A Door (or Hatch) is a pathway which leads Samus Aran into new rooms. They have appeared in every Metroid game to date except Metroid Prime Pinball. Doors almost always feature low-level energy shields that can be disrupted by weapon fire. The most common type of door is the Blue Door, which can be opened with any type of weapon.
Many doors are covered with Blast Shields, which must be destroyed with a certain type of weapon before the door itself can be opened. The most common blast shield is the Red Blast Shield, which requires Missiles to open. Certain games also feature Green and Yellow Hatches.
In Super Metroid, aboard the Ceres Space Colony, there are doors that automatically open if someone is nearby. They do not require to be shot to open. They do appear to have a fail-safe protocol and automatically lock themselves, seen during the battle with Ridley.
In Metroid Fusion, the security hatches in the BSL station do not require specific weapons to open. Instead, Samus had to unlock each type of hatch in special Security Rooms hidden in various parts of the station. After each type of security hatch was unlocked, they could be opened with any weapon.
Aboard the BOTTLE SHIP in Metroid: Other M, doors are either green, red or orange. Green doors are doors that can be opened, red are doors that cannot be opened, and orange doors require a certain action to open. There are also types of Super Missile shields, Seeker Missile shields, and Missile Shields. Doors now open automatically once unlocked and do not need to be shot, like to those in the aforementioned Ceres Space Colony. It is likely that the doors on both facilities do not have to be shot open because the personnel do not carry weapons.
In Metroid: Samus Returns, doors are colored yellow. In addition to blast shields, some doors are unpowered or blocked by obstructions that require the Charge Beam, Wave Beam, Spazer Beam, or Plasma Beam to open: Charge Doors, Taramargas, Gigadoras, and Gryncores respectively.
- 1 Doors
- 2 Blast Shields
- 3 Biologic Space Laboratories research station Doors
- 4 Miscellaneous Doors
- 4.1 De-energized Door
- 4.2 Echo Gate
- 4.3 Leviathan Door
- 4.4 Magma-eruption port
- 4.5 Morph Ball Door
- 4.6 Phaaze Door
- 4.7 Presence door
- 4.8 Sealed Door
- 4.9 Shutter
- 4.10 Stronghold Door
- 4.11 Translator Door
- 4.12 Telekinetic barrier
- 4.13 Yellow and Purple Doors
- 4.14 Empty Door
- 4.15 Charge Door
- 4.16 Taramarga
- 4.17 Gigadora
- 4.18 Gryncore
- 5 Official data
- 6 Trivia
- 7 Gallery
- 8 References
Encountered in every game except Metroid Fusion and Metroid: Other M these basic doors can be opened with any weapon. Metroid: Samus Returns uses yellow-colored doors but nonetheless retain the same function as the blue doors.
Encountered in Metroid: Zero Mission, Super Metroid, and Metroid: Samus Returns. These doors will not open until a specific task has been completed, such as in Tourian, where the doors lock when there are Metroids to be defeated. When encountering a Metroid in Samus Returns, the door instead appears similar to the normal doors but with a red hue.
White-fringed doors that are opened with the Ice Beam. Found in Metroid Prime.
Red and Orange Doors
Purple-colored doors that are opened with the Dark Beam. Found in Metroid Prime 2: Echoes.
Black-and-white-colored doors that are opened with the Annihilator Beam. Found in Metroid Prime 2: Echoes.
Blast Shields are found covering normal Blue Doors throughout the Metroid series. While some are indestructible, there are several varieties that all require Samus Aran to use different weapons to destroy them. Once they have been destroyed, however, all Blast Shields are gone for good.
These red-colored blast shields are found in Metroid, Metroid II: Return of Samus, Super Metroid, Metroid: Zero Mission, Metroid Prime, Metroid Prime 2: Echoes, Metroid Prime 3: Corruption, and Metroid: Samus Returns. These doors are opened with 5 normal Missiles (in Metroid, Return of Samus, and Super Metroid) or a single Missile (in Prime onward). They can also be opened with 1 Super Missile.
Green Hatches from Super Metroid, Metroid: Zero Mission, Metroid Prime 2: Echoes, and Metroid: Samus Returns. These require one Super Missile to open.
Blast shields that can only be destroyed by hitting all of the locks simultaneously with Seeker Missiles. Found in Metroid Prime 2: Echoes, Metroid Prime 3: Corruption, and Metroid: Other M.
These blast shields are found in Metroid Prime 3: Corruption. They are vulnerable to the Ice Missile and possibly other cold-based weaponry, although this has yet to be proven.
Blast shields that are destroyed by using the Grapple Lasso to generate enough stress to pull them from their mounts. Found in Metroid Prime 3: Corruption.
First encountered in the Celestial Archives, Brown Blast Shields replace Red Hatches in Metroid Prime Hunters and, like in the rest of the Prime games, they require one Missile to destroy. There is only one in the entire game, as well as the entire series.
Instead of having Doors or Blast Shields that require different weapons to open, the BSL station is equipped with various levels of security hatches. Areas that are hazardous or are crucial to the station's operations are often placed behind high-level hatches. In order to open them, Samus Aran must first find the appropriate Security Room and manually unlock the security level. Some hatches may be destroyed and either function as open passages or impassable barriers.
This is Security Level 0; hatches of this level are gray in color, and are the most common hatch seen on the station. Adam is able to unlock this level at the beginning of the game.
This is Security Level 3; hatches of this level are yellow in color. Adam asks Samus to unlock the Yellow Hatches in Sector 5 (ARC) so she can reach the Ice Missiles. They do not exist outside of Sector 5.
This is Security Level 4; hatches of this level are red in color. Adam never authorizes Samus to open Red Hatches in Sector 4 (AQA), but she is forced to do so in order to get the Diffusion Missiles and return to a Navigation Room.
Certain doors can be closed by an untitled sixth kind of hatch, colored with purple or grey hazard striping. They are most commonly found in Navigation Rooms, but can also be found in rooms with bosses or other powerful enemies. These function similar to the Metal Door in that Samus cannot open them herself until a specific task has been accomplished. Adam has the authorization to lock and unlock these doors; normally he does so to prevent Samus from wandering off without listening to briefing, and during the climax of the game Adam uses the hatches of a Navigation Room to imprison Samus on the Galactic Federation's orders.
This door appears in Metroid Prime and Corruption. Occasionally, some doors will not be active and Samus cannot use them. To restore power, she must energize one or more Power Conduits in the area with her Wave Beam in Prime, or weld back the missing wires with her Plasma Beam in Corruption.
This organic door appears in Corruption. They appear in Leviathan Seeds, and have a bone plate that retracts when shot.
This organic door appears in Corruption. It is a maw and appears only on Phaaze, hence the name, and is similar to a Leviathan Door.
This door appears in Hunters. It looks like a typical door, but with a spinning red lock on it. They behave exactly like Blast Shields.
This appears in most 2-D Metroid games, but is different from actual doors. Shutters are triggered to open or close when a switch or a certain location is shot.
This door appears in Hunters. Arguably the largest door in the Metroid series, it has an electronic force field and behaves like any normal hatch. When shot, the color will dull, and it will slowly open. It most resembles a Leviathan/Phaaze Door.
This door appears in Echoes. It is a gate with a hologram of a message written in Luminoth (that reads GATE), and must be opened by scanning it. As Samus continues on, she will have to continually upgrade her Translator Module to read the hologram, which is in different colors (violet, amber, emerald and cobalt).
This door appears in Echoes. It appears to be a Luminoth-made door, as it only appears if Samus tries to leave the area she is in without returning the Energy to the Energy Controller, or if, in the Great Temple, she tries to avoid speaking to U-Mos.
Yellow and Purple Doors
There are two unique doors in the original Metroid that require 10 Missiles to open. The Yellow Door appears in Tourian at the bottom of the first shaft, while the Purple Door appears in Ridley's room, blocking the way to the reliquary.
Appearing primarily in Metroid Fusion, it is simply a door without any hatch or covering on it. Samus can easily walk though these doors without the need of firing her weapons (these doors are usually asociated with Shinesparking).
Appearing in Metroid: Samus Returns, the Taramarga is a purple door-blocking creature that is equipped with a large rock as a defensive measure. The obstruction can be bypassed using the Wave Beam to hit the creature directly.
Appearing in Metroid: Samus Returns, the Gigadora is a purple three-eyed door-blocking creature. It can only be destroyed with simultaneous shots to its eyes, which the Spazer Beam can accomplish.
Appearing in Metroid: Samus Returns, the Gryncore is a green door-blocking creature possessing a sturdy shell that is impervious to all but the Plasma Beam.
Metroid Prime Hunters scan
"A weak energy shield surrounds the door to keep out roaming creatures. Any weapon will open this door."
- LOCKED DOORS
- "There are many types of doors that require a certain weapon or ability to unlock. If you don’t have the means to open them yet, remember to return when more fully equipped. (Or see if you can find another way.)"
- Enemies generally cannot travel between rooms with Samus.
- In Metroid, nearby enemies can damage Samus while moving between doors, and some can follow into the next room, such as Reos.
- In the Metroid Prime series, a Metroid will explode instantly if it touches an open door.
- Space Pirates in Metroid: Zero Mission can spawn from behind a door and chase after Samus if she enters a room while they're alerted of her presence.
- In Metroid: Other M, if an enemy somehow escapes their original room by exiting through an open door, they will attempt to return to their original room (provided they aren't attacking Samus) and "phase" through the wall.
- Doors in the Metroid Prime series can occasionally take a while to open, as they still must load each room individually.
- The doors of Elysia in Metroid Prime 3: Corruption strongly resemble the doors of Metroid Prime. This is probably because both planets were also old Chozo colonies.
- The doors of the Pirate Homeworld in Metroid Prime 3: Corruption also bear much resemblance to the doors in the classic games.
- Although the Logbook entry for the Phaaze door states that it can be opened with a burst of Phazon i.e. the Hyper Beam, Samus can shoot the first door with the Nova Beam before engaging the "permanent Hypermode" and its energy shield will disappear.
- Metroid Prime is the only three-dimensional game in which doors are placed vertically as well as horizontally. Super Metroid is the only two-dimensional game to have this feature.