+-=-=-=-=-=-=-=-=-=-=-=-+ | SUPER METROID: LIMIT | | | |FAQ/Walkthrough by | |drakonsan@yahoo.com | |Version: .99 | +-=-=-=-=-=-=-=-=-=-=-=-+ +-=-=-=-=-=-=-=-=-+ Table of Contents: +-=-=-=-=-=-=-=-=-+ Introduction PROLOGUE Ceres CHAPTER 1 Crateria, Wrecked Ship CHAPTER 2 Brinstar CHAPTER 3 Wrecked Ship CHAPTER 4 Crateria, Norfair CHAPTER 5 Wrecked Ship, Crateria, Brinstar CHAPTER 6 Norfair CHAPTER 7 Brinstar, Maridia CHAPTER 8 Wrecked Ship, Norfair, Ridley's Hideout CHAPTER 9 Crateria, Tourian APPENDIX A Boss Strategies APPENDIX B Credits and Acknowledgements APPENDIX C Statement of Copyrighs and Legal Issues +-=-=-=-=-=-+ Introduction: +-=-=-=-=-=-+ If you push it to the Super Metroid Limit, your safety is not guaranteed. Super Metroid: Limit is one of many hacks of an awesome video game originally produced by a really awesome company called Nintendo, using an awesome drag- and-drop level editor. Thus, Super Metroid: Limit is an "Awesome Thing." Limit is also a very difficult game. Maps have been changed, item order scrambled, and even some bosses are harder to defeat. This hack will make you truly appreciate the original game's ease of difficulty, as well as most of the power-ups players take for granted. Mastery of certain special moves is REQUIRED to access everything in the game. All of the items, areas, and bosses are enclosed in parentheses. If you're looking for a specific point in the game, for example, how to obtain the whirli gig item, simply search for (Whirli Gig). Missiles, super missiles, power bombs, energy tanks, and reserve tanks are labeled with an initial M, S, P, E, or R respectively and the maximum number of that item you should have when you've collected it. Bosses may also be searched for in the same manner, as are the major areas that each chapter covers. +-=-=-=-=-=-=-=-=-=-=-=-=-+ PROLOGUE: The Last Metroid +-=-=-=-=-=-=-=-=-=-=-=-=-+ (Ceres) There's not much to the space station. Simply meander your way down to Ridley and pump a couple shots into him. After either getting Samus' helmet handed to her or making the bird brain flee in terror, it's time for a jog back to the elevator pad, but they just don't make space stations the way they used to back in the original. On the run back to the elevator pad, Samus' will fall through the floor grating and find herself in a basement full of broken glass and motchtroids. Although Samus' power suit is metal and therefore should be more durable than glass, the broken motchtroid containers WILL hurt you, as will the motchtroids themselves should you just decide to sit there. By all means, keep running to the left, hopping over broken glass, until you meet the wall. At this point, jump and hold right as you scroll up to the next screen. In this vertical shaft, things flow normally for the next few moments of your escape until the upper door refuses to open. Look along the upper right corner of the chamber for an air duct, and blast it open. Run through the ducts and drop back down into a horizontal room filled with gas and falling ceiling tiles. From here on out, things are back to normal as far as exploding space stations are concerned. +-=-=-=-=-=-=-=-=-=-=-=-+ CHAPTER 1: Planet Zebeth +-=-=-=-=-=-=-=-=-=-=-=-+ (Crateria)(Wrecked Ship) After Samus pilots her ship down the designated landing strip, make your way left into what seems to be the remains of Ceres. Wrecked Ship is the central hub for the game, and you will be making many trips through it in the course of the game. For now, there isn't very much you can do here except make your way west to Crateria. Follow the stairs down into a very large room, and then take the upper of two doors leading west. After the most useless hallway ever, welcome back to Crateria. Drop down the past the platforms and shoot your way west. Once you are in Crateria's large chamber, take the passage south. Play Alice in Wonderland for a few minutes hopping on shrooms, and then pick up your first pack of Missiles (M5) in the northeast corner of the room. Leave the way you came in and return to Wrecked Ship. Back in Wrecked Ship, hop up the platforms to the northwest corner of the room. Exit to the north and head west, back to Crateria, through the pink door. Continue west and wall jump your way up the silver pipes and blocks. Keep heading west until you find the (Morphing Ball). Return to Wrecked Ship the way you came. Back in Wrecked Ship again, enter the large chamber and take the west exit to Crateria's large chamber. Make your way up the Crateria's main chamber, past the pink door. There is a blue door on the left that you can reach via morphing. You may wish to enter this room since it contains a pair of hives that can refill your limited missile supply. Continue north through the large chamber, morph through a crevice, and exit to the east. This room should look very familiar if you played the original Super Metroid. However, you do not get the bombs just yet. Jump over the Chozo statue and shoot out its back. A silver geemer will crawl around the room and show you the way out. Make your way north and exit to the east to find the (Bombs) and the Silver Torizo statue. Fight (Silver Torizo) Return to the main cavern, then proceed up the hairpin loop, but instead of dropping down the west side, bomb along the three block high indentation along the west wall. Roll through and proceed through the door. Make your way up through this purple shaft and exit east into a 2x2 room. At the northwestern most point of the room, there is a one block indentation. Bomb this indentation and roll in, then bomb again for Missles (M10). Exit to the east for your first Energy Tank (E1). Return to the main chamber and open up the pink door leading to the east. Although this room has an animated background, it is NOT a hot room. Use your newfound bombs to propel yourself across the acid to some more Missiles (M15). Return to Wrecked Ship. In Wrecked Ship's main room, continue east until you reach the tall vertical shaft that leads back towards Samus' Ship. Start a spinning jump and fall towards the east wall of the shaft. If done correctly, you will land on a small outcropping. Otherwise, wall jump up the east wall back to the landing. If you fall too far to wall jump, try again. Blast open the pink door and exit to the east. After climbing a set of stairs, exit east into Crateria. Continue east out of the Wrecked Ship's awning, and then wall jump up it to a earthy platform. Someone's penned up a lil guy for you to take a ride on. Jump on its back, shoot out the brakes, and enjoy a leisurely float through the sky. Finish your ride by shooting out a section of the rock overhang and picking up some Missiles (M20). Exit to the east into a horizontal chamber with a pair of tubed Ki-Hunters. Exit again to the east and say hello to Brinstar. +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ CHAPTER 2: Grappling Through Brinstar +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ (Brinstar) Start by wall jumping up the west side of the vertical shaft to the north. At the top, morph and collect Missiles (M25). Drop back down the shaft and make your way east, morphing through the barrier. Exit to the east, and continue in this direction, shooting through the blue gate and exiting east. Have Samus wall jump north to a seemingly worthless little hovel at the top of the pink vertical shaft and bomb along the... east... wall. Roll through and pick up Missiles (M30). Fall down the shaft and resume your progress. Look along the north wall for a place where the pink ceiling turns immediately dark instead of fading. This is between two rock formations and should be pretty obvious. Shoot through here and climb to the north. This is Brinstar's main chamber. Make your way to the east wall and bomb it at the base. Roll through and pick up the (Charge Beam). Leave the Chozo statue and continue to the north until you reach a vertical shaft of spikes. At this point you may either head west and bomb through the ceiling to get past them, or go east through a pink door into a 2x2 room. In the 2x2 room continue east until you find a rather decorative grouping of plant life, then bomb the center of it. Arm your missiles and aim up, because there is a large yellow Sidehopper waiting for you at the top, and it is painful. Return to the main Brinstar chamber via the northwest exit and hop over the spike tube. Continue hopping to the west until you are above a blocked off blue door. You can't pass the blocks until you have the power bombs, but for now, wall jump up the west wall onto a little outcropping. Face east, kneel, and shoot the overhang to find another pack of Missiles (M35). Return to the east side of the large room and climb the platforms to the north. At the top of the shaft, bomb or shoot the west wall and morph through to find Missiles (M40). Exit the main chamber via the east exit at the top of the shaft. Hooray! Etecoons! If you haven't learned the valuable wall jumping skill, now's the time. Jump to the top of the shaft, following the 'coons. One will pass through the wall at the top. Follow it and earn an Energy Tank (E2). Fall back down the west side of the shaft and land on a small outcropping halfway down. Bomb through and ascend the parallel shaft to the west. Before the shaft narrows, pick up a pack of Missiles (M45) on the east side. Continue to the north and blast through the pink door to the west. Run through the Zeb filled hallway and exit to the west again. You'll find yourself in an elevator room. Bomb down through the shaft and claim a pack of Missiles (M50). Return via the elevator to the west Etecoon shaft. At the top of the west shaft, jump and morph through the east wall. You will find another vertical shaft that opens up into a large chamber full of crumble blocks. There's nothing Samus can do here now. Instead, morph through a couple of tubes in the shaft and exit to the east. At the end of the long green chamber is a Chozo statue. However, you will fall before you can reach it. As you fall, morph and follow the east side of the spiked shaft. The east side will give way about halfway or three screens to the south. As soon as it does, roll Samus into the spikes to make her bounce and land in the small alcove with an Energy Tank (E3). Even if you fail in this maneuver, you can return later and claim your prize. At the bottom of the steel shaft, exit to the east and you will find a room that periodically switches between being filled with water and air. Hop across the gap and collect some Missiles (M55). Now fall down to the bottom of the 2x3 room and gather your patience. Climb up the blocks and land on the small ledge on the west. Just before the room switches from water to air, plant a bomb and roll towards the right edge of the block. If done correctly, the room will switch to air, the bomb will explode, and Samus will be propelled up to the next platform. This platform is comprised of crumble blocks. Use another pair of bombs in the same manner to propel Samus up into the tube above. Roll through the tube and be sure to exit when the room is in "air mode." The metal pipe between the tube you just rolled through and the Chozo statue is made of crumble blocks. Collect the (Ice Beam) and drop back to the floor. Stand so there is a block of space between the spiked wall and Samus, and jump as the room shifts from air to water. If done correctly, you will collect more Missiles (M60). Leave the room by bombing the southwest corner and climbing up the vine. Back in the steel shaft stand above the Zeb spawn pipe and jump, shooting down. This will freeze a Zeb. As it begins to thaw, jump as high as you can and aim down, freezing it again. Samus will have moved up one block. Repeat as necessary until you either obtain the Energy Tank (E3) or come across a portion of the shaft not lined with spikes. Shoot through, and welcome yourself back to Etecoon land. Promptly leave to the west and make your way back to the main Brinstar chamber. Exit the Brinstar main cavern via the southeast exit and battle through a corridor of Ki-Hunters. You will find yourself in Red Brinstar, or the Brinstar main shaft. Climb the shaft and you will find an area filled with rippers. You will take damage here. Freeze the bottom two rippers, take your hit, and continue up through the top east exit. Fight (Spore Spawn). Climb the exit shaft and proceed to the west to Crateria. Navigate the maze and collect the (Grappling Beam). Return to the Etecoon shaft and make your way to the large chamber filled with crumble blocks. Free the odd colored Sidehopper from its cage. It will follow Samus as it bounces along the ceiling. Target the mob with the grapple beam and hang on, swinging left and right to make your way up the chamber. There are two objectives in this room, both in the northwest corner of the cavern. The first is a pack of Missiles (M65). The second is the exit to the room, a pink door. To get the missiles, you must extend the grapple from the Sidehopper as it bounces against the cage the Chozo statue is in. Once you cross the threshold of the pink door, you will be in a half flooded room with a spike floor and ceiling. Use the grapple beam to swing from Ripper to Ripper and pass through the spiked tube wall. You will come across a Ripper parked for your convenience. Leave him alone and bomb through the blue pipes in the southwest corner to obtain an Energy Tank (E4). Unpark the Ripper and ride it back to safety. Return to Wrecked Ship. +-=-=-=-=-=-=-=-=-=-=-+ CHAPTER 3: Wrecked Ship +-=-=-=-=-=-=-=-=-=-=-+ (Wrecked Ship) From the Brinstar entrance, head to the west wall of the Wrecked Ship main chamber. Drop down to the southwest corner, then follow the path east. Blow open the pink door leading south and take the exit. Help Samus join the circus, and clear the room, by grappling across the water to the east. Be sure to release the beam after Samus has left the water to ensure the maximum distance of your swing. Should you fall, a bed of spikes will offer you a comfortable landing. Eventually, you will come across an angle of grapple blocks. After this point, the metal spikes will not hurt you, so feel free to land on them to give yourself some decent footing before proceeding through the east exit. The only way to go now is down. Fight (Phantoom). The exit room from Phantoom gives many players trouble. To get out of this fake save room, bomb through the floor two blocks from the door and roll to the west. Continue west across the wire floor, but be careful not to fall through a pair of crumble blocks. Go slowly and trigger the crumble blocks for future reference. Sometimes there is a worker robot in this area. If so, wait until it walks atop of the crumble blocks, then trigger them. If you fall through, you will have to repeat this sequence. After you pass west door, you will finally find the (Varia Suit). Exit to the west and use the grappling beam to drag yourself up and out of the shaft. You will now be where we started on the trip to Phantoom. Leave to the north. Wrecked Ship is now "active" like in the original. There will be floating molecules ready to give you trouble all over the ship. Climb to the northern part of the main room and investigate along the east wall of the chamber. You will find that a previously blocked off item ball is now accessible. Open it for Missiles (M70). Take the east exit towards Brinstar and wall jump along the west wall for a Reserve Tank (R1). Now return to the main chamber and exit to the west for Crateria. +-=-=-=-=-=-=-=-=-=-=-=-=-=-+ CHAPTER 4: Norfair? Not Fair! +-=-=-=-=-=-=-=-=-=-=-=-=-=-+ (Crateria)(Norfair) From Crateria's main chamber, exit west into a corridor with two silver Geemers and two Hives. Blow past them and exit to the west. Bomb your way through to a vertical shaft and shoot around until you reach the bottom. Bomb through the floor and pick up Missiles below the east strut (M75). Exit to the east and you will find yourself in a "y" shaped room, rotated ninety degrees counter- clockwise. Run to the southeast portion of the room and shoot out the mushroom at the end to find Missiles (M80). Turn about and leave this cavern to the southwest. Welcome to Norfair. Fall down to the bottom of this chamber and make your way to the pipes along the west wall. Search the rocks to the northwest of the pipes for Missiles (M85). Exit to the northwest, then fall down the long vertical shaft and exit to the west. You are now in the first of many bubbly rooms. Use the Wavers to help wall jump up the west side of this bubble bath and find Missiles (M90). Go to the southeast corner and fall through a series of crumble blocks. With good timing, you can morph and roll into the network of pipes to the west after the second crumble block, otherwise, return when you have the spring ball to navigate the pipes and tubes for some Missiles (M95). Bomb the western pipes. You need Super Missiles or Power Bombs to go that way. Oops... Leave via the east. Climb the vertical shaft of bubbles until you come across a row of morph ball sized orbs. Blow through these orbs and exit to the east. Fight the (Silver Space Pirates). Continue east into a vertical shaft. There's not much to do here but ride the elevator up to Crateria. Bomb the wall to the east and walk through Kraid's? mouth. You must now choose between Super Missiles or Power Bombs. At this time, you can only pick one, but you will eventually get both. From here, the FAQ will split. If you choose Super Missiles, you may continue through the Power Bomb section. However, if you choose the Power Bombs, you will have to abandon exploring Norfair until much later. I suggest you take the Super missiles first. ------------------------ Not Fair! Super Missiles ------------------------ Take the Super Missiles (S5) from the northern door. When you leave the room, the Power Bombs on the lower Chozo statue will disappear. Return to the first bubbly room with the Power Bomb/Super Missile blocks. Blast through and exit to the south through the green door. As you descend through the purple room, there is an indentation along the east wall that is exactly one block from the screen's edge. You can morph through here to find an enemy pool. Continue down to the bottom of the shaft and exit to the east. You will find yourself in another long vertical shaft. Halfway down the shaft, there is a door flush with the east wall; leave through it. You will have to use the grappling beam to pull Samus through this half flooded hallway. Remember not to let go of the grapple until Samus is out of the water. When you do, morph her into a ball and land between the next section of pipes and repeat until you exit through the east. Hop across the platforms in the next half-flooded corridor to reach a large, open cavern. Open the blue gate and wall jump off of the monster's face on the east wall to obtain Missiles (M100). Do not exit through the pink door to the east, instead, wall jump up the west wall and exit through the northwest door. There's nothing to do in the lower half of this 2x2 room except stock up on energy. When you're through blasting bugs, leave to the west. Someone's brought you your own personal taxi... again. Shoot out the breaks and dodge the spikes and gates. Exit to the west. Climb the vertical bubble chamber and exit to the northeast. Charge your ice beam to take out the Gold Space Pirates, then exit via the green door to the northwest. In this room, shoot the top of the second pipe from the west to gain more Missiles (M105) and find a Reserve Tank at the end of the hall (R2). Return to the shaft with the Gold Space Pirates and look for a super missile block in the southeast corner. Blow it open and exit to the east. You are now in the top half of the 2x2 room with the split bug nests. Blow open the pink door and exit to the east. Collect Super Missies (S10) and return to the Gold Space Pirate shaft. Exit to the north this time. Go east and blast through the floor, then fall south and land on a Chozo statue. Open the item ball to receive Missiles (M110). Avoid the Red Ki-Hunters, as you don't have the beams to destroy them and you will need your super missiles for later. Make your way through to the east, and use this opportunity to stock up on energy and ammo from the bug generators. Be sure to leave with a full supply of super missiles. Climb up the winding shaft to the north and find a pair of Missile packs (M115) & (M120). Then proceed to the south and exit east. Once again, avoid the Red Ki-Hunters and make your way to the northwest corner of this chamber for Super Missiles (S15). Drop to the southeast corner and open the Chozo's item ball for Missiles (M125). Exit to the south. Fight (Crocomire). After beating Crocomire, head east and grapple over the water to a pack of Missiles (M130), then exit to the west. In this room, you will obtain Power Bombs (P5) and the (Spring Ball). Return to the second bubbly room, a vertical shaft lined with fire breathing faces. Exit this shaft to the northeast. Recharge your energy supply and leave, again to the east. Morph and jump, setting off a power bomb to destroy the monster hiding in the east wall of this L shaped room. Then, bomb jump to the top and exit via the tunnel to the east. You will now be in an elevator shaft. Use power bombs to clear out the power bomb blocks in front of you and continue to the east. You will now be in a short vertical shaft. Leave via the northwest exit to find yourself back in the elevator shaft. Switch to super missiles and blow open the green door, morph and use the spring ball go get across a pair of crumble blocks and the "wind tunnel" before the door. Exit to the west. Another one of Samus' favorite taxi- bugs is waiting to be dislodged from its pipe prison. Set it free by standing on it and pushing it into the lava. Follow it by jumping into the space between the top pipe and the ceiling, then fall down on it and use the spring ball or some fancy jumping to advance past the spikes. Exit west. Your prize for all this maneuvering is a lowly Energy Tank (E5). Unless, of course, you bomb through the thin part of the floor and pick up the (Spazer Beam) too. Return to Wrecked Ship. --------------------- Not Fair! Power Bombs --------------------- Take the Power Bombs (P5b) from the northern door. When you leave the room, the Super Missiles on the upper Chozo statue will disappear. Return to Wrecked Ship. +-=-=-=-=-=-=-=-=-=-+ CHAPTER 5: Kraid Raid +-=-=-=-=-=-=-=-=-=-+ (Wrecked Ship)(Crateria)(Brinstar) Back in the game's hub, take the north exit out of Wrecked Ship's main room and follow the rooms back towards where you got the Morphing Ball. Use a power bomb to strip off enough of the metal tubing to get at the item ball trapped within. Claim your Power Bombs (P10), then proceed back to Wrecked Ship. In the main chamber of Wrecked Ship, proceed to the southeastern corner and spring ball against the east wall. You will find a small crevice leading to a green door. Blow it open if you have Super Missiles, and take an Energy Tank (E6). Proceed to the Brinstar main shaft. At the base of the shaft, there is an orange door. Blow it open and exit to the east. This steel room contains three hidden enemies. Destroy all the monsters and exit to the east. The 3x2 room you've just entered contains flourescent enemies. Try not to bump into them as you make your way through the pipe maze. Bumping even one of the bat-flies will reduce the lighting by about 50%. After navigating the pipe maze, you have to spring ball or bomb jump across a few spiked platforms and exit to the northeast. You will fall through the floor in the next room. There is almost no avoiding it. Instead of bomb jumping back up to the east side of the fake floor, follow the lower corridor to the east until you reach an pipe in the floor below a mossy platform. Morph and roll onto the spikes to discover they are fake. Bomb through the pipe and explore the hidden chamber to the west for some Missiles (M135). Fall through the flower traps and roll farther west for Power Bombs (P15). Return to the thorn filled corridor and continue eastward to pick up the (Hi-Jump Boots) in the next chamber. Return to the fake floor and make your way out the northeastern exit. Mockball through the gates and score some Power Bombs (P20), then exit to the east. If you can't mockball, sometimes just holding right will allow you through the second gate, then you can bomb over to the exit. If you're still getting stuck, shoot at the bush on the ceiling when you first enter, and go over. Ascend the vertical shaft and exit to the west. Loop around through the L shaped room and leave through the northeast. At the east end of the blue corridor is a pack of Missiles (M140). From the missiles, there is a sort of anthill growing out of the ceiling to the northwest. Blast the floor below the anthill for an Energy Tank (E7) Shoot out the center and wall jump up the shaft, then exit to the west. Jump over the spikes and shoot out the top of the blue rocks on the west side of the flooded corridor and leave in that direction. Loop around the gray room and detonate a power bomb to continue to the northeast. As the automap indicates, the ceiling in the old spazer room is a fake. Shoot it out and continue upwards until your progress is impeded by a quad of crumble blocks. Hug the east side of the shaft and bomb it open to find a small elevator. Exit to the west and detonate a power bomb to find Missiles (M145). Finish the loop around through the Ki-Hunter room to find Power Bombs (P25). Return to the gray shaft and continue upwards, bombing and shooting out rocks as necessary. Eventually, you will reach the top of the shaft with an elevator and a door to the west. If you have super missiles, leave the shaft via the west door and run across a reversed noob bridge. Blast open the green door and enter it to find a Reserve Tank (R3). Return to the gray shaft and take the elevator north. Detonate a power bomb to find the entrance to Kraid's room. If you have Super Missiles, you may go to the west and shoot out the ceiling to find a recharge station for both energy and missiles. Fight (Kraid). After beating Kraid, collect Super Missiles (S5b) if you don't already have them, then drop through the crumble blocks that would have supported them if you didn't pick them up in Norfair. Roll to the right and navigate down the long shaft to find the (Wave Beam) in an item ball. Return to the Ki-Hunter tube room in Crateria. It's on your way to Wrecked Ship. There is a patch of grass between the two tubes. Bomb down through it and go into the water. With your new Wave/Ice combo, you can freeze the Geemer on the west side of the hairpin loop. Morph through the hairpin and jump onto the frozen Geemer, giving you enough boost to make it to the alcove at the end of the curve. Shoot around for an Energy Tank (E8). Return to Norfair. +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ CHAPTER 6: Not Fair! I've Been Here! +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ (Norfair) If you initially chose the Power Bombs return to the first bubbly room and follow the directions for "Not Fair! Super Missiles" before continuing. Otherwise, read on. Hop through the rooms until you reach the first bubbly room. Detonate a power bomb and continue to the south. Fall to the bottom of the vertical shaft and blow open the yellow door. In the next room, use the spring ball to jump up through the crevices and roll out to the east. Drop to the bottom of the foggy shaft and exit west. Navigate the tube teeth and exit to the south. Yell BONZAIIII! then pick up the (Speed Booster) when you land. Start running to the east. Run run run. Grab some Missiles (M150) and run through the door. Don't stop running. Even more Missiles (M155). It's a marathon! Run Samus Run! Missiles (M160) again. OMG END OF FLOOR JUMP! and land safely in the northeast corner of some twenty screens from where you were. Exit to the north and jump, jump, jump around and exit to the north again. Shoot out the wall to the west and hop over the pit. Should you fall in, refrain from detonating a power bomb, as it will destroy all the platforms and you may have to wait in the soup. In the next room, jump from platform to platform working your way to the northwest corner in a reverse S pattern. Do not wall jump to the northwest corner, your path will be blocked. Exit to the northwest. In this vertical shaft, shoot out the ceiling and ascend to find Missiles (M165) then drop back down and exit to the west. Exit to the west from this S shaped room. Start running. The door at the end of this hall is made of speed booster blocks. In the next room you will find an Energy Tank (E9). As soon as you pick it up, press down to charge for a super jump, locate the speed booster blocks, and execute. Welcome back to the mushroom kingdom. I'm sorry Samus, but the hatchling is in another castle! If you screw up in any part of the above speed booster sequence, it's probably game over. Not fair. +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ CHAPTER 7: Samus Goes Swimming +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ (Brinstar)(Maridia) Return to the Brinstar main cavern. If you've forgotten, it's the really big pink one. Jump up through the fake ceiling and exit to the east through the door immediately below the spike shaft. Navigate to the top of the 2x2 room, open the door and gate in the top half and quick charge a shinespark. Speed dash to the west, out of the room, and you will land in front of a blue door on the west wall of the main cavern. Exit through this door and pick up an Energy Tank (E10). Roll to the west behind the tank to drop down. Fight a pair of Sidehoppers and leave to the east. Drop down past the fake floor/ceiling until you're in the horizontal corridor part of the room. Exit to the southeast. Use a quick charge speed booster to run through the blocks and the Ki-Hunters, but don't leave the room. stop before you get to the monster mouth and climb up to the northwest corner of this loop. Morph and roll east through a hollow log and earn Missiles (M170) for your troubles. Resume course west with a quick charge speed booster. Keep running even as you enter the water. Samus will drop and smash into a Chozo statue, destroying it. Welcome to Maridia without a gravity suit. Morph and roll through the passage to the west to pick up Missiles (M175) and fall through a crumble block. Navigate down the shaft and exit to the east at the first opportunity. Drop down again and shoot the item ball to receive Power Bombs (P30). Take care not to fall into the quicksand. The bottom of it is lined with spikes and until you have the gravity suit, it is next to impossible to jump out. Jump from platform to platform, keeping the quicksand in sight. There will eventually be a rock resting atop the quicksand. Immediately to the northwest are a pair of platforms, two bricks apart. Drop between these two platforms and morph. If you are in the right spot, you will drop through the quicksand to a maze of pink tubes. Blast open the pink door and exit to the east. Attach Samus to the lone grapple point, then release and drop into the quicksand. Another pink maze later, and you are at the boss door of Draygon. Fight (Draygon). Exit to the west and hop across the quicksand. This is the one and only noob tube. Before you torch it, leave the tube to the west and explore the southwest corner of the 2x2 room for Super Missiles (S20) and the northeast corner for Missiles (M180). Take advantage of the Zeb spawn points, then return to the noob tube and detonate a power bomb. Exit to the southeast. IT IS EXTREMELY IMPORTANT THAT YOU COLLECT ALL OF THE ITEMS IN THE FOLLOWING PARAGRAPHS IF YOU WISH TO HAVE THEM, AFTER YOU COLLECT THE GRAVITY SUIT, YOU WILL NOT BE ABLE TO RETURN TO THIS AREA. Exit the save room to the east. Detonate a power bomb and pick up Power Bombs (P35). The next sequence of events is long, hard, and tedious. Exit to the east, holding down the run button. As you reach the edge of the quicksand, jump against the east wall and wall jump to the top. If you are caught by the tide, you will have to begin again. Exit to the northeast into a large room with quicksand and puddles. Drop down to receive Missiles (M185) for your wall jumping troubles. As you proceed east, there is a small hill with three bushes and two enemies on it. Destroy the east float fish, and use the western one as a platform to launch you up into round two of wall jumping acrobatics. Hop off and around the pink tubes, avoiding the spikes. Eventually, as you travel east, you will come across an extremely difficult jump that requires Samus to spin jump through a pair of spikes only 3 blocks apart. This is barely enough room, and to accomplish the feat, you can either morph, take a hit, and attempt to start the wall jump off of the spikes, or jump from the lowest possible point on the lower spike tube and sail between them. Either way, before you hop down from the pink tubes to the door, open it. The ground just in front of the door is made of crumble blocks. If you fall at any point, you will have to start the acrobatics for this room again. Exit to the northeast. You will be assaulted by Menus at the top of this shaft. Take them out, then arm the grapple beam and start a wall jump along the blue east wall of the shaft. Begin a controlled descent, and snag the lone grapple point. Swing Samus up and to the right. As she flies towards a spike lined shaft, morph and begin a bomb jump. Menus will assault you and try to impede your progress, but if you use a double bomb jump, they may actually help you. Take the (Plasma Beam) and don't look back. Morph and drop along the east side of the chamber, rolling into the wall to pick up a pack of Power Bombs (P40) as additional compensation. If you give up or miss the jump, there is no turning back for power bombs or the plasma beam. Just continue to the southeast and leave the evil rooms for Houston's frustration. This long corridor is split in half. Charge your energy with the provided station and use a quick charge super jump to burst through the pipes in the ceiling and into a speed booster brick maze. Use the spring ball to navigate the maze to the northeast. You will come across a couple of spheres trapped in sand. Detonate a power bomb to free them and continue up the maze to the north for Missiles (M190). You can try to get them later, but a wind tunnel will impede your progress. Exit to the south near where you entered. Samus will now be on the east side of the long corridor. Explore the corridor for Super Missiles (S25) in an alcove along the ceiling and Missiles (M195) in plain sight at the east end. Run and initiate another super jump through the pink pipes above you to the northeast. Samus SHOULD enter blue suit mode. If not, repeat until successful. You can access the energy charger by bombing through the pipes to the west of the middle entrance to the long corridor. Feel free to clear the maze of speed booster blocks. In your progress, you should find a series of parallel pipes. Wall jump off of these to reach a Chozo statue and Missiles (M200). When you're done having fun, navigate a small pipe maze to the northeast. THIS IS THE POINT OF NO RETURN! Wall jump to the top of the maze, duck to store energy, and shinespark/super dash to the west to collect the (Gravity Suit). Exit to the east. Ignore the water and climb to the top. Look! Free Power Bombs (P45)! Exit to the west. Jump over a bunch of pipes, shoot some things, and morph through the west wall. Chozo has some Missiles (M205) for you. Take them and continue to the northwest. Leave through the northwest twice to return to Brinstar. There's nothing for Samus to do here. Remove the gravity suit and run through the breakable walls sending Samus plunging back into the drink. This time around, after smashing through the Pink Space Pirates, jump just as Samus crosses the pink pipes. She will smash through a series of speed booster barriers and land in front of a blue door. Activate the gravity suit and exit to the northwest. Morph and spring ball across a series of crumble blocks to retrieve Super Missiles (S30). Drop through the crumble blocks. When you land, exit to the east and fall through the quicksand towards Draygon's room. When you exit to the east, hop over the first quicksand pit and lay a power bomb. Collect the Reserve Tank (R4) that's revealed and exit to the noob tube. You will see that the path to the gravity suit is blocked off. Good thing we got everything down there. Exit to the north through the pink door. If you leave to the east of this intersection, you will find what seems to be a worthless room. Actually, a clone of the gravity suit is in this room, however, since you already have it, nothing is here. Exit to the west. Make your way west until you find a pair of floating platforms. Hop up them and wall jump to the northwest to find an Energy Tank (E11). Exit via the southwest. Climb the series of shafts and finally exit to the west to find yourself in Crateria. +-=-=-=-=-=-=-=-=-=-=-=-=-=-+ CHAPTER 8: Not Fair! Again!? +-=-=-=-=-=-=-=-=-=-=-=-=-=-+ (Wrecked Ship)(Norfair)(Ridley's Hideout) First thing's first. We're going to tie up a few loose ends. Now that we have the gravity suit, Most of the lava in Norfair won't hurt Samus. Turns out it's actually orange-aid loaded with wasabi. Make your way back to the foggy shaft prior to the room with tube teeth. It's not so foggy anymore. Drop to the bottom to claim Missiles (M210) then get the hell out before Samus needs more than just a paint job. You're done in Norfair. Return to Wrecked Ship. When you reach the Wrecked Ship hub, drop down from the Crateria west door to find a blinking silver door I've had you leave alone for the purpose of identifying it. Exit through this door to the west to find yourself in a flooded room. Exit to the west. After admiring the cute wannabe metroids, take the elevator south. Welcome to Ridley's Hideout. Proceed to the west, wall jump over the acid and exit to the west. Drop down through the series of crumble blocks, bomb through the floor and exit to the east. This portion should seem vaguely familiar from the original game. Here's where it stops being familiar. Shoot out the floor immediately in front of Samus in the pink room and drop down. Pop the green door and fall again. Mmmm, boss doors. Shoot out both eyes and exit to the west. Fight (Golden Torizo). Super Missiles (S35) wait for you in the ceiling like an old friend. Exit west. Chozo awards you with the (Screw Attack) for surviving that insane fight. Morph on his head and bomb through the wall to the west. Leave in that direction. Chozo also has Missiles (M215) for you. Return to the boss door room and exit east. Fight (Ridley). Exit to the northeast. The hatchling's container is cracked on the floor. Check the southwest corner of the room for an Energy Tank (E12), then bomb the southeast corner and roll through into a pitch black room. Use bombs to determine where you are and spring ball to the east to find the (X-Ray Scope). Actually, getting there is pretty tough. We're not through with this room yet either. Navigate the passages to find Missiles (M220) & (M225), Super Missiles (S40), (S45) & (S50) and Power Bombs (P50). Stumble through and collect the items. You should move in a counter clockwise direction, when you end up in the northwest corner, you've completed the circuit. Find a passage beneath the western Chozo and fall back to the starting position. Exit to the west. Leave Ridley's chamber and take the elevator north. Follow the corridor to the east and exit in that direction. You will notice an energy tank above you. Ignore it for now and continue through the tube to the east. In this vertical shaft, there is a green gate. Use a super missile to destroy the middle maze shaped block of three capping the end of the floor beneath the gate. Morph and roll through this gap for the Energy Tank (E13) we saw earlier. Resume course through the gate and out the northwest exit. Continue west and leave Ridley's hideout. +-=-=-=-=-=-=-=-=-=-=-=-=-=-+ CHAPTER 9: Tourian the Skies +-=-=-=-=-=-=-=-=-=-=-=-=-=-+ (Crateria)(Tourian) At this point you may want to return to Samus' ship to save your game. Y'know, so the game select screen looks pretty. More importantly, it's a faster way to reload and recharge. After you're all saved, charged, and supplied, return to the Crateria main cavern. Work your way past the hive room as though you are going to Norfair. However, instead of going all the way down the shaft, exit to the west about halfway through. Bounce through the passage to find the guardian statue. When it crumbles, drop down and exit to the west. Take the Wonkavator up into the sky. Somebody screwed up somewhere, Tourian's supposed to be underground. Well, not today. Make your way through the series of tubes until you get to a vertical shaft. At the top of said shaft, morph and roll through one of the tubes of pipes. You will eventually come across what looks like a save capsule. THIS IS THE POINT OF NO RETURN! YOU CANNOT COME BACK TO THE REST OF THE GAME AFTER YOU ENTER THE CAPSULE! That said, hop in! It's metroid season! The first one is to the east of where you start. Use power bombs to free it, then blow it away. Resume course to the west. In the next chamber, you'll find a fake Zebetite and a metroid being infused with energy. This Super Metroid will reflect beams back at you and cannot be defeated. Once all the regular metroids are taken care of, it will never return to the room it was in. However, it's not necessary to destroy the metroids in this room. Instead, simply exit to the west. In this room, you will find a pair of Super Metroids amid three regular ones. Take out the three metroids and exit to the northeast. Here you will find a Proton being infused with energy. Like the Super Metroid, you can't kill the Super Proton; however, hitting them with a beam will make them pause for a moment. Set off a power bomb and exit to the east to find the (Space Jump). Like it will do you much good now. Loop around the room. When you come to a pit with a spike ceiling, morph and use the spring ball to bounce off the crumble blocks and reach the exit to the northeast. Leave the room to enter a small chamber with three Super Protons. Quickly exit to the west. Hop through the sand filled corridor and exit to the west again. Now it's time to charge up your energy and missiles on the opposite side of the west door in the barnacle filled room. When you're ready, leave to the northeast. Continue east past the sand Chozo and blow open the boss door in the following room. Climb the short shaft and exit to the northwest. You will be in Mother Brain's room. Fight (Mother Brain) and (Zebetites) Whee, that was fun, but the next part is far from it. Hold down the run button and forget about letting go. Exit Mother Brain's chamber to the west and blow through all the gates. Bomb the northwest corner of the room and morph through the hole exiting west. Navigate the maze of wires and bomb through the Zebetites. Destroy the two Space Pirates and exit north. In this room, take the northeast of the six paths and shoot out the floors and ceilings as necessary until you loop back around, running west, over the passage you just took. Morph and use the spring ball to jump past the wavy portion of the ground. Stay morphed and roll west until you come across a portion of the piping that looks gray or black. Use the spring ball to bounce over these crumble blocks. Follow the path in an S shape, then climb to the northwest corner of the room. Resume course east at this point. When you see a pipe impeding your progress east, morph and use the spring ball to fall through the first set of crumble blocks, but NOT the second. Continue east until you come across some Space Pirates. Take them out from a distance then use the spring ball to bounce over the first horizontal pipe; it's made of crumble blocks. Rest on the vertical pipe and open the door, then remorph and fall through the second horizontal pipe, holding the jump button to spring ball off the third horizontal pipe, also made of crumble blocks, and exit. Fight Super (Botwoon). Continue to the east, after you are forced south, take out the Space Pirates and initiate a quick charge super dash through the lower barriers. You will be awarded an Energy Tank (E14) as Samus uses the shinespark to GTFO. If you have fifteen seconds or less when you start the super dash, you probably won't survive. Quickly hop into Samus' ship and watch the ending sequence with a 99% completion rate. +-=-=-=-=-=-=-=-=-=-=-=-=-+ APPENDIX A: Boss Strategies +-=-=-=-=-=-=-=-=-=-=-=-=-+ (Silver Torizo) Not a hard fight at all. Use missiles and regular shots to take him out. Jump over his wave attacks morph to avoid his claws. When he vomits item balls at you, shoot them to collect energy and missiles. (Spore Spawn) Not as easy as it used to be. Use the morph ball to roll away from the giant purple plant. Taking a hit from the spores is preferable to taking a hit from the spore. About 37 energy more preferable. When Spawn opens itself, pump missiles into it. A really good run should land you 3 missiles per opening. Use the spores to reload. (Phantoom) Quite possibly the hardest fight in all of Limit. Always, ALWAYS shoot out the blue flames with beams and keep your missiles full. When Phantoom opens its eye, pelt it with missiles. You should be able to get four hits in. You can try to pseudo-screw attack through the blue flames, but it's a better idea to refill on missiles and energy from them. (Silver Space Pirates) The key to beating these two is to first separate them and then use your missiles. Begin by luring the one to the east further east. After it uses its first flying kick against you, move only enough to trigger the Space Pirate into using the attack again. Fill it with missiles. Walk a bit west to lather, rinse, and repeat. (Crocomire) Easy cheese, just don't make a full jump. Instead, stand just out of the reach of his claws and aim up at a forty five degree angle and pump is muzzle full of explosives whenever he opens it. Watch as he falls into the water and... melts? Guess he doesn't like to take a bath. (Kraid) If you have super missiles, the quick-kill technique is possible. As soon as Kraid rears his big ugly head, shoot him once with a beam and switch to super missiles. When he roars, fire four into his mouth over a period of two jumps. Otherwise, fill his face with missiles. When he stands up, jump to the upper platforms and repeat. Shoot the spinning claws for energy and missiles and jump over the stomach spikes. He's really not that difficult. (Draygon) First things first, blow up the plasma turrets with super missiles. Next, arm the grappling beam and wait for Draygon to pick you up. Latch onto one of the electrified turrets and fry the fish. If you don't wish to use the quick-kill method, you're in for a pretty big trip. Since the room alternates between air and water, it will be hard for you to dodge out of the shellfish's attacks. As it flies at you, fill its soft, yellow belly with super missiles. About fifteen to twenty should work. If you run out, use missiles. When Draygon spits at you, cancel the attack with your beams, THEN shoot it with everything you've got. Draygon hits almost as hard as Ridley and you've no way to maneuver in the water. Your best bet is the quick kill. (Gold Torizo) More than likely, Torizo will get the first hit on you as it drops from the ceiling. Like the original, Gold Torizo will dodge missiles and catch super missiles. Furthermore, Ridley is just around the corner, so it is best to save your munitions and use the charge beam against it. As Gold Torizo takes damage, it will fade from gold to gray. However, when Gold Torizo should die, it will come back to full strength. Use the morphing ball to roll under its shots. Its legs will not hurt you at all. The best thing to do is activate the Murder Beam glitch and pin Gold Torizo in a corner. To activate the Murder Beam, you MUST have all five beams. Charge whatever you have equipped, and access Samus' suit menu. Select the first four beams, Charge, Ice, Wave, and Spazer, then hilight the Speed Booster. From this point, simultaneously press left and A to activate Plasma. All five beams should now be active and "Var" should appear next to Plasma. Return to the game and remember to keep the fire button held down to hold the charge. The Murder Beam can only be fired when facing LEFT. If you face any other direction, your game will crash. Furthermore, after you release the Murder Beam, you must deactivate either the Spazer or Plasma beam. Firing with all five beams active will crash the game. Also, you will not see the Murder Beam fire. It is a column of invisible "damage pixels." With this in mind, it is best not to fire the Murder Beam into a wall since it will do you little good. (Ridley) Ridley has more HP than his original Super Metroid counterpart. As with Gold Torizo, I suggest you use the Murder Beam on the outside edges of the two silver platforms. I have only been able to beat him in this fashion. This is also the time to unload all your super missiles. After that, revert to charged ice/wave/plasma shots. Unlike the original Super Metroid version of Ridley, it is difficult to stay safe by morphing and sitting on the edges of the platforms. Instead, you are probably more likely to survive by using the screw attack and avoiding Ridley's tail. (Botwoon) There is no time for error. Every possible shot you can get off should hit this boss. The best thing to do is spam the hyper beam in the general direction of Botwoon's head. Don't worry about taking damage, there is an energy tank right around the corner. This fight should only last about forty-five seconds, any more and you are probably in danger of not making it out in time. +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ APPENDIX B: Credits and Acknowledgements +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ Thanks to FerentzRocks for recognizing the need for this FAQ, as well as providing the information to obtain Missiles (M210), Energy Tank (E7), and helping me recollect Super Missiles (S30). Thanks go to Cauchys Inequality for helping me locate the Super Missiles (S5b) when choosing Power Bombs at the Norfair split. I've always taken Super Missiles first because I consider them infinitely more useful than Power Bombs until you get 15 of each. Thanks also to Brickroad's Glitch FAQ for the information on the Murder Beam, mockball, and any other "uber glitches" I exploited in this walkthrough. Special thanks go to Suka Banoya and Kake Max for hosting the IPS. Special thanks belong to Nintendo for making the Metroid series. Extra special thanks go to Samus for being hot. +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ APPENDIX C: Statement of Copyrights and Legal Issues +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ I, RLD, III, wrote this FAQ/Walkthrough with the help of the mentioned contributors. Only www.gamefaqs.com has the right to publicly publish this document. This file may be not be reproduced in part or in whole under any circumstances except for personal, private, not for profit use. It may not be placed on any other web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Furthermore, I will not help you find a ROM, the necessary patches, patching tools, or patience to beat this hack, nor will I help you find the editor used to create this hack or help you use it, so please don't ask. Copyright 2006 RLD, III -EoF-