________ ––––––––––––––––––––––––––––( 5.3.6 Power Bombs )–––––––––––––––––––––––––––– ―――――――――――――――――――― (none) ________________________________ ––––––––––––––––––––––( 5.3.7 Energy & Reserve Tanks )–––––––––––––––––––––– ―――――――――――――――――――――――――――――――― [ ] ENERGY TANK — At the far end of the large room filled with water; use the sinking platforms and Grappling Beam to get to it. [ ] RESERVE TANK — In a small room after shinesparking from a room to the right of where the Chozo drops you off. ‚‚‚‚‚‚‚‚‚‚‚‚‚‚ –––––––––––––––––––––––––––––––( 5.4 Maridia )––––––––––––––––––––––––––––––– ’’’’’’’’’’’’’’ ______________________________ –––––––––––––––––––––––( 5.4.0 Area-Specific Hazards )––––––––––––––––––––––– ―――――――――――――――――――――――――――――― Bull Pits — Sinking into some pools of quicksand takes you, literally, to a pit full of Bulls. The Gravity Suit has no effect in these pits; you can only keep sinking down. (You can shoot the Bulls, and catch a Power Bomb refill if you're lucky.) Metal Boulders — These indestructible boulders come out of nowhere and attempt to flatten you. Only in two rooms in Maridia (the two rooms with expansions on either side of the LONG pipe). Quicksand — Does no damage, but you'll sink into it; occasionally conceals spikes. ______________________ –––––––––––––––––––––––––––( 5.4.1 Special Rooms )––––––––––––––––––––––––––– ―――――――――――――――――――――― SAVE ROOM #1 — SAVE ROOM #2 — MAP ROOM — ENERGY RECHARGE ROOM — MISSILE RECHARGE ROOM — __________________ –––––––––––––––––––––––––––––( 5.4.2 Creatures )––––––––––––––––––––––––––––– ―――――――――――――――――― ______ BOYON \ Strange yellow blob-like creature that bounces like a rubber ball [1000] \ when you come near it. Don't bother trying to destroy them; just \ freeze them. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ BULL \ Strange creature that charges straight at you like a bull. Immune to [100] \ normal Beam shots (except for Plasma); use the Charge Beam or \ Missiles. Often drops Power Bombs. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _________ CACATAC \ Cactus-like creature that occasionally shoots spines in all Blue [60] \ directions. The blue ones are only found in Maridia. Often \ drops Super Missiles. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ CHOOT\ A very strange creature that leaps up, and then floats back down like [100] \ a leaf. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ EVIR \ Basically a miniature version of Draygon; shoots spikes at you. [300] \ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ MENU \ The one-eyed Maridia equivalent of the MELLOW. [100] \ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _________ MOCHTROID\ The Mochtroid is the Space Pirates' failed attempt at cloning [100] \ Metroids. They are much weaker, and drain less energy if they \ touch you. They can't hold onto you very well, either. The \ Grappling Beam kills them in one hit. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____ OUM \ A peculiar creature that you'll find in only one room in Maridia—the \ corridor between the shaft with the Mochtroids and the hidden Missile \ Recharge Room. They look like a rolled-up armadillo, and will try \ to push you off ledges. They are indestructible. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ OWTCH\ Creature with 3 spikes on its hard shell. Pops in and out of the [20] \ sand. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ POWAMP\ Strange balloon-like enemy that inflates itself, rising up a bit, [10] \ then slowly descending again. Can be latched onto with the \ Grappling Beam. Often drops Super Missiles. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____________ PUYO \ Odd little springy worm creatures that dart around. Yellow/Green/ \ Orange [100] \ ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ RIPPER\ Turtle-like creatures that fly back and forth. They can be frozen [200] \ and used as stepping stones, but they can't be destroyed by any \ weapon save the Screw Attack. Only found in the Crateria elevator \ shaft. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____________ SCISER \ These crablike creatures are similar to the GEEMER, but a lot Orange [200] \ stronger. These orange ones are found only in Maridia. \ Often drop Power Bombs. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ________ SHAKTOOL\ This robotic contraption can break through blocks that Samus [300] \ cannot. Though it moves rather slowly, it is a necessary (but \ irritating) wait. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _________________ SKULTERA \ Spiny fish patrolling the waters of Maridia. Blue/Orange [300] \ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____________ SPACE PIRATE\ Samus's chief nemesis, the Zebesian Space Pirates resemble Pink [300] \ bipedal humanoids. They shoot lasers from their hands, and \ come in a variety of strengths. The pink variety is only \ found in Maridia, and is immune to all weapons until you \ get the Plasma Beam. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ______ TATORI\ Looks like a giant RIPPER. If you shoot it, it will come alive, \ spinning and floating back and forth across the room. Like the \ TRIPPER, you can stand on it, and it will rise up to a certain \ height and then fall back down. It is indestructible. Needed \ to reach several items. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ TATORI, JR.\ These smaller TATORIS slowly crawl around near the larger one. \ They are also indestructible. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ YAPPING MAW\ Obnoxious snakelike creatures that leap out of pits and try to [20] \ grab you. Either freeze them or kill them with a Super \ Missile (not really worth it, as they don't leave refills). ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____ YARD\ Strange little snail-like enemy. If Samus is running, she'll kick the [10] \ things out of the way like a little spiked soccer ball. Can be \ destroyed by Bombs. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____ ZEB \ Similar to ZEBBOS, except they're red and three times as pathetic. [9] \ ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ ZEBBO\ Little hornets that fly out of pits or pipes continuously. [30] \ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____ ZOA \ Little fish that fly out of sand pits continuously, in groups of [40] \ three. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________________ –––––––––––––––––––––––––––––( 5.4.3 Equipment )––––––––––––––––––––––––––––– ―――――――――――――――――― [ ] SPACE JUMP — In the locked room to the left after defeating Draygon. [ ] SPRING BALL — In the room to the right of the long tunnel with the Shaktool. [ ] PLASMA BEAM — In the topmost room of Maridia filled with pink Space Pirates, at the bottom of the room. ______________________ –––––––––––––––––––––––––––( 5.4.4 Missile Tanks )––––––––––––––––––––––––––– ―――――――――――――――――――――― [ ] MISSILE #1 — [ ] MISSILE #2 — [ ] MISSILE #3 — [ ] MISSILE #4 — [ ] MISSILE #5 — [ ] MISSILE #6 — [ ] MISSILE #7 — ____________________________ ––––––––––––––––––––––––( 5.4.5 Super Missile Tanks )–––––––––––––––––––––––– ―――――――――――――――――――――――――――― [ ] SUPER MISSILE #1 — [ ] SUPER MISSILE #2 — [ ] SUPER MISSILE #3 — ____________________ ––––––––––––––––––––––––––––( 5.4.6 Power Bombs )–––––––––––––––––––––––––––– ―――――――――――――――――――― [ ] POWER BOMB — ________________________________ ––––––––––––––––––––––( 5.4.7 Energy & Reserve Tanks )–––––––––––––––––––––– ―――――――――――――――――――――――――――――――― [ ] ENERGY TANK #1 — [ ] ENERGY TANK #2 — [ ] RESERVE TANK — ‚‚‚‚‚‚‚‚‚‚‚‚‚‚ –––––––––––––––––––––––––––––––( 5.5 Tourian )––––––––––––––––––––––––––––––– ’’’’’’’’’’’’’’ ______________________________ –––––––––––––––––––––––( 5.5.0 Area-Specific Hazards )––––––––––––––––––––––– ―――――――――――――――――――――――――――――― Boiling lava — The lava looks like ordinary lava, but trust me, it's not! The Gravity Suit offers no protection against it. Residue — This weird stuff is merely a harmless obstacle left by some creature (the giant Metroid, perhaps?); shoot it out of the way. Turrets — If the Rinkas weren't bad enough, in Mother Brain's room there are also turrets that shoot at you. Can't be destroyed. ______________________ –––––––––––––––––––––––––––( 5.5.1 Special Rooms )––––––––––––––––––––––––––– ―――――――――――――――――――――― SAVE ROOM #1 — Just below the elevator to Crateria. This is the LAST Save Room you can return to Zebes from! SAVE ROOM #2 — Through the middle door of the shaft just before Mother Brain's room. If you save here, you will not be able to return and explore Zebes any more. DUAL RECHARGE ROOM — Through a door just after nearly getting killed by the giant Metroid. __________________ –––––––––––––––––––––––––––––( 5.5.2 Creatures )––––––––––––––––––––––––––––– ―――――――――――――――――― _____________ GIANT METROID\ This is the Metroid larva! Down in Tourian it has absorbed \ so much energy that it does not recognize Samus until it has \ nearly killed her. It does not forget her again... ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _______ METROID\ Energy-manipulating life form native to planet SR388, believed all [500] \ but extinct thanks to the efforts of Samus Aran. Metroids are \ are highly susceptible to cold; fire your Ice Beam at them, then \ follow with 5 Missiles or 1 Super Missile for the kill. Usually \ leaves plenty of Energy and Missile power-ups. If it attaches \ to you, quickly drop Power Bombs to kill it. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _____ RINKA\ Small turrets in Tourian spit these rings of fire at intruders. They [10] \ can be destroyed fairly easily, but never leave refills. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___________ SIDEHOPPER \ Two-legged hopping enemies. Usually leaves behind Missile Blue [1500] \ power-ups. The blue variety only found here in Tourian is a \ LOT stronger, and can only be damaged by Missiles. (Don't \ bother; they seldom leave refills. Just Screw-Attack past \ them.) However, they don't seem to be immune to giant \ Metroids... ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ____________ SPACE PIRATE\ Samus's chief nemesis, the Zebesian Space Pirates resemble Dull [15] \ bipedal humanoids. They shoot lasers from their hands, and \ come in a variety of strengths. You'll find the dull kind \ on your way out of Tourian; with the Hyper Beam, they're a \ real pushover. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― _________ ZEBETITES\ Part of Mother Brain's life-support system. They look like glass \ tubes filled with red goop. They self-regenerate pretty fast, \ so quickly blast them with Missiles (it takes 10-12). ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― __________________ –––––––––––––––––––––––––––––( 5.5.3 Equipment )––––––––––––––––––––––––––––– ―――――――――――――――――― HYPER BEAM — When the giant Metroid larva is killed by Mother Brain after saving Samus's life, the energy it collected from Mother Brain's Laser Brain attack is absorbed by her suit. It fuses all of Samus's beams into the all-powerful Hyper Beam. It can destroy all enemies with one shot, as well as shutter gates and a certain wall in Crateria. ___________ ––––––––––––––––––––––––––––––––(END OF TEXT)––––––––––––––––––––––––––––––––– ―――――――――――