Item Locations by Area
Welcome, bounty hunter! This section of the guide provides a comprehensive breakdown of all item locations within the original Metroid for the NES and its Game Boy Advance remake, Metroid: Zero Mission. While the core game structure and many item placements are similar, Zero Mission introduces new areas, abilities, and significantly alters the map layout, particularly in the later stages. This guide will focus primarily on the NES version, noting significant differences for Zero Mission where applicable. Prepare to explore the labyrinthine depths of Planet Zebes!
Brinstar
Brinstar is your initial landing zone, a verdant yet dangerous cavern system that serves as a gateway to the rest of Zebes. It's crucial to gather early upgrades here to survive the challenges ahead.
NES Metroid - Brinstar Item Locations
- Long Beam:
From your starting point, head left through the first few rooms. You'll enter a large vertical shaft. Descend to the very bottom, then head right. The Long Beam is in the next room, typically guarded by a few enemies. This is an essential early upgrade, extending the reach of your Power Beam.
- Missile Tank (Brinstar 1):
After acquiring the Long Beam, return to the large vertical shaft. Ascend to the top and head right. Navigate through a few rooms until you find a small, enclosed area with a single Missile Tank. It's often in a room with a few enemies that drop energy.
- Bomb:
From the Long Beam room, head right. You'll eventually reach a large, open room with several platforms. Look for a small tunnel on the bottom-right. Roll through with the Morph Ball (which you start with) and you'll find the Bomb upgrade. This is arguably the most critical early-game item, allowing you to destroy Bomb Blocks and open new paths.
- Missile Tank (Brinstar 2):
Once you have the Bomb, return to the large vertical shaft. Ascend to the very top and head left. You'll find a series of Bomb Blocks blocking a path. Bomb them, then proceed through the newly opened tunnel to find this Missile Tank.
- Energy Tank (Brinstar 1):
From the Bomb location, head back left into the large open room. Use your newly acquired Bombs to destroy Bomb Blocks on the floor, revealing a path downwards. Follow this path, navigating through a few rooms, and you'll eventually find an Energy Tank. This increases your maximum health, a vital upgrade.
- Varia Suit:
This suit is located deep within Brinstar, often requiring you to navigate through areas that connect to Norfair. From the Energy Tank (Brinstar 1) location, continue exploring downwards and to the right. You'll eventually find a large, open room with a statue holding the Varia Suit. This suit halves all damage taken and is essential for surviving the heat of Norfair and the cold of Tourian.
Metroid: Zero Mission - Brinstar Differences
Zero Mission significantly redesigns Brinstar. While the Long Beam and Bomb are still early acquisitions, their exact locations and the path to them are different. The Varia Suit is also found much later in Zero Mission, often after exploring parts of Norfair and Kraid's Lair. Expect more intricate platforming and hidden passages requiring new abilities like the Power Grip.
Norfair
Norfair is a scorching volcanic region, characterized by its intense heat and dangerous lava pools. The Varia Suit is highly recommended before extensive exploration here.
NES Metroid - Norfair Item Locations
- High Jump Boots:
From the main entrance to Norfair (usually a long vertical shaft connecting from Brinstar), head right. Navigate through the first few fiery rooms. The High Jump Boots are typically found in a relatively open room, often guarded by a few fire-based enemies. These boots are crucial for reaching higher platforms and expanding your exploration capabilities.
- Missile Tank (Norfair 1):
After acquiring the High Jump Boots, use them to reach higher ledges in the surrounding rooms. This Missile Tank is often found in an elevated alcove that was previously inaccessible without the boots.
- Screw Attack:
This powerful ability is located deep within Norfair. From the High Jump Boots, continue heading right and downwards, navigating through numerous lava-filled rooms. The Screw Attack is usually found in a large, open chamber, often requiring careful platforming over lava. Once acquired, Samus becomes temporarily invincible while spinning, destroying most enemies on contact.
- Missile Tank (Norfair 2):
Near the Screw Attack location, explore the surrounding areas. There's often a hidden path or a series of Bomb Blocks leading to another Missile Tank. The Screw Attack can also help clear paths of enemies quickly.
- Energy Tank (Norfair 1):
This Energy Tank is typically found in the lower-left sections of Norfair, often requiring you to navigate through a maze of tunnels and lava. Look for a path that seems to lead away from the main progression route. It's usually in a secluded room.
- Ice Beam:
The Ice Beam is one of the most important upgrades in the game, allowing you to freeze enemies and use them as platforms. It's located in the upper-right section of Norfair, often requiring you to use the High Jump Boots and possibly the Screw Attack to reach. The room containing it is usually quite distinctive, often with a unique enemy type or a challenging platforming segment.
Metroid: Zero Mission - Norfair Differences
Zero Mission's Norfair is much more expansive and features several new mini-bosses and environmental puzzles. The Ice Beam is still a crucial acquisition, but its path is more involved. The Screw Attack is also present, but its location might be shifted to accommodate the new map design. Expect more hidden passages and areas requiring the Power Bomb.
Kraid's Lair
Kraid's Lair is a sub-region accessed from Brinstar, home to the first of the two main bosses. It's a relatively small area but contains crucial upgrades.
NES Metroid - Kraid's Lair Item Locations
- Missile Tank (Kraid's Lair 1):
Upon entering Kraid's Lair, navigate through the initial rooms. This Missile Tank is usually found in one of the first few rooms, often requiring you to bomb a hidden block or navigate a short platforming section.
- Energy Tank (Kraid's Lair 1):
This Energy Tank is typically found deeper within Kraid's Lair, often in a room just before or after the mini-boss that precedes Kraid. It's a good idea to grab this before facing the boss.
- Kraid (Boss):
Kraid is located at the very end of Kraid's Lair. He's a large, green reptilian creature. To defeat him, shoot Missiles into his mouth when it opens. He will periodically shoot projectiles and spikes from his body. Dodge these and keep firing Missiles. The Long Beam is helpful for maintaining distance. A good strategy is to jump and fire Missiles into his mouth. Approximately 5-10 Missiles should be enough.
Metroid: Zero Mission - Kraid's Lair Differences
In Zero Mission, Kraid's Lair is significantly expanded and features a more elaborate boss fight. You'll likely acquire the Varia Suit within Kraid's Lair in Zero Mission, which is a major difference from the NES version. There are also more Missile Tanks and Energy Tanks scattered throughout this area, and the path to Kraid is more complex, often involving new abilities.
Ridley's Lair
Ridley's Lair is the second sub-region, accessed from Norfair, and houses the second main boss. Like Kraid's Lair, it's a focused area with important items.
NES Metroid - Ridley's Lair Item Locations
- Missile Tank (Ridley's Lair 1):
Upon entering Ridley's Lair, navigate through the initial rooms. This Missile Tank is usually found in one of the first few rooms, often requiring you to bomb a hidden block or navigate a short platforming section.
- Energy Tank (Ridley's Lair 1):
This Energy Tank is typically found deeper within Ridley's Lair, often in a room just before or after the mini-boss that precedes Ridley. It's wise to grab this before engaging the boss.
- Ridley (Boss):
Ridley, the iconic space pirate, is located at the very end of Ridley's Lair. He's a large, winged creature that flies around the screen, shooting fireballs. To defeat him, fire Missiles into his head/body. He moves erratically, making him a challenging target. The Screw Attack can be useful for defense if he gets too close. Dodge his fireballs and aim for consistent Missile hits. Approximately 5-10 Missiles should suffice.
Metroid: Zero Mission - Ridley's Lair Differences
Zero Mission's Ridley's Lair, like Kraid's, is expanded and features a more dynamic boss fight. The Power Bomb is often acquired in Ridley's Lair in Zero Mission, which is a key difference. Expect more hidden items and a more challenging path to the boss, often requiring the use of the new abilities introduced in Zero Mission.
Tourian
Tourian is the final area of Zebes, accessible only after defeating both Kraid and Ridley. It's a highly dangerous zone filled with Metroids and the Mother Brain.
NES Metroid - Tourian Item Locations
- Energy Tank (Tourian 1):
Tourian is unique in that it contains very few optional items. There is typically one Energy Tank located early in the area, often after navigating through the first few Metroid-infested rooms. It's a welcome health boost before facing the final boss.
- Mother Brain (Final Boss):
The Mother Brain is located at the very end of Tourian. The path to her is fraught with Metroids, which can only be defeated by freezing them with the Ice Beam and then hitting them with five Missiles. Once you reach Mother Brain's chamber, you'll need to destroy her glass casing by shooting it repeatedly with your Power Beam or Missiles. Once the casing is shattered, target her eye. She will fire rings of projectiles and lava. Dodge these and continuously fire Missiles into her eye. The Screw Attack can help clear the small Rinkas she spawns. After enough hits, she will be defeated, allowing you to escape Zebes.
Metroid: Zero Mission - Tourian Differences
Zero Mission completely redesigns Tourian and the final encounter. While Metroids are still present, the path to Mother Brain is different. Crucially, after defeating Mother Brain in Zero Mission, Samus loses all her power-ups and must escape Zebes in a stealth sequence, leading to a new final boss fight against the "Mecha Ridley" in the Chozodia region. This is a significant departure from the NES original and adds an entirely new endgame sequence with its own set of challenges and item placements (though these are mostly temporary for the stealth section).
General Tips for Item Hunting
- Bomb Everything: Many hidden passages and items are concealed behind Bomb Blocks. If a wall or floor looks suspicious, or if you're stuck, try bombing it.
- Shoot Walls: Some hidden passages are revealed by shooting specific blocks with your Power Beam. Look for discolored or oddly textured blocks.
- Map Awareness: While the NES Metroid doesn't have an in-game map, drawing your own or using an online map can be invaluable for tracking unexplored areas and potential item locations.
- Return with New Abilities: Many areas are inaccessible until you acquire specific upgrades (e.g., High Jump Boots, Screw Attack, Ice Beam). Always remember to backtrack and explore previously blocked paths.
- Conserve Missiles: Missiles are your primary weapon against bosses and Metroids. Use them wisely and collect Missile Tanks whenever possible.
Mastering the layout of Zebes and collecting all upgrades is key to survival. Good luck, bounty hunter!