What this Super Metroid guide covers.

StartsSamus’s arrival at Ceres Space Colony and the first encounter with Ridley.
EndsThe ending after Mother Brain is defeated and Samus escapes Zebes.
RouteEvery progression ability, all four major guardians, and practical Energy Tank and ammunition upgrades.
Not Included100-percent items, sequence breaks, speedrun techniques, wall-jump shortcuts, alternate ending times, or exhaustive secrets.

No advanced movement required

The route follows the intended ability order and avoids wall-jump shortcuts, advanced Shinespark chains, and other sequence breaks. Directions use named rooms, elevators, save stations, and visible landmarks to keep the route recoverable.

From the guide

Prepare Before Tourian’s Point of No Return

Finish any desired exploration and save at the ship. Confirm that Charge, Ice, Gravity Suit, Space Jump, Plasma Beam, and Screw Attack are equipped, then carry a comfortable Missile supply into the sealed Metroid rooms.

Route preview.

  1. The Chase
  2. The Planet Wakes
  3. First Guardian
  4. The Fire Below
  5. The Silent Ship
  6. The Drowned Maze
  7. The Last Guardian
  8. Final Descent

Practical upgrades, kept in proportion.

Visible and short-detour Energy Tanks, Missile tanks, Super Missile tanks, and Power Bomb tanks create a useful survival margin without turning the route into a full item atlas. Boss preparation names a nearby save or refill point before the fight.

Read the complete route in Retro Game Guides.

  1. Get Retro Game Guides from the App Store.
  2. Add Super Metroid for Super Nintendo from the in-app catalog.
  3. The Standard Edition attaches automatically, ready for offline reading.