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''This part refers to standard controls. For further details, see [[../Controls|Controls]].''
''This part refers to standard controls. For further details, see [[../Controls|Controls]].''


To charge up the beam, press and hold {{snes|X}}. To shoot, release {{snes|X}} again. The longer you charge, the more damage your shot causes.<br>
To charge up the beam, press and hold {{snes|X}}. To shoot, release {{snes|X}} again. The longer you charge, the more damage causes your shoot.<br>
If you spin jump while your beam is fully charged, you can perform something like a "pseudo [[../Items#Normal|Screw Attack]]": you can cause damage or kill little enemies with this move.
If you spin jump while your beam is fully charged, you can perform something like a "pseudo [[../Items#Normal|Screw Attack]]": you can cause damage or kill little enemies with this move.
<br>
<br>
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==== Fighting [[../Bosses#Spore spawn|Spore Spawn]] ====
==== Fighting [[../Bosses#Spore spawn|Spore Spawn]] ====
That next room is Spore Spawn's lair. It's a giant spore, spawning little spores that can hurt you. It will immediately start moving around the room. Stand in the left corner of the room and Morph into a ball during this phase. The spores it shoots will not go into this part of the room. As it stops moving, it will open its "mouth". Shoot a missile or a charged shot into it (your standard beam won't have any effect). Now, simply keep that strategy for the rest of the fight. The boss will become faster over time, but that doesn't really matter. If you run out of missiles, shoot the small spores and collect their drops. 10 missiles or 8 full charge shots should be enough for this boss.
That next room is Spore Spawn's lair. It's a giant spore, spawning little spores that can hurt you. It will immediately start moving around the room. Stand in the left corner of the room and Morph into a ball during this phase. The spores it shoots will not go into this part of the room. As it stops moving, it will open its "mouth". Shoot a missile or a charged shot into it (your standard beam won't have any effect). Now, simply keep that strategy for the rest of the fight. The boss will become faster over time, but that doesn't really matter. If you run out of missiles, shoot the small spores and collect their drops. 10 missiles should be enough for this boss.


As soon as it's dead, collect its drops, jump up the vertical shaft above and pass through the gate. At the end of the following room, you will find a spawner pipe that does not spawn enemies. Jump on its top to make it collapse. You'll fall down a long duct and land in front of a Chozo statue holding the first [[File:SMetroidSuperMissileTankIcon.png]] [[../Items#Missiles|Super Missile Tank]].
As soon as it's dead, collect its drops, jump up the vertical shaft above and pass through the gate. At the end of the following room, you will find a spawner pipe that does not spawn enemies. Jump on its top to make it collapse. You'll fall down a long duct and land in front of a Chozo statue holding the first [[File:SMetroidSuperMissileTankIcon.png]] [[../Items#Missiles|Super Missile Tank]].


===== About Super Missiles =====
===== About Super Missiles =====
Super Missiles cause three times as much damage as normal missiles, i. e. 1 Super Missile is worth 3 standard Missiles (with the exception of some bosses that take double damage from Super Missiles; more later). They can be used to easily kill enemies, and to open red and green gates.
Super Missiles cause fives times as much damage as normal missiles, i. e. 1 Super Missile is worth 5 standard Missiles. They can be used to easily kill enemies, and to open red and green gates.


=== Going deeper ===
=== Going deeper ===
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You'll now arrive in a factory-like room. Shoot the platform's leftmost block and go through the hole. In the lower chamber, set a bomb at the lowest block of the right wall and pass through it. Open the gate and kill the mantis-like aliens in the next room. If you want to save before visiting Kraid (which is actually advisable), go to the right, morph into a ball and roll into the pit. Place a bomb and roll to the right. The Save Station is right behind the gate.<br>
You'll now arrive in a factory-like room. Shoot the platform's leftmost block and go through the hole. In the lower chamber, set a bomb at the lowest block of the right wall and pass through it. Open the gate and kill the mantis-like aliens in the next room. If you want to save before visiting Kraid (which is actually advisable), go to the right, morph into a ball and roll into the pit. Place a bomb and roll to the right. The Save Station is right behind the gate.<br>
To get to Kraid, hold out for a cracked spot on the floor of the room with the mantis enemies. As you find it, shoot it, go through the hole and the gate. The Space Pirates in the next room can easily be killed by using the beam (thanks to the Spazer). At the end of the room, you will encounter a mini version of Kraid. The best way to beat him is simply using Missiles (two should do). The next corridor hides a refiller room, but it's not too hard to find it. Shoot the ceiling at the spot without solid blocks above. Recharge, if necessary, and go to the next room to meet Kraid.{{-}}
To get to Kraid, hold out for a cracked spot on the floor of the room with the mantis enemies. As you find it, shoot it, go through the hole and the gate. The Space Pirates in the next room can easily be killed by using the beam (thanks to the Spazer). At the end of the room, you will encounter a mini version of Kraid. The best way to beat him is simply using Missiles (two should do). The next corridor hides a refiller room, but it's not too hard to find it. Shoot the ceiling at the spot without solid blocks above. Recharge, if necessary, and go to the next room to meet Kraid.{{-}}
{{sidebar|float=right|width=140px|title=Boss Gates|contents=The entrances to boss rooms are always a bit special. To open the gate, shoot its eye with a Missile as soon as it opens. 3 Missiles or 1 Super Missile will do. Don't be too slow, or the gate will shoot you!
{{sidebar|float=right|width=140px|title=Boss Gates|contents=The entrances to boss rooms are always a bit special. To open the gate, shoot its eye with a Missile as soon as it opens. Don't be too slow, or the gate will shoot you!
}}
}}
==== The battle itself ====
==== The battle itself ====
Kraid is one of the easiest bosses to beat. The best way to finish him is using Super Missiles, since he can only take four of them. As he hatches out of the ground, shoot his eyes using your beam (Try using a charged shot to start the fight while his hand is down; this will lock his hand in place and he won't be able to block your shots for some time). His eyes will flash if done properly and his mouth will open. As he opens his mouth, shoot a Super Missile inside. Once Kraid'd hand begin's moving again, try to time your shots so that Kraid's hand doesn't block your attacks, as he'll periodically raise his hand, covering his eyes and mouth. If you run out of ammo, shoot the claws flying around in the room. Also, watch out for the spikes shot out of Kraid's stomach and chest. You can ride them without taking damage if you land directly atop them, but it's best to try to jump over them entirely. <br>After hitting him with 4 Super Missiles, 10 Normal Missiles, or 10 Charged Spazer shots he will drop into the ground again, and that's it!<br>
Kraid is one of the easiest bosses to beat. The best way to finish him is using Super Missiles, since he can only take four of them. As he hatches out of the ground, shoot his eyes using your beam. His eyes will flash if done properly and his mouth will open. As he opens his mouth, shoot a Super Missile inside. Try to time your shots so that Kraid's hand doesn't block your attacks, as he'll periodically raise his hand, covering his eyes and mouth. If you run out of ammo, shoot the claws flying around in the room. Also, watch out for the spikes shot out of Kraid's stomach and chest. You can ride them without taking damage if you land directly atop them, but it's best to try to jump over them entirely. <br>After hitting him with 4 Super Missiles or 20 Normal Missiles, he will drop into the ground again, and that's it!<br>
After the fight, go to the next room to obtain your new item: the [[File:SMetroidVariaSuitIcon.png]] [[Super Metroid/Items#Normal|Varia Suit]]! Its main purpose is to protect you from heat, which will be quite handy in Norfair! Plus, it halves the damage Samus will take.
After the fight, go to the next room to obtain your new item: the [[File:SMetroidVariaSuitIcon.png]] [[Super Metroid/Items#Normal|Varia Suit]]! Its main purpose is to protect you from heat, which will be quite handy in Norfair! Plus, it halves the damage Samus will take.


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==== Off to Norfair ====
==== Off to Norfair ====
After beating Kraid and getting the Varia Suit, your next destination is Norfair. Leave Kraid's lair the way you came. As you return to the "factory", you're best off saving your game again. But before you start exploring the vastness of Norfair, it's time to collect another item! As you head for the elevator, you'll notice a door you couldn't access before can now be opened. When you enter the room, you'll only find a bunch of enemies which will attach to you and drain your energy. They can be killed using either missiles or bombs (if you're comfortable, let them all attach to you and fire a single missile upward to dispatch them all at once!). After destroying them all, you'll find but an empty room. However, in Super Metroid (and any other Metroid game as well), you should always be skeptical whenever you encounter a dead end that doesn't seem to have any goodies. This room, for example, has an [[File:SMetroidEnergyTankIcon.png]] '''Energy Tank''' hidden in its ceiling. If you shoot a specific spot, the Tank will appear and you'll be able to collect it.
After beating Kraid and getting the Varia Suit, your next destination is Norfair. Leave Kraid's lair the way you came. As you return to the "factory", you're best off saving your game again. But before you start exploring the vastnesses of Norfair, it's time to collect another item! As you head for the elevator, you'll notice a door you couldn't access before can now be opened. When you enter the room, you'll only find a bunch of enemies which will attach to you and drain your energy. They can be killed using either missiles or bombs. After destroying them all, you'll find but an empty room. However, in Super Metroid (and any other Metroid game as well), you should always be skeptical whenever you encounter a dead end that doesn't seem to have any goodies. This room, for example, has an [[File:SMetroidEnergyTankIcon.png]] '''Energy Tank''' hidden in its ceiling. If you shoot a specific spot, the Tank will appear and you'll be able to collect it.


For now, you're through with Brinstar, so it's time to head for the elevator again.
For now, you're through with Brinstar, so it's time to head for the elevator again.
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==Fourth Quick Visit on Way to Crateria==
==Fourth Quick Visit on Way to Crateria==
[[File:SMetroidOrangeDoorScreen.png|thumb|right|Remember this orange door? A Power Bomb will clear the obstruction too]]
[[File:SMetroidOrangeDoorScreen.png|thumb|right|Remember this orange door? A Power Bomb will clear the obstruction too]]
You now should return back up to the surface of Crateria, where your ship is parked. On the way, you can pick up the new X-Ray Scope. Return to the left room in Brinstar with the Rippers after the elevator up from Norfair. On your way up, stop when you see an orange door. Drop a Power Bomb to open the path and door.
You now should return back up to the surface of Crateria, where your ship is parked. On the way, you can pick up the new X-Ray Scope. Return the the left room in Brinstar with the Rippers after the elevator up from Norfair. On your way up, stop when you see an orange door. Drop a Power Bomb to open the path and door.


[[File:SMetroidFirefleaScreen.png|thumb|left|Freezing Firefleas won't stop their illumination, and you can use them as platforms]]
[[File:SMetroidFirefleaScreen.png|thumb|left|Freezing Firefleas won't stop their illumination, and you can use them as platforms]]
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''Your journey continues in '''[[../Crateria#Second Visit|Crateria]]'''.''
''Your journey continues in '''[[../Crateria#Second Visit|Crateria]]'''.''
{{-}}
==Fifth Visit: Item Hunting Before Wrecked Ship (Optional)==
[[File:SMetroidShuttersScreen.png|thumb|right|Thanks to the Speed Booster you can make it across this bridge]]
Back in the first room of Brinstar, take the first door on the right. With the Speed Booster, you can now pass over the bridge to the right in here. You'll be able to make it without the shutters keeping you out, where you can go through the red door.
The Chozo Statue here has a [[File:SMetroidReserveTankIcon.png]] '''Reserve Tank''' for you. Further, you can go through the bottom tube to reach a [[File:SMetroidMissileTankIcon.png]] '''Missile Tank'''. Bomb the right wall next to this Tank three times to reach another [[File:SMetroidMissileTankIcon.png]] '''Missile Tank'''. Now back to the left room.
The shutters can still get in the way. Instead, shoot up to reveal a Waver and Sidehopper infested hall, which holds a [[File:SMetroidSuperMissileTankIcon.png]] '''Super Missile Tank''' on the left side. The pedestal that holds it will crumble if you jump on it, where you can head back through the left door.
{{-}}
===Learn to Walljump===
Head to the bottom of the main shaft, and use a Power Bomb to blow away part of the floor. Continue all the way down until you reach the blue door, and go inside.
<br>
[[File:SMetroidPitScreen.png|thumb|right|The X-Ray Scope will show a trap in front of the Tank]]
Look out for Beetoms here. You can Power Bomb to get rid of all of them. Continue left to the next room, but '''go slow''' when you go in. As soon as an [[File:SMetroidEnergyTankIcon.png]] '''Energy Tank''' appears, activate your X-Ray Scope to reveal there is actually a pit before it. Once you have the location of the pit memorized, step back a bit and make a running jump left at the last spot you can stand on. If done right, you should get the Tank. Head through the green door to get a [[File:SMetroidSuperMissileTankIcon.png]] '''Super Missile Tank''', then head out.
If you got both items, go ahead and fall in the pit this time. Down here, a save point is on the left, but beware if you use it because this room can be hard to get out of. Morph ball right, under the spikes. Tread cautiously, since there are spikes on the bottom and top of this hall. Also look out for more Breetoms, and Zebbos from the pipes. Go to the next room.
[[File:SMetroidEtecoonsScreen.png|thumb|left|The Etecoons will show the way; do as they do and walljump up]]
When you enter, you'll see three monkey-like creatures called Etecoons, which are non-hostile. They seem to run and jump away from you, but they're actually trying to teach you how to get out. Specifically, they're trying to show you how to Walljump. If you haven't gotten used to this feature yet, you now have no choice but to do so if you want to leave.
====The Process of Walljumping====
Walljumping might seem difficult at first, but the process is simple. Merely hold the direction of the wall you need to jump towards, ensuring that Samus flips while jumping. You must hold {{snes|right|dpad}} or {{snes|left|dpad}} as soon as you jump to flip. Once you touch the wall, Press the opposite direction and right after hit jump. Repeat this while switching directions to make it up. If you did the first part right, you should see Samus face away from the wall. If you see this animation but still have trouble jumping off the wall, you likely need to press default {{snes|a}} sooner. Once you get the timing down, you should be able to jump from wall to wall with relative ease. Ignore the small left path on the way up.
[[File:SMetroidEtecoonsScreen2.png|thumb|right|The Etecoons continue to prove their usefulness]]
When you get to the top, you may see one of the creatures jump right, into a path on the wall. Head left, before the ledge to the door. Now dash and jump right, turning into a ball on your way down. You should have enough momentum and time if done right to squeeze into the path where the Etecoon went, where you'll find some [[File:SMetroidPowerBombIcon.png]] '''Power Bombs'''. Take the left door now to get to the main shaft, where you can Power Bomb again at the top to get up.
Now, take the right door.
===Shinesparking With Dachora===
Know that this section is optional, you can skip to the next if you want. The only real thing to gain here is access to an Energy Recharge Station and a hidden room.
[[File:SMetroidDachoraScreen.png|thumb|left|Dachora will show you how to Shinespark]]
Clear the enemies on the left side, then Speed Boost right in this hall. After going through the obstructions, you'll fall through part of the floor. When you head left, you'll see a friendly bird alien known as Dachora. The door contains an Energy Recharge station if you need it. Anyway, down here the bird will run right, then duck and flash, then jump up. You may recognize the technique it's trying to convey as the Shinespark. Just do as it does, as Shinesparking is the only way back up.
{{-}}
===More Item Collection===
Go right, returning to the room before Spore Spawn. Continue right, dropping down the ledges until you see an orange door which you should Power Bomb.
[[File:SMetroidLoneGrappleScreen.png|thumb|right|Swing in a circular motion to land atop the point]]
In here, take out the Sidehoppers to make the door flash. Jump to find a lone grapple point, and grapple to it. Spin until you're above it to land on it. You ought to have enough time to move when you let go of the grapple, so don't worry if you don't let go exactly above it. With the Wave Beam, shoot the blue switch right to open the shutter. Grapple on the point again, this time swinging right, and heading past the shutter to the next door. So long as you killed the Sidehoppers, you can pass to a room with an [[File:SMetroidEnergyTankIcon.png]] '''Energy Tank'''.
<br>
Back left, bomb the floor left in front of the wall to break the floor. Here, bomb again to make a pipe lift you up. You can now continue back left, killing the Sidehoppers and back through the flashing door to the left room.
Climb back up the ledges, but stop when you see grapple points. Grapple left. You might have gotten the Missile Tank here earlier, but you can get it now if you didn't. If you use the X-Ray Scope and look left and down from here, you'll see the bottom is able to be Power Bombed, and there's a secret path left. Head there, watching out for the spikes and Sidehoppers in the room.
You should spot a part of the ground that stands out on the left side. If you use your X-Ray Scope again, you see that this spot can be Super Missiled, which when blown away leads to an alcove with [[File:SMetroidPowerBombIcon.png]] '''Power Bombs'''. To get out, bomb the left pipe then the obstruction to follow the path down and right. When you reach the end of the path, bomb to be lifted by another pipe, and then you can go through the door.
Return down, then right, past the Charge Beam spot and through the right door.
<br>
If you didn't get it already, a Missile Tank is in the second green pipe on the right wall in this room. Other than that, head up top and to the right through an orange door.
<br>
Sidehoppers are in the next room. Head right, and use a bomb twice while going right to reach [[File:SMetroidPowerBombIcon.png]] '''Power Bombs''', but that's not all. Head right and Power Bomb the wall to clear it. You should recognize this next part as the area where you got the Morph Ball. Continue right, and take the elevator up to Crateria.
===More Items in Crateria===
[[File:SMetroidShaftBombScreen.png|thumb|left|This familiar area holds a secret, so bomb the right side]]
When the elevator arrives, head left past the Space Pirates to the vertical shaft room with blue platforms. Jump up the platforms, until you see a part where there are small platforms touching both sides of the walls. Bomb the right wall on the right platform, then Power Bomb the orange door here.
[[File:SMetroidBoyonsFloorScreen.png|thumb|right|Make sure the Boyons are frozen in their starting spot so you can dash right]]
Head right, and freeze the Boyons, making sure they are all frozen in their initial position. Once that's the case, quickly go left before the door, then Speed Boost right. Charge it by ducking, then jump to Shinespark up to a [[File:SMetroidSuperMissileTankIcon.png]] '''Super Missile Tank'''. If you're having trouble, just make sure to duck before the right wall, or it'll cancel the Boost. Also make sure not to delay, because the Boyons stay frozen for only a short time.
After that, head left to grapple over spikes, to a blue door. Bomb the leftmost block to reach the top of the shaft with blue platforms. Head up, then back to the outside area where Samus' ship is located. There, you can get a recharge and save.
With all of that, you are prepared to go to the next part to progress: Wrecked Ship. If you care about 100%, before proceeding you should have 7 Energy Tanks, 2 Reserve Tanks, 120 Missiles, 20 Super Missiles, and 35 Power Bombs if you followed the guide so far.
''Your journey continues in '''[[../Wrecked Ship|Wrecked Ship]]'''.''


{{Footer Nav|game=Super Metroid|prevpage=Crateria|nextpage=Norfair}}
{{Footer Nav|game=Super Metroid|prevpage=Crateria|nextpage=Norfair}}
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