Suit Upgrades
Samus Aran's Chozo Power Suit is a marvel of alien technology, but its true potential is unlocked through a series of crucial upgrades scattered across the hostile planets she explores. These enhancements are not mere conveniences; they are fundamental to progression, survival, and ultimately, mission success. Mastering their acquisition and utilization is paramount for any aspiring bounty hunter.
This guide covers the essential suit upgrades for both the original NES Metroid and its acclaimed Game Boy Advance remake, Metroid: Zero Mission. While Zero Mission is a remake, it features significant differences in level design, item locations, and even introduces new upgrades. We will clearly delineate which information applies to which version.
Core Mobility and Utility Upgrades
Morph Ball
The Morph Ball is arguably the most iconic and fundamental upgrade Samus acquires. It allows her to curl into a compact sphere, drastically reducing her hitbox and enabling passage through tight, one-block-high tunnels and crevices. While in Morph Ball form, Samus cannot use her Arm Cannon for standard shots, but she gains the ability to deploy Bombs, which are vital for destroying specific blocks and damaging enemies.
- Function: Transforms Samus into a small sphere, allowing access to narrow passages.
- Primary Use: Navigation, uncovering hidden paths, setting Bombs.
- Strategy Tip: Immediately after acquiring the Morph Ball, practice deploying Bombs. They are essential for breaking certain blocks (Bomb Blocks) and can also be used offensively against early enemies.
Morph Ball Locations:
- NES Metroid: Found very early in Brinstar. From your starting point, head right through the initial corridor until you reach a vertical shaft. Descend this shaft. At the bottom, head left into a small room. The Morph Ball statue will be there. You may need to shoot blocks to clear the path to the statue. This is typically the first major upgrade you'll acquire.
- GBA Metroid: Zero Mission: Acquired in Crateria, directly after the initial landing sequence and a brief tutorial. After landing, proceed right, defeat a few enemies, and you will encounter a narrow passage. The Morph Ball is located in the room just before this passage, and its acquisition is required to proceed. It's impossible to miss as it's required to proceed through the very first narrow passage.
Bombs
While often associated with the Morph Ball, Bombs are a distinct ability that significantly expands Samus's utility. Deployed while in Morph Ball form, Bombs explode after a short delay, destroying Bomb Blocks, damaging enemies, and propelling Samus upwards if she's caught in the blast. This "Bomb Jump" technique is crucial for advanced movement and accessing hidden areas.
- Function: Deploy explosive charges while in Morph Ball form.
- Primary Use: Destroying Bomb Blocks (blocks with a distinct pattern), damaging enemies, performing Bomb Jumps to reach higher platforms or bypass obstacles.
- Acquisition: Automatically granted upon acquiring the Morph Ball in both versions. You do not find Bombs as a separate item.
- Strategy Tip: Learn to "Bomb Jump" by deploying a Bomb, then immediately deploying another as the first one explodes, propelling Samus higher. A triple Bomb Jump (deploying a third bomb as the second explodes) can reach even greater heights. This is vital for reaching many hidden areas and shortcuts, especially in the NES version where the High Jump Boots are found later and the Space Jump is a late-game acquisition. Mastering Bomb Jumps is a core skill for speedrunners and 100% completionists.
High Jump Boots
The High Jump Boots dramatically enhance Samus's vertical mobility, allowing her to reach platforms and areas that were previously inaccessible. This upgrade is critical for exploring the upper reaches of various zones and bypassing obstacles, significantly opening up exploration possibilities.
- Function: Significantly increases Samus's jump height, allowing her to clear taller obstacles and reach higher ledges.
- Primary Use: Accessing higher platforms, navigating vertical shafts more efficiently, reaching hidden power-ups and alternate routes.
- Common Pitfall: Players might try to access areas requiring High Jump before finding it, leading to frustration. If a platform seems just out of reach, or a vertical shaft is too tall to climb with standard jumps, remember this upgrade.
High Jump Boots Locations:
- NES Metroid: Located in Norfair. From the main elevator connecting Brinstar to Norfair, head right through the initial lava-filled corridors. Navigate through the first few rooms, often requiring careful platforming over lava. The High Jump Boots are typically found in an upper-left section of Norfair, often requiring a Bomb Jump or precise platforming to reach the chamber containing the item statue. It's a crucial early Norfair acquisition.
- GBA Metroid: Zero Mission: Also found in Norfair, typically in the early-to-mid sections. After entering Norfair from Crateria, proceed right. The path to the High Jump Boots is generally more straightforward than in the NES version, often involving a combination of Morph Ball tunnels and careful platforming. It's usually located in a prominent room that is difficult to miss if you explore Norfair thoroughly.
Space Jump
The Space Jump allows Samus to perform infinite spin jumps, essentially granting her the ability to fly. This dramatically enhances her mobility and exploration capabilities, making vertical shafts and complex platforming sections much simpler. It is often found later in the game, opening up many previously unreachable areas and making backtracking significantly faster.
- Function: Allows Samus to perform infinite spin jumps by repeatedly pressing the jump button while in a spin jump, effectively granting flight.
- Primary Use: Effortless vertical navigation, bypassing complex platforming challenges, reaching previously inaccessible hidden areas, avoiding ground-based enemies and hazards.
- Strategy Tip: Once acquired, the Space Jump can make many areas trivial. Practice timing your jumps to maintain altitude and glide through rooms. It's particularly useful for traversing long vertical shafts and avoiding enemies in tight corridors. In Zero Mission, it combines powerfully with Screw Attack for devastating aerial combat.
Space Jump Locations:
- NES Metroid: Located deep within Norfair. It's often one of the last major upgrades found before Tourian, usually deep within Norfair's complex labyrinth, past numerous lava pits and challenging enemy encounters. You will likely need the Varia Suit to comfortably reach its location due to environmental damage.
- GBA Metroid: Zero Mission: Found in Ridley's Lair. It's typically located in a chamber accessible after navigating a significant portion of Ridley's domain, often requiring the Varia Suit to survive the intense heat and the Plasma Beam to clear certain obstacles. It's a key item for fully exploring Ridley's Lair and preparing for the boss fight.
Defensive and Environmental Upgrades
Varia Suit
The Varia Suit is a paramount defensive upgrade, instantly recognizable by its orange coloration. It halves all damage Samus takes, whether from enemy attacks or environmental hazards like lava, acid, or extreme temperatures. This makes exploration of hostile regions significantly more manageable and conserves precious energy, allowing for deeper incursions into dangerous zones.
- Function: Halves all incoming damage (enemies, environmental hazards such as lava, acid, and extremely hot/cold rooms).
- Primary Use: Survival in high-damage zones, significantly reducing energy consumption, enabling prolonged passage through extreme heat/cold environments without rapid health depletion.
- Strategy Tip: Prioritize acquiring the Varia Suit before attempting extensive exploration of Norfair or Tourian. Without it, your energy tanks will deplete rapidly, making progression extremely difficult and resource-intensive. It's often considered a soft gate for later game areas.
Varia Suit Locations:
- NES Metroid: Located in Norfair, often found deeper within the region, past areas that might initially seem too dangerous without it. It's a key item for surviving the intense heat of Norfair and beyond, and is typically found after acquiring the High Jump Boots and possibly the Screw Attack.
- GBA Metroid: Zero Mission: Also in Norfair, usually in a prominent, often guarded, chamber. It's essential for prolonged exploration of the lava-filled areas and is often a prerequisite for reaching other upgrades deeper in Norfair, such as the Ice Beam or Plasma Beam.
Gravity Suit (GBA - Zero Mission only)
Exclusive to Metroid: Zero Mission, the Gravity Suit is an advanced defensive upgrade that provides full immunity to environmental damage from lava and acid, and restores normal movement speed underwater. It's an enhanced version of the Varia Suit's environmental protection, making submerged and hazardous areas much easier to traverse and combat significantly less cumbersome.
- Function: Grants full immunity to lava and acid damage, and restores Samus's normal movement speed and jump height while underwater.
- Primary Use: Effortless navigation through liquid hazards, increased combat effectiveness in submerged areas, and access to previously impassable zones.
- Location (GBA - Zero Mission): Found in Tourian, typically in the later stages of the game, making the final approach to Mother Brain much safer and more efficient. It's often guarded by Metroids or other challenging enemies, and its acquisition is a strong indicator that you are nearing the final boss.
- Note: This upgrade is not present in the original NES Metroid, where underwater movement remains slow and environmental damage from lava/acid is only mitigated by the Varia Suit.
Offensive and Weapon Upgrades
Samus's Arm Cannon can be upgraded with various beam types, each offering unique properties. In the NES version, picking up a new beam upgrade typically overwrites the previous one (with the exception of the Long Beam, which is a base enhancement). In Metroid: Zero Mission, beam upgrades generally stack, allowing Samus to combine their effects for devastating results, creating powerful composite beams.
Long Beam
The Long Beam is often one of the first offensive upgrades Samus finds, and it significantly improves her combat effectiveness by extending the range of her Arm Cannon shots to full screen. This allows her to engage enemies from a safer distance, reducing the risk of taking damage and making platforming over pits of enemies much less perilous.
- Function: Extends the range of Samus's Arm Cannon shots to full screen, allowing projectiles to travel indefinitely until they hit a wall or enemy.
- Primary Use: Engaging enemies from a safe distance, hitting targets across gaps or through narrow openings, and clearing rooms more efficiently.
- Strategy Tip: Always prioritize the Long Beam. Its extended range makes early enemy encounters much easier and safer, and it's a fundamental upgrade that makes all subsequent beam upgrades more effective. In NES Metroid, it's a permanent upgrade that doesn't get overwritten by other beams.
Long Beam Locations:
- NES Metroid: Found in Brinstar, typically very early, often in the same general area as the Morph Ball or shortly thereafter. After acquiring the Morph Ball, head further right and explore the upper sections of Brinstar. It's usually in a straightforward path, sometimes requiring a few shots to open a block.
- GBA Metroid: Zero Mission: Located in Crateria, usually found in a straightforward path after the Morph Ball, often in the same general area as the first Energy Tank. It's an early and essential acquisition that significantly boosts Samus's offensive capabilities from the outset.
Ice Beam
The Ice Beam replaces Samus's standard Power Beam (or Long Beam) with a projectile that freezes most non-boss enemies solid. Frozen enemies can then be used as temporary platforms or destroyed with a subsequent shot. It is absolutely critical for defeating certain bosses and, most importantly, the Metroids in Tourian, making it a mandatory late-game acquisition.
- Function: Freezes most non-boss enemies on contact, rendering them immobile.
- Primary Use: Creating temporary platforms to reach otherwise inaccessible areas, neutralizing threats, and critically, defeating the Metroids found in Tourian.
- Critical Use: The Ice Beam is the ONLY way to defeat Metroids in Tourian in both versions of the game. Without it, you cannot damage them and therefore cannot complete the game.
Ice Beam Locations:
- NES Metroid: Located deep within Norfair, often found in a challenging area requiring careful platforming, Bomb Jumps, or even the Screw Attack to reach. It's usually deeper within Norfair, past many lava hazards, and often requires the Varia Suit for comfortable exploration.
- GBA Metroid: Zero Mission: Also in Norfair, usually in a more accessible location than the NES version, but still requires some exploration and often the Varia Suit to reach comfortably. It's typically found in a central part of Norfair, often after defeating a mini-boss or navigating a complex series of rooms.
- Common Pitfall (NES): In the NES version, picking up another beam upgrade (like Wave Beam or Plasma Beam) will overwrite the Ice Beam. Be extremely mindful of this, especially before entering Tourian. If you accidentally pick up another beam, you will need to find another Ice Beam upgrade or reset your game to an earlier save if you cannot proceed.
- Note (GBA): In Zero Mission, the Ice Beam stacks with other beam upgrades (Long, Wave, Plasma), meaning you can have Long, Ice, and Wave active simultaneously, creating a powerful composite beam that freezes enemies while still having the properties of other beams.
Wave Beam
The Wave Beam is a powerful offensive upgrade that allows Samus's shots to pass through walls and enemies, hitting multiple targets or targets behind cover. Its shots also have a distinctive wavy trajectory. In the NES version, it replaces previous beam upgrades, while in Zero Mission, it stacks with other beams for increased damage and utility.
- Function: Shots travel in a wavy pattern and pass through walls, obstacles, and enemies, hitting everything in their path.
- Primary Use: Hitting enemies behind cover, damaging multiple enemies in a line, clearing rooms more efficiently, and hitting hidden blocks.
- Strategy Tip: The Wave Beam is excellent for clearing out rooms quickly, especially in areas with many small, fast-moving enemies or enemies positioned behind blocks. In Zero Mission, its stacking property with the Ice Beam creates a formidable weapon.
Wave Beam Locations:
- NES Metroid: Located in Kraid's Lair. It's often found in the deeper sections of Kraid's domain, typically after defeating the mini-boss Kraid himself, or in a challenging area leading up to him. You will need to navigate through tight passages and enemy-filled rooms.
- GBA Metroid: Zero Mission: Found in Kraid's Lair. Similar to the NES version, it's a key upgrade for navigating Kraid's domain and preparing for the boss fight. It's usually located in a prominent room, often guarded by enemies or requiring a specific sequence of actions to access.
- Common Pitfall (NES): Like the Ice Beam, picking up the Wave Beam will overwrite the Ice Beam. Be cautious if you intend to keep the Ice Beam for Metroids.
- Note (GBA): In Zero Mission, the Wave Beam stacks with other beam upgrades, allowing for powerful combinations.
Plasma Beam (GBA - Zero Mission only)
Exclusive to Metroid: Zero Mission, the Plasma Beam is the most powerful beam upgrade available. It allows Samus's shots to pierce through multiple enemies, dealing massive damage. When combined with other beam upgrades, it creates an incredibly destructive projectile. It is typically found very late in the game.
- Function: Shots pierce through multiple enemies, dealing very high damage.
- Primary Use: Rapidly eliminating multiple strong enemies, quickly defeating bosses, and clearing paths through dense enemy formations.
- Location (GBA - Zero Mission): Found in Ridley's Lair, often in a challenging area that requires the Varia Suit and other mobility upgrades to reach. It's usually a late-game acquisition, making the final boss encounters significantly easier.
- Note: This upgrade is not present in the original NES Metroid.
Screw Attack
The Screw Attack is a highly sought-after offensive and defensive upgrade. When Samus performs a spin jump, she becomes surrounded by a field of energy that destroys most enemies on contact and makes her temporarily invulnerable to damage. It's a game-changer for combat and exploration.
- Function: While spin jumping, Samus becomes invulnerable and destroys most enemies she touches.
- Primary Use: Clearing paths through dense enemy areas, effortlessly defeating most standard enemies, bypassing environmental hazards that deal contact damage, and making platforming much safer.
- Strategy Tip: Once acquired, the Screw Attack makes Samus incredibly powerful. Use it to plow through enemy-filled corridors and to safely navigate areas with flying enemies. It's also effective against some mini-bosses.
Screw Attack Locations:
- NES Metroid: Located deep within Norfair. It's one of the most challenging upgrades to acquire, often requiring extensive exploration of Norfair's most dangerous sections, usually past lava pits and complex enemy layouts. It's often found in the same general area as the Space Jump or Varia Suit.
- GBA Metroid: Zero Mission: Found in Choyzo Ruins, a new area introduced in Zero Mission. It's typically acquired after the main events of the game, during the "Zero Suit Samus" segment, and is crucial for Samus to regain her full power suit and escape the Chozo Ruins. This is a unique acquisition path compared to other upgrades.
Other Essential Upgrades
Missiles
Missiles are a secondary weapon system that provides Samus with powerful, explosive projectiles. They are essential for opening Missile Blocks (blocks with a distinct "M" symbol) and dealing significant damage to bosses and tougher enemies. Missile Capacity upgrades are found throughout the game, increasing the maximum number of missiles Samus can carry.
- Function: Fires powerful, explosive projectiles from the Arm Cannon.
- Primary Use: Opening Missile Blocks to access new areas, dealing heavy damage to bosses and mini-bosses, and quickly dispatching resilient enemies.
- Acquisition: The initial Missile Launcher is typically found very early in the game. Subsequent Missile Tank upgrades increase your maximum capacity by 5.
- Strategy Tip: Conserve missiles for critical situations, especially boss fights. Always be on the lookout for Missile Tanks, as a higher capacity means more sustained firepower.
Missile Launcher/Tank Locations:
- NES Metroid: The first Missile Launcher is often found in Brinstar, shortly after the Morph Ball. Missile Tanks are scattered throughout Brinstar, Norfair, Kraid's Lair, and Ridley's Lair, often hidden behind Bomb Blocks or in secret passages.
- GBA Metroid: Zero Mission: The first Missile Launcher is found in Crateria, very early on. Missile Tanks are plentiful and scattered across all regions (Crateria, Brinstar, Kraid's Lair, Norfair, Ridley's Lair, Choyzo Ruins, Tourian), often requiring Morph Ball, Bombs, or other upgrades to reach.
Energy Tanks
Energy Tanks are vital for Samus's survival, increasing her maximum health capacity by 100 points each. Collecting them allows Samus to withstand more damage from enemies and environmental hazards, making longer explorations and challenging boss fights more manageable. There are typically 6 Energy Tanks in NES Metroid and 12 in Metroid: Zero Mission.
- Function: Increases Samus's maximum energy (health) by 100 points per tank.
- Primary Use: Enhancing survivability, allowing Samus to take more hits before being defeated, and providing a buffer against environmental damage.
- Strategy Tip: Prioritize collecting Energy Tanks, especially before entering new, more dangerous areas or facing bosses. More health means more room for error and a greater chance of success.
Energy Tank Locations:
- NES Metroid: Scattered throughout Brinstar, Norfair, Kraid's Lair, and Ridley's Lair. Many are hidden behind Bomb Blocks, Missile Blocks, or in secret passages requiring careful exploration and Bomb Jumps.
- GBA Metroid: Zero Mission: Plentifully scattered across all regions. Many are found in plain sight but require specific upgrades to reach, while others are cleverly hidden behind destructible blocks or in secret rooms. Exploration and utilizing all upgrades are key to finding them all.
Power Bombs (GBA - Zero Mission only)
Exclusive to Metroid: Zero Mission, Power Bombs are devastating explosives that clear the entire screen of most standard enemies and destroy special Power Bomb Blocks. They are crucial for uncovering hidden paths and are often required to progress in later areas of the game. Power Bomb Capacity upgrades increase the maximum number Samus can carry.
- Function: Deploys a powerful, screen-clearing explosion that destroys most enemies and specific Power Bomb Blocks.
- Primary Use: Clearing rooms of enemies, revealing hidden passages and items (especially in the Choyzo Ruins), and damaging certain bosses.
- Acquisition (GBA - Zero Mission): The initial Power Bomb Launcher is found in Kraid's Lair. Subsequent Power Bomb Tanks are scattered throughout the game, increasing your maximum capacity by 2.
- Strategy Tip: Power Bombs are a limited resource, so use them strategically. They are invaluable for finding hidden items and progressing through areas blocked by Power Bomb Blocks. They are also essential for the "Zero Suit Samus" segment.
- Note: This upgrade is not present in the original NES Metroid.
Charge Beam (GBA - Zero Mission only)
Exclusive to Metroid: Zero Mission, the Charge Beam allows Samus to hold down the fire button to charge up a more powerful shot. This charged shot deals significantly more damage and can often pierce through multiple enemies, even without the Plasma Beam. It's a versatile offensive tool that enhances all other beam upgrades.
- Function: Allows Samus to charge her Arm Cannon for a more powerful, often piercing, shot.
- Primary Use: Dealing increased damage to enemies and bosses, conserving missile ammunition, and efficiently clearing out groups of enemies.
- Location (GBA - Zero Mission): Found in Brinstar, typically in the mid-game. It's a key upgrade that significantly boosts Samus's offensive capabilities and makes combat much more dynamic.
- Strategy Tip: Master the timing of charged shots. They are excellent for one-shotting weaker enemies and dealing burst damage to stronger foes. When combined with other beam upgrades, the charged shot becomes incredibly potent.
- Note: This upgrade is not present in the original NES Metroid.