In-game reset: Press Select + Start + A + B
during game play to return to the main screen.
Information in this section was contributed by Austin.
Completion bonuses: Successfully complete the game to unlock the Metroid:
Zero Mission Gallery, Original Metroid, Hard mode, and Sound Test
options. Note: More pictures are added to the gallery when the
game is completed with different endings. Start a new game with
your cleared saved game to play in Time Attack mode, with a timer
at the map screen.
Information in this section was contributed by João Tavares
and D3z.
Note: The Original Metroid may be unlocked before the game is
completed. Enter the options screen at the main menu and select
the "Original Metroid" option that appears after "Metroid
Fusion Link".
Information in this section was contributed by smaugthedragon.
To access "Hard mode", select the file that the game
was completed with and select "New". Then choose the
hard difficulty setting. Note: When creating a file on the hard
difficulty setting, the original file will be overwritten.
Information in this section was contributed by Nicholas T. Mihaila.
Metroid Fusion
Gallery: Use a link cable to connect to a Gamecube with Metroid
Fusion.
Alternate ending sequence: Complete the game under the following conditions to
unlock the corresponding ending sequence with Samus appearing
differently.
At bar in red top and shorts: 100% in normal difficulty under
2 hours.
Looking at sunset without helmet: Above 15% in normal or hard
difficulty above 3 hours.
Looking over a city in red top and shorts: 100% in hard difficulty
under 2 hours.
Sitting near window in red top and shorts: Below 15% in normal
difficulty.
Sitting on rock in full armor: 100% in easy; or over 15% in normal
or higher difficulty over 4 hours.
Standing in full armor: Below 15% in hard difficulty.
Walking in city in red top and shorts: 100% in normal or higher
difficulty over 2 hours.
Wearing blue jumpsuit: Over 15% in normal or higher difficulty
in under 2 hours.
Original Metroid passwords:
Enter one of the following
passwords in the original Metroid.
Samus without suit at start Enter 000000 000020 000000 000020 as a password.
Information in this section was contributed by D3z.
Samus without suit at Norfair Enter SAMUS8 RIDLEY 444444 444444 as a password. You
will start at Norfair with Suit-less Samus, infinite Missiles,
blonde and brown hair color, and no items or upgrades except for
missiles.
Information in this section was contributed by D3z.
Samus without suit at Kraid's Lair Enter JUSTIN BAILEY ------ ------ as a password. You
will start at Kraid's Lair with the Long Beam, Ice Beam, Bombs,
High Jump Boots, Screw Attack, Varia, Suit-less Samus, and 255
Missiles.
Information in this section was contributed by D3z.
Invincibility Enter NARPAS SWORD0 000000 000000 as a password. This
allows you to start with everything and invincibility. The Bosses
are not defeated, and you can play the game normally, but invincible.
Information in this section was contributed by Mr.Moley.
Best ending, no suit, at end Enter X----- --N?WO dV-Gm9 W01GMI as a password.
Information in this section was contributed by D3z.
Debug mode Enter BOMBS_ MISSLE SCREW_ ATACK_ as a password:
Information in this section was contributed by D3z.
Hard mode Enter 999999 999999 KKKKKK KKKKKK as a password.
Information in this section was contributed by D3z.
Morph Ball and Bombs at start Enter 000000 000000 4G0000 00000H as a password.
Information in this section was contributed by D3z.
Mother Brain gone Enter SAMUS_ BEATS_/MOTHER BRAIN_ as a password. You
will start in Tourian, with Mother Brain gone.
Information in this section was contributed by D3z.
Hint: Defeating Kraid: To actually inflict damage to Kraid, you must first
shoot him (either with a charged shot or with a missile) in his
top eyeball. He will open his mouth and scream. When he does that,
you can shoot charged shots or missiles in his mouth. After you
wear him down somewhat, he will change colors. When this happens,
his strategy also changes. He will destroy all of the blocks beneath
you, except for one. He also moves closer to you and begins to
use one of his arms to block shots/attack. When you shoot him
in the head to open his mouth now, you only have a narrow window
of opportunity to shoot his mouth as he raises his arm up. More
than likely, you will be hit by his arm or claws. On his last
stage, he will destroy the last block and you have to stand on
the things he shoots into the wall. When you begin to run low
on missiles or health, move to the ground. Avoid him moving forward,
and shoot his claws when they get close. They will turn into health/missiles.
Unless the claws hit you, you are otherwise invincible. When you
have enough health/missiles, simply jump back up.
Information in this section was contributed by Kram Goda.
Hint: Defeating the Acid Worm: Jump to the hatch. You will go across acid. The acid
worm will appear and try to hit you. Dodge the hit and shoot missiles
at it. Repeat this until the worm is defeated.
Information in this section was contributed by LorettaVest.
Hint: Defeating the Larva in Norfair: When you are in Norfair after defeating Kraid, you
will eventually encounter a larva that you cannot pass, he blocks
the way. When you have the Varia suit, you will be able to go
around. You will obtain the Wave Beam as well. You will reach
a room that is more or less impossible to get out. The door turns
to gray behind you. The path above you is blocked by a larva.
You can destroy it with the Wave Beam by getting underneath it
(on the level below) and shooting its belly. After you defeat
it, you will move to the east, only to find a larva charging at
you. To defeat it, fire Missiles, Charged Beam, or the regular
Beam multiple times to push him back. After he passes the little
plant (long and oval shaped on the ground; you can walk through
it), morph into your ball and wait. He will buck up and start
to charge. Just before he hits you, plant a bomb and roll to the
east. If timed correctly, the bomb will explode under his belly.
You will be able to tell if it works as he will take damage. Repeat
this until he dies.
Information in this section was contributed by Kram Goda.
Hint: Defeating Meta-Ridley at Chozodia:
Once you have the Power Bombs, go to the cockpit of
the Space Pirates ship. Use a power bomb to get to the top and
go through the path to a room where it is dark. You will hear
a "schreek schreek" noise that gets louder until Meta-Ridley
appears. He has three attacks. One is where he shoots three missiles
at you. Just shoot them and they will explode. He will also shoot
lasers out of his eyes. Jump over one and go under the other one.
His last attack can be difficult to avoid -- he hits you with
his claw. To inflict damage on him you must shoot missiles at
the light on his chest. When he leans up, shoot repeatedly (Super
Missiles recommended). After you defeat him, he falls to the ground
and some purple life balls fall out. His eye then flashes and
the self-destruct mechanism activates, meaning the place will
explode. You must run to the ship icon on your map (where the
little ships are found). You must face two black Space Pirates
to open the door to the ship's missiles. Once the door opens,
get in a ship.
Information in this section was contributed by wally1_901.
Hint: Defeating the Mother Brain: When attempting to acquire the 15% image gallery on
hard mode, notice that the Mother Brain is at a difficulty level
that makes it virtually impossible to defeat. However, a superior
defense system will make defeating her about four times easier
(based on how efficiently the following method is used). Once
you reach the Mother Brain you should have the following optional
items: two energy tanks, one missile expansion, and three super
missile expansions. Note: One item equals a single percent; make
sure not to exceed 15%. Once fighting the brain, fire both of
your normal missiles, saving your super missiles until the glass
collapses since it is your most powerful weapon and its ammunition
is scarce. It is about five times as strong as a normal missile.
When your energy depletes to about 65% to 75%, retain your maximum
missile capacity, excluding super missiles. Now that you have
both of your missiles, fire at the circular projectiles generated
from the walls just using your normal beam. Once it/they have
been destroyed (unless it/they left nothing) you will notice that
it/they left a large energy replenisher. Note: Once in a while
you will only obtain a small one or missile ammunition. Continue
doing this whenever in need of energy. If this method is used
efficiently it will prove to be the key to success. Note: To do
a low dodge when fighting the Mother Brain, simply use the D-pad
to fall over to the ledge of the other small platform.
Information in this section was contributed by Nicholas T. Mihaila.
Hint: Defeating Ridley: To defeat Ridley much easier (this is also very helpful
under the hard difficulty setting), hit him with missiles until
he starts to move closer. Then, jump into the lava and shoot him
again with missiles while he is above you. You will receive minor
damage from the lava, but it is better than taking massive damage
from his fireballs, grab, and tail attacks.
Information in this section was contributed by WhiteNinja.
When attempting to defeat the Mechanical form of Ridley in a low
percentage run (15% or less pick-up items) without the use of
the Screw Attack, notice that there is a consistent pattern that
this Boss demonstrates. It is imperative that you master the following
pattern to win. Note: It is recommended that you open the door
leading to the mechanical Form of Ridley with a missile, then
return to the save station before actually fighting him. This
provides you with the advantage of another missile. Once in combat
with Ridley, switch to Super Missiles, then fire at the glass
shield covering its heart with all your missile ammunition. Once
you have run out of Super Missile ammunition, you will automatically
convert over to normal missiles. Note: When fighting Ridley you
must spend the majority of the duel in mid-air with the use of
the Space Jump (provides you with infinite jumps). Now that your
missile supply has been depleted, hold R to jump up to
the left, avoiding the powerful swipe of Ridley's arm. While in
mid-air, dodge the lasers fired from the eye. At the same time,
wait for Ridley to launch his rockets, allowing you to replenish
your low missile capacity storage unit. Once the rockets have
been launched, you must react in different ways according to Ridley's
movements. If Ridley fires the rockets and swipes at the same
time, lure the rockets to the lower portion of the room then jump
over them using your Space Jump ability. If done correctly, the
rockets will be destroyed and you will have dodged his strike
from its arm. However, if you forecast enough time to return to
the floor without being hit by its arm, land (while still holding
R) then immediately fire to destroy the rockets. This should
provide you with more missile ammunition and/or energy. Note:
If the second plan fails (Ridley fires its rockets and strikes
simultaneously), convert to the previously mentioned plan. After
you have fired the rest of your missiles, Ridley will lower its
neck (preventing access to its heart) and retreat to the rear
part of the room. When this happens, jump up to the top of the
room to attact his attention. This will make him lift his head
high enough allowing you to successfully fire at his exposed heart.
This is the primary way to always maintain an offense even if
the second plan mentioned repeatedly fails.
Information in this section was contributed by Nicholas T. Mihaila.
When you fight Ridley before Craid, it saves time because you
are no longer commuting between Brinstar and Norfair. It is recommended
that you do this when attempting a speed or low percent run. After
you obtain the Ice Beam and pass the Chozo Statue, proceed until
you are back in the area with the bubble-like back round. Once
there, freeze the floating enemy when it is at the right portion
of the room, making sure to not fall through the fake blocks.
If you do, they will quickly dissipate as you fall through to
the shaft below. Now that the enemy is encased in ice, use it
to serve as a floating platform to gain access to the right portion
of the room. When on the platform/enemy, jump up to the top of
the room. Then while in mid-air, launch a missile. If done correctly,
you will open an entrance leading to a passage which you can access
as the morph ball. Once inside the vertical shaft, repeatedly
press B + Right. This should uncover another horizontal
shaft covered by a morph ball bomb block. When in the next vertical
shaft, perform the same trick as you did in the first one. Alternately
destroy the normal block overhead, then double jump off the walls
to reach the top. Once through the series of passages, go to the
right, falling down the long vertical shaft that stretches across
Norfair. Note: To do a double jump, perform a spin jump up against
a wall, then jump again in the opposite direction to obtain a
second jump. When at the bottom of the last vertical shaft, fire
a missile to the left. After exiting the passage, go left until
you reach the save station. From there, proceed to the left, then
fight the larva suspended from the ceiling. After the larva has
been defeated, you gain access to Ridley.
Information in this section was contributed by Nicholas T. Mihaila.
Lay down a nonstop barrage of missiles. Ridley will screech and
jerk away from you every few missiles and rarely gets a chance
to get close. If he does and grabs you, let him have as many super
missiles as you can spare. You will be at point blank range and
be aiming down his throat and cannot miss. After a few super missiles,
he simply drops you and you can resume the barrage.
Information in this section was contributed by Chris.
Hint: Defeating the Underground Worm: The only way to defeat it is to use your missals. When
the Underground Worm opens his eyes, immediately shoot it at least
once before it closes. Do this two more times to defeat it. Note:
If you are not quick enough to defeat it, it will run away. Also,
if you defeat the first Underground Worm, you will get the Charge
ability.
Information in this section was contributed by D3z.
Hint: Get to the giant moth creature in
Ridley: Go into Ridley and go on the left and up, where you
can see the larvae. Go back to where you defeated the other larvae
and it fell in. Go in the door. He is in the left door.
Information in this section was contributed by GANNONDORF1994.
Hint: Kraid to Norfair: When in Kraid and you have the Screw Attack, go down
the elevator from Brinstar to Kraid. Get off the elevator and
go down to the third door on the vertical shaft of the elevator.
Go down the horizontal shaft behind the third door. Keep going
to the right until you reach the save station. Go to the right
wall and you will see a hall blocked by blocks. Jump to it with
the Screw Attack and go to Norfair.
Information in this section was contributed by LorettaVest.
Hint: Brinstar Super Missile: In a hidden area of the first long, vertical shaft
in the Brinstar area, there is a Super Missile Tank under a low
passage filled with charge blocks. Initially, it looks impossible
to attain this item, but there is a way to get it, after you get
the High Jump item. Roll into Morph Ball form through the low
passage to the right. Note where you appear on the screen. At
the same level on the right-hand side of the screen is another
ledge. Get to this ledge and go right, bombing your way through
the room with the two Rippers and coming back up to the surface
in front of a door. Stand with your back against the wall, and
wait until the bomb block returns, then shoot open the door and
run to the right. Continue running until your Speed Booster activates,
then immediately press Down to store the charge. Run back
to the left, quickly shooting open the door, and in the "dip"
in the floor level before the door, roll into Morph Ball form
and press A, then Left. If done correctly, you will
blast to the left, crashing through some charge blocks in the
next room, and destroying both Rippers on your way through the
hidden room. After you leave the hidden room, as the screen is
scrolling, you should hear the Speed Boost sound effect start
again. Immediately hold Down until after you appear on
the next screen to store your charge again. Roll out of the hidden
passage, jump onto the lower platform, then press A, then
Left again. If you have done everything correctly, you
will blast through the hidden passage on the left side of the
screen, crash through the charge blocks and collect the Super
Missile Tank. Many items in this game can only be attained through
creative uses of Samus' dashing attack like this; any time you
see an item that is blocked by charge blocks, look for areas nearby
where you can build up enough speed to activate the Speed Booster.
Information in this section was contributed by Ben.
Hint: Always have a full energy tank: When you reach a Chozo Statue, roll into the Morph
Ball and go in its hand. You will have your energy tank filled.
Roll into it again, this time planting a bomb. Go into another
room, then return to the room with the Chozo Statue. Roll into
the hand, and you can heal Samus again. Repeat this as many times
as desired.
Information in this section was contributed by D3z.
Hint: Get out of Chozodia: After you get the Gravity Suit back and get the Power
Bombs, you can go back to Brinstar, Kraid, Norfair, etc. with
the new upgrades. Go to Chozo Ruins (green unmapped part) and
to the lower part. You can get a Super Missile Tank. There is
a long path that leads back to Crateria. You can use the Power
Bombs and get more items. You can travel back and forth to Chozodia
if desired.
Information in this section was contributed by Legomaniac1000.
Hint: Reach Chozodia energy tank: In Chozodia, use the following trick to get get to
the energy tank which is surrounded by meticulously placed security
lasers. You would normally need to space jump around to reach
it. Instead, start at the last blue door before the Ridley robot.
Run to the left until your Speed Booster charges then go through
the hole. Drop to just above the bottom security laser and Speed
Booster Jump to the right to the energy tank.
Information in this section was contributed by Astroguyy2k.
Hint: Morph Ball jump: Once you get the Morph Ball Bombs, you can get to some
high places that would normally require High-Jump or Space-Jump.
Get into Morphball and start laying down bombs. You will bounce
when they explode. Keep pressing A repeatedly and you can
go as high as desired. Note: This requires some patience as you
may fall often.
Information in this section was contributed by Oni.
Hint: Morph Ball high jump: When you have the Morph Ball Bomb item, press B(8).
Repeat until you are as high as possible.
Information in this section was contributed by LorettaVest.
Hint: Fly with the Morph Ball Bomb: To basically fly in Morph Ball form, first get the
Morph Ball Bomb. Then quickly tap B. The bombs will eventually
carry you straight up. This is a quick way to get up to high places
without repeatedly jumping.
Information in this section was contributed by EriShoe.
Hint: Dash attack: After running far enough to activate the Speed Boost,
press Down to temporarily store the energy. Samus will
continue to flash and can perform a dash attack by pressing A,
then the direction of the charge. Samus can also dash in Morph
Ball form. This charge can break Speed Booster blocks to reach
items that are otherwise unattainable.
Information in this section was contributed by Ben.
Hint: Easy power grip: Go to the Chozo Ruins. Go to the right after falling
down. There is a block that will crumble if you blow it up.
Information in this section was contributed by Margie Jones.
Hint: 15% Image Gallery: When attempting to unlock the 15% Image Gallery (one
of the most difficult gallery to unlock), at the very end of the
game after you have destroyed the mechanical form of Ridley, when
evacuating you will encounter two heavily armored Space Pirates.
To defeat these enemies first, use your flying somersault capability
and jump down to the bottom of the room without touching the floor.
Once you have caught their attention, immediately return to the
upper floor. Wait until they are just getting over the edge, then
blast them repeatedly. After shooting them, they will stop for
a brief moment to attack. Do a spin jump to dodge the attack and
land on the lower level of the room. After that, they will pursue
you, jumping down to the bottom of the room. As soon as they land,
fire a few shots then quickly return to the upper level of the
room. Repeat the steps until they have both been defeated. Note:
After the Space Pirates have been destroyed and you are docking
their space vessel, a Space Pirate will attack by jumping out
of the cockpit. Hold L and fire at him with the normal
beam (not missiles).
Information in this section was contributed by Nicholas T. Mihaila.
When attempting to acquire any 15% gallery, skipping unnecessary
pick-up items is critical. To skip the Super Bomb upgrade, jump
onto the left side of the block that you encounter in the third
room from the Mechanical Form of Ridley. From there, jump directly
up using your Space Jump ability. If done correctly, you will
grab onto a ledge which leads to a shaft that you can access by
using the Morph Ball.
Information in this section was contributed by Nicholas T. Mihaila.
Hint: Super Mario Bros.
reference: There is a Super Mario Bros. reference found
throughout the game that is easy to find. Take a close look at
the pipes from which the small flying enemies appear from. You
will notice that they are the same design of the pipes from of
the Super Mario Bros. series. The green pipes that you
find most closely resemble the Super Mario Bros. pipes.
Be careful when looking at the pipes, as the flying enemies that
leave them do not stop appearing. Shoot them before they hit you.
Information in this section was contributed by EriShoe.
Glitch: Get Varia Suit early: This trick requires the Power Grip, Ice Beam, Morph
Ball, Morph Ball Bomb, Missiles, Charge Beam, and Long Beam. Go
to the first Chozo Statue you reach. Go up the vertical shaft
three doors. Enter the third door. Go into the next vertical shaft.
Go to the top door and enter it. Go to the room just before the
save location. Shoot up all under it .Wait for the ledge alone
to come back. Jump up, grab it, pull yourself up. Without falling
off, go left until the next block breaks. Stay there and do the
"Morph Ball high jump" trick until you hit the ceiling.
Go to the right, shoot up, and use the Power Grip for the rest.
Information in this section was contributed by Bvest57.
Glitch: Get Super Missile Early: After you defeat Kraid, get the Hi-Jump upgrade from
Norfair and go back to Brinstar for the Varia Suit (provided you
did not use the technique to get it early, in which case go back
anyway). On the way to the Varia Suit, go to the door that leads
to a vertical shaft. Run all the way to the wall opposite. Run
toward the door again, shooting it as you go by. You will pass
into the next room. A moment later the Speed Booster will kick
in. Press Down, shoot the door open, and go back into the
other room. Then, shoot the door open again. Go into Morph Ball
form and roll to the lowest point on the screen. Press A
then hold Right. Samus will perform a Morph Ball Shinespark
through the door into the next screen, where she will break through
the narrow block shaft to the next screen. When you get through
to the third screen, press Down to store the Shinespark
energy/ The Shinespark can only travel a maximum of three screens.
When you are clear of the two Rippers, press A then hold
Right again. Samus will Shinespark through this screen
and the next. She will break the Speed Booster blocks in the third
screen and get the Super Missile.
Information in this section was contributed by teales.
Glitch: Trap space pirates: In the Space Pirate mothership, in rooms with the doors
that slide down when the pirates notice you, wait until one of
the Space Pirates is standing under the door. Then, get in front
of him so that he notices you. The alarm will go off, and the
door will slide down onto the Space Pirate, trapping him in the
floor. He will then jump alternately left and right, trying to
escape. Eventually the door will slide up again, and the Space
Pirate will be gone.
Information in this section was contributed by Wyatt Waggoner.