Quick answers for Super Metroid.
- How do I defeat the Metroids in Tourian?
- Freeze each with Ice Beam, then use five regular Missiles or one Super Missile. If one attaches, leave the room when the door is reachable. Otherwise, morph and lay Bombs while moving; switch to Power Bombs if normal Bombs do not shake it off. Refill from the Metroid drops before continuing.
- Are wall jumps or sequence breaks required?
- No. The route follows the intended ability order and avoids wall-jump shortcuts, advanced Shinespark chains, and other sequence breaks.
Prepare before Tourian seals the route
Doors lock behind Samus in the dusty Tourian halls past the Metroid rooms. Finish desired exploration and save at the ship beforehand. The elevator-room save remains reversible; the late Tourian save preserves the locked state.
- Confirm Charge, Ice, Gravity Suit, Space Jump, Plasma Beam, and Screw Attack.
- Bring a comfortable Missile supply and at least three full Energy Tanks beyond the starting 99 energy.
- Use the ship save before the final descent.
Continue with the complete route in the app.
What this Super Metroid guide covers.
Route preview.
- The Chase
- The Planet Wakes
- First Guardian
- The Fire Below
- The Silent Ship
- The Drowned Maze
- The Last Guardian
- 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.
More quick answers.
- Does the route collect every item?
- No. It takes practical Energy, Missile, Super Missile, and Power Bomb upgrades when they provide a useful survival margin without becoming a 100-percent atlas.
Continue with the complete route in Retro Game Guides.
- Tap Open Guide in App.
- The supported game is added when a free library slot is available.
- The Standard Edition opens at saved progress and stays ready for offline reading.