---
Creature: Oum.
Where: Maridia.
Description: An enemy that pretty much every player misses on their first
playthrough. They can only be found in a hidden tunnel in the Motchroid
shaft. (Two rooms after Botwoon.) They will block your path to a secret
missile recharge station. Nothing can destroy them, your only choice is
to bounce over them.
Creature: Owtch.
Where: Maridia.
Description: A spiked shell that pops out of the sand when you approach
it. Hard to destroy, so it's better to ignore them.
---
---
Creature: Powamp.
Where: Maridia.
Description: A balloon enemy that you can use as a grappling block. Not
much use for them actually, unless you fall below in the grappling room.
Creature: Puyo.
Where: Maridia. Norfair.
Description: Worm-like creatures that lunge themselves at you. More
annoying then dangerous. Blast them from close range.
---
---
Creature: Reo.
Where: Crateria. Brinstar.
Description: Large moth-like enemies that like to swoop into you. Snipe
them from a distance.
Creature: Rinka.
Where: Tourian.
Description: Fire rings that spawn out of the very walls. They are part
of the Space Pirates defensive systems. Just shoot them to destroy them.
Sorry, they don't leave refills.
Creature: Ripper. (There are also turbo rippers, platform rippers, and
grey rippers.)
Where: Crateria. Norfair. Lower Norfair. Brinstar.
Description: Flying...turtles. They have boosters on the back of their
shells, and are resistant to most weapons, except the screw attack and
super missiles. Freeze them and use them as platforms.
Note: Platform rippers have flat backs to use as platforms, so don't
hurt them. They are usually needed when you find them.
Note: Turbo rippers are really fast, but by the time you encounter them
you will have the screw attack.
---
---
Creature: Scisor. (Red and blue.)
Where: Crateria. Maridia.
Description: Crab-like creatures. Basically the Maridia versions of the
Geemer. Snipe them from a distance, they can do some fair damage. Be
careful of the spitballs that they launch.
Note: Blue Scisors reside in Crateria, and are basically the same thing.
Creature: Shaktool.
Where: Maridia.
Description: A mechanical digging tool that cuts a path through the
sand for you. Do not destroy it, for it will lead you to the springball.
Creature: Skree. (Shriekbat.)
Where: Crateria. Norfair.
Description: Also called Shriekbats in Metroid prime. These will dive
bomb you once you pass under them, drilling into the ground. Snipe them
from a distance.
Creature: Skultera.
Where: Maridia.
Description: A large purple fish that swims in a predetermined path.
Shoot them from a distance. (Not like you'll ever be in their way.)
Creature: Sova.
Where: Norfair.
Description: The Norfair version of the geemer. It's outer shell is
on fire. Snipe them from safety. (Not always optional.)
Creature: Space Pirate. (Dull. Green. Red. Pink. Yellow. Metallic.
Where: Crateria. Kraids hideout. Norfair. Lower Norfair. Maridia.
Tourian.
Description: The intelligent race of aliens that you are hunting. There
are several types in the game.
Dull: One shot from anything will put them out of commission. They
inhabit Crateria and Tourain. (Only the very end.)
Green: Anything besides the power beam. They inhabit Crateria and Kraids
hideout.
Red: Not very sure about these guys, but probably anything besides the
power beam. Speed booster also makes quick work of them. They inhabit
Norfair.
Pink: These can only be injured with the Plasma beam. Quite dangerous.
They inhabit Maridia.
Yellow: Can be injured with anything other then regular beam shots. They
inhabit Lower Norfair.
Metallic: You must jump over them to turn them yellow, upon which they
are vulnerable. Use charged plasma beam shots or super missiles. Only in
Lower Norfair.
Creature: Squeept.
Where: Norfair.
Description: A creature that leaps out of the lava, jaws snapping.
Freeze them and jump over them.
---
---
Creature: Tatori.
Where: Maridia.
Description: A giant turtle that rises out of the ground and out of the
water for a short time. You can use it's huge back as a platform to
reach and energy tank. (And a WELL-hidden pack of missiles.)
Creature: Baby Tatori.
Where: Maridia.
Description: Children of the Tatori, they stay alongside their mother.
Avoid them.
---
---
Creature: Viola. (Red and blue.)
Where: Norfair. Lower Norfair. (Blue type only.)
Description: A fireball with a face. Red violas bounce off of walls, and
blue violas crawl along the walls. Snipe both types from safety.
---
---
Creature: Waver.
Where: Crateria. Brinstar. Norfair.
Description: A plane-like enemy that flies in an odd pattern. They
randomly change heights, which makes them difficult to snipe. Take
aim and blast them out of the sky.
Creature: Work robot.
Where: Wrecked ship.
Description: Just that. A work robot. Shoot them at close range to move
them out of the way. Don't stray too far or they will fire energy rings
at you.
---
---
Creature: Yapping maw.
Where: Crateria. Brinstar. Norfair. Maridia.
Description: A snake-like enemy with pincer-like jaws. When you approach,
it will snap out and try to grab you. If successful, it will drain your
energy and drop you into whatever lies below. (Usually spikes or lava.)
Freeze them and move on. (Or use a super missile if they get REALLY
annoying.)
Creature: Yard.
Where: Maridia.
Description: An odd enemy. These are basically snails with a metallic
shell. These will charge at you on sight, so shoot them away. They are
VERY difficult to kill, but it is fun to kick them around like a soccor
ball. See how far you can go.
---
---
Creature: Zeb.
Where: Brinstar.
Description: Red beetles that fly. They come out of pipes. Snipe them
for refills.
Creature: Zebbo.
Where: Brinstar. Lower Norfair.
Description: Hornets that fly out of nests in the floor. Snipe them for
refills. (Not Zebs.)
Creature: Zeela.
Where: Brinstar.
Description: Brinstars version of the Geemer. They have really long eyes.
Snipe them from safety.
Creature: Zero.
Where: Brinstar.
Description: A blue slug that crawls along the wall, floor...wherever.
You'll see it in it's shell before it goes anywhere. Snipe them from
safety.
Creature: Zoa.
Where: Maridia.
Description: Purple creatures with a large eye that rise from nests.
Snipe them for refills.
______________________________________________________________________
#### ##### ##### ####### ##### ### ## #: #####
# # # # # # # ### #: # #
#### ##### # # # # # # ### #: #####
# # # # # # # # ###: # #
#### ##### ##### # ##### ### # ##: #####
______________________________________________________________________
----------------------------------------------------------------------
{<>}8.0: Boss battles.{<>}
----------------------------------------------------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Ridley. Power beam: 20. %
%Hit points: 2000. %
% %
%Attacks. %
%Fireball: 3. %
%Body: 5. %
%Tail: 15. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
As you can see, the tail does a large amount of damage, so try to avoid
contact with it.
There ae two ways to fight this battle.
*******************
*The fighters way.*
*******************
Shoot ridley like crazy, dodging his attacks. Stay on the left side of
the door when your attacking him, don't ever go on the floor. If he
shoots fireballs, jump over them. Very simple. If he decides to ram you,
wall jump as fast as you can, and try to stay up there until he backs
off. You'll more then likely get hit though. If he makes a circular swoop
at you, jump to avoid the tail swing.
20 x 100 = 2000 HP. You need to shoot him 100 times with your power
beam. He will gradually change colors as you do so, from a pale brown,
to a faint red, to a very bright red. Once you've taken him to 1HP, he
will accidentally drop the Metroid. Don't go over to it though, he will
come back down to get it, then take his leave.
****************
*The wimps way.*
****************
Run to the right corner of the room and crouch. Try to get hit by his
tail deliberately. At 29 energy, he will fly off.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Torizo. Power beam: 20. %
%Hit points: 800. Missiles: 100. %
% %
%Attacks. %
%Slash: 10. %
%Energy wave: 10. %
%Body: 8. %
%Bombs: 8. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
An easy boss, actually. If you took my advice, you should have a full 10
missiles, which is all we need. All you need to do is jump up and shoot
at his weak spot, the chest plate. Put a half-second delay between each
missile, or some of them won't register.
At 460 damage (5 missiles.), the chest plate will be blown apart.
Nothing changes here. At 720 damage, his face will be blown off, and he
will gain a 200% speed boost. Eliminate him quickly with a few shots.
To dodge the bombs, just shoot them. They sometimes leave energy and
missile pickups. To dodge the energy waves, wait until you see the waves
trajectory. If it's aimed high, morph into a ball to duck it. If it's
aimed low, jump over it. As for dodging the slash and body contact,
don't count on it. Even if you wall jump, you'll more then likely get
hit anyway.
If your only using the power beam, go all out. Aim up and fire, or just
jump and fire. After 23 hits, his chest plate will be blown off. Keep
firing. His face will blow off at 36 hits. 4 more beam shots will do it.
If you use missiles, it only takes 8 of them. His face won't get to
phase 3. He will just die on the 8th hit.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Spore spawn. Charged power beam: 120 %
%Hit points: 960. Missiles: 100. %
% %
%Attacks. %
%Spore: 4. %
%Body: 12. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
As you can see, Spore spawn is weak to the charged beam. It will do 2x
it's normal damage in this battle. (It normally deals 60 damage.) Still,
Missiles are faster.
To avoid the spores, simply shoot them. They sometimes leave energy and
missile pickups behind. To dodge the actual boss, simply morph ball and
stay in a corner.
When the boss exposes his core, that is your cue to attack. If your using
the charge beam, you can only get in one shot, and since you don't have
time to recharge it, you must make it count. If your using missiles, you
can sometimes land two or even three missiles while the core is closing
up.
After about 550-600 damage, Spore spawn will get a lot faster, and leave
less time to attack. Once he starts going ape****, stay rolled in the
corner until he opens up, then take a shot. Keep this up until he dies.
It will take either 8 charged shots or 10 missiles.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Kraid. Charged spazer beam: 120 %
%Hit points: 1000. Missiles: 100. %
%One of the four guardians. Super missiles: 300. %
% %
%Attacks. %
%Claw boomerang: 10. %
%Rail spine: 10. %
%Body: 20. %
%Spikes: 16. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Arg, this thing is HUGE! How do you fight something this big? That's
right, you find a weak spot and hit that. Shoot Kraid in the eyes and
they will flash for a second. After that, his mouth will open. Well,
what are you waiting for? Shove a super missile down his throat.
With one shot, Kraid will pull the rest of his body from the ground. Now
the true fight begins.
Most of the ceiling has crumbled away, save for a few spaced out sections
that will serve as platforms. Get on these platforms, jump up and shoot
Kraid in the eyes, then jump again and launch a Super missile right into
his mouth.
His attacks: To dodge the claw boomerang, just shoot it. It sometimes
leaves energy/missile pickups behind. To dodge the rail spine (It shoots
from one of his two belly buttons.), just jump over it. You won't take
damage as long as you don't touch the sharp end. As for kraid, don't get
TOO close to him, but close enough to land some shots.
If you run out of super missiles, switch to charged spazer shots. They
deal more damage then missiles at this point. Shoot him once with an
uncharged shot, then charge it, jump up, and fire. Due to the wide arc
of this weapon, your aim must be precise. Aim a little bit high just to
make sure.
It will take either 4 super missiles, 10 missiles, or 9 charged spazer
shots.
Also, incase you were wondering what I meant by "one of the four
guardians", don't worry about it right now. It won't make sense until
WAYYYYYYYYY later.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Crocomire. Charged Spazer/Ice/Wave: Two steps. %
%Hit points: Hit counter. Missiles: One step. %
% Super missiles: Three steps. %
%Attacks. Power bombs: PISS HIM OFF! %
%Slash: 20. %
%Fireballs: 10. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
As you can see, Crocomire doesn't have a set amount of HP, he merely
takes a step back every time something damaging hits him. This is the
key to winning the battle.
First off, DO NOT USE POWER BOMBS IN THIS FIGHT! They make Crocomire very
angry, signified by him charging you and practically running you over.
Power bombs = very bad idea.
I suggest missiles here. They're fast and accurate. Charged shots are
tricky to aim in this battle, so don't use them unless you've already
got one charged. Super missiles should be used when you have a clean
shot.
Attacks: To dodge the fireballs, get back and shoot them. They sometimes
leave refills. Be sure to get some space because the fireballs have a
half second of invulnerability. Your shots will negate in midair. As for
the claw slash, just don't get near him. Simple.
When he opens his mouth, let a missile fly right down his throat. Keep
doing this whenever he opens his mouth. Once he gets onto the weak area
of ground, switch to super missiles. A few of those should send him
back far at this point.
Eventually, you will herd him onto the bridge, which will collapse under
his own weight. He will fall into the acid and begin to melt, which is
actually a pretty cool scene. Eventually, he will fall in for good.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Phantoon. Charged Spazer/Ice/Wave: 300. %
%Hit points: 2500. Missiles: 100. %
%One of the four guardians. Super missiles: 600. (AVOID!) %
% %
%Attacks. %
%Flames: 20. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
If you notice the weapon statistics, super missiles inflict 2x their
normal damage against Phantoon, although I do not recommend using supers
against Phantoon.
Why not use super missiles? They piss Phantoon off. When you hit him with
an attack that deals over 500 damage, Phantoon will rematerialize in the
center of the room and slap you with wave after wave of flames. He does
this in reverse motion, once clockwise, once counterclockwise, in a
pattern 8 times. You can shoot them for refills, but you'll more then
likely get hit. For this reason, we will be using charged Spazer/Ice/Wave
shots for the battle.
When Phantoom first appears, he will fly around the room in a horizontal
figure-8 type pattern, dropping flames randomly along the way. When he
opens his eye is your key to attack. Fire a charged Spazer/Ice/Wave shot
or 3 missiles. If your unable to get an attack in, wait until he finishes
drpping randomly flames. He will rematerialize with his eye open. Blast
it right there (You have more time.) and he will repeat his figure-8
pattern. Keep doing this for the entire fight.
Dodging his attack: Simply shoot the flames and they will be destroyed.
They sometimes leave refills. Be careful about timing; until the flame
hits the ground, it is not counted as a projectile, just a harmless
sprite. This is more difficult to do with flame waves, since they come
at you so fast. Just brave each flame when Phantoon exposes his eye.
After you've hit him with 8 charged Spazer/Ice/Wave shots, equip your
missiles and wait for him to open his eye. Fire one more missile to end
the battle.
Note: If you only use charged Spazer/Wave shots (De-equip the Ice beam.),
Phantoon won't dissapear after a charged shot. He will still float around
as if he was hit by a regular missile, allowing you to hit him with two
more charged shots for a total of 600 damage. It's up to you whether you
want to do this or not.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
New strategy provided by: Corbin.
In your guide for Super Metroid, you said that you shouldn't use super
missles on Phantoom, because then he uses his eight fire things. It's
easy to dodge that assault. Start in the right corner (In ball form),
and after he uses a flame go to the left corner in ball form and then
alternate the corners with each assault. This is easier than using
charged blasts. Thanks for your time
Corbin
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
That's an interesting tip. I did hear rumors about a safe spot during the
flaming waves, but even so, I still say it's risky. That, and the fact
that it takes longer then beating him with conventional means, so it's
up to you whether or not you wan't to take the risk. Nice discovery
nevertheless.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
New strategy provided by Robert R. Stein.
When fighting Phantoon, you remarked that using Super
Missiles is extremely hazardous due to the half-rings of
flames Phantoon will start shooting out after being damaged
by a super missile.
At this point, I always have used Super Missiles to kill him
[since I always only had 5 at the time, I unload them on my
bosses].
A way to stay safe from his flames, after hitting with a
super missile, or just in general...
After hitting Phantoon with a Super Missile, IMMEDIATELY nul
your weapo n selection [thus going to your laser
combonations, make sure Charged Beam is on]. Charge up your
blaster as fast as possible, and hold it.
Just as each wave of fire comes from Phantoon, spin jump
into the flames.
Having the charge and spin jumping creates a pseudo-screw
attack, which makes you impervious to numerous attacks, such
as Phantoon's flames, at least until you land or leave spin
jump. Also, unlike when using the Pseudo-Screw attack, the
flames will NOT negate your charge, like when you collide
into an enemy, thus you stay safe until you release your
charge.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
That's a really clever trick to avoiding damage. Nice job discovering that.
This opens the strategy up a little. If you're willing to spend a bit more time
with Phantoom,
in exchange for a safer victory, go ahead and use this strategy. If not,
refrain from using Super
Missiles.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Botwoon. Charged Spazer/Ice/Wave: 300. %
%Hit points: 3000. Missiles: 100. %
% Super missiles: 300. %
%Attacks. %
%Poison bolts: 24. %
%Body: 32. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
It's your choice whether you use super missiles or charged Spazer/Ice/
Wave shots. Both do the same amount of damage. It's recommended that
you use super missiles, since it's difficult to hit him with charged
Spazer/Ice/Wave shots due to the wide coverage of the shot. If any part
of the beam hits his body, it will be negated.
Botwoon can only be injured with headshots, the rest of his body is
invulnerably to everything. Aim carefully at his head and fire.
Dodging his attacks: Theres not much you can do about the bolts. They
cover a wide area and are clustered fairly tight. Just take them as they
come. As for dodging his body, if you stay all the way to the left, he
can't touch you.
If your out of super missiles, switch to regular missiles. Go ahead and
be liberal with their use, since his head is a small target.
At 1200HP, he will speed up significantly, and again at 600HP. He stops
using poison bolts at this point, so as long as you stay on the left side
your safe. Aim carefully and land him with a few more shots to finish
him.
He will die after 10 super missiles, 10 charged Spazer/Ice/Wave shots,
or 30 missiles.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Draygon. Charged Spazer/Ice/Wave: 300. %
%Hit points: 6000. Missiles: 100. %
%One of the four guardians. Super missiles: 300. %
% Grappling beam: A LOT! %
%Attacks. %
%Gunk: Lethargy. %
%Body: 40. %
%Tail bash: 40. %
%Turrets: 32. %
%Power node: 4. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
At the bottom of the room, head left, ignoring the turrets to find a
group of Evirs (Miniature versions of the boss.). They will all swim in
a circular pattern to the right, then when they all dissapear, Draygon
will appear. The battle is on.
First off, if you haven't done so already, destroy the turrets aligned
on the wall. They really get in the way.
Dodging Draygons attacks: To dodge his swoop, morph into a ball and
stay still. He will swim harmlessly overhead. To dodge the turret fire,
just destroy them with a super missile each (Or 3 missiles.). To dodge
the gunk, shoot each burst. They sometimes leave refills, but theres
quite a bit of them, so don't go collect any refills unless your sure
you won't get hit. If the gunk does hit you, rapidly press left and right
in a simultaneous flow to break free. You do NOT want to be subject to a
tail thrashing.
Now, there are two ways to take this battle.
***************
*The fast way.*
***************
Fast is actually very beneficial, as it will only cost us a small but
negligible amount of energy. After you destroy each turret, you'll notice
an electrical current behind it. This is a power node, and now that the
turret is no longer connected, it's basically a live wire. When Draygon
comes in to spew gunk, let the gunk hit you so that he picks you up.
Stand as far left as you can to make this strategy work easier. As he
floats to the top, he will swim from side to side in a circular pattern,
occasionally tail bashing you along the way. When you get close enough to
a power node on the left wall, equip the grappling beam and do your
damn best to latch on to it. The raw amount of electricity will injure
you gradually, but it will also channel through your body to Draygon
(Who is still holding you.). Hold the current for about three seconds and
the electricity will fry Draygon, killing him instantly.
***************
*The mans way.*
***************
So you want to finish this battle off showdown style, eh? Good for you.
Start by destroying all the turrets. They get in the way. Now, wait
until Draygon comes in to spew gunk at you. Shoot them off with your
beam, then when they stop coming, arm your super missiles. As he makes
a pass, just stand there and pelt his stomach with missile after missile.
You can hit him with about 10 supers on the first pass if your good.
Don't bother dodging the pass, just take the hit in exchange for tons of
supers in his stomach. Morph ball on the floor until he stops making
swoops, then repeat the strategy when he comes to throw gunk again.
It will take either 20 Super missiles, 20 Charged Spazer/Ice/Wave shots,
or 60 missiles to end the battle. I believe pseudo screw attacks do 200
damage, though I don't recommend using them unless your attempting the
"Blue suit" glitch, which I will talk about in the "Glitches" section.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Golden Torizo. Charged Plasma/Ice/Wave: 900. %
%Hit points: 13500. Missiles: None. %
% Super missiles: 600. %
%
%Attacks. %
%Energy wave: 30. %
%Body: 40. %
%Eye rings: 2. %
%Bombs: 20. %
%Super missile: 50. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
This is a lot like the Torizo you battled in Crateria, only tougher and
a lot more resiliant.
First of all, even though super missiles are capable of damaging Golden
Torizo (And deal 2x their normal damage against him.), don't use them.
Most of the time he will catch them and toss them back at you. And
missiles don't even touch him. Ouch. Stick to charged Plasma/Ice/Wave
shots. They do even more damage then super missiles.
Dodging his attacks: To dodge the energy wave, simply space jump over
them. He still only launches 8, except this time he does it a lot faster.
You have plenty of room to jump, so don't worry. To avoid touching him,
jump over him when he corners you. Don't do it in the middle of the
field; he likes to jump now and then, this can catch you off guard. The
bombs and eye rings won't injure you until they explode, so avoid the
rings and shoot the bombs, they sometimes leave refills. If he catches
a super missile (Shame on you! DON'T USE THEM!) jump to avoid the blast
(He throws it at your feet.).
This is easy. Simply charge your beam and let him have it. Each beam
shot does 900 damage, so even with 13500HP this will drain it in a hurry.
It takes 15 charged Plasma/Ice/Wave shots to do him in.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Ridley. Charged Plasma/Ice/Wave: 900. %
%Hit points: 18000. Missiles: 100. %
%One of the four guardians. Super missiles: 600. %
% Power bombs: 200 per hit. ($) %
%Attacks. ($) "May hit twice." %
%Body: 40. %
%Fireballs: 15. %
%Tail: 30. %
%Acid: Gradual. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Samus feels a desperate need to protect that Metroid. After all, it did
follow her like a child...Anyway, Ridley will fly up to the top of the
room, then the pit below the platform will fill with acid. Great...
We are going to use super missiles for this battle. Although the charged
shots do more damage, they take longer because you have to...well, charge
them. Super missiles do a hefty chunk of damage with each hit and fire
quite rapidly. Stick to those for the entire battle.
Dodging his attacks: At first, Ridley will only use tail bouncing,
fireballs, and grabs. When he tail bounces, morph into a ball and roll
under the tail, then jump to get him to stop bouncing. Take a shot or
two at this time. Theres not much you can do against the fireballs except
screw attack through them. As for the grab, don't ever try to stand under
ridley and it won't happen. The grab forces you to either touch Ridley
or his tail, so it will do either 30 or 40 damage.
At 14500HP, Ridley will start doing U swoops. That is, he flies to one
corner of the top of the room, then flies down in a U shape and flies
back up to the other side. The only way to avoid this is to space jump
over Ridley as he makes a swoop. After he makes a swoop, space jump
against the opposite wall to avoid his follow up attack (He will come
down and try to smack you with his tail.).
At 9000HP, Ridley will get a 50% boost of speed, which is signified by
a color change. He will gain another 25% boost in speed at 4500HP, marked
by another color change. At 0HP, Ridley will go berserk. A few hits from
anything at this point (Or simply letting him grab you.) will destroy
him.
When Ridley tail bounces and is facing left, run ALL the way to the left
of the platform and face right. With your foot off the edge of the
platform, Ridley can't harm you from here. Take this time, aim straight
up and shove a super missile or 10 right up his ass. He will probably
face right at this time and bounce again. Roll left under his tail and
jump up to cancel the bounce, then pelt him with more supers. Whenever
he's not attacking you, blast him with whatever you've got: Charged
shots, missiles, supers. Hell, even power bombs damage him. A power
bomb can even hit him twice, just like with enemies close to the blast.
It will take either 20 charged Plasma/Ice/Wave shots, 30 super missiles,
or 180 missiles to put Ridley on the floor for good.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Motherbrain. Charge beam: No effect. %
%Hit points: 3000. Missiles: 100. %
% Super missiles: 300. %
%Attacks. Glass requires 6 missiles... %
%Glass: 15. ...to make an opening. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
This is actually very easy. Arm your missiles and fire at the glass
container 6 times to make an opening. Switch to your super missiles and
cover the walls with brain residue. Don't jump onto the brains platform,
the glass injures you. Carefully dodge the Rinkas and turrets (Or
ignore them. You have plenty of energy.) and avoid falling into the
acid.
10 direct hits with super missiles or 30 missiles will destroy the
brain.
------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Boss battle: Motherbrain. Charged Plasma/Ice/Wave: 900. %
%Hit points: 18000. Missiles: 100. %
% Super missiles: 300. %
%Attacks. %
%Eye beam: 30. %
%Body: 30. (No invulnerability period between hits.) %
%Blue rings: 20 per ring. (No invulnerability period between rings.) %
%Bomb: 40. %
%Bomb explosion: 20. %
%Supernova laser: 200. (When under 4500HP.) %
%Mind laser: 300. (Final attack. Causes paralysis.) %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
First of all, Motherbrain will just stand there and mean-mug you (Give
you the evil eye.). Teach her a lesson by plugging that eye with a
super missile or 10. Then she will actually begin to pound you with
attacks.
Dodging her attacks: To dodge the eye laser, simply stay on the ground.
It always goes straight, so as long as you don't jump into it, you're
fine. To dodge the blue rings, predict their trajectory and act
accordingly. If they fire above you, stay on the floor and let them pass
overhead. If they are going to hit you, jump at the last second; they
travel somewhat slow. To dodge the bomb, stay away from it, then jump
before it stops bouncing off the ground. This is when it explodes.
If you timed it correctly, the explosion will harmlessly dissipate below
you.
For attacking Motherbrain, simply aim up and unload all of your super
missiles; you should have at least 30. After your out of super missiles,
switch to missiles OR charged shots. It doesn't matter which because
they're both pretty equal in terms of damage. The beam hits MUCH harder,
but you could pull off 5 or 6 missiles in the time it takes to charge
one beam shot.
At 4500HP, Motherbrain will reel her head back and start using a new
attack; the supernova laser. This evil, evil weapon is a giant beam
fired from Motherbrains hands. This beam terrorizes the very wall it
hits, shaking the room without effort. If this ghastly weapon touches
you, say goodbye to TWO full tanks of energy. (200 units.) At this point,
it should only take you five charged shots to take Motherbrain to 0HP,
where shes finally had enough of you.
Motherbrain will reel her head forward...that's not good. In a couple
of seconds, energy begins to gather within Motherbrains...brain. Keep
hitting her with whatever you have until she finally releases her
ultimate attack; the "Mind laser". This devastating weapon slams you
against the wall, draining your energy at an alarming rate. Within
seconds, you have lost THREE full energy tanks (300 units.). You'll also
notice that your secondary weapons (Missiles. Super missiles. Power
bombs.) have been drained completely. When the attack finishes, you drop
to the floor and on your knees.
Note: If you do not have at least three full energy tanks (Or reserves
to take you to three energy tanks.) by the time Motherbrain unleashes
her "Mind laser", it will kill you automatically. Stay above 300 energy
at all costs.
If you are able to withstand another mind laser, you are given the chance
to stand up and keep fighting. Mash the D-pad and you should get to your
feet. Since your secondary weapons have all been drained, the only thing
you can do is keep hitting the brain with charged beam shots. It is
hopeless, however, as Motherbrain will charge the laser again and
plaster you against the wall. You can keep getting up as long as you are
able to survive another blast, but eventually you will be unable to take
anymore.
-------------------------
-------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%Final battle: Motherbrain. Hyper beam: 1000. %
%Hit points: 36000. %
% %
%Attacks. %
%Eye beam: 30. %
%Body: 30. (No invulnerability period between hits.) %
%Blue rings: 20 per ring. (No invulnerability period between rings.) %
%Bomb: 40. %
%Bomb explosion: 20. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Aim straight up and witness the Hyper beams power as Motherbrain reels
back from each hit. Don't worry about dodging her attacks. Although
they still injure you, you have far too much energy for it to matter.
After about 20 hits, Motherbrain will begin to change color. The weapon
is beating the crap out of her.
36 shots is all it takes to end this glorious battle.
-------------------------
______________________________________________________________________
#### ##### ##### ####### ##### ### ## #: #####
# # # # # # # ### #: # #
#### ##### # # # # # # ### #: ######
# # # # # # # # ###: #
#### ##### ##### # ##### ### # ##: #####
______________________________________________________________________
----------------------------------------------------------------------
{<>}9.0: Expansion powerup checklist.{<>}
----------------------------------------------------------------------
A list of all expansion packs in the game. Expansion powerups are supply
increases for secondary items, such as missiles, energy tanks, and power
bombs.
I will list how many expansion packs are in each map, then number them.
These are NOT the order in which you collect them, these are merely
locations to help you find specific packs if you miss them in the main
guide.
If I say, for example, in the same room as missile expansion #1, assume
it's the expansion for THAT particular area.
If you don't understand some of my directions, check Zerics or Khoros
maps. Both are incredibly detailed and show the location of all items.
$$$$$$$$$$$$$$$$$$$$$$$$$$$
$--------Missiles.--------$
$$$$$$$$$$$$$$$$$$$$$$$$$$$
Total missile expansions in the game: 46. (230 missiles.)
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Total expansions: 8.
Expansion #1.
Required: Morph ball. Bombs.
Where: In the door to the left of the main Craterian room, in the middle
of the gap. Roll through the tunnel (Bombing the Bendezium blocks in
your way.) and enter the next room. Claim the missile pack in the Chozo
statues hand.
Expansion #2.
Required: Morph ball. Bombs.
Where: At the bottom of the old Tourian escape shaft, go into the room
where you battled Motherbrain in the first game. Lay a bomb on her life
support container to discover a secret passage. Bomb your way down to
find a well-hidden pack of Missiles.
Expansion #3.
Required: Nothing.
Where: In the shaft to the left of the acid rooms, the same shaft with
the green space pirates. Drop through the crumbling blocks and shoot
the wall blocking the missile pack along the way. Jump through and claim
the pack of missiles.
Expansion #4.
Required: Nothing.
Where: Same as expansion #3, except it's on the opposite wall. To make
things easier, try and drop down through both blocks at the same time,
so you can get both missile packs without having to backtrack.
Expansion #5.
Required: Grappling beam. (Or a well-timed jump.) Power bombs.
Where: This missile pack is in the middle of the lake, the one you
have to cross to get to the main entrance of the wrecked ship. It will
be sitting on a pillar in the middle of the lake, just grapple or jump
to it. You need power bombs to open the door before it.
Expansion #6.
Required: Morph ball. Bombs.
Where: In the giant lake before the wrecked ship. Walk along the ground
to the right until you hit the water. That's ok. Keep going until you
drop down to the watery floor below. When you do, head left and shoot the
wall here to reveal a tunnel. Jump, quickly morph, and roll through.
Grab the pack of missiles at the end.
Expansion #7.
Required: Nothing.
Where: On your way to the Gravity suit, when you head outside of the
wrecked ship to the spiked hallway, you should notice a platform ripper
flying about. Jump on it and wait for the next one, until you reach the
top ripper. Let it carry you left until you spot the stalagmite (Chunk
of rock.). When you do, shoot it to reveal a pack of missiles. Spin
jump against it to collect them.
Expansion #8.
Required: Super missiles. Morph ball.
Where: Same area as expansion #7. Drop down and head all the way left,
ignoring the first hidden tunnel you come to. You should see another
tunnel over here. Blast the block with a super missile, then drop down
and roll left. You should find the missile pack over here.
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Total expansions: 12.
Expansion #1.
Required: Morph ball.
Where: Blue area of Brinstar, near where you get the Morph ball. Go
through the right door and drop down the sandstone blocks, then roll
through the left tunnel and go in the door. Inside is a pack of missiles.
Expansion #2.
Required: Morph ball.
Where: Back in the sandstone room, go through the red door on the right.
Run to the end and roll under the obstruction. Collect the pack of
missiles.
Expansion #3.
Required: Speed booster. Gravity suit. Power bombs.
Where: In the same room as expansion 2, lay a power bomb under the
obstruction to clear away portions of it. You should now be able to
run under it. Go left, then start a lightspeed dash to the right and
store the charge directly under that tiny shaft in the middle of the
obstruction. Shinespark straight up that narrow shaft, and go through
the door on the left. Here, use the X-ray scope to locate an invisible
bridge above you, then jump to it (Not possible without the gravity
suit.) and run all the way to the end. (Ignore the boulders.). Inside
the door is the missile pack.
Expansion #4.
Required: Nothing.
Where: Bomb the small ramp under expansion #3 (To the left.) to find
another missile pack.
Expansion #5.
Required: Nothing.
Where: First room on the right, closest to the elevator. (Green area of
Brinstar.) Fall through the area between shutters and claim the missile
pack.
Expansion #6.
Required: Speed booster.
Where: Run through the shutters in the same room as expansion #5. In the
next room, roll through the tunnel and collect the pack of missiles.
Expansion #7.
Required: Speed booster.
Where: After acquiring missile expansion #6, bomb the wall next to it to
find expansion #7.
Expansion #8.
Required: Nothing.
Where: At the bottom of the pink room, near the obstruction that leads
to the charge beam.
Expansion #9.
Required: Grappling beam OR wall jumping.
Where: In the pink room, in the middle of the room is a valley with
hoppers inside. Go in there and use the grappling blocks to swing across
the valley to find a missile pack. OR you could drop down to the bottom
of the valley and wall jump to the missile pack.
Expansion #10.
Required: Hi-jump boots OR wall-jumping.
Where: In the room past the pink room (The one with pipes, which also
has a door that leads back to blue Brinstar.), head to the middle of the
area where you should see a pipe high up on the wall. Jump with your
H-jump boots or wall-jump up there to get inside, then roll to the
right. Claim the pack of missiles.
Expansion #11.
Required: Power bombs.
Where: In Red brinstar, in the room where you obtain your first pack
of power bombs. Bomb the wall behind the power bomb pack and collect
the missile pack.
Expansion #12.
Required: Power bombs. Spring ball OR bomb jumping.
Where: This one is actually in Kraids hideout, but Kraids hideout is
considered a part of Brinstar. Go figure. Head into the room with the
Ki-hunters (This room has the passage leading into the actual hideout.)
and go right. Lay a power bomb at the wall to reveal a passage above.
Use the springball to get up there or bomb jump into the tunnel. Follow
it right and collect the exposed pack of power bombs.
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
Total expansions: 11.
Expansion #1.
Required: Nothing.
Where: In the room before the Hi-jump boots, climb to the top and roll
through the tunnel (On the right.) to find the missile pack.
Expansion #2.
Required: Nothing.
Where: On your way to the bubble room (From the elevator.), you will
cross two large superheated rooms. There are three valleys in the second
room. Go into the middle valley, drop into the lava (Be quick.), and
bomb the right side of the little alcove there to find the missile pack.
Expansion #3.
Required: Nothing.
Where: In the green bubble room, go all the way to the right and shoot
out the floor. Follow it down and jump over the spikes to collect the
missile pack.
Expansion #4.
Required: Grappling beam OR ice beam.
Where: In the green bubble room, there is a set of grappling blocks.
Use them to swing across to the green door on the left OR freeze a waver
with the ice beam and jump to that point. Blast the door and head inside
for the missile pack.
Expansion #5.
Required: Nothing.
Where: There is a hidden tunnel on the left wall in the same room as
Expansion #4. Shoot the bottom portion to find a shutter, then shoot the
top to find the tunnel. Roll through and head into the next room. Go
all the way to the left and shoot the last tiny platform for the
missile pack. There is also a reserve tank in here.
Expansion #6.
Required: Nothing.
Where: In the room before the wave beam. Slowly jump from platform to
platform, open the shutter and claim the pack of missiles.
Expansion #7.
Required: Nothing.
Where: In the doorway JUST before the speed-booster room, shoot straight
up to find a well-hidden pack of missiles.
Expansion #8.
Required: Grappling beam OR wave beam.
Where: In the bottom-right room (VERY bottom.) near the elevator shaft.
If you come from this entrance, you need the wave beam to open the
shutter. If you come from the other entrance, you need the grappling
beam to get across. Either way, collect the pack of missiles.
Expansion #9.
Required: Good jumping skills.
Where: In the tall shaft with the many crumbling blocks, the one you get
to by taking the secret path in the shutter room. This is tricky. You
need to shoot the wall that guards the missiles, then QUICKLY jump to
the platform in the middle of your screen (Be careful of the one your
standing on, it's a crumbler as well.), and quickly jump off of that
one to the missile pack WHILE it's still exposed. You cannot shoot it in
midair, because you need the spin to grab it. Grab it and move on.
Expansion #10.
Required: Nothing.
Where: At the bottom of the shaft, a few rooms after Crocomire. Drop down
until you see a door on the right. Head inside and follow it to the end,
where you'll find a missile pack. Be careful of the acid.
Expansion #11.
Required: Speed booster.
Where: This one is tricky. It's in the room where you have to make a
spinning jump to the upper-left doorway, the one that leads to the
grappling beam. Clear all the debris and enemies here, then lightspeed
dash left and store the charge just before you hit the end of the ramp.
Now, quickly drop into the lava, head a LITTLE bit left and shinespark
straight up. When you hit the top, hold right and you will HOPEFULLY
land on the incline above. Grab the missile pack and fall back down.
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
Total expansions: 3.
Expansion #1.
Required: Nothing.
Where: In the main deck, below the entrance is a bombable section on the
left wall. Find it and head inside. This room has many spikes in it. Go
left, avoiding the spikes and grab the missile pack at the end.
Note: If you do this before fighting Phantoon, the spikes will not have
power, so you can get the missile pack safely.
Expansion #2.
Required: Nothing.
Where: After defeating Phantoon, head back to the main deck and proceed
to the VERY top of the room. Go through the ceiling door. Here, kill
all of the enemies, and the doors on either side will unlock. Go into
the door on the right. Here, follow the passage right, shooting all of
the work robots in your way, and collect the pack of missiles.
Expansion #3.
Required: Nothing.
Where: In the long spiked hallway, after the Chozo statue carries you
into a secret passage, bomb the floor underneath and follow the tunnel
to the right. Lay a power bomb to clear the ceiling, then follow the
passage right and collect the pack of missiles.
%%%%%%%%%%%%%%
%<>Maridia.<>%
%%%%%%%%%%%%%%
Total expansions: 8.
Expansion #1.
Required: PRECISE use of the speed booster.
Where; In the first room of Maridia, from the glass tube, go into the
door on the right. Kill all the enemies in here, then go back and open
the door. Open the shutter, head right, then start a lightspeed dash to
the left. Store the charge JUST before heading into the door. Proceed
inside. Now this part is tricky. Head left where you'll see a row of
plants. Two of these plants are more noticeable. Stand DIRECTLY on top of
the left-most noticable plant and shinespark STRAIGHT up. You should
squeeze between a few platforms and collect a WELL-protected missile
pack in the ceiling. That was the most difficult pack, so rest easy.
Expansion #2.
Required: Grappling beam.
Where: In the room with the Tatari and the energy tank. Let the turtle
carry you to the top, swing on the grappling block and launch yourself as
far right as you can. You should land on a little outcropping on the
wall. Shoot STRAIGHT down, then spin jump left and hold right (You must
still be in a spin.). You should collect a VERY well-hidden pack of
missiles in the wall.
Expansion #3.
Required: Nothing.
Where: In the purple metallic shaft, take the upper path to be in a
sandy area. Go all the way right and through the wall to find a pack
of missiles.
Expansion #4.
Required: Nothing.
Where: In the same room as expansion #3, head up until your out of the
water and go inside the left door. Follow it all the way left until you
come to a dead end. Go through this dead end (It's an invisible wall.)
and jump up the ledges at the end. Go in the door, follow it left and
drop down the shaft. In the middle is an invisible gap. Drop down and
collect the pack of missiles. (And the pack of super missiles.)
Expansion #5.
Required: Speed booster.
Where: In the first "deep" Maridia room, the room with the yards and
sand pits that lead to the hidden treasure room. Drop down to the bottom,
go left, then start a lightspeed dash to the right and store the charge
under the tiny shaft at the end. Shinespark straight up and collect
the pack of missiles on the right.
Expansion #6.
Required: Nothing.
Where: In the room just before the battle with Draygon. Instead of
dropping down the invisible spike pit, keep going right and shoot out
the pipe in the wall. Claim the pack of missiles.
Expansion #7.
Required: Springball or midair morphing.
Where: Back in the first deep maridia room, go all the way right and
shoot out the floor. Drop down and run left, into the first sandpit.
Go through it and into the first treasure room. Find the pack of missiles
in the tunnels using space jumps and midair morphs. It's tricky without
the springball. Don't forget about the power bombs on the other side.
Expansion #8.
Required: Springball.
Where: Instead of going into the first sandpit, pass it up and drop down
the second sand pit (On the left.). A missile tank is in here and you
pretty much NEED the springball to get it, unless your a master at
midair morphing. Don't forget about the reserve tank.
%%%%%%%%%%%%%%%%%%%%
%<>Lower Norfair.<>%
%%%%%%%%%%%%%%%%%%%%
Total expansions: 4.
Expansion #1.
Required: Space jump.
Where: In the room with the Golden Torizo, stop once you enter the room.
Look across the floor to see the missile pack. You need to space jump
over to it WITHOUT touching the floor, or you will drop down into the
main room. (Crumbling blocks.) This is tricky because of the low ceiling.
Grab the missile pack and drop down below.
Expansion #2.
Required: Nothing.
Where: In the large shaft with the golden space pirates, a few rooms
after you get the screw attack. Climb ALL the way to the top, where the
last golden pirate guards a door. Kill it then shoot out the ceiling
and take the door on the left. Here, jump all the way left and hug the
left wall. Lay power bombs until only one girder is below you. That
entire section, save for one block on the left side, is all crumbling
blocks, so you MUST stay on the left. Roll through the secret tunnel
here (Between girders. Remember, it's on the left.) and collect the pack
of missiles.
Expansion #3.
Required: Nothing.
Where: In the shaft with the fire fleas (And an energy tank through an
invisible wall.), climb to the top of the shaft (Be careful of the
Funes.) and go through the left wall (It's fake.). Go through the door,
all the way to the left and climb up. There should be a path split. Go
right and collect the pack of missiles. I can't remember, but they might
be hidden.
Expansion #4.
Required: Nothing.
Where: Same room as expansion #3, take the left path and head through
the door. Make your way to the left side of the room and jump onto the
first incline. Lay a power bomb (Or regular bombs, but those take
longer.) and find the exposed passage. Drop down and follow it left.
In this room is the final missile pack.
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$--------Super Missiles.--------$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Total super missile expansions in the game: 10. (50 super missiles.)
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Speed booster. Power bombs. Ice beam.
Where: In the old tourian escape shaft, drop down to the bottom, hugging
the right wall. You should land on a happytime pill connected to the
wall. Lay a bomb and roll through to find an orange door...you know
what to do. Inside, run right and freeze the Boyons in their place, then
go back to the left and start a lightspeed dash to the right. Store the
charge when you get it, then Shinespark up the shaft and collect the
super missile pack on the right.
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Total expansions: 3.
Expansion #1.
Required: Speed booster.
Where: Same room as missile expansion #1. Lightspeed dash past the
shutters, then shoot out the ceiling at the end. Follow it up and left,
sniping everything in your way, and collect the super missiles just
sitting at the end. Jump on the pedastel to drop back down.
Expansion #2.
Required: Power bombs. Super missiles.
Where: In the green elevator shaft, drop down to the bottom and lay
a power bomb to blow away the floor. Drop all the way down to the bottom
and go inside the left door. Kill all the hornoads here and go left,
until you encounter an energy tank. STOP when you see it. The three
blocks in the floor BEFORE the energy tank are fake, so you must jump
over these. Run to the right, then back to the left and jump across.
Grab the energy tank, then blast open the green door and go inside. Claim
the pack of super missiles.
Expansion #3.
Required: Nothing.
Where: After you beat Spore Spawn, go through the passage he was
guarding. Drop down the shaft and collect the super missiles on the
right. You need these to get out.
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
Total expansions: 0.
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
Total expansions: 2.
Expansion #1.
Required: Defeat Phantoon.
Where: After beating Phantoon, go back to the main deck. One of the left
doors should be flashing. Head inside and collect the pack of supers.
Expansion #2.
Required: Nothing.
Where: Across from the door leading to expansion #1, there is a wall.
Bomb the wall and go into the door. Follow the passage left until you
come to wall with four tunnels. Find the right one (I believe it's the
3rd one down.) and follow it to the pack of super missiles.
%%%%%%%%%%%%%%
%<>Maridia.<>%
%%%%%%%%%%%%%%
Total expansions: 3.
Expansion #1.
Required: Nothing.
Where: In the grappling room (The one with the Powamps. Ballon enemies
you can grapple onto.), stay on the left side and drop off the ledge
near the top door. You should land on a slope below. Morph ball and roll
off of it, then hug the left wall. You should roll into a secret tunnel,
back into the first room. Follow the tunnel and collect the super missile
pack.
Expansion #2.
Required: Nothing.
Where: In the same room as missile expansion #4. See directions there
to get to it. Missiles are on one side, supers on the other.
Expansion #3.
Required: Speed booster.
Where: Use the same technique as if you were getting missile expansion
#5, then once at the top, proceed right. You should spot the pack of
super missiles at the end. Carefully jump over the suspicious floor
(Crumbling blocks.) and collect the super missile pack.
%%%%%%%%%%%%%%%%%%%%
%<>Lower Norfair.<>%
%%%%%%%%%%%%%%%%%%%%
Total expansions: 1.
Required: Screw attack OR power bombs.
Where: After defeating the golden chozo, look at the point where he
dropped down from. Lay a power bomb up there or screw attack the blocks
to land on a tiny ledge inside. Shoot the wall to find the last pack of
super missiles.
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$--------Power bombs.--------$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Total power bomb expansions in the game: 10. (50 power bombs.)
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Speed booster. Power bombs.
Where: At your ship, run a bit to the right, then start a lightspeed
dash to the left and store the charge as soon as you get it. There should
be a hill to the left of your ship. Stand on it, face right, hold the
"Aim up" button and jump. You will do a diagonal shinespark to the right
and land on a small ledge below. Follow it right and open the orange
door, then follow this room (Be careful of acid and Alcoons, the stronger
type.) and collect the pack of power bombs.
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Total expansions: 5.
Expansion #1.
Required: Wall-jumping.
Where: Take the path to super missile expansion #2, but instead drop down
the gap. Follow the tunnel to the right and carefully traverse this
spiked room, and go through the door at the end. Inside, the Etecoons
will demonstrate the wall jump. Follow their example and wall jump to the
top of the shaft. Notice a tunnel on the right wall? Spin jump against
the wall, morph in midair, and squeeze into the tunnel. Shoot the marble
and collect the power bomb pack.
Expansion #2.
Required: Power bombs. Super missiles. Grappling beam OR wall-jumping.
Where: In the pink room, use the grappling blocks to swing across the
valley (Or wall jump up there.), as if you were going to missile
expansion #9. Drop into the tiny ditch here and lay a power bomb to blow
away the left wall. Go through the wall behind it (It's fake.) and make
your way left, killing the hoppers and dodging the spikes. At the end,
you should notice an odd block in the floor. Blast it with a super
missile and drop down. Collect the pack of power bombs. To get out,
use the hidden tunnel behind the power bombs.
Expansion #3.
Required: Power bombs. Hi-jump boots.
Where: In the pipe room with missile expansion #10, jump up to the ledge
near the entrance to find an orange door. Power bomb it and head inside
to be back at blue brinstar. Blast the hoppers about, then head right.
Bomb the bottom of the pillars (Or lay a power bomb.) and roll through
to find Power bomb expansion #3.
Expansion #4.
Required: Ice beam. Super missiles.
Where: In the red Brinstar shaft, use the ice beam to climb all the way
to the top. Go through the door on the right until your in the
elevator shaft. Shoot out the floor and drop down below. Blast the green
door with a super missile and head inside. All the way on the left is
a pack of power bombs. Remember to power bomb the wall here to find a
pack of missiles.
Expansion #5.
Required: Super missiles. Power bombs.
Where: Back in the red elevator shaft, climb up until you spot the
elevator. Thee should be a green door on the left. Blast it and head
inside. Kill all the hoppers, then head right to spot an unusual
manflower. It doesn't have a yapping maw inside. Lay a power bomb and
drop into the flower to discover that it's fake. Collect the power bomb
pack on the left.
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Grappling beam OR bomb-jumping.
Where: In the room directly after Crocomire. There should be a ripper
on the ceiling. Once you have the grappling beam, use it to swing across
the room. Blast open the door (I can't remember what color it is. Use
a super missile.), head inside and grab the power bomb pack. You could
also reach this door by bomb jumping AND speed-booster jumping.
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
Total expansions: 0.
%%%%%%%%%%%%%%
%<>Maridia.<>%
%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Springball OR midair morphing.
Where: In the same treasure room as missile expansion #7, except on the
opposite side. Using the springball makes things a lot easier. Be careful
of the crumbling block sections. (Use the X-ray scope to make things
easier.)
%%%%%%%%%%%%%%%%%%%%
%<>Lower Norfair.<>%
%%%%%%%%%%%%%%%%%%%%
Total expansions: 2.
Expansion #1.
Required: Good navigation skills.
Where: At the same area of missile expansion #3, you have to carefully
navigate the tunnels behind it. Keep following it to the right, using
bombs and the springball when you need it. At the end, drop through the
door on the floor and you will see the power bombs in the room. Collect
them. To get out, stand on the idol on the right and they will crumble.
Expansion #2.
Required: Power bombs.
Where: On your way to Ridley, you will go through a room with spiked
elevators and large Desseegas. Kill them, then power bomb the chozo
sculpture blocking your way. The power bomb will also reveal a tunnel
on the left wall. Follow it through to the final power bomb pack in the
game.
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$--------Energy tanks.--------$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Total energy tank expansions in the game: 14. (1400 energy.)
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Total expansions: 2.
Expansion #1.
Required: Nothing.
Where: As you make your way to green Brinstar for the first time, you
will go through a purple room that slopes down. The energy tank is in
your way at the end. You can't miss it.
Expansion #2.
Required: Hi-jump boots OR wall-jumping. Power bombs OR bombs.
Where: In the secret room to the left of your ship. (Inside the cliff.)
Follow this room left, bombing each of the bendezium barriers. At the
end, go through the door and claim the energy tank.
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Total expansions: 5.
Expansion #1.
Required: Power bombs.
Where: At the bottom of the green elevator shaft, lay a power bomb and
drop down to the very bottom. Go through the left door, kill the
Hornoads, and into the next room. Go along the path until you see an
energy tank, then stop. Use your X-ray scope to see that the floor
between you and the tank is fake. Run to the right, then back to the
left and carefully jump the gap. Grab the energy tank, and don't forget
about the super missile pack in the next room.
Expansion #2.
Required: Gravity suit. Power bombs. Speed booster.
Where: In the same area with the Charge beam, lay a power bomb to reveal
a hidden tunnel under the chozo statue. Follow it and go through the
door. In here, kill the enemies, then head back to the door. Start a
lightspeed dash to the right and you will break through the wall under
the bridge. At the end is an energy tank.
Expansion #3.
Required: Power bombs. Grappling beam OR wall-jumping. Wave beam.
Where: In the pink room, there should be an orange door on the right
wall. Bomb it and head inside. Here, kill all of the hoppers, then
use the grappling block to swing to the top OR wall jump up there. Either
way, open the shutter with your wave beam (You need this because the
switch is on the right side.) and jump through. Go through the door at
the bottom and claim your energy tank.
Expansion #4.
Required: Hi-jump boots.
Where: In the same area as missile expansion #2, (Blue Brinstar.) shoot
the ceiling on the LEFT side of the giant overhang. You will see the
energy tank. It's only exposed for a few precious seconds, so quickly
jump up and collect it. If you don't have the Hi-jump boots, you must do
some VERY TRICKY bomb jumping, where you must expose the tank with a bomb
AND bounce into it at the same time. Very hard.
Expansion #5.
Required: Defeat Kraid.
Where: After you defeat Kraid, make your way out of Kraids hideout, and
you should pass by a metal door. It's flashing now that Kraid is dead.
Go inside, blast the Hornoads, and shoot the ceiling on the left side for
an energy tank.
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
Total expansions: 2.
Expansion #1.
Required: Nothing.
Where: In the room before the Hi-jump boots, in plain sight.
Expansion #2.
Required: Grappling beam.
Where: In Crocomires room, head to the right where he fell into the
acid. You should see some grappling blocks on the ceiling. Use them to
swing across the room and collect the energy tank at the end. If you
fall in the acid, quickly jump up and grapple a block to minimize damage
done to you.
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Gravity suit. Grappling beam.
Where: After you get the Gravity suit, go through the blue door one
flight below the entrance of the main deck (It's on the right wall.).
In here, kill the bull and jump out of the water and onto the ledge.
Go through the door and climb to the top of the shaft, shooting the
ceiling to reveal a passage. Blast the red door and head inside. Now,
either swing across to the other side of the room, or use the platforms
to jump across, or wall-jump up the left wall. At the top, collect the
energy tank.
%%%%%%%%%%%%%%
%<>Maridia.<>%
%%%%%%%%%%%%%%
Total expansions: 2.
Expansion #1.
Required: Grappling beam.
Where: In the room with the Tatori, use the Tatori to rise out of the
water. When it stops in Midair, jump straight up, move a little right,
and latch onto the grappling block above. The energy tank sites on top
of it. Swing above it and lower yourself. Don't forget about the missile
tank in here.
Expansion #2.
Required: Good midair morphing ability OR springball.
Where: In the room after you defeat Botwoon. You'll notice the energy
tank in the ceiling above. How do you get in there? Go back to before
the ceiling gets low, kill the Puyos, then spin-jump against the
ceiling, morph ball in midair, and squeeze into the tunnel. Roll right
to claim the energy tank. May take a few tries, but is easier to collect
with the springball.
%%%%%%%%%%%%%%%%%%%%
%<>Lower Norfair.<>%
%%%%%%%%%%%%%%%%%%%%
Total expansions: 2.
Expansion #1.
Required: Nothing.
Where: In the shaft with the fire fleas and the Funes. Kill the fune
directly across from you ad go through the fake wall he was guarding.
(What the hell? How was it connected to a fake wall?) Drop down the
gaps and jump across the spikes at the bottom (Be careful not to hurt
the fire fleas.) to find the energy tank.
Expansion #2.
Required: Nothing.
Where: In the room after you defeat Ridley, in a block under the door.
Shoot the block and collect the last energy tank in the game.
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
$--------Reserve tanks.--------$
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Total reserve tank expansions in the game: 4. (400 reserve energy.)
%%%%%%%%%%%%%%%
%<>Crateria.<>%
%%%%%%%%%%%%%%%
Total expansions: 0.
%%%%%%%%%%%%%%%
%<>Brinstar.<>%
%%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Speed booster.
Where: In the same room as missile expansion #5, run past the shutters
with the speed booster and enter the door. Collect the reserve tank in
front of you. Don't forget about the missile packs behind it.
%%%%%%%%%%%%%%
%<>Norfair.<>%
%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Grappling beam OR ice beam.
Where: In the same room as missile expansion #5. Jump from the last
platform to the ledge on the left and claim the reserve tank.
%%%%%%%%%%%%%%%%%%%
%<>Wrecked ship.<>%
%%%%%%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Speed booster. Power bombs.
Where: In the same room as missile expansion #3. Lay a power bomb right
next to the chozo statue with the missile pack. You will reveal a passage
with a conveyor belt. Start a lightspeed dash to the right and store
the charge when you get it. Keep running right and shinespark up the
narrow shaft. Go left, drop through the floor, and CAREFULLY jump across
to the reserve tank. The gap between your platform and the tank is all
crumbling blocks.
%%%%%%%%%%%%%%
%<>Maridia.<>%
%%%%%%%%%%%%%%
Total expansions: 1.
Expansion #1.
Required: Springball.
Where: In the same treasure room as missile expansion #8. Like the
missile expansion, you pretty much NEED the springball to get to it.
They're close together, so don't worry about navigation. Collect the
last reserve tank in the game.
%%%%%%%%%%%%%%%%%%%%
%<>Lower Norfair.<>%
%%%%%%%%%%%%%%%%%%%%
Total expansions: 0.
______________________________________________________________________
#### ##### ##### ####### ##### ### ## #: #### ###
# # # # # # # ### #: ## # #
#### ##### # # # # # # ### #: ## # #
# # # # # # # # ###: ## # #
#### ##### ##### # ##### ### # ##: ##### ###
______________________________________________________________________
----------------------------------------------------------------------
{<>}10.0: Credits and closing.{<>}
----------------------------------------------------------------------
Well, this is the end. I'd like to thank the following people.
Kejardon: For giving me so much vital information about many aspects of
the game, such as boss HP counters, damage values, and information on
difficult abilities.
Brickroad: For showing me some really cool glitches. He gets full
credit for every glitch i've mentioned. (Other then the glitch through
zebetites trick. Credit goes to Kejardon for that.)
CJayC: For hosting this guide on the coolest site in the world. You ROCK!
Desincarnage: For helping me organize my guide better, and for telling
me about the usefulness of wall jumps after getting the space jump.
Corbin: For the nifty alternative strategy for beating Phantoon.
Robert R. Stein: For ANOTHER useful alternative strategy for beating Phantoon.
Jthmeffy: For that helpful tip to getting the super hidden missile
expansion in Maridia.
Fasgothedarkone (Karastpriest.): For being there when I got depressed
on this guide, and for a helpful tip.
Crazee boy: For letting me use a couple of lines from his awesome MP3
comic series.
Everyone on the Super Metroid board: For giving me the moral support and
determination to write this guide, and for helping me compose it better.
My mom: For buying me this game 11 years ago. It's fun to watch her play
sometimes.
Nintendo: For making such a kickass game.
And you, the reader: For reading my guide.
Well, the guide is finished. That means I have failed. Suicide is my
only option now. *GUNSHOT*
======================================================================
Copyright 2006. Property of Foxhound3857.
======================================================================