Metroid: Zero Mission Walkthrough :
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Walkthrough - FAQ/Walkthrough FinalMetroid: Zero Mission FAQ/Walkthrough
By: acdcgamer316
Version 1.2 (Final)
--TABLE OF CONTENTS--
1.) Introduction, Version History, and Disclaimer
>1.1: Introduction
>1.2: Version History
>1.3: Copyright and Disclaimer
2.) Controls
3.) Items, Expansions, etc.
>3.1: Items
>3.2: Expansions
>3.3: Doors
>3.4: The Map
>3.5: Blocks
4.) Special Abilities
5.) The Walkthrough
>5.1: The Beginning
>5.2: Norfair
>5.3: Kraid's Lair
>5.4: The Varia Suit and More
>5.5: Ridley's Lair
>5.6: Prepare
>5.7: Tourian, the Metroids, and Mother Brain
>5.8: Chozodia
>5.9: Payback and Power Bombs
>5.10: Getting 100%
>5.11: The Finale
6.) Glitches
7.) Unlocks
8.) Credits
9.) Contact Info
10.) Closing
== 1.) Introduction, Version History, and Disclaimer ==
-- 1.1: Introduction --
Hey everyone, I'm acdcgamer316, and I'm your tour guide- hey, what?! Who said
this was a freaking tour guide?! This is a GAME for God's sake! Oh well...
otherwise, this is an FAQ/Walkthrough/Strategy Guide/Whatever for Metroid: Zero
Mission, the GBA remake of the original game Metroid, the first game in the
series. This is also my first FAQ, so forgive me if there are any errors on
here. There are definitely similarities and differences in the games, such as
Zero Mission being made with a modified Metroid Fusion game engine, having save
points, a mini-map, and the stacking beam system as well as items from Super
Metroid and Metroid Fusion, all of which wasn't in Metroid. However, despite
these differences, this game is great, although unfortunately it's VERY short
compared to the other games (you can beat it in about 2-3 hours). Still, this
game is great even if it's short, and it's still great for all you speed runners
out there.
Please be warned as this guide will NOT be spoiler-free. If you are looking for
a spoiler-free guide, then turn back now. Otherwise, I hope this guide proves
useful to you!
-- 1.2: Version History --
Version 1.2 (Final) (July 22, 2009)
Wow, almost two whole years since I abandon-I mean last updated this guide.
This is essentially the ?final? version of the walkthrough, and I do not plan
on updating it any more. Anyways, I removed my contact information and made a
couple of changes to the guide that needed to be fixed the most. I know this
isn?t perfect, but hey, nothing is, and I?m glad that it?s at least accurate.
Or so I think.
Version 1.1 (July 26, 2007)
I got an email from Yumata explaining a new strategy for beating Imago,
and I fixed a small error on this section.
Version 1.01 (July 11, 2007)
Not a big update, but I've added a couple of sites to my allowed list and have
changed a few words.
Version 1.0 (July 5, 2007)
The first version of this FAQ. The entire walkthrough is included and SHOULD be
100% complete, but I'm sure that there are errors within it that will be fixed
in future updates.
-- 1.3: Copyright and Disclaimer --
This file is Copyright (c) 2009 acdcgamer316, all rights reserved. This guide
may not be reproduced in any way, whether fully or partially. This guide may not
be published on any Web site besides the following sites:
http://www.gamefaqs.com/
http://www.gamespot.com/
http://www.neoseeker.com/
http://www.supercheats.com/
http://www.cheathappens.com/
Any other Web site that's not on this list will need the author's permission to
publish this FAQ on it. Publishing this guide on a Web site without the author's
permission is illegal, as well as using this guide in any way to make profit.
Do not copy or edit my work in any way, and don't claim it as yours. I do not
tolerate this at all, since this is known to many as plagiarism, so have some
common sense and don't do it. If you want to use this guide for your own
personal use, though, I?m completely fine with that.
== 2.) Controls ==
The controls in Zero Mission are the exact same as in Fusion, although there are
some added things that make it a bit different. I'll explain the controls first,
then the new things later.
A: Jump/Confirm Selection
B: Fire Weapon/Drop Bomb/Cancel Selection
L: Aim diagonally/Go to Sleep Mode when paused
R: Activate Missiles/Power Bombs
D-Pad: Move, aim up, or duck (in-game)/Move Selection (in menu)
Start: Pauses the game
Select: Switches between Missiles and Super Missiles
{Differences between Fusion and Zero Mission}
Some differences now between Zero Mission and Fusion are...
1. In Fusion, you had recovery time between wall jumps. In Zero Mission, you
don't anymore (same as Super Metroid), so you can actually keep wall jumping off
of the same wall. Otherwise, you do the same controls to wall jump in both
games.
2. Zero Mission is faster-paced and looks detailed than Fusion.
3. Super Missiles are back, which you can switch between these and Missiles with
the Select button. In Fusion, you had a stacking Missile system, just like
the stacking Beam system.
4. It is possible to use the speed booster at certain times while in Morph Ball
in Zero Mission. You couldn't do such a thing in Fusion.
5. While using the Screw Attack in Fusion, you were invincible to practically
every enemy attack or enemy in the game. In Zero Mission, you can get hit while
using the Screw Attack, so be careful.
6. There are no X Parasites in Zero Mission (obviously); instead you get the
same pickups as in Super Metroid to recover energy and weapons.
7. In Fusion, you could get 20 Energy Tanks and I believe 84 Power Bombs, but in
Zero Mission, you can only get 12 Energy Tanks and 18 Power Bombs.
8. Morph Ball bombs and Power Bombs in Zero Mission take much less time to
explode than in Fusion.
== 3.) Items, Expansions, etc. ==
-- 3.1: Items --
Listed here are the items in the game.
[Beam]
Power Beam: Sorry about the name, but I'll just let that name apply to anyone
who has played Metroid Prime. Otherwise, this is Samus's starting weapon. It's
weak at first, and will only travel for a short distance before dissipating,
just like in the original Metroid.
Long Beam: The first beam upgrade you get, this weapon is slightly stronger than
the Power Beam, and it will now travel until it hits something.
Charge Beam: This isn't really a beam, but will allow you to charge your beam so
you can fire a stronger shot.
Ice Beam: This beam will stack with the Long Beam (unless you didn't get it,
which is possible), and will now freeze enemies in place so you can use them to
get to previously unreachable places.
Wave Beam: This beam will strengthen your beam weapon as well as allowing your
beam to shoot through walls, although it will shoot through enemies. The Wave
Beam will also cause your beam to widen a bit, kind of like the Spazer Beam from
Super Metroid.
Plasma Beam: You first get this item as Unknown Item #1. However, after getting
your suit back, this upgrade will activate and will stack on top of your other
beams to maximize its potential. Not only will your beam be MUCH stronger, it
will pass through enemies as well as retaining the Wave and Ice Beams' ability
to pass through walls and freeze enemies.
[Missile]
Normal: These are your standard concussive weapons. They are used for enemies
your beam can't hurt and are also used to open red doors. Collect Missile Tanks
to increase your missile capacity. Total: 250
Super: These are much stronger than normal missiles. They can be signified by
being much bigger than a regular missile and having a green head. They are 3
times as powerful as missiles, but unfortunately are rare. Collect Super Missile
Tanks to increase the number of Super Missiles you can carry. Total: 30
[Bombs]
Normal: Your average bombs from all the Metroid games. You have infinite bombs,
but you can only drop 4 at a time, and if you are in Morph Ball form and are on
top of a bomb when it explodes, you will do a bomb jump, which is basically
being propelled up a short distance.
Power: These are MUCH stronger than normal bombs. Not only do they fill up the
entire screen (and slightly beyond it), they will basically kill anything in its
radius except for bosses. Unfortunately, you have a limited number of these, so
use them wisely. Total: 18
[Suit]
Power Suit: This is your starting suit in the game. It is yellow in color and is
your weakest suit, but it's the only one you have at first. You can walk around
in water, but unfortunately you won't be able to move well. You can add many
items on to this suit.
Varia Suit: Along with turning your Power Suit to a dark orange color, the Varia
Suit will reduce the amount of damage taken from enemies as well as protecting
you from superheated areas and acid. Unfortunately, you can't move around well
in acid just like in water.
Gravity Suit: The best suit in the game, originally as Unknown Item #3. This
suit reduces damage from enemies or enemy attacks even more, and lets you move
around in water, or any liquid for that matter, as if you were on land. You also
will be protected against lava, but not the green acid in Tourian.
[Misc.]
Morph Ball: The first item you get in the game, this item will let you travel
through places too small for Samus to fit. Press down on the D-pad to turn into
the Morph Ball. Just like the Power Suit, you can add on to it.
Power Grip: This nifty little item will allow Samus to grab onto the edges of
platforms, etc. so you can climb up to places easier.
Speed Booster: This cool item will allow you to run faster (I like to call it
"speed boosting" in the walkthrough) as well as run through enemies and Speed
Booster blocks. When you collect this, you can also do a very special move in
the game called the Shinespark, which I will explain later.
Hi-Jump (and Jumpball): This item will just about double Samus's jumping height,
allowing her to reach areas that she couldn't jump to before. This also allows
your Morph Ball to jump as well, which negates the need to Bomb Jump.
Screw Attack: The famed weapon of the Metroid series... this item is GODLIKE!!!
This will turn Samus's spin jump into a complete deadly attack, which will kill
just about anything that she happens to jump into as well as breaking through
Screw Attack blocks. With the Screw Attack, you can basically go anywhere in the
game that you couldn't explore with any other item.
Space Jump: This GREAT item was once Unknown Item #2, but when activated, this
will allow Samus to spin jump an infinite number of times until you hit the
ground or get hurt. This completely negates the need to wall jump, and will
allow you to reach places that not even the Hi-Jump could reach. This item also
works best with the Screw Attack, turning you into a killing machine!!!
-- 3.2: Expansions --
This section is for the various expansions in the game.
Energy Tank: These will increase the amount of total energy you can have by 100,
signified by a red square that will appear next to the amount of energy you
have, and are extremely useful throughout the game. Try to get all of them or as
many as you can! Total: 12
Missile Tank: These increase the amount of Missiles you can carry by 5, and are
the most common expansions in the game. You will run into a LOT of these, even
if you don't completely follow my guide. Get as many or all of them if you can
also! Total: 49
Super Missile Tank: These are rare, but will increase the amount of Super
Missiles you can carry by 2. These are GREAT against just about anything, and
the more the better! Total: 14
Power Bomb Tank: These are the rarest tanks in the game, but increase the amount
of Power Bombs you can carry by 2, just like Super Missiles. Total: 8
-- 3.3: Doors --
There are several kinds of doors in this game, some which can only be opened in
some ways.
Blue Doors: These can be opened by anything.
Red Doors: These doors are stronger than blue doors, and it takes a Missile to
open them. Please note that red doors will become blue when unlocked.
Green Doors: These doors are stronger than red doors, and can be opened with a
Super Missile. These will also turn blue when unlocked.
Yellow Doors: Stronger than green doors, it takes one Power Bomb to open them.
These doors will turn blue as well.
Grey (Locked) Doors: These doors can't be opened by any of your weapons.
Instead, you'll need to complete an event in the room to open them, such as
defeat an enemy, a group of enemies, or even a boss. If the grey door is
flashing, then you can open it.
-- 3.4: The Map --
It's very important to use your map in this game. To help you out, I'll show you
the features of it.
BLUE SQUARES represent areas you've been to.
GREEN SQUARES represent hidden areas you've been to.
RED SQUARES represent superheated areas.
RED CHOZO marks on the map represent Chozo statues you've used, while BLUE CHOZO
marks represent you've been to them but haven't gotten the item they had yet.
BLUE, RED, GREEN, and YELLOW, sides of a map represent the respective doors on
the map.
CIRCLES on the map mean that there's an expansion in that area that you haven't
gotten yet.
DOTS on the map represent that there's an expansion in that area that you have
gotten.
S or M rooms represent save or map rooms.
Areas with tubes coming out their top or bottom represent elevators, while tubes
coming out the sides represent rooms that go into other regions of the game.
-- 3.5: Blocks --
There are also many kinds of blocks in this game, which you should know while
reading through this FAQ.
Regular Blocks: These are symbolized by a crack that runs through them; can be
broken by any weapon you have. Some of these you run into regenerate, while
others don't.
Bomb Blocks: These blocks are symbolized by a red circle in the middle of them,
and one bomb, a power bomb, or in some cases, the screw attack will destroy
them. These can regenerate, also.
Missile Blocks: Symbolized by having a picture of a missile on them, it takes
one missile or a super missile to destroy these.
Super Missile Blocks: Similar to missile blocks, except only super missiles can
destroy these. It takes one to destroy it.
Crumbling Blocks: These are symbolized by a bunch of grey circles on it. These
crumble right when you stand on it, dropping you to whatever is below, and will
immediately regenerate, which is annoying if you're trying to get somewhere
without touching these.
Delayed Crumbling Blocks: These are the same as crumbling blocks, except you can
stand on them shortly before they crumble. They're usually there to give you a
harder time when you're trying to get to an item, expansion, etc.
Power Bomb Blocks: These are similar to bomb blocks, except only power bombs can
destroy these.
Screw Attack Blocks: Symbolized by a spiraling symbol, these can only be broken
with the screw attack.
== 4.) Special Abilities ==
Wall Jump: Just like some of the previous Metroid games, you can wall jump in
Zero Mission as well. Just spin jump toward a wall, and once you touch it,
immediately turn the opposite direction and press A to jump off the wall. This
is useful for speed runners since you can get to places faster and easier this
way.
Shinespark: Possibly the most popular special ability in the Metroid series, the
shinespark is definitely one to master for getting expansions as well as for
speed running. First, this requires the speed booster, so if you don't have that
yet, then forget about being able to shinespark. If you do however, then follow
this. First, run until you start speed boosting, then press down to duck. This
will cause Samus to store the charge, which is signified by her still glowing as
if she were still in a speed boost. This charge does not last long, however, and
after a few seconds, you will lose the charge if you don't do anything, but you
can still run around and jump while you are. When you are charging, stand still,
and then press A to jump into the air, stop, and then literally FLY straight up,
killing anything and breaking any speed booster blocks in your way. If you have
done this, you have successfully shinesparked! However, that is not all. When
you jump and stop in the air, IMMEDIATELY press the D-Pad in any direction you
want, and this will cause Samus to fly in that direction. If you happen to run
into a hill while shinesparking, you will immediately start a speed boost again,
and you can then charge again and do ANOTHER shine spark.
Note: If you have the Hi-Jump while charging, you can jump while in Morph Ball
form to shine spark, which is the only way to use the speed booster while in
Morph Ball.
Bomb Jump: Simply lay a bomb and be on top of it to Bomb-Jump. If you go a bit
to the side while doing this, you will be propelled in that direction, so be
careful!
== 5.) The Walkthrough ==
Finally, we're at the walkthrough! Well, if you've read the above, or if you're
used to the Metroid games, then you should be ready to play this game. However,
as a little warning, read the following...
I said this before, but I'm going to say it again. Be aware as this guide is NOT
spoiler-free. If you are looking for a spoiler-free guide, turn back now. You
have been warned.
PLEASE NOTE that this walkthrough is for those playing under Normal difficulty.
If you're following this walkthrough and are playing the game under a different
difficulty, I will assure you that you will be confused in some parts of the
game. So, if you want to follow this guide correctly, I recommend you start a
new game under Normal difficulty. That is all.
-- 5.1: The Beginning --
"Planet Zebes... I called this place home once, in peaceful times, long before
evil haunted the caverns below. Now, I shall finally tell the tale of my first
battle here... My so-called Zero Mission." -Samus Aran
After seeing the above message, you will start out in Brinstar.
[Brinstar]
You will start out on a small platform. After being able to control Samus, move
left and jump onto the platform. Drop down, move to the shrine, and collect the
MORPH BALL. Isn't that cool, just a few seconds into playing the game, and you
already get your first item? Otherwise, it's time to use your new item. To get
out, double-tap down on the D-pad to morph, and roll through. Press up on the D-
pad to return to normal form, and go through the door on the right, which will
take you to a small room. Ignore this room for now and go through the right door
again.
Drop down and run through to avoid 3 shriekbats from attacking you from above.
Go through the tunnel with the morph ball, return to normal, and then jump onto
the Chozo statue's glowing hand. Turn into morph ball form to have the statue
"tell" you where to go next, which will be pretty high up in a room to the left
of the shaft ahead of you. The statue will then sit down, recharge your energy,
and will let go, giving you access to the shaft ahead. Go through the door.
We're now in the first shaft, which I will call the blue shaft. Before we go up
however, go through the door on the right to your first save room. Go on the
platform to save, then return to the shaft. Start jumping the platforms, killing
the zoomers on your way. Avoid the Rippers (those brown flying turtles), since
you can't kill them in any way for some time, until you get to the first door on
your left. Go through the door.
Avoid the shriekbat (or kill it), then kneel down and shoot the blocks that are
in your way. Use your morph ball to roll through the tunnel, avoid 2 more
shriekbats, and go through the door on your left.
You'll now be in a room with a Chozo statue with a marble in its hand. Shoot the
marble to expose another upgrade, the LONG BEAM! With it, your beam is now
stronger and will shoot farther until it hits something! Recharge your energy
here if you want, then leave the room.
Back in here, jump on the ledge and shoot the blocks in your way (you can hit
all of them now with the long beam), then go up into a small room. Roll through
the tunnel, then shoot the blocks and go up until you reach a hallway. Now, our
goal here is the right door, but it's currently locked, so you'll need to go
through the door on the left. Go left while jumping the platforms and avoiding
the acid, and go through the door.
In this room, there are two face statues that you will see right now. This room
isn't very significant right now until later in the game, so come back later. Go
back to the hallway.
Back in here... hey, the door just turned grey! Otherwise, go across the
hallway, through the tunnel on the right... and a hopper will ambush you from
the ceiling! Shoot it with all you got until it dies, and it will cause the grey
door to flash, meaning it's unlocked. Go through.
In this small room, use the morph ball and roll onto the Chozo statue's hand,
where it will direct you east of the shaft. If you're low on energy, the statue
will recharge you at this point, so don't worry. Otherwise, go through the door.
We're now at the top of the shaft. Go down until you see the door on the right
blocked by several blocks. We couldn't get to these before at first because the
Power Beam couldn't shoot far enough. Shoot the blocks, go through the tunnel,
and through the door. Go through the hallway to the next room.
We're now in another shaft, except that this one is brown, so I will call it the
brown shaft for future reference. The first blue door on your right is a save
point, and I recommend you save now. Otherwise, go through the door on the
bottom, also on your right.
In this room... hey, what's that rumbling? Forget it now, but continue until you
reach a small shrine, with an item on it! Go get your first tank of MISSILES
(5), then go back to where you entered... until a spiked creature blocks your
way! Time for your first boss... well, miniboss battle!
--MINIBOSS: Spiked Worm--
Difficulty: 1/10
This guy isn't really that hard, but it's annoying since that if you don't kill
him fast enough, he'll leave the room, along with a pretty nice upgrade that you
should get right now. Otherwise, once his head appears after blocking you off,
get your missiles ready, because he'll open his eye once he appears. Shoot him,
then he'll open and close his spiked mandibles and then charge at you. Move out
of the way, then wait for him to come back up, where he'll open his eye again.
Shoot it, then one of the "walls" will begin to shake, sending out spikes. They
won't really hit you if you stay out of the way, but they will leave refills if
you shoot them, which I recommend if you run out of missiles. After he stops
sending out spikes, he'll charge down at you again, but now he'll move to where
you are instead of charging straight down the middle. Get out of the way again,
and shoot his eye a third time to kill him, where piece by piece he'll be
destroyed, leaving a set of refills that you should pick up, along with the
CHARGE BEAM! With it, you can charge your beam up and kill some enemies more
easily, you can also damage some bosses this way. Otherwise, go back to the
shaft.
Note: If you don't kill him now, you'll have to fight him later, but if you
saved in the shaft just before this room, then you could always restart and try
again.
Back in the brown shaft, go back to the save point and save (if you want), then
continue upwards, watching out for regular Zoomers and the stronger brown ones.
Go through the red door on your right.
In this hallway, avoid the small flying creatures (I believe they're called
Mellows) and go through the door on your right. Go through another small hallway
and another door on your right.
In here, jump on the platform and jump on the ledge to your left. The wall here
is fake, so go through and destroy the Mellow nest and collect a MISSILE TANK
(10). Go back and jump the platforms to your right, destroying more Mellow
nests. Go through the door on your right into another hallway. Go through the
door on your right again.
In here, a wall blocks your way. Shoot it, but shoot the bottom two blocks and
get the hidden MISSILE TANK (15) there. Kill the shriekbats (or avoid them),
then continue across the platforms until you reach your first ENERGY TANK (1)!
Otherwise, continue to the door at the end, shooting the blocks on your way.
In this small shaft, the door at the bottom goes to Brinstar's map room.
Otherwise, go through the left door just above you.
In here, the door just ahead of you goes to another save point, so save and go
through the left door at the top of the room.
In here, jump up and go through the tunnel, and go through the red door on your
left.
Shoot the Chozo statue's marble and collect the BOMBS, then use them on the bomb
blocks below you. Go through the tunnel, where you'll reach a hidden room. Use
your bombs to bomb through the blocks and bomb jump to a MISSILE TANK (20). Go
back to the room you came from.
The door behind you becomes grey... otherwise, go through the tunnel to the
door... which is ALSO grey. Great, no way out! WRONG. See that grey pillar to
your left? Bomb it to release a bunch of tiny parasites, where they will latch
onto you. Get them all onto you (you'll gradually take damage, but don't worry),
then use a bomb to kill them all, unlocking the doors. Go through the door on
your right.
Back in this room, save again, then go back into the shaft. Go down and go
through the door on the left (above the map room) to get back to the hallway.
Continue through the hallway, then in the next room, you may either bomb the
grey blocks here to get to another Chozo statue (which will give you the
location of the next item you should get, which is in Norfair), or you may
continue. If you need to recharge, then I recommend going down to the statue.
Otherwise, continue left, watching out for parasites that fall from the ceiling.
Go through the room with the Mellow Nests (don't worry, they're no longer there)
and go through the door on your left. You'll be in another small hallway. Go
into morph ball form and start bombing the left area of the floor to expose a
hole. Go down into a hidden area with a Missile Tank. Now, you'd probably need
the Power Grip to get this one, but you can get it right now in case you forget
to get it later. Now, there's a small block on the left side of the little
tunnel where the Missile Tank is. On top of it, use your morph ball to roll off
the side, and then drop a bomb when you get right next to that small block to
destroy it. Go back on top of the Missile Tank, then use your morph ball to roll
off the side again, then hold right as you're falling to enter the tunnel and
get the MISSILE TANK (25). Do this quickly because the block you just bombed
regenerates. Otherwise, continue back up and through the door on your left,
through the hallway, and back into the shaft.
In here, continue through the door on your left. Back in the blue shaft, drop
down and keep on the right side. Once you reach a thin metal platform, drop
again, still keeping to your right, however this time in Morph Ball form. You
should enter a small tunnel, where you will find two rippers floating around and
a Missile Tank. Bomb the floor and wall jump to collect the MISSILE TANK (30)
above you, then continue right through the tunnel, watching out for the rippers.
If you're having trouble wall jumping, then read the Special Abilities section
to get help.
Back in this shaft, keep going right until you stop. Drop a bomb to expose an
opening to get out. Go through the door on your right.
Back here where you got the Charge Beam, continue right, past the shrine where
you got your first Missile Tank to what appears to be a wall blocking your way.
Roll into the tunnel with your morph ball, then use a bomb to destroy the wall.
Keep going right and go through the door. You'll now be at an elevator. Use it
(stand on it and press down on the D-pad) to get down to Norfair.
-- 5.2: Norfair --
[Norfair]
After witnessing a cutscene where Mother Brain "sees" Samus in the elevator,
you'll regain control. Go down left or right (it doesn't matter), then drop a
bomb to blow up a block. Drop down, where the crumbling block will... crumble.
You'll drop to the bottom of the room. Our goal was that item in the eastern
area of Norfair, but we can't get to it yet. Go through the right door to get to
a save point, so save here, then go back to the elevator room and to the door on
your left.
In here, continue left until you get to a metal platform with a Missile Tank
above you. Watch out for the lava here, because it's more lethal than acid. Kill
the fire geemer (also called a Sova) here, and then do this. Line yourself up to
one of the spaces right next to the Missile Tank, go into morph ball form, and
then just start bombing, and keep mashing that B button. Sooner or later the
bombs will start to propel you up to the ceiling. Right when you reach the
ceiling, move to get the MISSILE TANK (35), then continue going left. When you
reach a "wall," kneel down and shoot 2 times to expose a tunnel for you to go
through. Go left and through the door. In here, get on the elevator and go up to
get to Crateria.
[Crateria]
This place seems a bit... dark. Otherwise, go through the right door. Does that
music seem familiar to you? It's basically a little gloomier version of the
opening theme to Super Metroid, in case you were wondering.
In here, you'll be in a water-filled room. First, drop down into the water until
you hit the ground, then face left. See that block in front of you? Shoot it,
then shoot (or bomb) the wall (aim down when you're doing this) until you expose
a hidden tunnel. Keep going left and try not to hit the metal fish (called a
Skultera) or else you'll take 30 damage, which is a lot for how much energy you
have right now. Anyway, once you reach the wall, shoot it and collect the hidden
MISSILE TANK (40), then get out and go back to the door you came from. Jump the
platforms (If you get to one with a wall in the way, bomb the wall to destroy
it) until you get to a tunnel to your left. Go up.
You'll be in the Chozo Ruins area of Crateria. Use your bombs to move along the
tunnels until you get to a block which you can't destroy. Go slightly left and
use a bomb to drop down to another tunnel, then go right and through the door.
There's a Missile Tank here, but we'll get it shortly. Continue right to a
slightly corroded Chozo statue, and shoot the marble it holds to get UNKNOWN
ITEM #1. It currently does nothing right now, but it will cause those blocks you
saw earlier to flash. Recharge here if you want, then start going left. You can
now destroy the flashing blocks, which is good. Before you leave, shoot the
block closest to the door, drop down, and collect the MISSILE TANK (45) here. To
get out shoot out the blocks on your left side and jump out. Go through the
door.
Now that the block here is flashing, bomb your way through the tunnels toward
it, then drop a bomb to destroy it. Once you get out, go to your left, jump the
platforms, and go through the door to your left.
Uh oh, the door turns grey behind you. Continue going forward... what the?!
Crumbling blocks?! You'll be dropping down a big shaft. Once you reach the
bottom, shoot the wall on your left to expose a hidden tunnel. Go inside, shoot
out more blocks, and when you can't go left anymore, shoot up to reveal a little
path. Use the morph ball to roll through the tunnel, and then the crumbling
block will drop you down to another tunnel on your left. Keep holding left once
you drop down, because you'll land on another crumbling block, and you'll also
enter a hidden tunnel. In this room, jump up and get the POWER GRIP in the
statue's hands, then jump up and grab onto the side of the edge, then climb up.
Roll back through the tunnel.
Back in the large shaft, the statue in here will begin to rise. Use bombs to get
out, then wait for the statue to stop rising, where a bunch of platforms will
appear. Use your new Power Grip to jump the platforms (or just wall jump) and
back up to the doors, and go through the door on your left.
In here, jump more platforms and keep going left, destroying blocks in your way.
Go through the left door.
Out here, jump alllllllllllllllll the way down here and you'll get to.... your
ship! Your ship is probably one of the best save points in the game because not
it recharges your energy and weapons you have as well as saves your game. Save
here, then go through the door on your right.
Avoid the ripper here, then use your Power Grip to jump the ledges. Roll into
the tunnel here, then use a bomb to destroy the flashing block here. Drop down,
avoiding another ripper, and go through the door on your right.
We're now back in the elevator room, basically making a circle around Crateria.
Go back down to Norfair.
[Norfair]
Back in here, drop down. Don't go through the door yet, but instead, jump up and
roll into the tunnel on your left to get to a room below you. Go through the
door.
In here, jump all the platforms, killing all the enemies in your way and
avoiding the lava, until you reach a MISSILE TANK (50). Go back to the door
which you just came from.
In here, jump up and roll through the tunnel and go through the door on your
right.
Back in this hallway, go right and through the door to the elevator room.
In here, go right to the save point. Save, then go through the door on your
right again.
In this large room, jump the platforms (we couldn't get through here without the
Power Grip), drop down, jump more platforms, and drop down again, going right
the entire way, and go through the door on your right.
In this shaft, start jumping up here and go through the first door on your left.
Now, see why we got the Power Grip? This room would be a MAJOR pain in the ass
to get through without it. Otherwise, start jumping the small platforms, and BE
CAREFUL of falling into the lava below. If you fall in, QUICKLY jump up to the
closest platform, and keep jumping the platforms until you get to the door on
your left.
Shoot the Chozo statue's marble for... the ICE BEAM! With this cool weapon, we
can now freeze enemies and use them as platforms for a short while to get to
previously unreachable areas! Cool... Now, recharge here if you want, then roll
through the tunnel underneath the statue, and lay bombs at the wall to get
through. Freeze the ripper here and use it as a platform to get to the other
side. Go through the door.
In this small shaft, the door ahead of you is a save point, so go ahead and
save. Otherwise, start going up until you reach some rippers. Freeze them and
jump on them to get to the platform at the top of the room. Go through the door.
In here, a jumping creature (called a Squeept) will jump out of the lava. Freeze
it, then jump on it and onto another platform, where another Squeept will jump
out. Freeze it and roll onto the Chozo statue's hands to find out where the next
item's location is, which is in Kraid's Lair. You'll be recharged at this point,
freeze more Squeepts on your way to the door as platforms to jump over the lava,
and go through the door.
Freeze the rippers here to get to the ledge, then stop. There's a hidden Missile
Tank in the wall ahead of you. Jump up and shoot the wall to expose it, and then
freeze the ripper. Jump up and grab the MISSILE TANK (55), then drop down,
destroy the block, and go through the door.
We're at the top of this shaft now. Continue right to a set of crumbling blocks,
which will bring you back down. Continue to the bottom door on your left and go
through.
Back in here, start going until you see a Squeept come out of the lava. Wait for
it to dive back into the lava, then shoot the floor above where it comes out. It
will jump back out, this time through the gap. Freeze it, jump on it, and go
right to reach a MISSILE TANK (60). Go left, jump the platforms, and go through
the door on your left.
Save if you want, then go back to the elevator room. Remember those rippers
along the middle of the room? Freeze them so you can get back to the elevator,
and use it to get back to Brinstar.
[Brinstar]
Well, we're done with Norfair for now. Continue left to the door and go through.
Back in the brown shaft, go up and go through the first door on your left to get
back to the blue shaft.
In the blue shaft, drop down until you see a small metal platform on the left
side of the shaft. Jump on top and use a bomb to get into the tunnel, and roll
through to a hidden room.
In here, kill the shriekbats and parasites (use bombs) here, then continue left
to a set of crumbling blocks. Kill more parasites and a shriekbat here, then
kill the zoomers here so you can go through to another set of crumbling blocks.
Drop down and kill the shriekbat, then collect the MISSILE TANK (65) in front of
you. You'll see a Super Missile Tank here as well, but you can't get to it yet.
Go back to the shaft.
After getting the Missile Tank, if you haven't gotten the Missile Tank in the
other hidden tunnel here before (MISSILE TANK (30)), you should probably do so
now. If not, then go through the door at the bottom of the shaft, on your left.
Recharge at the Chozo statue if you want, then stop once you roll through the
tunnel. See where the first shriekbat is? Aim at the ceiling right next to it
(to its right) to expose an Energy Tank. Kill the shriekbats so you won't be
annoyed as much to get the Energy Tank. Now, remember the trick I showed you by
bomb jumping to get to MISSILE TANK (35)? You'll be doing the same thing to get
the Energy Tank, except you just need to line yourself up with it. Start bombing
like crazy until you get propelled up to the ceiling. Get the ENERGY TANK (2),
then go through the door on your left.
Back in this small hallway, roll underneath the platform and start bombing the
floor to expose the shaft below you. Drop down and go through the door on your
right.
In here, take the elevator down to Kraid's Lair.
-- 5.3: Kraid's Lair --
[Kraid's Lair]
Recognize that music? Yep, it's definitely a remixed version of the music from
Kraid's Lair from the original Metroid. Otherwise, we're in a pretty long shaft
right now. Drop down and enter the first door on your left, which is a save
room.
Save here, then go into Morph Ball form and bomb jump along the left wall. Keep
holding left while you drop, you should enter a hidden tunnel. Drop bombs while
going through to destroy the blocks in your way, then jump along the platforms
to a MISSILE TANK (70). Wow, that's a lot of missiles right now. Otherwise, go
back to the save room.
Save again, then go back to the shaft. Go through the red door in front of you.
In here, keep going right, avoiding the acid here, and get the MISSILE TANK (75)
that's in plain sight. Keep going right, killing the hoppers in your way, and go
through the door.
In here, go into Morph Ball form. See the discolored block in the ground? Use a
bomb to destroy it, and go down to some sort of launcher... drop a bomb to get
to it, then roll inside and drop a bomb to activate it. It will shoot you up
through the small shaft here, killing anything in your way. When you hit the
ceiling, don't go onto the ledge. Instead, pass it and roll into the tunnel on
your left as you fall down. Go through and get to the MISSILE TANK (80), then
use the crumbling block to fall back down. Use the launcher again to take you
back up, and fall onto the ledge on your left. Use the Power Grip to jump along
the walls, killing the slugs (called Zeelas) in your way, until you get to a
wall with a blue block inside it. Aim and shoot the blue block, then jump to the
opening and grab onto the side of the ledge. Jump to the top, and go through the
door.
In this room, jump up and destroy the blocks, and then grab onto the green
platform and roll through. There's a magnetic rail system above you, but you
can't use it now because it's shut off. Continue going left and go through the
door.
Another small shaft. Destroy the blocks and drop down, laying a bomb right next
to the blue block you'll pass by. Use the launcher to launch you up to the
ceiling, and don't go back to the door you just came in from. In the shaft, hold
right so you can roll into the tunnel where the blue block was, and lay another
bomb at the end to destroy another block to get through. Kill the Zeelas here so
you can get through easier, and go through the door.
The door turns grey behind you... great. See that platform ahead of you? Use the
Morph Ball and roll into it. Sparks of electricity will appear around you and
the button above you, activating the magnetic rail system! Now, shoot the red
button above you to cause the rail to come towards you. Once the rail reaches
you, jump up and grab onto it, where the rail will take you to the other side of
the room as well as to an ENERGY TANK (3)! Go through the door.
Save here, then go through the door on your right. Back in the shaft, go right,
where a crumbling block will drop you to a door below you. Go through. There's
nothing in this hallway, go through the door on the left.
Uh oh, the door turns grey behind you... oh well. Use the magnetic rail system
to go to the other side of the room... when SOMETHING appears out of the acid!
Time for another miniboss battle!
--MINIBOSS: Acid Worm--
Difficulty: 3/10
This boss isn't hard, but he can sure be annoying. First off, his weak point is
that glowing red spot on him. To hurt him, stay on the INSIDE platform, and wait
for him to come out of the acid. When he opens his mouth for a split second,
he's going to come out of the acid and attack you, so use the magnetic rail
system to get to the other side of the room and he'll latch on to the platform
where you just were. He'll be stuck there, so unleash your missiles at him (you
have 80, so don't worry) until he gets back in the acid. After getting hit
enough times, he'll open his mouth and start shaking the room, where the acid
level will rise and then return to normal. Go onto the outside platform when
this happens, and watch out, because he'll attack RIGHT after the acid level
stops changing. Use the magnetic rail system again and shoot him until he dies.
Be careful near the end, because when the Acid Worm is low on health, he'll
lunge MUCH faster at you. If you're low on missiles, stick to the outside area
of the room, next to the doors, where he'll lunge out of the acid and spit
projectiles at you. Shoot them for refills if you need them, then get back to
fighting. Once he dies, the acid level will lower and the doors will unlock.
After you kill him, stay in the room and jump down to where he was, and drop
some bombs to blow up the blocks below you into a little room. Go left, jump the
platforms, jump and shoot the left wall, where a tunnel will be exposed. Roll
through into a hidden room, jump on the platform, and collect the MISSILE TANK
(85) here, and watch out for the zeelas here. Go back into the Acid Worm's room,
and then go through the left door.
Back in this small shaft, use the launcher to get to the top of the room and go
through the door.
In here, use the now-active magnetic rail system to get to the other side of the
room easily. Go through the door.
In this shaft, go to the bottom of the room and go through the door, and go
through the hallway, back to the elevator room.
Go ahead and use the save point, then drop down to the bottom of the elevator
room, down past the blue blocks. Go through the door on your left.
Several hoppers inhabit this hallway. Kill them and go through the door.
The red door in this room goes to the Map Room, so go there if you wish.
Otherwise, use the launcher to get to the top of the room, and go through the
door on the right.
There's a Missile Tank here as you can see, but it's tricky to get to. First,
kill all the hoppers in this room to make your life easier, then do this. Go on
the platform with the red button on it, roll into a morph ball, and then lay a
bomb on the button. Go left IMMEDIATELY afterwards, and drop another bomb next
to the button right after the first bomb explodes. The moving rail should pick
you up, going to the Missile Tank. Press A when the rail gets to the LEFT tunnel
to drop off the rail, and drop down to the MISSILE TANK (90). Go through the
door on your right.
Back in the elevator room, go up, save, then see the other red door across the
door below the save room? Ignore it for now. Instead, go through the blue door
on your left, across from the red door.
In this room, destroy the blocks and roll through the tunnel. Use the magnetic
rail system to go across the room, and destroy the blocks that get in your way.
Go through the door.
Our goal in this room is the door below us, but instead, go up and through the
door above.
The door turns grey behind you, and you'll have to fight a giant hopper. It
takes quite a lot to kill him, but missiles should be fine. He'll turn from
green, to yellow, and then to red, and then will die. Don't let him touch you at
all costs, for he does 58 damage EVERY TIME you hit him, so beware of that. Once
he dies, continue up and DO NOT roll into the tunnel yet, for another giant
hopper is below you. He cannot jump because of the small tunnel he's in, so stay
to the right of the tunnel, wait for him to come to you, and then aim down and
shoot through the tunnel at him until he dies. Once you kill him, the doors
unlock and it's safe to go through. Roll through the tunnel and go through the
door.
Back in this room, roll through the tunnel and get the MISSILE TANK (95) here,
then go to the door which you used to get here. Drop a bomb on the thin area of
the floor to destroy it, and go into the acid... which actually is fake. There's
no acid here. Drop ALL the way down this shaft until you reach the bottom of the
room (you might get hit by a ripper or a zeela), and go through the door on your
right. There's nothing special in this hallway, so go through the door on your
right again. Go through the red door in the next hallway.
In this room, kill the hoppers and jump up to the elevated area of the room.
Bomb the green flooring and use the launchers to destroy the walls that block
your way to use the magnetic rail system to get the Missile Tank here. Once all
the walls are destroyed, shoot the red button to bring over the rail, then use
the rightmost launcher to use the rail and get to the MISSILE TANK (100) here.
Go through the door on your left back into the hallway.
In the hallway, see the cracked piece of floor near the left door? Use a bomb to
destroy it, and drop down the tunnel into the room below.
In this hidden room, there's more of those symbolized blocks, but we can't
destroy them yet. Use a bomb to destroy the cracked piece of floor, then drop
down another tunnel to the bottom of the room. Go to the right, then don't go
through the door because the Chozo statue in that room can't be reached that
way. Instead, shoot the block above you, jump up and shoot the block to expose a
tunnel. Roll into the tunnel and into the statue's room.
In here, shoot the statue's marble and get UNKNOWN ITEM #2. Recharge here, then
destroy the now-flashing block and leave the room.
Back in this room, go to the door on your left to get to a save room, then come
back here. See the flashing block above you? Shoot the two missile blocks
blocking it with, well... missiles, then destroy the block. Roll into the
tunnel, go left, jump up, and go through the door on your right.
In this green hallway, kill the Reos (larger versions of Mellows) and hoppers in
your way, and go through the door at the end.
Save here, then go through the door on your right. See the cracked piece of
floor here? Use a bomb and drop through the tunnel.
In this room, face left and shoot the flashing block on your left, then grab the
side of the ledge and get up. Shoot the right flashing block on your right if
you want, and watch out for the red zeelas here, they're more dangerous than the
yellow ones. Also, their eyes will become projectiles and will hit you when the
red zeelas die. Go through the door on your left.
In this hallway, you'll encounter an eye door. I wonder what it's guarding...
otherwise, shoot a missile when the eye opens and it will explode, revealing a
red door. Blast it with a missile and go through.
Now you'll see a cutscene of a giant lizard... WHAT THE HELL?! IT'S KRAID!!! HE
will open his eyes and then roar at you!!! Time for a boss battle!
--BOSS: Kraid--
Difficulty: 5/10
Kraid is big... but not too hard. First, he'll roar at you. Shoot a couple of
missiles into his mouth! Yes, that's how you damage him. Once he closes his
mouth, shoot a charged beam shot or a missile at his upper eye, and then he'll
open his mouth again. Shoot more missiles into his mouth, and he should turn
from green to brown. His attacks include throwing his claws at you, which you
can shoot for refills, and slashing you if you're close. Once he's taken enough
damage, he'll shoot his belly spines at you, taking out almost the entire floor,
leaving a small platform. Keep shooting Kraid in the mouth, but watch out when
he tries to slash you, so drop onto one of the spines or use the upper ledge to
hang on to. If you fall off, use the belly spines to get back up. Be careful
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