Zebes inhabitants and major threats
Identify allies, major bosses and the clues provided by Zebes’s inhabitants.
Story and late-game spoilers.
Original SNES game; randomizers and ROM hacks are outside this guide.
8 characters · one picture per entry · open a picture for full size.
Character directory

Samus Aran
Exploration expands her equipment rather than a party roster. New mobility often matters more than raw damage when the route appears blocked.

The infant Metroid
Its abduction draws Samus back to Zebes. Later appearances are story milestones rather than a creature-collection system.

Etecoons and Dachora
These creatures demonstrate techniques Samus can perform. Watch their motion and practise in a safe area before assuming an unseen item is required.

Kraid
His mouth is the important opening. Focus on timing and a safe firing position rather than spending ammunition against his protected body.

Phantoon
The eye provides the damage opportunity. Defeating him changes the ship’s state, so revisit previously inactive rooms afterwards.

Draygon
His exposed belly is a conventional target. Learn his movement and keep enough space to respond instead of remaining pinned against one side.

Ridley
A demanding endurance fight. Energy and ammunition preparation matter; take a deliberate refill pass before committing if previous rooms depleted your reserves.

Mother Brain
The final sequence includes scripted changes as well as combat. Keep watching the arena and story cues when ordinary attacks stop appearing effective.
Where the bosses wait





Every enemy and boss, with HP · Areas of Zebes
Pictures from the Super Metroid (SNES) game data. Rooms show their static layers only, without enemies, doors, lighting or moving backgrounds; animation timing is approximate.
Quick notes
- Watch the animals as demonstrations. The Etecoons demonstrate wall jumping and the Dachora shows a Speed Booster technique.
