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Guide: Metroid: Full Walkthrough
A 100% walkthrough of Metroid on the NES
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Metroid: Full Walkthrough

 
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After about a two week's work, here it is, my first walkthrough, a full walkthrough of Metroid on the NES. This will be a 100% walkthrough of the game, and I will attempt to take you through the shortest route through the game, because man is this game difficult. Fasten your seatbelts, this is going to be a bumpy ride.





BEGINNINGS - BRINSTAR

Brinstar - New Enemies:

Zoomer: An enemy that crawls along the ground. It is fairly weak and doesn't taget you directly, so they are rather easy to dispatch.
Skree: A bat-like enemy that drops from the ceiling. When it hits the ground, it will explode, so make sure to stay away from them when they land. They aren't too difficult to deal with, as you can usually just run under them.
Ripper: A passive enemies that floats back and forth throughout the many caves of Zebes. It is mostly harmless, but it will hurt you if you touch it.
Rio: A flying enemy that swoops down from the ceiling to attack you, then flies back upward. These guys are rather annoying, but just time your shots and you should be able to take them out.
Waver: Another flying enemy that flies in a helix-like pattern across the screen. They are somewhat difficult to deal with, especially with the basic power beam, so I would recommend just avoiding them
Zeb: These little creatures will pop out of pipes you find throughout Zebes' underground. They will rise to your level from the pipe, and then fly directly at you. You can usually avoid these guys too, but they are useful for farming because they respawn.
Mellow: Small airborne enemies that fly around in an irratical pattern, and will ocassionally fly at you. They only take one shot to defeat, so they are a piece of cake.

As you press start, your are greeted with everyones favorite armoured heroine, Samus, appearing on a platform at the lower left corner of Planet Zebes' first region, Brinstar. Be prepared, you will be coming back here a lot.

Head left, and climb over the structure jutting from the wall, and you will find the game's first power up, the Morph Ball. This item gives Samus the ability to change into a ball by pressing Down on the D-Pad, which allows her to get through narrow passageways. You are immediately giving the chance (well, forced) to use this new power up to crawl through the narrow passageway underneath the structure to escape the corner, as you cannot jump over it. Continue past the starting point, past airborne enemies called Skree. Shoot the blue door on the right and head through.

You will appear in a small corridor with some Zoomers running around a platform, which looks like it is made of breakable blocks. Take note of this room, we will come back here later.

Head through the door into another long corridor, filled with Zoomers and Skree, and a single Rio at the far side of the room. Head through the room and under the structure in the middle with your morph ball, and head through the door on the right. You will come to a large vertical shaft with platforms leading upward. Kill the zoomers for energy, and avoid the Rippers, which are invulnerable. Head up until you reach a blue door, and head through it. There will be a small hallway with nothing in it, so just pass through here.

You will reach another vertical shaft, almost indentical in design, but this one is an orangish color. There will be another door across from you, but there isn't much to do there yet, so head to the very bottom of the shaft, and head through the door. You will come to another long corridor, this one being orange as well. Avoid the many Skrees on the ceiling at the beginning of the room, and leap over. There will be a pipe here, with Zebs coming out, and you can use them to farm for power ups. Pass them and some more Skree and jump onto a group of platforms to find the game's first Missile Tank (5 Total). This will allow you to use the Select button to use missles, powerful ballistic weapons that fell most enemies in one hit. Conserve them though, you only have 5 to begin with. There isn't anything left to do here, so head back through the corridor into the vertical shaft again.

Back in the vertical shaft, travel up to the door you came from originally to get here, head through it, and the pointless hallway, to get back to the blue shaft. From here, travel upwards again until you find the first door on the right, head through it into a small hallway. The music will changer here, indicating something is close. Pass by or kill the Rio on the ceiling, and head to the left to find a red door. This door won't open from your beam, so hit Select and whip out your missiles. The door takes 5 missiles, so use the enemies in the room to farm if you don't have enough. Head through the door to find a statue with an orb in its hand. Shoot the orb and an item will appear, so grab it, and you will get the Long Beam. This item extends the reach of Samus' Power Beam, allowing her to shoot much farther. Now, trace your steps back to the blue shaft.

Back in the blue shaft, head down to the central door and procceed back into the orange shaft from before. This time, use the door directly across from you, and you will find yourself in another large, horizontal corridor. Continue through this corridor, avoiding the Wavers and Zoomers. The yellow material at the bottom is acid, so don't step in it or it will drain your energy. Continue until you reach another blue door.

You will encounter a small room with two Wavers, so pass through it. You will find another corridor, this time a little shorter, with the same enemies as before. Pass through this into another small room with two Wavers. Make note of this room, because we will need to get something from this room as we head back.

Continue through the door on the right and you will be faced with one final acid-filled corridor, almost identical to the first one. Avoid more enemies, and about halfway through the room, you will find this shrine-like area with a Rio and the game's first Energy Tank (1 Total). This will increase your energy capacity by 100 and fully restory your energy. These are very helpful, so make sure to pick these up along the way. Pass through the rest of the corridor and exit through the door on the right.

You will find yourself in another orange shaft, but this one is not as tall. Head up, past more Zoomers and Rippers, and head through the first door on the right. You will enter a hallway very similar to the one before the Long Beam, so expect more item fun. Farm for missiles and energy if you need it, and head to the left and open the Red Door with 5 missiles. Head through to find another statue with another item orb. Shoot it, and collect the Bombs. This will allow you to deploy small bombs while in Morph Ball mode, allowing you to damage enemies, and propel yourself in the air. Exit through the hallway you came from, and back into the smaller orange shaft.

Now back in this shaft, head back through the first of the long acidic hallways, until you find yourself in the second of the small connecting rooms with the Wavers flying around in them. Use your newfound bombs on the floor a little to the left of the center of the room's floor, and a hole will open up. Jump through it to fall into... suprise! The acid here is fake, so you will fall through into a shaft much like the ones in the center of Brinstar. Head to the very bottom and shoot the door on the left to enter. You will find yourself in another one of the enemy infested hallways, signaling that an item is close. Head through the Rios and Zoomers, as well as a new enemy, the Mellows, to find another red door. Bust through it with your Missiles, and head inside to find another item. Shoot the orb and grab the Ice Beam! This beam will allow you to freeze enemies when you shoot them, allowing you to use them as platforms. Now, retrace your steps, and you will have to test the ice beam by freezing the Waver at the top of the shaft so you can jump back out. This is difficult to do, so if you don't want to try it, we will pick up the Ice Beam again later. Head back to the acidic hallways, and make your way back to the center shafts of Brinstar.

Once you get back to the orange shaft, make sure to collect energy items, you will need them. Head down to the bottom, and head through the door into the corridor where you found your first Missle Tank again. Head past the Rio and Zoomers, and farm the Zebs coming out of the pipes if you need it. Travel past the platform where you found the Missile Tank, through an onslaught of more Zeb pipes, and head through the door to reach an elevator. Stand on it and hit down, and you will travel down to the Fire Seas of Norfair.

NORFAIR - INTO THE FIRE

Norfair - New Enemies:

Nova: A Norfair variation of the Zoomer.
Mella: A Norfair variation of the Mello.
Geruta: An enemy very similar to the Rio found in Brinstar, but it attacks by swooping down faster.
Gamet: A Norfair variation of the Zeb.
Multiviola: A ball-like enemy that flies around the room. They will bounce of the walls, and ricoche, so make sure to stay out of their way.
Foul Ripper: A Norfair variation of the Ripper, which looks like a bird and flies back and forth much faster. Also, I have found a killable one somewhere in Norfair.
Squeept: A small enemy that jumps in and out of Norfair's many magma pits. It is invincible to all of your weapons, but it can be frozen with the Ice Beam to create a platform.
Dragon: Draconic enemies that rise out of magma pits in Norfair. They shoot fireballs in an arc once they reach the surface, usually three in a row. They are killable, but it is usually easier to just avoid them
Polyp: Large red portrusions coming out of the ground. Currently, these appear to be glitching in the game I have been playing, so they are inactive. I know they do something, but I currently can't find out what, so make it will be a suprise.

When you hit the bottom of the elevator shaft, you are greeted with the magma filled caves of Norfair. When you step of the elevator, head to the bottom of the room you are in, and go through the door on the left. You will find some new enemies, the Gerutas, Polyps, Novas, and Foul Rippers, in this room. Navigate past them, while staying out of the magma, because it will drain your energy just like the acid in Brinstar. As you travel through the room, you will find a shrine-like area, with an item on top. Jump up to grab it and find the game's second Missile Tank (10 Total)! Halfway through the room, you will reach a wall, so change into Morph Ball Mode and roll through a hidden tunnel, and bomb some blocks out of the way. Avoid some more enemies, and pass through the door.

Here, you will be in a shaft with Foul Rippers, and some Nova's on floating spheres. There isn't much here, so jump down and head through the door directly below the one you just stepped out of. If you fell before you reached the door, you can destroy the crumbling blocks here to create a platform, if you need. You will step into a room much like the long corridor you came out of. Run past the enemies, or kill them if you like. You will find another shrine area, like the one we saw before. Kill the Gerutas and the new enemies, Mellas, and grab another Missile Tank (15 Total).

Now, retrace your steps back to the elevator leading up to Brinstar. This time, go through the right hand door and into a large magma filled hallway with puffy platforms with Novas on them. Head threough this hallway, and you will eventually find some platforms, along with a new enemy jumping out of the lava, the Squeept. Head past that, and finish out the room, and head through the door on the right.

Here, you will find yourself in a tall, purple shaft filled with Novas and Foul Rippers. Head to the very bottom of the shaft, and curl into Morph Ball Mode. Bomb the second block from the right on the floor, and a block will open up (SO... CRYPTIC...). Fall through, and bomb some more blocks, until you come out in the lower part of the large shaft. Drop down and enter through the first door on the left.

Here, you will find another magma filled room, this time with Dragons in the magma pool, ready to spit at you. Jump on the platforms to get across, and open the Red Door on the left with 5 missiles. Go inside, shoot another item orb, and secure the High Jump! This simple upgrade increases your jump height, allowing you to reach many previously unaccessable places. Head back out of the room, and back up the purple shaft. Get yourself up to the top portion of the shaft once again, and head through the door at the bottom of the shaft's upper portion.

In here is another long corridor with lava, this time with a new enemy, a Gamet. If you clear out all the enemies here, you can use the Gamets to farm for energy, since their are a lot of them. Continue through this hallway, past a multitude of pillars of destructable blocks, until you find a wall. Once again, change to Morph Ball Mode, and lay a bomb while holding left against the wall. You will bounce up, and roll into a hidden tunnel. Bomb the blocks in your way, and continue out the other side of the wall. Once on the other side, you are greeted by a Foul Ripper, a Squeept, and another new enemy, the Multiviola. Once you kill the Multiviola, you will realize that, even with your newly aquired High Jump, you cannot reach that ledge. So, using your Ice Beam, freeze the Foul Ripper to create a platform. Now, jump over to reach more shrines with items, each with a Geruta above. Kill the Gerutas, and nab two more Missile Tanks (25 Total). If you didn't collect the Ice Beam from earlier, we will have it by the time we leave Norfair, so you can grab these two the next time you come back here. Retrace your steps out of the corridor.

Back in the purple shaft, ascend your way up the shaft, past the door leading to the Brinstar elevator, until you reach two doors directly vertical of each other. Pass through the top door, and you will find a corridor with three item shrines like the two we just saw. Kill more Gerutas, and then grab three more Missile Tanks (40 Total). Now, head back out of the corridor, and into the purple shaft again. Jump up to the platform at the top right, and fire up at the ceiling, at the second block from the right. Blocks will open up, so jump up at the right time that they appear under you to ascend to the top of the shaft. You will find another door here, so head through it.

Again, you will find a corridor almost identical to the last one, but this one only has two shrines. Make sure to grab the two more Missile Tanks (50 Total). At the edge of the second shrine, touching the wall, bomb the last portion of the shrine's base. You will destroy it and fall through, revealing another hidden tunnel to pass through. Continue through here, and you will come out in a small room with three Multiviolas to kill. Once they are dealt with, head through the door on the left.

You will find yourself in another vertical shaft with Foul Rippers, so head down to the bottom and avoid the magma on the shaft floor. Head through the door, and you will find a room identical to the one you were just in, with the Multiviolas. Kill them, and use the Morph Ball to roll through the tunnel and bomb your way into another item room. This is another Ice Beam, so grab it here if you didn't get it in Brinstar. Once you are done that, blast the Red Door with some missles, and head through. In this next corridor, filled with some Dragons and Novas. Go up to the gray block on the wall, lay a bomb and then lay some more in mid-air against the wall to open up another passageway. Roll through, come out the other side, and then go through the door to get back to the purple shaft. How, head down a door and retrace your steps through this corridor back to the elevator. Once their, push up while on the elevator to head back up to Brinstar to get some more necessary items.

BRINSTAR - INTERLUDE

Before we head to another new area, there are a few more items for us to get in Brinstar. From Norfair, trace your way back to the orange shaft, through the hallway were the first Missile Tank was. Once you get there, ascend all the way to the top of the shaft, which would be easier now that you have the High Jump. Once you reach the very top, go through the door on the right to find a green corridor. Jump over some pipes with Zoomers on them, until you reach a destructable block. Blow it up with your bombs, and head through. Here, there will be 4 horizontal pipes. Head up and go through the top one, but be careful of the Zoomers within it. There are some destructable blocks in the floor, which will make you fall through, so place your bombs wisely. At the end of the tunnel, you will come out onto another platform, so just continue to the end of the hallway and pass through the door.

Here, you will find a small room with a Waver, like the one above the Ice Beam from earlier. Kill the Waver, but instead of bombing the floor, shoot up at the left middle block in the ceiling to open up a path. Jump up and let the blocks appear under you to get atop it. From here, you can reach a high door thanks to your High Jump, so head through it.

At last, you will find one more enemy hallway, so an item is bound to be near. Kill the Rios on the ceiling so they don't annoy you, and blast through the Red Door at the left end of the hallway. Go through the door, shoot an item orb, and grab yourself the Varia Suit! This absurdly useful upgrade halves all damage you take, allowing you to survive a lot longer in the underground caves of Zebes. I made sure to lead you to this the earliest I could, because you will need it. Retrace your steps back to the small room with the Waver, and head through the door on the right.

Through the door is another hallway much like the one through the previous room's left door. Pass through the corridor, and grab some power ups because there are a lot of enemiesh ere to kill. Near what looks like the end of the hallway, there will be another set of floating pillars. Jump atop them and grab another Missile Tank (55 Total). Now, head to the end of the hallway, and shoot up at the last block in the ceiling. You will open up another path, so jump up and hold right to find a secret passageway leading to a small space with a Rio in it. Kill the Rio, because it will get in the way, and curl into Morph Ball Mode. Lay a bomb, and hold right, and you will roll into another passageway. On the other side, guarded by some enemies, is a shrine with one more Energy Tank (2 Total). Make sure to grab it, and head back the way you came, to get back to the orange shaft near Brinstar's center.

Once back in the orange shaft, head through the door at its center to get to the blue shaft, and head to its bottom to go back towards where you started your adventure. Back in this blue hallway from a while ago, roll under the structure with your Morph Ball, and stop. On the right side of the structure, shoot upwards at the second block from the right on the ceiling to reveal an item. Now, this part is tricky. Roll under the tunnel and get the attention of the Rio on the other side. Make it follow you through the tunnel and come out the other side, where you can get out of morph ball mode. Now, you need to freeze it either as it is coming down, or as it is rising back up, to create a platform. Now, jump on it and reveal the item again, and jump up and grab yourself an Energy Tank (3 Total). Once that is done, head to the end of this room into the small room I told you about near the beginning.

Once here, roll into Morph Ball mode and lay Bombs to open up the floor. Fall through into a shaft, and head to the bottom, and go through the door. Finally, we appear at another elevator, this time with a dragon-like statue coming out of the wall, indicating that a challenge awaits. Head down the elevator to descend into the lair of the foul beast, Kraid.

KRAID'S LAIR - GOING DEEPER

Kraid's Lair - New Enemies:

Geega: A Kraid's Lair variation of the Zeb and Gamet.
Sidehopper: A large, insect-like enemy that hops around on two legs. These buggers are some of the most powerful and dangerous enemies in the game, so it is best to just avoid them. If you do manage to kill them, though, they yield lots of energy for you to collect.
Zeela: A Kraid's Lair variation of the Zoomer and Nova.
Memu: A Kraid's Lair variation of the Mello and Mella. With the path this walkthrough takes, you won't encounter these.
Fake Kraid: An inferior clone of the beast Kraid. These don't take many hits to defeat, but, like the previous enemy, you will not encounter it on this run.

When you descend into Kraid's Lair, the scenery turns a stone white and creepy music starts playing. Yeah, it just got real. First, descend from the elevator to find a pair of doors, and on the platform between them, a new enemy, a Zeela. The Red Door on the right is our first priority, so blast it with some missiles and head through. In this hallway, you will find two more new enemies, Geegas, and the powerful Sidehoppers. Avoid the sidehoppers and jump on the platforms to avoid falling into the acid. You will see a collection of grey pillars. so jump to the top one and claim a Missile Tank (60 Total). Head back out to the main shaft holding the elevator, and descend another level to find another Red Door on the right. Blast it open, and head through.

Inside here is an acid pit with our three new enemies, and a wall. Hop over the acid, and shoot at the wall to reveal a secret tunnel. Use your bombs or the recoil from a Zeela to get yourself into the hole, and roll through. On the other side, you will see a small maze of Geegas, but this isnt too difficult. Jump atop the first pillar, crawl into morph ball mode, and fall while holding right to get onto the platform near the bottom. Then, just jump on up to the top, roll into morph ball mode again, bomb yourself up, and drop down to claim another Energy Tank (4 Total)! Roll back through the secret passageway, but you will need to avoid the second one low to the ground, because it is a dead end. Head back out into the grey shaft and be prepared to explore.

Head back up one level and go through the first blue door on the left. Here you will find some familiar enemies, Skrees, and another (seemingly) dead end. Farm for energy with the Zeelas if you want, and use a bomb while holding left against the wall to roll into another passageway. Once on the other side, you will find a nearly identical collection of pillars to the ones in the opposite corridor. Climb atop to grab yet another Missile Tank (65 Total). Head through the rest of the room, and avoid the Sidehoppers (those buggers are deadly), and head through the blue door at the far left.

You will find yourself in another gray shaft, this time with some Rippers. Drop down to the door below, and instead of going through it, drop into the acid below to find a hidden portion of the shaft, complete with rippers galore. You probably will get hit on the way down, due to their numbers, but proceed to the bottom of the shaft. Once here, head through the door on the right.

Through here is a tunnel with a Sidehopper. Engage it if you want, but I would recommend just curling into Morph Ball Mode and timing your way under it. Head through the door to find an identical room with an identical Sidehopper (Hooray, creativity). Once you deal with the Sidehopper, open the Red Door with five missiles, and head through it.

Here will be another acid filled corridor. Head forward and find another collection of pillars, and another Missile Tank (70 Total). Head forward through the rest of the hallway, avoiding the acid and Sidehoppers, and go through the door on the far right. Here will be a gray shaft, so simply ascend it and head through the door directly overhead. You will find yourself in another blue hallway with a Sidehopper (), so head through to come back out at the very bottom of the first grey shaft.

Climb up the platform and use your bombs to escape your little confinement at the door, and start ascending. Use your Ice Beam to freeze the Rippers, so they can be used as platforms, and let you continue your way up. Ascent on the right side until you find another Red Door, below the two you encountered before. Blast it open and head through to find another acid filled long hallway, with many Zeela's popping out of the acid below. Travel over the platforms above the lava and head through another blue door on the left end, and head through to find a large vertical shaft with a massive pillar of destructable blocks. Before you head down, jump off of the platform's edge, and hold right to land on a platform to head through another blue door right below the top one. Head through, avoid some enemies, climb some pillars, and grab another Missile Tank (75 Total)! Head back out into the large shaft.

Once back out here, descent all the way to the bottom, and head through the door here. You will find a blue hallway with many enemies. Blast through them, and I would definitely recommend to farm the Zeelas in here. Once done, head through the door on the right to find an absurdly ominous room. A giant green structure hangs from the cieling, with two orbs that look like eyes and many tooth-like pieces protruding from its bottom. There is a single Zeela here, so farm if you need. Blast the Red Door on the left with some missiles, and head through to confront the big bad beast himself, Kraid!

// WARNING! //

Once you enter the room, Kraid has no intention of giving you a warm up. He attacks with fingernail like projectiles that fly in an arc over towards you, and he will fire his chest spines at you. These chest spines will block your projectiles, which is arguably the most annoying part of this fight. Lucky for you, the Ice Beam is in your arsenal. Use it to try to freeze the top two spines after they launch out, preventing him from generating new ones for a certain amount of time. Use this opening to unload your arsenal upon him. His spines will unfreeze quickly though, so try to keep your distance when he starts shooting them again. If all isn't working for you, you can curl into morph ball mode and roll underneath him, and continue laying bombs and pray you will outlast him, but this mainly a last resort. While there isn't a definite strategy, just stay out of harm's way and the beast will keel over once he takes enough damage. For your troubles, you are gifted with a hefty expansion of 75 Missiles (150 Total)!

Once all is said and done, you can still grab an extra item here. Go to the platform at the door, and curl into morph ball mode, and roll off of the edge. As you roll off, lay a bomb halfway down the wall to reveal a hidden item. Jump back up to the top, roll into Morph Ball Mode again, and roll off while holding right to slide into the little opening to snag another Energy Tank (5 Total)!

Now that you have collected everything, head outside through the two hallways and reach the long vertical shaft with the destructable blocks again. Honestly, this is one of the most annoying parts of the game for me, but it may not be for you. Jump up and shoot a two or three block hole through the tower and jump into it. Now, jump from that position up and shoot another hole, and then jump up into that one. Rinse and repeat until you reach the top. I really hate doing this, and there is a massive chance that you could fall off, but if you try enough, you will eventually reach the top. Once at the top, head through the door.

Back into the long acidic hallway, head to the end and get back into the grey shaft near the middle of the area. Fall down, and then freeze the rippers to ascend again on the left side. This will allow you to continue jumping upward, past some Geegas, to finally reach the elevator. Press up to head back up, and get prepared to travel through Norfair.

(at this point, we have collected everything in brinstar, so I am going to skip a part here. Just head through the lower right corridor to the Norfair elevator again, and head down.)

NORFAIR - TENSIONS BURN HOTTER

Once back in Norfair, head to the right through the hallway with the cloud platforms to reach the purple shaft at Norfair's far right. Now, head down to where we found the High Jump. If you didn't get the two Missile Tanks here due to not having the Ice Beam, collect them now. Head back into the room where the High Jump was collected. Here, roll into the little crevice in the floor in Morph Ball Mode, and lay some bombs to open up a path. Roll through the silver pipe structure to find a hidden passageway, and continue on into a new part of the room. Here is a Foul Ripper, a Squeept, and a Multiviola, much like a room we encountered a while back. Freeze of the enemies to use them as a platform to get over the pillar blocking your path, and repeat the process on another pillar immediately following it. Once you get past that, avoid the Dragon inside of the magma and hop on some platforms to find another blue door. Head through to explore the rest of Norfair.

Through here is another pointless small hallway like the one seperating the orange and blue shafts back in Brinstar. Head through here to find a corridor filled with some enemies. Run past them, and you can farm the Gamets in this room. Head through the door on the left end to find a green, bubbly hallway. Jump up to the platform at the top right, and fire up at the cieling to reveal a path. Jump up, and let the blocks reappear under you so you can ascend. Head through the door up here.

Here is a familiar sight: an enemy infested hallway with silver architecture. Head past the Dragons and Novas in this room, and blast the Red Door at the left with some missiles. Head through, shoot an item sphere, and grab the Screw Attack! This handy item turns every one of your spin jumps into a swirling ball of electrical death, which will instantly annihilate almost every enemy in the game. Once you have this useful gadget in your posession, head back out to the green hallway.

From the green hallway, instead of shooting up, bomb the floor on the right side to fall through and find another extension to the room. Head through the door on the right here. Here is a very long hallway filled to the brim with most of the enemies that Norfair has to offer. Head through the room until you find a green wall, where you can lay some bombs to open up a passageway, and continue through the corridor. You will reach another blue door, so head through.

Here will be a seemingly empty room. Once here, bomb the floor directly in front of the door to reveal a passage, so fall through the fake magma and head to the right, to fall through another set of fake blocks, and another passage will be open to you. Head through the door into a hallway much like the long one before, so head through and find an item shrine. Jump atop of it and claim another Energy Tank (6 Total)! Now, retrace your steps back to the original green hallway.

Now, head through the door on the left in the green hallway, into another long, magma-filled corridor with Multiviolas and Gamets. Pass through here into a small shaft with some more enemies. Drop down to the bottom and into the magma pit, which turns out to be fake. Roll into Morph Ball Mode and bomb the farthest left block in the floor to open up a passageway, and fall through here to find another door, so head through here.

You will find an even more bubbly hallway through this door (WHAT IS THIS MADNESS?) This room is full of Dragons and Gerutas, as well as two giant destructable block formations. Shoot them to jump on top of them, or just run through the lava, and get to the other side. Head through this door here to find another green hallway, with yet another secret. Bomb the blocks directly in front of the right door to open up a passageway again, and drop down to the bottom. You will find a blue door, so head through it.

Through here will be a super bubbly hallway like the one we just wnt through. Avoid the loads of Gerutas, and find two more shrines. Dispatch the enemies and grab yourself two more Missile Tanks (160 Total)! Now, head back out and back up into the green hallway from whence you came. Once back here, head through the door on the right.
In here is a bubbly hallway with a bunch of pillars with magma between them for you to jump on near the middle. BE CAREFUL... I cannot stress it enough, even with your High Jump, it is absurdly difficult to get out of the magma between the pillars, so try your hardest not to fall in. Once past that, head through the door into a small hallway, so just continue through the next door here.

You will find another bubbly hallway like the first one we encountered just a little while ago, so head through here until you reach a wall. Jump atop of the second block structure, and bomb the last block near the wall to fall down, and place another bomb to open up a passage, so roll through here. You will come out into a hallway of the same sort as before, so head through here past some more DEATH JUMPS, and you will find a shrine. Jump atop it and grab Norfair's last Missile Tank (165 Total).

Okay... umm... I know you are going to hate me for this, but you kinda sorta... sorta kinda have to go all the way back to the purple shaft. Seriously, there is no other way to continue but to go all the way back there.

(Please don't kill me .-.)

Okaaaaaayyyyyy.... well, once you get back to the purple shaft (seriously, I am so sorry for making you do that), head to it's very bottom, and go through the bottom-most door. Here will be a magma hallway filled with Novas and Dragons. Continue through here, and pass through the door at the end of the hallway to find a small shaft with Foul Rippers. Drop to the bottom, and head through the door. Inside lies our final trial before the end. Walk under the double-headed dragon structure, and ride down the elevator to face the fire of the Lair of Ridley.

RIDLEY'S LAIR - THROUGH THE FIRE AND FLAMES

Ridley's Lair - New Enemies:

Holtz: A Ridley's Lair variation of the Rio and Geruta.
Viola: A Ridley's Lair variation of the Zoomer, Nova, and Zeela.
Dessgeega: A Ridley's Lair variation of the Sidehopper.
Zeebo: A Ridley's Lair variation of the Zeb, Gamet, and Geega.

As you descend, you can already tell that this is going to be tough. The scenery changes to a deep magenta, and the music tells you that you aren't in Kansas anymore. Once you leave the elevator, head through the left door at the bottom of the shaft. There will be two consecutive silver hallways, but as you enter the second one, shoot up at the cieling directly in front of the right door, and a passage will open up. Jump up and go through the door that you find up here.

You will enter a room with dark purple tiles in the walls, full of three new enemies: Zeebos, Holtz, and Dessgeegas. These enemies, especially this late in the game, will do loads of damage, even with the Varia Suit, so try to avoid getting hit. Near the end of the hallway, you will find a lone pillar, so jump atop it and claim a Missile Tank (170 Total). Now, head back, and bomb the floor in the silver room to get back to your original location. Once back in the second silver hallway, head through the door on the right.

You will encounter a massive hallway full of Dessgeegas, but screw them. Jump the pillar, and then roll into morph ball mode, and lay a bomb at the block where the small magma pit ends. This will open up a path that you can roll into, and completely skip the entire room. Once at the end, bomb your way out, open the Red Door with some missiles, and continue on.
Here will be a small room with an item sitting in it, but be careful. One block in front of the item is a two block wide space in the floor you can fall through, so stand at the fourth block from the item and jump over to grab an Energy Tank (7 Total). Note that, at this point, you will not gain any more health increases from Energy Tanks, unless you decided to skip an earlier one. From this point on, they will only restore your health to max. Now, you can drop down the hole, since jumping over it was just to save some time. At the bottom of this shaft you fell down, head through the door on the right.

Through here will be a room literally filled to the brim with Desgeegas. Unfortunately, there is no way to skip them this time, so I suggest whipping out your missiles and going Rambo. Once through this long hallway, you will come to the hardest jump in the game. If you are playing this on an emulator (which most are), I would recommend using save states, because this jump is just plain hard. The best way I can describe it is jumping when the edge of Samus's back foot is touching the the second crack on the block at the end of the ledge. After you have made this jump, head through the door, kill some enemies, including a new enemy, the Viola, and claim another Missile Tank (175 Total).?Now, retrace your steps to the shaft below the Energy Tank.

From here, head left this time, through a room full of Multiviolas, to find a long shaft at Ridley's Lair's eastmost point, which is full of Violas. Head down to the bottom, and head through the door on the right. Here is an absurdly long hallway full of Holtz and Zeebos. Pass through this hallway, and halfway through, you will find some Dessgeegas, as well as the game's final Missile Tank (180 Total)! Continue through the rest of this hallway until you find another door.

You will be put into a long shaft, which we will come back to later. For now, ascend a bit and go through the door directly above the one you just exited from. Inside will be a long corridor filled with nothing but Multiviolas, so tread carefull. At the end of this hallway, through a door, is a small corridor below that difficult jump from earlier. Head through the door on the left, and you will find a corridor full of Violas and Holtz. Kill as many of these as possible, you will need the power ups. At the end of the hallway is a blue door, which seems innocent enough, but when you step inside, you are confronted by the giant Zebesian dragon, Ridley!

// WARNING! //

As per it was with Kraid, Ridley starts attacking immediately. His only real attack is shooting fireballs which travel up and down in an ark motion, but like Kraid's spines, can block your shots. Since you have easier movement here, jump and try to freeze all of his prejectiles above the ground level, so you can slide under them with Morph Ball Mode. Once you have a clear shot at him, unload your Beam or Missiles into the dragon like their is no tomorrow. Once his projectiles unfreeze, be prepared to rinse and repeat. Avoid at all costs falling into the magma, because it can cause some unnecessary damage. Like with Kraid, if all else fails, roll into Morph Ball Mode and lay bombs under him and hope he dies first. Either way, once you have hit him enough, he will fall before you. Once he is defeated, like Kraid, you are granted one last gift of 75 Missiles (255 Total: MAX)!

Once Ridley is no more, head over to the right end of the room, and unload missiles into this previously unseen Purple Door. This one soaks up 10 missiles, unlike any we have seen before. Use a bomb jump to get through the door, and you will find a giant magma pit with Holtz above it. You have no choice but to take damage to get across the magma, but it is all worth it, because the prize at the end is the game's last Energy Tank (8 Total: MAX)!?Once this is done, head all the way back through the corridors to the vertical shaft at Ridley's Lair's eastmost area.

Once here, scale the shaft, and grab energy drops from the Zeebos if you need. At the very top, head through the door on the left to find the last hallway we will head through. Pass the silver platforms, through the enemies, and kiss them goodbye, because there is only one place left to go now. At the end of the hallway, go through the door into the elevator room, and jump on the elevator to ascend back up. Tourian, here we come!

BRINSTAR - THE BEGINNING OF THE END

(Just head back up through norfair with the purple shaft at it east to get back to Brinstar, not much point in showing it, since there is nothing new to see.)

Once back in Brinstar, head left from the elevator shaft into the corridor where the first missile was found (we've come a long way, haven't we?). Head through this corridor, past all of the old Brinstar enemies, into the orange shaft. Ascend it until you get to its center, and head through the left door.

From here, head through the pointless hallway into the blue shaft we all know and love. From here, a new path awaits. Ascend the shaft, past all of the Rippers and Zoomers, until you get to the uppermost door. Head through here into a blue corridor, much like the ones near the beginning of the game. Run past the enemies here, and revel in the nastolgia, because we won't be seeing this place ever again. At the end is a Red Door, so but it open with some missiles.

Through here is a small room with two statues, shaped like the two bosses we encountered. Now that we have felled them, these can be unlocked, so shoot them with your beam to make a platform appear, allowing access to the other side of the room. Head through the door to a rather dull elevator room. Ascend the elevator to the final area in the game, Tourian.

TOURIAN - COUNTDOWN TO DESTRUCTION

Tourian - New Enemies:

Metroids: The namesake of the game series, these annoying floating buggers are some of the most iconic enemies in the series. They can only be killed by freezing them with your Ice Beam, and shattering them with five missiles. If they happen to latch onto you, change into Morph Ball Mode and lay bombs like crazy until they let go. Fear not, these guys drop loads of powerups when they are killed.
Zebetites: Barriers that are part of Tourian's main defense system. These barriers can only be damaged by the explosive power of missiles, but they grow back after a certain time, so they must be shot continuously until they are finally destroyed.
Rinkas: Sometimes called "Spaghetti-Os of Death," the little defense drones are seen throughout Tourian. They can do a lot of damage with a single hit, and they spawn indefinitely, so it is better to just avoid them.

Our final challenge awaits... Once the elevator lands, you are greeted with strange music and the mechanical scenery of Tourian. Drop down for only a little while, and you will encounter Metroids, the species that the game series is named after. These guys can respawn, unlike later games, so if you can, try to avoid them. After passing or killing the Metroids, drop down to a Yellow Door at the bottom. We haven't encountered these before, but they are identical to the Purple Door in Ridley's Lair, taking 10 missiles to open. Head through to the next hallway.

This next hallway is full of yet more metroids, and now new enemies, which are Rinkas. Also in the ground is a highly corrosive substance, known in later games as Beta Acid. Pass through this room the best you can, but you will most likely have to kill a few Metroids to get by. At the end of the corridor is a Red Door, so bust it open with some missiles and step inside.

Through the door will be a long vertical shaft leading downward. Here, there are Metroids that can be killed a bit safer than before, due to the smaller hallways giving them less room to avoid your Ice Beam. Make sure to kill a few of them, so you can be at full energy by the time you reach the end. At the bottom, dodge some Rinkas and open another Red Door, leading to the last hallway before the final boss.

Through here is a simple hallway, where a gauntlet of Metroids awaits. Blast your way through them, and jump some platforms, and use the Metroids as such if you need. At the end of the hallway, get ready. Open the blue door, and step inside to face the game's final boss, Mother Brain!

// WARNING! //

Once you enter, Rinkas will start spawning and the wall cannons will start firing. Activate your missiles and prepare to press that B button. Zebetite barriers will block your path, so hit them continuously until the dissapear for good. There are five zebetites, with a room between each of them. Between the first three, there is a ground platform, but between the fourth and fifth, as well as between the fifth and Mother Brain, there is Beta Acid, so try to stay out of it. Once the last Zebetite has been obliterated, you can stand where it was to start to fire at Mother Brain, or freeze a Rinka to use it as a platform. Either way, it takes a single missile to break Mother Brain's case, and around 40 to kill Mother Brain. Keep unloading missiles into her, but watch out, because enemies in this room will drain your health immensly fast. Avoid enemies, and fire at Mother Brain when you get the chance. Once you have hit her enough times, she will explode and desintegrate, leaving you a prize of... wait... what is that?!?

For your prize, Mother Brain sets a time bomb before she dies, giving you a limited amount of time to escape. A door will open up after the message displays, and you will find yourself into an extremely tall shaft with blue platforms. Using the knowledge you gained from this adventure, jump your way to victory. At the top of the shaft is an elevator, so press up to ride it upwards to escape the time bomb and beat the game.

CONGRATULATIONS!

And there it is, you have just beaten Metroid. After an ending screen with NES standard grammar, you are greeted with one of five endings, depending on your completion.

Greater than 10 Hours: Samus is seen facing away from the screen, with her Arm Cannon covering her visor.
5 to 10 Hours: Samus waves at the screen in her complete Power Suit
3 to 5 Hours: Samus' helmet is removed, revealing her face and her gender.
1 to 3 Hours: The most iconic ending in the franchise, Samus' whole Power Suit dissapears, revealing her in a one-piece swimsuit, and she waves at the screen.
Less that 1 Hour: An extremely elusive ending screen, this shows samus like the previous one, except she is wearing a two-piece bikini.





Well, thanks a lot for reading this, and I hope it helps some people with this game. I had fun writing this, and I hope you guys think it is okay, considering this is my first walkthrough done for this site. Thanks again, and good day to you all!
After about a two week's work, here it is, my first walkthrough, a full walkthrough of Metroid on the NES. This will be a 100% walkthrough of the game, and I will attempt to take you through the shortest route through the game, because man is this game difficult. Fasten your seatbelts, this is going to be a bumpy ride.





BEGINNINGS - BRINSTAR

Brinstar - New Enemies:

Zoomer: An enemy that crawls along the ground. It is fairly weak and doesn't taget you directly, so they are rather easy to dispatch.
Skree: A bat-like enemy that drops from the ceiling. When it hits the ground, it will explode, so make sure to stay away from them when they land. They aren't too difficult to deal with, as you can usually just run under them.
Ripper: A passive enemies that floats back and forth throughout the many caves of Zebes. It is mostly harmless, but it will hurt you if you touch it.
Rio: A flying enemy that swoops down from the ceiling to attack you, then flies back upward. These guys are rather annoying, but just time your shots and you should be able to take them out.
Waver: Another flying enemy that flies in a helix-like pattern across the screen. They are somewhat difficult to deal with, especially with the basic power beam, so I would recommend just avoiding them
Zeb: These little creatures will pop out of pipes you find throughout Zebes' underground. They will rise to your level from the pipe, and then fly directly at you. You can usually avoid these guys too, but they are useful for farming because they respawn.
Mellow: Small airborne enemies that fly around in an irratical pattern, and will ocassionally fly at you. They only take one shot to defeat, so they are a piece of cake.

As you press start, your are greeted with everyones favorite armoured heroine, Samus, appearing on a platform at the lower left corner of Planet Zebes' first region, Brinstar. Be prepared, you will be coming back here a lot.

Head left, and climb over the structure jutting from the wall, and you will find the game's first power up, the Morph Ball. This item gives Samus the ability to change into a ball by pressing Down on the D-Pad, which allows her to get through narrow passageways. You are immediately giving the chance (well, forced) to use this new power up to crawl through the narrow passageway underneath the structure to escape the corner, as you cannot jump over it. Continue past the starting point, past airborne enemies called Skree. Shoot the blue door on the right and head through.

You will appear in a small corridor with some Zoomers running around a platform, which looks like it is made of breakable blocks. Take note of this room, we will come back here later.

Head through the door into another long corridor, filled with Zoomers and Skree, and a single Rio at the far side of the room. Head through the room and under the structure in the middle with your morph ball, and head through the door on the right. You will come to a large vertical shaft with platforms leading upward. Kill the zoomers for energy, and avoid the Rippers, which are invulnerable. Head up until you reach a blue door, and head through it. There will be a small hallway with nothing in it, so just pass through here.

You will reach another vertical shaft, almost indentical in design, but this one is an orangish color. There will be another door across from you, but there isn't much to do there yet, so head to the very bottom of the shaft, and head through the door. You will come to another long corridor, this one being orange as well. Avoid the many Skrees on the ceiling at the beginning of the room, and leap over. There will be a pipe here, with Zebs coming out, and you can use them to farm for power ups. Pass them and some more Skree and jump onto a group of platforms to find the game's first Missile Tank (5 Total). This will allow you to use the Select button to use missles, powerful ballistic weapons that fell most enemies in one hit. Conserve them though, you only have 5 to begin with. There isn't anything left to do here, so head back through the corridor into the vertical shaft again.

Back in the vertical shaft, travel up to the door you came from originally to get here, head through it, and the pointless hallway, to get back to the blue shaft. From here, travel upwards again until you find the first door on the right, head through it into a small hallway. The music will changer here, indicating something is close. Pass by or kill the Rio on the ceiling, and head to the left to find a red door. This door won't open from your beam, so hit Select and whip out your missiles. The door takes 5 missiles, so use the enemies in the room to farm if you don't have enough. Head through the door to find a statue with an orb in its hand. Shoot the orb and an item will appear, so grab it, and you will get the Long Beam. This item extends the reach of Samus' Power Beam, allowing her to shoot much farther. Now, trace your steps back to the blue shaft.

Back in the blue shaft, head down to the central door and procceed back into the orange shaft from before. This time, use the door directly across from you, and you will find yourself in another large, horizontal corridor. Continue through this corridor, avoiding the Wavers and Zoomers. The yellow material at the bottom is acid, so don't step in it or it will drain your energy. Continue until you reach another blue door.

You will encounter a small room with two Wavers, so pass through it. You will find another corridor, this time a little shorter, with the same enemies as before. Pass through this into another small room with two Wavers. Make note of this room, because we will need to get something from this room as we head back.

Continue through the door on the right and you will be faced with one final acid-filled corridor, almost identical to the first one. Avoid more enemies, and about halfway through the room, you will find this shrine-like area with a Rio and the game's first Energy Tank (1 Total). This will increase your energy capacity by 100 and fully restory your energy. These are very helpful, so make sure to pick these up along the way. Pass through the rest of the corridor and exit through the door on the right.

You will find yourself in another orange shaft, but this one is not as tall. Head up, past more Zoomers and Rippers, and head through the first door on the right. You will enter a hallway very similar to the one before the Long Beam, so expect more item fun. Farm for missiles and energy if you need it, and head to the left and open the Red Door with 5 missiles. Head through to find another statue with another item orb. Shoot it, and collect the Bombs. This will allow you to deploy small bombs while in Morph Ball mode, allowing you to damage enemies, and propel yourself in the air. Exit through the hallway you came from, and back into the smaller orange shaft.

Now back in this shaft, head back through the first of the long acidic hallways, until you find yourself in the second of the small connecting rooms with the Wavers flying around in them. Use your newfound bombs on the floor a little to the left of the center of the room's floor, and a hole will open up. Jump through it to fall into... suprise! The acid here is fake, so you will fall through into a shaft much like the ones in the center of Brinstar. Head to the very bottom and shoot the door on the left to enter. You will find yourself in another one of the enemy infested hallways, signaling that an item is close. Head through the Rios and Zoomers, as well as a new enemy, the Mellows, to find another red door. Bust through it with your Missiles, and head inside to find another item. Shoot the orb and grab the Ice Beam! This beam will allow you to freeze enemies when you shoot them, allowing you to use them as platforms. Now, retrace your steps, and you will have to test the ice beam by freezing the Waver at the top of the shaft so you can jump back out. This is difficult to do, so if you don't want to try it, we will pick up the Ice Beam again later. Head back to the acidic hallways, and make your way back to the center shafts of Brinstar.

Once you get back to the orange shaft, make sure to collect energy items, you will need them. Head down to the bottom, and head through the door into the corridor where you found your first Missle Tank again. Head past the Rio and Zoomers, and farm the Zebs coming out of the pipes if you need it. Travel past the platform where you found the Missile Tank, through an onslaught of more Zeb pipes, and head through the door to reach an elevator. Stand on it and hit down, and you will travel down to the Fire Seas of Norfair.

NORFAIR - INTO THE FIRE

Norfair - New Enemies:

Nova: A Norfair variation of the Zoomer.
Mella: A Norfair variation of the Mello.
Geruta: An enemy very similar to the Rio found in Brinstar, but it attacks by swooping down faster.
Gamet: A Norfair variation of the Zeb.
Multiviola: A ball-like enemy that flies around the room. They will bounce of the walls, and ricoche, so make sure to stay out of their way.
Foul Ripper: A Norfair variation of the Ripper, which looks like a bird and flies back and forth much faster. Also, I have found a killable one somewhere in Norfair.
Squeept: A small enemy that jumps in and out of Norfair's many magma pits. It is invincible to all of your weapons, but it can be frozen with the Ice Beam to create a platform.
Dragon: Draconic enemies that rise out of magma pits in Norfair. They shoot fireballs in an arc once they reach the surface, usually three in a row. They are killable, but it is usually easier to just avoid them
Polyp: Large red portrusions coming out of the ground. Currently, these appear to be glitching in the game I have been playing, so they are inactive. I know they do something, but I currently can't find out what, so make it will be a suprise.

When you hit the bottom of the elevator shaft, you are greeted with the magma filled caves of Norfair. When you step of the elevator, head to the bottom of the room you are in, and go through the door on the left. You will find some new enemies, the Gerutas, Polyps, Novas, and Foul Rippers, in this room. Navigate past them, while staying out of the magma, because it will drain your energy just like the acid in Brinstar. As you travel through the room, you will find a shrine-like area, with an item on top. Jump up to grab it and find the game's second Missile Tank (10 Total)! Halfway through the room, you will reach a wall, so change into Morph Ball Mode and roll through a hidden tunnel, and bomb some blocks out of the way. Avoid some more enemies, and pass through the door.

Here, you will be in a shaft with Foul Rippers, and some Nova's on floating spheres. There isn't much here, so jump down and head through the door directly below the one you just stepped out of. If you fell before you reached the door, you can destroy the crumbling blocks here to create a platform, if you need. You will step into a room much like the long corridor you came out of. Run past the enemies, or kill them if you like. You will find another shrine area, like the one we saw before. Kill the Gerutas and the new enemies, Mellas, and grab another Missile Tank (15 Total).

Now, retrace your steps back to the elevator leading up to Brinstar. This time, go through the right hand door and into a large magma filled hallway with puffy platforms with Novas on them. Head threough this hallway, and you will eventually find some platforms, along with a new enemy jumping out of the lava, the Squeept. Head past that, and finish out the room, and head through the door on the right.

Here, you will find yourself in a tall, purple shaft filled with Novas and Foul Rippers. Head to the very bottom of the shaft, and curl into Morph Ball Mode. Bomb the second block from the right on the floor, and a block will open up (SO... CRYPTIC...). Fall through, and bomb some more blocks, until you come out in the lower part of the large shaft. Drop down and enter through the first door on the left.

Here, you will find another magma filled room, this time with Dragons in the magma pool, ready to spit at you. Jump on the platforms to get across, and open the Red Door on the left with 5 missiles. Go inside, shoot another item orb, and secure the High Jump! This simple upgrade increases your jump height, allowing you to reach many previously unaccessable places. Head back out of the room, and back up the purple shaft. Get yourself up to the top portion of the shaft once again, and head through the door at the bottom of the shaft's upper portion.

In here is another long corridor with lava, this time with a new enemy, a Gamet. If you clear out all the enemies here, you can use the Gamets to farm for energy, since their are a lot of them. Continue through this hallway, past a multitude of pillars of destructable blocks, until you find a wall. Once again, change to Morph Ball Mode, and lay a bomb while holding left against the wall. You will bounce up, and roll into a hidden tunnel. Bomb the blocks in your way, and continue out the other side of the wall. Once on the other side, you are greeted by a Foul Ripper, a Squeept, and another new enemy, the Multiviola. Once you kill the Multiviola, you will realize that, even with your newly aquired High Jump, you cannot reach that ledge. So, using your Ice Beam, freeze the Foul Ripper to create a platform. Now, jump over to reach more shrines with items, each with a Geruta above. Kill the Gerutas, and nab two more Missile Tanks (25 Total). If you didn't collect the Ice Beam from earlier, we will have it by the time we leave Norfair, so you can grab these two the next time you come back here. Retrace your steps out of the corridor.

Back in the purple shaft, ascend your way up the shaft, past the door leading to the Brinstar elevator, until you reach two doors directly vertical of each other. Pass through the top door, and you will find a corridor with three item shrines like the two we just saw. Kill more Gerutas, and then grab three more Missile Tanks (40 Total). Now, head back out of the corridor, and into the purple shaft again. Jump up to the platform at the top right, and fire up at the ceiling, at the second block from the right. Blocks will open up, so jump up at the right time that they appear under you to ascend to the top of the shaft. You will find another door here, so head through it.

Again, you will find a corridor almost identical to the last one, but this one only has two shrines. Make sure to grab the two more Missile Tanks (50 Total). At the edge of the second shrine, touching the wall, bomb the last portion of the shrine's base. You will destroy it and fall through, revealing another hidden tunnel to pass through. Continue through here, and you will come out in a small room with three Multiviolas to kill. Once they are dealt with, head through the door on the left.

You will find yourself in another vertical shaft with Foul Rippers, so head down to the bottom and avoid the magma on the shaft floor. Head through the door, and you will find a room identical to the one you were just in, with the Multiviolas. Kill them, and use the Morph Ball to roll through the tunnel and bomb your way into another item room. This is another Ice Beam, so grab it here if you didn't get it in Brinstar. Once you are done that, blast the Red Door with some missles, and head through. In this next corridor, filled with some Dragons and Novas. Go up to the gray block on the wall, lay a bomb and then lay some more in mid-air against the wall to open up another passageway. Roll through, come out the other side, and then go through the door to get back to the purple shaft. How, head down a door and retrace your steps through this corridor back to the elevator. Once their, push up while on the elevator to head back up to Brinstar to get some more necessary items.

BRINSTAR - INTERLUDE

Before we head to another new area, there are a few more items for us to get in Brinstar. From Norfair, trace your way back to the orange shaft, through the hallway were the first Missile Tank was. Once you get there, ascend all the way to the top of the shaft, which would be easier now that you have the High Jump. Once you reach the very top, go through the door on the right to find a green corridor. Jump over some pipes with Zoomers on them, until you reach a destructable block. Blow it up with your bombs, and head through. Here, there will be 4 horizontal pipes. Head up and go through the top one, but be careful of the Zoomers within it. There are some destructable blocks in the floor, which will make you fall through, so place your bombs wisely. At the end of the tunnel, you will come out onto another platform, so just continue to the end of the hallway and pass through the door.

Here, you will find a small room with a Waver, like the one above the Ice Beam from earlier. Kill the Waver, but instead of bombing the floor, shoot up at the left middle block in the ceiling to open up a path. Jump up and let the blocks appear under you to get atop it. From here, you can reach a high door thanks to your High Jump, so head through it.

At last, you will find one more enemy hallway, so an item is bound to be near. Kill the Rios on the ceiling so they don't annoy you, and blast through the Red Door at the left end of the hallway. Go through the door, shoot an item orb, and grab yourself the Varia Suit! This absurdly useful upgrade halves all damage you take, allowing you to survive a lot longer in the underground caves of Zebes. I made sure to lead you to this the earliest I could, because you will need it. Retrace your steps back to the small room with the Waver, and head through the door on the right.

Through the door is another hallway much like the one through the previous room's left door. Pass through the corridor, and grab some power ups because there are a lot of enemiesh ere to kill. Near what looks like the end of the hallway, there will be another set of floating pillars. Jump atop them and grab another Missile Tank (55 Total). Now, head to the end of the hallway, and shoot up at the last block in the ceiling. You will open up another path, so jump up and hold right to find a secret passageway leading to a small space with a Rio in it. Kill the Rio, because it will get in the way, and curl into Morph Ball Mode. Lay a bomb, and hold right, and you will roll into another passageway. On the other side, guarded by some enemies, is a shrine with one more Energy Tank (2 Total). Make sure to grab it, and head back the way you came, to get back to the orange shaft near Brinstar's center.

Once back in the orange shaft, head through the door at its center to get to the blue shaft, and head to its bottom to go back towards where you started your adventure. Back in this blue hallway from a while ago, roll under the structure with your Morph Ball, and stop. On the right side of the structure, shoot upwards at the second block from the right on the ceiling to reveal an item. Now, this part is tricky. Roll under the tunnel and get the attention of the Rio on the other side. Make it follow you through the tunnel and come out the other side, where you can get out of morph ball mode. Now, you need to freeze it either as it is coming down, or as it is rising back up, to create a platform. Now, jump on it and reveal the item again, and jump up and grab yourself an Energy Tank (3 Total). Once that is done, head to the end of this room into the small room I told you about near the beginning.

Once here, roll into Morph Ball mode and lay Bombs to open up the floor. Fall through into a shaft, and head to the bottom, and go through the door. Finally, we appear at another elevator, this time with a dragon-like statue coming out of the wall, indicating that a challenge awaits. Head down the elevator to descend into the lair of the foul beast, Kraid.

KRAID'S LAIR - GOING DEEPER

Kraid's Lair - New Enemies:

Geega: A Kraid's Lair variation of the Zeb and Gamet.
Sidehopper: A large, insect-like enemy that hops around on two legs. These buggers are some of the most powerful and dangerous enemies in the game, so it is best to just avoid them. If you do manage to kill them, though, they yield lots of energy for you to collect.
Zeela: A Kraid's Lair variation of the Zoomer and Nova.
Memu: A Kraid's Lair variation of the Mello and Mella. With the path this walkthrough takes, you won't encounter these.
Fake Kraid: An inferior clone of the beast Kraid. These don't take many hits to defeat, but, like the previous enemy, you will not encounter it on this run.

When you descend into Kraid's Lair, the scenery turns a stone white and creepy music starts playing. Yeah, it just got real. First, descend from the elevator to find a pair of doors, and on the platform between them, a new enemy, a Zeela. The Red Door on the right is our first priority, so blast it with some missiles and head through. In this hallway, you will find two more new enemies, Geegas, and the powerful Sidehoppers. Avoid the sidehoppers and jump on the platforms to avoid falling into the acid. You will see a collection of grey pillars. so jump to the top one and claim a Missile Tank (60 Total). Head back out to the main shaft holding the elevator, and descend another level to find another Red Door on the right. Blast it open, and head through.

Inside here is an acid pit with our three new enemies, and a wall. Hop over the acid, and shoot at the wall to reveal a secret tunnel. Use your bombs or the recoil from a Zeela to get yourself into the hole, and roll through. On the other side, you will see a small maze of Geegas, but this isnt too difficult. Jump atop the first pillar, crawl into morph ball mode, and fall while holding right to get onto the platform near the bottom. Then, just jump on up to the top, roll into morph ball mode again, bomb yourself up, and drop down to claim another Energy Tank (4 Total)! Roll back through the secret passageway, but you will need to avoid the second one low to the ground, because it is a dead end. Head back out into the grey shaft and be prepared to explore.

Head back up one level and go through the first blue door on the left. Here you will find some familiar enemies, Skrees, and another (seemingly) dead end. Farm for energy with the Zeelas if you want, and use a bomb while holding left against the wall to roll into another passageway. Once on the other side, you will find a nearly identical collection of pillars to the ones in the opposite corridor. Climb atop to grab yet another Missile Tank (65 Total). Head through the rest of the room, and avoid the Sidehoppers (those buggers are deadly), and head through the blue door at the far left.

You will find yourself in another gray shaft, this time with some Rippers. Drop down to the door below, and instead of going through it, drop into the acid below to find a hidden portion of the shaft, complete with rippers galore. You probably will get hit on the way down, due to their numbers, but proceed to the bottom of the shaft. Once here, head through the door on the right.

Through here is a tunnel with a Sidehopper. Engage it if you want, but I would recommend just curling into Morph Ball Mode and timing your way under it. Head through the door to find an identical room with an identical Sidehopper (Hooray, creativity). Once you deal with the Sidehopper, open the Red Door with five missiles, and head through it.

Here will be another acid filled corridor. Head forward and find another collection of pillars, and another Missile Tank (70 Total). Head forward through the rest of the hallway, avoiding the acid and Sidehoppers, and go through the door on the far right. Here will be a gray shaft, so simply ascend it and head through the door directly overhead. You will find yourself in another blue hallway with a Sidehopper (), so head through to come back out at the very bottom of the first grey shaft.

Climb up the platform and use your bombs to escape your little confinement at the door, and start ascending. Use your Ice Beam to freeze the Rippers, so they can be used as platforms, and let you continue your way up. Ascent on the right side until you find another Red Door, below the two you encountered before. Blast it open and head through to find another acid filled long hallway, with many Zeela's popping out of the acid below. Travel over the platforms above the lava and head through another blue door on the left end, and head through to find a large vertical shaft with a massive pillar of destructable blocks. Before you head down, jump off of the platform's edge, and hold right to land on a platform to head through another blue door right below the top one. Head through, avoid some enemies, climb some pillars, and grab another Missile Tank (75 Total)! Head back out into the large shaft.

Once back out here, descent all the way to the bottom, and head through the door here. You will find a blue hallway with many enemies. Blast through them, and I would definitely recommend to farm the Zeelas in here. Once done, head through the door on the right to find an absurdly ominous room. A giant green structure hangs from the cieling, with two orbs that look like eyes and many tooth-like pieces protruding from its bottom. There is a single Zeela here, so farm if you need. Blast the Red Door on the left with some missiles, and head through to confront the big bad beast himself, Kraid!

// WARNING! //

Once you enter the room, Kraid has no intention of giving you a warm up. He attacks with fingernail like projectiles that fly in an arc over towards you, and he will fire his chest spines at you. These chest spines will block your projectiles, which is arguably the most annoying part of this fight. Lucky for you, the Ice Beam is in your arsenal. Use it to try to freeze the top two spines after they launch out, preventing him from generating new ones for a certain amount of time. Use this opening to unload your arsenal upon him. His spines will unfreeze quickly though, so try to keep your distance when he starts shooting them again. If all isn't working for you, you can curl into morph ball mode and roll underneath him, and continue laying bombs and pray you will outlast him, but this mainly a last resort. While there isn't a definite strategy, just stay out of harm's way and the beast will keel over once he takes enough damage. For your troubles, you are gifted with a hefty expansion of 75 Missiles (150 Total)!

Once all is said and done, you can still grab an extra item here. Go to the platform at the door, and curl into morph ball mode, and roll off of the edge. As you roll off, lay a bomb halfway down the wall to reveal a hidden item. Jump back up to the top, roll into Morph Ball Mode again, and roll off while holding right to slide into the little opening to snag another Energy Tank (5 Total)!

Now that you have collected everything, head outside through the two hallways and reach the long vertical shaft with the destructable blocks again. Honestly, this is one of the most annoying parts of the game for me, but it may not be for you. Jump up and shoot a two or three block hole through the tower and jump into it. Now, jump from that position up and shoot another hole, and then jump up into that one. Rinse and repeat until you reach the top. I really hate doing this, and there is a massive chance that you could fall off, but if you try enough, you will eventually reach the top. Once at the top, head through the door.

Back into the long acidic hallway, head to the end and get back into the grey shaft near the middle of the area. Fall down, and then freeze the rippers to ascend again on the left side. This will allow you to continue jumping upward, past some Geegas, to finally reach the elevator. Press up to head back up, and get prepared to travel through Norfair.

(at this point, we have collected everything in brinstar, so I am going to skip a part here. Just head through the lower right corridor to the Norfair elevator again, and head down.)

NORFAIR - TENSIONS BURN HOTTER

Once back in Norfair, head to the right through the hallway with the cloud platforms to reach the purple shaft at Norfair's far right. Now, head down to where we found the High Jump. If you didn't get the two Missile Tanks here due to not having the Ice Beam, collect them now. Head back into the room where the High Jump was collected. Here, roll into the little crevice in the floor in Morph Ball Mode, and lay some bombs to open up a path. Roll through the silver pipe structure to find a hidden passageway, and continue on into a new part of the room. Here is a Foul Ripper, a Squeept, and a Multiviola, much like a room we encountered a while back. Freeze of the enemies to use them as a platform to get over the pillar blocking your path, and repeat the process on another pillar immediately following it. Once you get past that, avoid the Dragon inside of the magma and hop on some platforms to find another blue door. Head through to explore the rest of Norfair.

Through here is another pointless small hallway like the one seperating the orange and blue shafts back in Brinstar. Head through here to find a corridor filled with some enemies. Run past them, and you can farm the Gamets in this room. Head through the door on the left end to find a green, bubbly hallway. Jump up to the platform at the top right, and fire up at the cieling to reveal a path. Jump up, and let the blocks reappear under you so you can ascend. Head through the door up here.

Here is a familiar sight: an enemy infested hallway with silver architecture. Head past the Dragons and Novas in this room, and blast the Red Door at the left with some missiles. Head through, shoot an item sphere, and grab the Screw Attack! This handy item turns every one of your spin jumps into a swirling ball of electrical death, which will instantly annihilate almost every enemy in the game. Once you have this useful gadget in your posession, head back out to the green hallway.

From the green hallway, instead of shooting up, bomb the floor on the right side to fall through and find another extension to the room. Head through the door on the right here. Here is a very long hallway filled to the brim with most of the enemies that Norfair has to offer. Head through the room until you find a green wall, where you can lay some bombs to open up a passageway, and continue through the corridor. You will reach another blue door, so head through.

Here will be a seemingly empty room. Once here, bomb the floor directly in front of the door to reveal a passage, so fall through the fake magma and head to the right, to fall through another set of fake blocks, and another passage will be open to you. Head through the door into a hallway much like the long one before, so head through and find an item shrine. Jump atop of it and claim another Energy Tank (6 Total)! Now, retrace your steps back to the original green hallway.

Now, head through the door on the left in the green hallway, into another long, magma-filled corridor with Multiviolas and Gamets. Pass through here into a small shaft with some more enemies. Drop down to the bottom and into the magma pit, which turns out to be fake. Roll into Morph Ball Mode and bomb the farthest left block in the floor to open up a passageway, and fall through here to find another door, so head through here.

You will find an even more bubbly hallway through this door (WHAT IS THIS MADNESS?) This room is full of Dragons and Gerutas, as well as two giant destructable block formations. Shoot them to jump on top of them, or just run through the lava, and get to the other side. Head through this door here to find another green hallway, with yet another secret. Bomb the blocks directly in front of the right door to open up a passageway again, and drop down to the bottom. You will find a blue door, so head through it.

Through here will be a super bubbly hallway like the one we just wnt through. Avoid the loads of Gerutas, and find two more shrines. Dispatch the enemies and grab yourself two more Missile Tanks (160 Total)! Now, head back out and back up into the green hallway from whence you came. Once back here, head through the door on the right.
In here is a bubbly hallway with a bunch of pillars with magma between them for you to jump on near the middle. BE CAREFUL... I cannot stress it enough, even with your High Jump, it is absurdly difficult to get out of the magma between the pillars, so try your hardest not to fall in. Once past that, head through the door into a small hallway, so just continue through the next door here.

You will find another bubbly hallway like the first one we encountered just a little while ago, so head through here until you reach a wall. Jump atop of the second block structure, and bomb the last block near the wall to fall down, and place another bomb to open up a passage, so roll through here. You will come out into a hallway of the same sort as before, so head through here past some more DEATH JUMPS, and you will find a shrine. Jump atop it and grab Norfair's last Missile Tank (165 Total).

Okay... umm... I know you are going to hate me for this, but you kinda sorta... sorta kinda have to go all the way back to the purple shaft. Seriously, there is no other way to continue but to go all the way back there.

(Please don't kill me .-.)

Okaaaaaayyyyyy.... well, once you get back to the purple shaft (seriously, I am so sorry for making you do that), head to it's very bottom, and go through the bottom-most door. Here will be a magma hallway filled with Novas and Dragons. Continue through here, and pass through the door at the end of the hallway to find a small shaft with Foul Rippers. Drop to the bottom, and head through the door. Inside lies our final trial before the end. Walk under the double-headed dragon structure, and ride down the elevator to face the fire of the Lair of Ridley.

RIDLEY'S LAIR - THROUGH THE FIRE AND FLAMES

Ridley's Lair - New Enemies:

Holtz: A Ridley's Lair variation of the Rio and Geruta.
Viola: A Ridley's Lair variation of the Zoomer, Nova, and Zeela.
Dessgeega: A Ridley's Lair variation of the Sidehopper.
Zeebo: A Ridley's Lair variation of the Zeb, Gamet, and Geega.

As you descend, you can already tell that this is going to be tough. The scenery changes to a deep magenta, and the music tells you that you aren't in Kansas anymore. Once you leave the elevator, head through the left door at the bottom of the shaft. There will be two consecutive silver hallways, but as you enter the second one, shoot up at the cieling directly in front of the right door, and a passage will open up. Jump up and go through the door that you find up here.

You will enter a room with dark purple tiles in the walls, full of three new enemies: Zeebos, Holtz, and Dessgeegas. These enemies, especially this late in the game, will do loads of damage, even with the Varia Suit, so try to avoid getting hit. Near the end of the hallway, you will find a lone pillar, so jump atop it and claim a Missile Tank (170 Total). Now, head back, and bomb the floor in the silver room to get back to your original location. Once back in the second silver hallway, head through the door on the right.

You will encounter a massive hallway full of Dessgeegas, but screw them. Jump the pillar, and then roll into morph ball mode, and lay a bomb at the block where the small magma pit ends. This will open up a path that you can roll into, and completely skip the entire room. Once at the end, bomb your way out, open the Red Door with some missiles, and continue on.
Here will be a small room with an item sitting in it, but be careful. One block in front of the item is a two block wide space in the floor you can fall through, so stand at the fourth block from the item and jump over to grab an Energy Tank (7 Total). Note that, at this point, you will not gain any more health increases from Energy Tanks, unless you decided to skip an earlier one. From this point on, they will only restore your health to max. Now, you can drop down the hole, since jumping over it was just to save some time. At the bottom of this shaft you fell down, head through the door on the right.

Through here will be a room literally filled to the brim with Desgeegas. Unfortunately, there is no way to skip them this time, so I suggest whipping out your missiles and going Rambo. Once through this long hallway, you will come to the hardest jump in the game. If you are playing this on an emulator (which most are), I would recommend using save states, because this jump is just plain hard. The best way I can describe it is jumping when the edge of Samus's back foot is touching the the second crack on the block at the end of the ledge. After you have made this jump, head through the door, kill some enemies, including a new enemy, the Viola, and claim another Missile Tank (175 Total).?Now, retrace your steps to the shaft below the Energy Tank.

From here, head left this time, through a room full of Multiviolas, to find a long shaft at Ridley's Lair's eastmost point, which is full of Violas. Head down to the bottom, and head through the door on the right. Here is an absurdly long hallway full of Holtz and Zeebos. Pass through this hallway, and halfway through, you will find some Dessgeegas, as well as the game's final Missile Tank (180 Total)! Continue through the rest of this hallway until you find another door.

You will be put into a long shaft, which we will come back to later. For now, ascend a bit and go through the door directly above the one you just exited from. Inside will be a long corridor filled with nothing but Multiviolas, so tread carefull. At the end of this hallway, through a door, is a small corridor below that difficult jump from earlier. Head through the door on the left, and you will find a corridor full of Violas and Holtz. Kill as many of these as possible, you will need the power ups. At the end of the hallway is a blue door, which seems innocent enough, but when you step inside, you are confronted by the giant Zebesian dragon, Ridley!

// WARNING! //

As per it was with Kraid, Ridley starts attacking immediately. His only real attack is shooting fireballs which travel up and down in an ark motion, but like Kraid's spines, can block your shots. Since you have easier movement here, jump and try to freeze all of his prejectiles above the ground level, so you can slide under them with Morph Ball Mode. Once you have a clear shot at him, unload your Beam or Missiles into the dragon like their is no tomorrow. Once his projectiles unfreeze, be prepared to rinse and repeat. Avoid at all costs falling into the magma, because it can cause some unnecessary damage. Like with Kraid, if all else fails, roll into Morph Ball Mode and lay bombs under him and hope he dies first. Either way, once you have hit him enough, he will fall before you. Once he is defeated, like Kraid, you are granted one last gift of 75 Missiles (255 Total: MAX)!

Once Ridley is no more, head over to the right end of the room, and unload missiles into this previously unseen Purple Door. This one soaks up 10 missiles, unlike any we have seen before. Use a bomb jump to get through the door, and you will find a giant magma pit with Holtz above it. You have no choice but to take damage to get across the magma, but it is all worth it, because the prize at the end is the game's last Energy Tank (8 Total: MAX)!?Once this is done, head all the way back through the corridors to the vertical shaft at Ridley's Lair's eastmost area.

Once here, scale the shaft, and grab energy drops from the Zeebos if you need. At the very top, head through the door on the left to find the last hallway we will head through. Pass the silver platforms, through the enemies, and kiss them goodbye, because there is only one place left to go now. At the end of the hallway, go through the door into the elevator room, and jump on the elevator to ascend back up. Tourian, here we come!

BRINSTAR - THE BEGINNING OF THE END

(Just head back up through norfair with the purple shaft at it east to get back to Brinstar, not much point in showing it, since there is nothing new to see.)

Once back in Brinstar, head left from the elevator shaft into the corridor where the first missile was found (we've come a long way, haven't we?). Head through this corridor, past all of the old Brinstar enemies, into the orange shaft. Ascend it until you get to its center, and head through the left door.

From here, head through the pointless hallway into the blue shaft we all know and love. From here, a new path awaits. Ascend the shaft, past all of the Rippers and Zoomers, until you get to the uppermost door. Head through here into a blue corridor, much like the ones near the beginning of the game. Run past the enemies here, and revel in the nastolgia, because we won't be seeing this place ever again. At the end is a Red Door, so but it open with some missiles.

Through here is a small room with two statues, shaped like the two bosses we encountered. Now that we have felled them, these can be unlocked, so shoot them with your beam to make a platform appear, allowing access to the other side of the room. Head through the door to a rather dull elevator room. Ascend the elevator to the final area in the game, Tourian.

TOURIAN - COUNTDOWN TO DESTRUCTION

Tourian - New Enemies:

Metroids: The namesake of the game series, these annoying floating buggers are some of the most iconic enemies in the series. They can only be killed by freezing them with your Ice Beam, and shattering them with five missiles. If they happen to latch onto you, change into Morph Ball Mode and lay bombs like crazy until they let go. Fear not, these guys drop loads of powerups when they are killed.
Zebetites: Barriers that are part of Tourian's main defense system. These barriers can only be damaged by the explosive power of missiles, but they grow back after a certain time, so they must be shot continuously until they are finally destroyed.
Rinkas: Sometimes called "Spaghetti-Os of Death," the little defense drones are seen throughout Tourian. They can do a lot of damage with a single hit, and they spawn indefinitely, so it is better to just avoid them.

Our final challenge awaits... Once the elevator lands, you are greeted with strange music and the mechanical scenery of Tourian. Drop down for only a little while, and you will encounter Metroids, the species that the game series is named after. These guys can respawn, unlike later games, so if you can, try to avoid them. After passing or killing the Metroids, drop down to a Yellow Door at the bottom. We haven't encountered these before, but they are identical to the Purple Door in Ridley's Lair, taking 10 missiles to open. Head through to the next hallway.

This next hallway is full of yet more metroids, and now new enemies, which are Rinkas. Also in the ground is a highly corrosive substance, known in later games as Beta Acid. Pass through this room the best you can, but you will most likely have to kill a few Metroids to get by. At the end of the corridor is a Red Door, so bust it open with some missiles and step inside.

Through the door will be a long vertical shaft leading downward. Here, there are Metroids that can be killed a bit safer than before, due to the smaller hallways giving them less room to avoid your Ice Beam. Make sure to kill a few of them, so you can be at full energy by the time you reach the end. At the bottom, dodge some Rinkas and open another Red Door, leading to the last hallway before the final boss.

Through here is a simple hallway, where a gauntlet of Metroids awaits. Blast your way through them, and jump some platforms, and use the Metroids as such if you need. At the end of the hallway, get ready. Open the blue door, and step inside to face the game's final boss, Mother Brain!

// WARNING! //

Once you enter, Rinkas will start spawning and the wall cannons will start firing. Activate your missiles and prepare to press that B button. Zebetite barriers will block your path, so hit them continuously until the dissapear for good. There are five zebetites, with a room between each of them. Between the first three, there is a ground platform, but between the fourth and fifth, as well as between the fifth and Mother Brain, there is Beta Acid, so try to stay out of it. Once the last Zebetite has been obliterated, you can stand where it was to start to fire at Mother Brain, or freeze a Rinka to use it as a platform. Either way, it takes a single missile to break Mother Brain's case, and around 40 to kill Mother Brain. Keep unloading missiles into her, but watch out, because enemies in this room will drain your health immensly fast. Avoid enemies, and fire at Mother Brain when you get the chance. Once you have hit her enough times, she will explode and desintegrate, leaving you a prize of... wait... what is that?!?

For your prize, Mother Brain sets a time bomb before she dies, giving you a limited amount of time to escape. A door will open up after the message displays, and you will find yourself into an extremely tall shaft with blue platforms. Using the knowledge you gained from this adventure, jump your way to victory. At the top of the shaft is an elevator, so press up to ride it upwards to escape the time bomb and beat the game.

CONGRATULATIONS!

And there it is, you have just beaten Metroid. After an ending screen with NES standard grammar, you are greeted with one of five endings, depending on your completion.

Greater than 10 Hours: Samus is seen facing away from the screen, with her Arm Cannon covering her visor.
5 to 10 Hours: Samus waves at the screen in her complete Power Suit
3 to 5 Hours: Samus' helmet is removed, revealing her face and her gender.
1 to 3 Hours: The most iconic ending in the franchise, Samus' whole Power Suit dissapears, revealing her in a one-piece swimsuit, and she waves at the screen.
Less that 1 Hour: An extremely elusive ending screen, this shows samus like the previous one, except she is wearing a two-piece bikini.





Well, thanks a lot for reading this, and I hope it helps some people with this game. I had fun writing this, and I hope you guys think it is okay, considering this is my first walkthrough done for this site. Thanks again, and good day to you all!
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(edited by SMBLOZ123 on 08-23-14 09:38 PM)     Post Rating: 2   Liked By: Laian, magimangr,

08-17-14 01:27 PM
Laian is Offline
| ID: 1068450 | 24 Words

Laian
Level: 90


POSTS: 1746/2232
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For a first walkthrough, it's a good start. I like the Dragonforce reference at one point (was it?). Keep up this good work
For a first walkthrough, it's a good start. I like the Dragonforce reference at one point (was it?). Keep up this good work
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Affected by 'Laziness Syndrome'

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08-17-14 03:07 PM
SMBLOZ123 is Offline
| ID: 1068480 | 52 Words

SMBLOZ123
Level: 35


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Laian:
I chose to name the part, "Through the Fire and Flames," because it was really late when I was finishing the walkthrough, and I needed something to keep me going. So, I was listening to Dragonforce songs to keep me awake, and I chose to name the part as such xD
Laian:
I chose to name the part, "Through the Fire and Flames," because it was really late when I was finishing the walkthrough, and I needed something to keep me going. So, I was listening to Dragonforce songs to keep me awake, and I chose to name the part as such xD
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Affected by 'Laziness Syndrome'

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