List of rooms in Super Metroid
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Corridor No. 1[]
Corridor No. 1 is a room in Brinstar. It appears in Super Metroid. It previously appeared in Metroid and Metroid: Zero Mission as the first room of those games. In Super Metroid, a working elevator was placed sometime during the events of the Metroid Prime series or SR-388 incident. It takes Samus to the Starting Point from the desolate ruins of the original Tourian, the latter of which are now considered a part of Crateria. The Morph Ball is curiously in the exact same place it was before, but after acquiring it, an Eye mechanism shines a light on Samus.
There is also now a Fake Block under the rock formation. As Samus returns to Crateria, the Koma statues that were stationary in her first adventure become active. Upon returning to Crateria, Samus discovers that the Space Pirates are waiting for her in an ambush. While exploring the jungle section of Brinstar (or returning here with the Power Bomb), Samus will find a Yellow Hatch that leads behind the left wall of Corridor No. 1. She is locked in the room until she kills three Sidehoppers. Using Power Bombs twice will reveal a Power Bomb Tank.
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Fake Block shaft[]
The "Fake Block shaft" is a room in Brinstar. It appears in Super Metroid. It previously appeared in Metroid and Metroid: Zero Mission as the second room of those games. In Super Metroid, the room retains its general appearance from Metroid, but adds two Koma heads to each side of the long platform above the floor. It has become desolate in the years since the Zero Mission, and is empty when Samus first arrives. Two Zoomers are present if Samus returns here after being detected by the Eye scanners in the adjacent rooms.
Samus can crouch and shoot to break all of the Fake Blocks in the platform, without using the Wave Beam. The two fake platforms below are retained, but the room is much shorter and the door to Kraid's Lair is no longer accessible. There are two Koma heads in the shaft as well, and there appear to be pipes and bricks in the walls of the room. There is now an overhang to the left with a crevice underneath that Samus can fit through with the Morph Ball. Through here is a door to a small room with a Chozo Statue holding the game's first Missile Tank.
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Missile chamber[]
The "Missile chamber" is a small room on the bottom left of the Fake Block shaft. It did not exist in the original Metroid or in Zero Mission. It is a simple, small chamber made entirely of metal bricks, blocks and pipes, with a rocky blue wall in the background. A Chozo Statue is found in the left corner of the room, holding the first Missile Tank of the game. Samus needs them in order to access the overhang corridor.
When Samus visits this room in the Super Metroid Promotional Preview, she is surprised at the sight of the Chozo Statue:
“ | I was tense, when suddenly... an enormous Chozo Statue appeared before me! An item! Now if I can just get out of this eerie place... |
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—Samus[note 1] |
A screenshot of this room is featured in Volumes 3 and 7 of the Metroid Dread Report, in the section about the Chozo (Vol. 3) and Chozo remnants (Vol. 7).
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Overhang corridor[]
The "overhang corridor" is a room in Brinstar. It appears in Super Metroid. It previously appeared in Metroid and Metroid: Zero Mission as the third room of those games. In Super Metroid, the room has become desolate since the Zero Mission, and does not need to be entered to advance the mission. It retains its general appearance from Metroid, but with a darker blue hue, and it adds three Koma heads to the room: one in the ceiling and on the entrance ledge, and then one behind the overhang. The shaft that connected to the rest of Brinstar from here is no longer accessible and has been replaced by a solid wall. A Missile Tank can now be found here, as well as a second Eye scanner (after that found in Corridor No. 1) in front of the overhang.
If Samus returns to the room after she is attacked by Space Pirates, it will now be populated by Skrees and Zoomers. Using a Power Bomb will destroy two rows of tiles on the overhang and expose a shaft, which Samus can ascend with a well-timed Shinespark to reach a previously inaccessible corridor.
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Green Brinstar Main Shaft[]
The "Green Brinstar Main Shaft" is a room in Brinstar. It appears in Super Metroid. This serves as the entrance to the main area of Brinstar, and in particular the green jungle region. It is not the first room Samus visits in Brinstar as a whole, given that she revisits the first three rooms of "old Brinstar" before coming here. During her mission, this room serves as a main hub for her exploration of Brinstar. It connects directly to a Save Room, the room where the Early Super Missiles technique can be performed, and the Dachora's room. It also connects indirectly to Brinstar's Map Computer and the area's only Missile Charge.
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Map Station Access[]
"Map Station Access" is a hallway found directly to the left of the Green Brinstar Main Shaft. It is constructed of artificial bricks and blocks, with a wall near the end. There is a Sidehopper and three Zeelas in this room. When entered, the door Samus came in through locks until all enemies are killed. The door to the Map Station is found behind the wall; Samus can lay a Bomb at its base to get inside of it, and then another to get out.
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Brinstar Map Station[]
The "Brinstar Map Station" features the only Map Station in Brinstar. The station downloads much of the area map to Samus's Power Suit, although more secretive rooms such as the Green Brinstar Main Shaft's lower half, and Hell underneath it, are not filled in.
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Brinstar Save Station 1[]
"Brinstar Save Station 1" is the first Save Station in Brinstar. It is accessible through a Red Hatch in the Green Brinstar Main Shaft.
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Green Brinstar Fireflea Room[]
The "Green Brinstar Fireflea Room" is a large, dimly lit vertical room to the left of the Main Shaft. Five Firefleas provide the only light source in this room. Samus must make use of midair platforms to avoid spikes on much of the floor below and cross to the other end. In doing so, she must avoid touching or shooting any Firefleas as it will kill them and gradually darken the room. It leads into Brinstar's only Missile Charge room.
This room is witnessed in one of the game's attract mode clips. In it, Samus shoots one Fireflea before jumping to a lower platform and aiming at another.
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Brinstar Missile Station[]
The "Brinstar Missile Station" is the only Missile Station present in Brinstar. It is accessed through the Green Brinstar Fireflea Room. Use of it is recommended due to the amount of Red Hatches present in the Main Shaft, and depending on how many Missile Tanks Samus has acquired this early in her mission.
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Early Supers Room[]
The "Early Supers Room" is a room in Brinstar. It appears in Super Metroid. This room is notable for being the location of the Early Super Missiles technique. This room is the first to be found on the left of the "Green Brinstar Main Shaft". It is a horizontal corridor with a long green bridge stretching to the end of the room. The bridge is partially made of Pit Blocks, which will crumble if Samus does not dash over them. Even then, there are three shutters that will close in front of her as she runs. Under normal circumstances, the Speed Booster is required to run fast enough to beat the shutters. The door at the end of the Early Supers Room has a Super Missile Tank, which if obtained early negates the need to fight Spore Spawn.
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Brinstar reliquary[]
The "Brinstar reliquary" is an Item Room close to the entrance to Brinstar. It cannot be accessed until the Speed Booster has been obtained, unless the Mockball or another technique is used to circumvent the room leading into it. A Chozo Statue is in immediate view upon entry, holding a Reserve Tank. Samus can roll through the pipe under the statue to find a Missile Tank in plain sight, and then Bomb the wall beside it a few times to find a second Missile expansion.
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Dachora's room[]
The "Dachora's room" is a room in Brinstar. It appears in Super Metroid. The room is a long corridor set in Brinstar's pink region. It connects directly to the massive "pink shaft" in central Brinstar, and the entrance shaft of Brinstar. Throughout the corridor's background are numerous plant stalks with bulbs, as well as mysterious bush or pod-like objects. The floor is inconsistently flat, with a few ramps along it. Near the center is a solid wall, which can be destroyed with Bombs, and later a Power Bomb or the Speed Booster. On Samus's initial visit, there is little to do in this room besides proceed through it into the pink shaft.
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Brinstar Energy Charge Station 1[]
"Brinstar Energy Charge Station 1" is found through a door in the hidden section of the Dachora's room, where the Dachora itself resides. It can be used if Samus needs energy after attempting to Shinespark out of the creature's pit.
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Pink shaft[]
The "pink shaft" is a room in Brinstar. It appears in Super Metroid. The pink shaft is one of the largest rooms in Brinstar, and perhaps the entire game. It connects to multiple other areas of Brinstar, including the "Red Soil" and green jungle regions. Flakes of an unknown material fall indefinitely in this room, as they do in other "pink" Brinstar rooms. Multiple ledges formed out of the natural pink soil are found, outstretched from walls on either side. The pink shaft is first entered from a door near the top. Immediately above this is a ledge with an Air Hole that spawns Zebs indefinitely. This leads to a series of steps in the right wall, leading up to another walkway, another pair of ledges, and another walkway with another Air Hole spawning Zebs. To the left is a ledge on the wall with a Bomb Block at its base. Behind this block is a door to a Save Room. Adjacent to this is an exit into the room that precedes Spore Spawn.
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Brinstar Save Station 2[]
"Brinstar Save Station 2" is the second Save Station in Brinstar. It is accessible through a door on the top left of the pink shaft, which is behind a tunnel with a Bomb Block. This Save Station precedes the Spore Spawn battle.
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Kihunter nesting grounds[]
The "Kihunter nesting grounds" is a green jungle corridor with a lower floor. It exits into the Spore Spawn's room through a door in the ceiling. It is partially constructed from brambles, as seen in the ceiling and right wall. Thin reeds with small flowers can be seen in the background. The room's name originates from the presence of three Kihunters in it, and three sets of curious egg-like objects hanging from the exit, which may represent Kihunter eggs that would hatch into Zeros. When Samus enters the room, the doors will lock until she kills the Kihunters, after which she can proceed into the Spore Spawn's chamber.
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Spore Spawn Room[]
The "Spore Spawn Room" is a room in Brinstar. It appears in Super Metroid. In this room, Samus encounters a mini-boss, Spore Spawn. This room is close in proximity to a Save Station, and the exit is directly connected to the room with the first Super Missile Tank (without Sequence Breaking to get them early). It is a tall and thin shaft with two halves. The second half is inaccessible until the Spore Spawn is killed.
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Super Missile drop[]
The "Super Missile drop" is a room in Brinstar. It appears in Super Metroid. This is where the first Super Missiles in the game are obtained in the normal course of events, without Sequence Breaking. This room can only be visited (normally) after defeating Spore Spawn, and is part of the pink area of Brinstar. It is entered from the top exit of that creature's room. Initially, it appears to be a short corridor with a pit in the middle, where an Air Hole is located that spawns Zebs infinitely. Odd, bulbous growths can be seen in the background. Samus can kill the Zebs as they spawn to recover any energy and Missile Ammo lost in the battle with Spore Spawn. On the right is another Air Hole directly against the wall. Stepping onto this will reveal it is actually a pair of Pit Blocks, and Samus will fall down a very long drop, hence the room's name. This drop is lined with metal columns against the area's natural pink soil.
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Pipeworks[]
The "pipeworks" is a short corridor found immediately after the Super Missile drop. There are three Air Holes in the center of the floor that spawn Zebs, which fly to the right. At the end of the hallway is a Green Hatch. When shot, two Zeelas fall into the room from two pods in the ceiling. They are not visible before that and crawl to the right as well. Samus can ignore them if she chooses, and simply leave the room.
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Jungle slope[]
The "jungle slope" is a room in Brinstar. It appears in Super Metroid. The slope is found after the large pink section of Brinstar and is among the longest hallway-type rooms in Super Metroid. It consists of eight large ledges in the left side, which are lined with five side-facing Air Holes that spawn Geegas, rafflesia-like flowers in the background and lush green vegetation. Some of the ledges slightly extend forward; these extensions are made of destructible blocks.
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N00b bridge[]
The "n00b bridge" is an infamous room in Brinstar. It appears in Super Metroid. It is a long corridor in the jungle section of Brinstar, with a "bridge" that consists of Pit Blocks, and a ceiling lined with spikes. Apart from this, the only unique feature to the room is the abundance of red and pink bloomed flowers. The bridge cannot easily be crossed without using the dash button for speed. Barring Sequence Breaking, it is the first place in the game where the dash button is required to progress (as intended by the developers). Many new players have found themselves unable to figure this out, despite the instruction manual and the in-game controller settings mentioning such a button; hence the fan name "n00b bridge".
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Red Tower[]
The "Red Tower" is a room in Brinstar. It appears in Super Metroid. It previously appeared in Metroid and Metroid: Zero Mission as the second room of those games. Beneath the entrance are pipes that will indefinitely spawn Geegas. Lower yet is an area that is seemingly the bottom of the room, with only Power Bomb Blocks impeding a Yellow Hatch and a destructible box that contains a Beetom. However, there are Fake Blocks on the ground that reveal a passage leading to the true bottom of the room, a shaft full of Rippers. At the bottom are two doors, on the left is a Green Hatch leading to an Energy Recharge Station, and on the right is a Blue Door leading to more of the area.
Above the entrance is a thinner shaft with platforms made of Bomb Blocks that require the High Jump Boots to reach normally. Near the top of the shaft are many Rippers, and at the very top, part of the floor is a Fake Block that must be shot in order to reach the Blue Door leading to where the first Power Bombs are.
When this room is first entered, the only direction which can be gone is down. At the "bottom", Samus will find herself unable to move on unless she finds and destroys the hidden Fake Blocks in the "floor". Once at the bottom, Samus is unable to ascend the shaft again until she acquires the Ice Beam and High Jump Boots, or uses tricky Wall or Bomb Jumps. Once these items are acquired, Samus will be able to reach the very top of the shaft by freezing the Rippers, allowing her to acquire her first Power Bombs.
On her way back down, Samus will likely use her newly acquired Power Bombs to open the Yellow Hatch that is midway down the shaft, but find herself unable to progress until she has acquired the Grappling Beam. Once she finds that item, she will be able to reach the X-Ray Scope.
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Brinstar Energy Charge Station 2[]
"Brinstar Energy Charge Station 2" is found through the Green Door on the lower left of the Red Tower. Samus can use the Energy Charge in it to replenish her reserves.
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Flooded hall 1[]
"Flooded hall 1" is a short hallway at the base of the Red Tower. The floor is partially engulfed in water. Two metal platforms allow Samus to cross the room; one of the platforms is held up by two cylinders, and the second just barely touches the water's surface. This platform is surrounded by underwater spikes. Above the second platform are two Skrees, which Samus can either kill from a safe distance or jump past. The latter risks knocking her into the spikes.
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Flooded hall 2[]
"Flooded hall 2" is a much larger chamber than the previous one. It initially appears as another straight corridor with a flooded floor. Two Yapping Maws are embedded into the floor, surrounded by spikes and metal blocks that touch the surface of the water. Should Samus fall into the water, she will have difficulty escaping without the Gravity Suit, and especially if a Yapping Maw grabs and drags her into the spikes. A red soiled platform in the middle of the room is inhabited by a Cacatac, and above this is a ledge, but nothing of importance is found there.
Samus can shoot a Fake Block in the ceiling immediately above the entrance to expose a hidden shaft. Jumping up here with the High Jump Boots if she has them, or by Wall Jumping, Samus will find a Bomb Block and then a Fake Block. It is recommended that the latter block be shot rather than Bombed, as doing so causes another block underneath to rupture and Samus will be dropped back to the lower floor. After rolling through the tight passage, Samus will find the entrance to the room with the Spazer Beam.
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Spazer room[]
The "Spazer room" is a small chamber found above the second of two rooms with pools of water and Yapping Maws. It is constructed from silver, potentially metal materials and has a rocky blue background. The entrance is on a raised ledge and a Chozo Statue is found on a raised platform to the right, holding the Spazer Beam. As this is an optional power-up, Samus does not have to visit this room.
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Transport to Norfair[]
"Transport to Norfair" is a room in Brinstar. It appears in Super Metroid. A different room located elsewhere in Brinstar serves much the same purpose as that of Metroid and Zero Mission during Samus's second mission to Zebes. The original room is no longer accessible, nor are any rooms in the original Brinstar after the "overhang corridor".
The new room more closely resembles its counterpart from Metroid, but its size has been expanded. As Samus descends the elevator shaft, the walls are shown to be formed from blue rock tile, identical to that of old Brinstar. In the background of the room are large metal panels with a burgundy color. The rightmost wall is composed of Super Missile Blocks; destroying the wall reveals a secret second half of the room, constructed out of blue bricks.
On the top right is a massive statue depicting a one-eyed, monstrous creature in the wall; this looks nearly identical to a statue found in the Kraid elevator room in Metroid. Samus can walk through the creature's maw to find a door leading to Kraid.
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Scaffolding[]
The "scaffolding" is a tightly cramped mini-shaft found near Kraid's domain. It is inhabited by three Zeelas. The initial part of the room is a thin shaft with a short staircase and a red bridge under the entrance. The bridge has a block that Samus can Bomb to break through. At the base of the right wall underneath is another block, which leads into a tunnel in the wall. This exits into another vertical part with an exit in the ceiling. A door on the bottom left is locked until Kraid is defeated.
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Tangled crossing[]
The "tangled crossing" is a chamber filled with tangled vines quite close to Kraid's chamber. Four Kihunters inhabit the room and it is entered through a door in the floor from the scaffolding. There are two larger vines lined with thorns that can be seen growing through the ceiling, but their origin point is unknown. To continue through the lair, Samus can lay a Bomb over a noticeable crack in the floor to find a hidden chamber underneath, which leads to Mini-Kraid's room. If Samus lays a Bomb in a divot in the floor near the right wall, she will find a short passage to a hidden door, through which is a Save Station. Later, Samus can return to this room and lay a Power Bomb on the right side to reveal another hidden passage in the wall. A Missile Tank is inside.
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Brinstar Save Station 3[]
"Brinstar Save Station 3" is the third Save Station in Brinstar. It is accessible through a hidden passage in the tangled crossing. This is the last Save Station before Kraid, so use of it is recommended.
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Mini-Kraid's room[]
"Mini-Kraid's room" is a room in Brinstar. It appears in Super Metroid. A different version of it previously appeared in Metroid and Metroid: Zero Mission as part of Kraid's Lair. In Super Metroid, with Kraid's Lair being located in a different section of Brinstar, Mini-Kraid's new quarters are technically a separate room from the one previously featured in Metroid and Zero Mission. However, it is very similar to its appearance in Metroid, albeit with the addition of a red background, some metal construction near the end and a slightly lowered ceiling in the middle. The pillars, Air Holes and acid are absent. This lowered ceiling features two magenta-colored orbs that are positioned to resemble eyes, and four sets of curved spikes on its underside (twelve total) positioned to resemble teeth. These teeth spikes can harm Samus if she touches them, such as while jumping. The face is similar to that found in "Kraid's room access" in the original Metroid.
When Samus enters this room for the first time, tense music begins playing and the doors lock. She is confronted by three Green Zebesians, and as she moves past them small spikes will begin to fly towards her. As she continues, she will come across Mini-Kraid. Defeating the creature unlocks the doors and allows her to continue. On return visits, the Silence theme plays and Mini-Kraid respawns, but the doors remain unlocked.
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Kraid's room access[]
"Kraid's room access" is a room in Brinstar. It appears in Super Metroid. A separate version appeared in Metroid and Metroid: Zero Mission as part of Kraid's Lair. In Super Metroid, another room that serves the same purpose as the original appears in Brinstar, while the original Kraid's Lair is no longer accessible. It is now a corridor consisting of green and metallic tiles, with spikes lining parts of the ceiling and floor. A single Air Hole is present, spawning Zebs endlessly. As Samus approaches the right, projectiles will begin to fire from the right and she will come upon a mysterious corpse, the nature of which has been subject to speculation. Sbugs can be found feeding on the corpse, which will scurry away when Samus approaches them, but return on subsequent visits, making this the only room where they can be encountered multiple times. The door into Kraid's room is covered by a Gadora, which may have killed the bioform Samus encountered. Before she proceeds into Kraid's chamber, Samus can shoot part of the ceiling near the entrance to find a hidden chamber with Energy and Missile Recharge stations.
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Brinstar Recharge Station[]
The "Brinstar Recharge Station" is a small room above Kraid's room access. It contains both an Energy Charge and a Missile Station, which can be used by Samus before and after the battle with Kraid to replenish her Energy and Missile Ammo. The room has a green color scheme with notable fray in the walls, floor and ceiling, and three tubes, one of which has broken glass.
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Kraid's room[]
The "Kraid's room" is a room in Brinstar. It appears in Super Metroid. It previously appeared in Metroid and Metroid: Zero Mission as the second room of those games. In Super Metroid, with Kraid's Lair being located in a different section of Brinstar, his new quarters are technically a separate room from the one previously featured in Metroid and Zero Mission. As such, it is radically different in appearance; while it has a few blue rocks like those seen in old Brinstar, it is largely overgrown with green vegetation, spiked growths, and thorny vines.
When Samus first enters Kraid's quarters, the chamber appears unoccupied, only for Kraid to appear by burrowing up through the rocks and spikes on the floor. After taking some damage, Kraid will rise up to his full height, breaking through the chamber's ceiling and doubling the room's size. Samus has to climb up his stomach spikes and use midair platforms to reach Kraid's vulnerable head. Upon Kraid's death, the chamber shakes and large rocks fall from the ceiling as Kraid sinks into the floor, much like in Zero Mission. Additionally, the midair platforms crumble and the floor spikes disappear one by one as Kraid sinks down.
With Kraid defeated for good, Samus can enter the adjacent room to the right to gain the Varia Suit.
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Kraid's reliquary[]
"Kraid's reliquary" is a room in Brinstar. It appears in Super Metroid. It previously appeared in Metroid and Metroid: Zero Mission as the second room of those games. In Super Metroid, Kraid has a new reliquary and the old room can no longer be accessed. The new reliquary is the rightmost room in Brinstar. It is a square room comprised of metal bricks and pipes, with panels in the background containing red buttons or lights. A small item pedestal sits on a rectangular-shaped platform in the center of the room, and an Item Sphere is found atop this. The sphere contains the Varia Suit.
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Path of maws[]
The "path of maws" is a corridor in the red section of Brinstar, which can be accessed from the top of the Red Tower. It is filled with Samus Eaters, hence the name. There are nine Samus Eaters, three of which are on the ceiling, as well as four Zeelas; additionally, four of the ground-based Eaters spawn Zebbos. The flowers are nestled in between spike patches. The frequency of the enemies makes traversal, over midair platforms of varying size, difficult. It leads into the Red Brinstar Elevator Room.
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Red Tower Elevator Room[]
The "Red Tower Elevator Room" is a room in Brinstar. It appears in Super Metroid. This room is very similar to the Red Tower in being vertical shafts made of red soil. At the top of this shaft is an elevator leading to Crateria, one of three connecting Brinstar to the surface of Zebes, specifically the region close to the Wrecked Ship. Therefore, this is an ideal shortcut to the Wrecked Ship after Samus defeats Kraid and obtains additional power-ups in Norfair.
When entered, the door behind Samus turns into a Yellow Hatch. Shooting two large cube-like blocks in the center of the floor reveals a secret undershaft populated by Zeros, whose molted skins can be seen on the walls. This lower half of the room leads into the "Alpha Power Bomb Room", which contains the first Power Bombs in the game. There are two curious-looking golden pipes visible in the right wall in the lower part of the shaft; their purpose is unknown.
Samus can ascend the shaft to find the door to a Save Room and another room with a Power Bomb Tank. Later, in Maridia, she can access a shortcut to Brinstar that takes her into the Elevator Room via a secret passage in the wall with a shutter. Unlike the rest of the room, this part is made of the blue brick and block material that makes up the "old", blue region of Brinstar and the elevator room to Norfair.
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Brinstar Save Station 4[]
"Brinstar Save Station 4" is the fourth Save Station in Brinstar. It is accessible from the Red Tower Elevator Room.
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Alpha Power Bomb Room[]
The "Alpha Power Bomb Room" (as termed by speedrunners) is a room in Brinstar. It appears in Super Metroid, and is where the first Power Bombs are obtained without Sequence Breaking. This is a corridor reachable through a door in the lower half of the "Red Tower Elevator Room". Getting to it requires the Ice Beam, which can be obtained after defeating Kraid. Unlike the surrounding area, this room has minimal red soil, with the only element being a thin strip under the floor. The rest of the room is of artificial construction, built from metal bricks and pipes, and the background is blue like the three rooms of "Old Brinstar". Three Samus Eaters surrounded by spikes are embedded into the floor.
Samus can cross over them using five midair block platforms. In between the blocks are Boyons, which may knock Samus down if she is not careful. She can freeze the Boyons when they are still or have jumped up, for easier passage. A Chozo Statue sits on the other side of the room, holding (what is normally) the first Power Bomb Tank in the game. Immediately after picking the item up, Samus can use a Power Bomb to destroy the wall behind the Chozo Statue. This reveals a hidden back room with a Missile Tank on a pedestal. After collecting both items, Samus can leave and there is no incentive for revisiting this room.
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Beta Power Bomb Room[]
The "Beta Power Bomb Room" (as termed by speedrunners) is a room in Brinstar. It appears in Super Metroid. This room is found on the upper left of the Red Tower Elevator Room. It is a short horizontal corridor with vines in the foreground and a ceiling lined with organic spikes. A long metal girder serves as the floor, directly above midair blocks. Under the girder and blocks is another field of organic spikes and three Samus Eaters, two of which have Yapping Maws in them. The leftmost Samus Eater is boxed in by two metal brick walls.
When Samus enters the room, the door locks behind her until she kills three Sidehoppers above the girder. A Power Bomb can destroy them instantly, but it will also destroy the girder, causing Samus to fall into the spikes or Eaters below. The Yapping Maws will try to pull her into their flowers, causing double damage. However, the leftmost Samus Eater is a fake, and Samus can drop into its body to fall into a small metal chamber underneath.[1][2] A Power Bomb Tank is here.
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Beetom cage[]
The "Beetom cage" is a small room at the base of the scaffolding. The door into it is locked until Kraid is killed. Like much of the surrounding area, the room is composed of frayed, dark green metal architecture with panels and two pipes visible underneath the room, and a dark purple background. The door locks upon entry. Four Beetoms inhabit the room and must be killed to unlock the door. For Samus's troubles, an Energy Tank can be obtained from the ceiling.
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Red Brinstar Fireflea Room[]
The "Red Brinstar Fireflea Room" is a room in Brinstar. It appears in Super Metroid. The Red Brinstar Fireflea Room is a long, dimly-lit corridor, which can be reached through the left side of the Red Tower. It cannot be visited until the Power Bombs have been collected, since a Power Bomb Block obstructs the door to it, and said door is a Yellow Hatch. Additionally, the Grappling Beam is needed to safely cross. Much of the floor is lined with spikes, forcing Samus to cross over them using Grapple Points lined along the ceiling, or the Space Jump if she returns from Maridia with it. There are two pits in the room, one with a partially spike-free floor, the other completely engulfed in spikes. The room leads to the X-Ray Scope's chamber; since that is an optional item, Samus may choose not to visit this room at all.
The room's dim lighting is provided by five Firefleas. Killing the Firefleas by shooting or making physical contact with them causes the room to become darker, making it harder for Samus to see. Therefore, the safest option is to shoot them once with the Ice Beam and get past them. Also inhabiting the room are Wavers, which float around the room, and Yapping Maws, which attempt to pull Samus down into the spikes. The Wavers will not knock Samus off of a Grapple Point if she is currently grappled to it; they will only do so if she is between points when swinging across them in midair.
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X-Ray Scope room[]
The "X-Ray Scope room" is a room in Brinstar. It appears in Super Metroid. This is a short passage of metal architecture, with spikes visible underneath the floor. It is accessed through a dark corridor after the Power Bombs and Grappling Beam have been obtained. Visiting this room is optional. As the name implies, it contains the X-Ray Scope. To get to it, Samus must jump atop a step on the center wall and lay a Bomb in Morph Ball form. This will trigger a pillar underneath to rise, lifting Samus atop the structure.
She can then roll left and drop through a Pit Block into a small chamber with a Chozo Statue. Said statue holds the X-Ray Scope. Samus can use the item immediately after to reveal invisible passages in the center structure, walls and floor, which she can reach by Bombing the upper wall behind the Chozo Statue. This leads into a passage that takes her inside the structure, where Samus can drop below the pillar, which has now retracted. Bombing at the base of the pillar will cause it to rise again, allowing Samus to roll back out to the entrance and leave.
Like most other Item Rooms, there are no enemies in this room.
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Waterway[]
The "waterway" is a long, partially flooded corridor in pink Brinstar. It can be accessed once Samus has the Power Bombs. She can return to the Chozo Statue that had the Charge Beam and lay a Power Bomb to expose a hidden passage in the pipe under the statue, taking her to the entrance to this room. To fully explore it, she will need the Speed Booster and Gravity Suit. The room is inhabited by two Zeros, two Skulteras and three Puyo. In this room, Samus can run to the left until her Speed Booster activates to break through a wall and claim an Energy Tank in a small chamber.
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Pink Brinstar Power Bomb Room[]
The "Pink Brinstar Power Bomb Room" can be found through a hidden entrance in the pink shaft, which requires a Power Bomb and possibly the Grappling Beam (or Wall Jumping) to access. It has two floors. When the room is entered, the door locks behind Samus. Two Sidehoppers inhabit the first floor, which has the same pink environment as the large shaft, and three grooves with two spikes in each. These spikes have indefinite "poking" animations. As Samus crosses the room, she will find a curious block in the floor, which can be destroyed with a Super Missile.
This drops her through two Pit Blocks into the second floor, which is made of metal architecture. A Power Bomb Tank can be found here. To leave, Samus can shoot a shutter next to the tank to retract it, drop below and lay a Bomb. This will take her through a pipe to a door on the other side. Laying a Bomb will cause another shutter to lift her up to the door so she can leave.
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Pink Brinstar Hopper Room[]
The "Pink Brinstar Hopper Room" is a large room connected to the pink shaft. It cannot be accessed until the Power Bombs have been acquired, and the Wave Beam is also required. As the name implies, it is inhabited by three Sidehoppers, two small and one large. The door locks until they are all killed on all visits. In the center of the room is a large vertical wall with a gap near the ceiling, which is blocked by a shutter with its switch on the right side. In front of the wall is a step with a group of four spikes under it, which cannot harm Samus. Samus can shoot the shutter's switch with the Wave Beam to open it. Samus can scale the wall with either Wall Jumping or by using a Grapple Point, but the Grappling Beam is not necessary to get over the wall. The room leads into a chamber with an Energy Tank.
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Hoptank Room[]
The "Hoptank Room" is a small room built from metal architecture. It contains the final Energy Tank in Brinstar. To reach it, Samus must have the Wave Beam, Power Bombs, and the Grappling Beam if she is not skilled at Wall Jumping.
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Beetom trap[]
The "Beetom trap" is a small green room found at the very base of the Main Shaft, under the initial floor. As the name implies, it contains four Beetoms. Unlike other rooms with the creatures, Samus is not required to kill them in order to advance.
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Jungle trap[]
The "jungle trap" is a room in Brinstar. It appears in Super Metroid. This room consists of two floors. The upper floor is made of metal tiles, rather resembling those found in the original Metroid in areas such as Ridley's Lair. At the other end of the room is an Energy Tank in front of a Green Hatch. However, a trap is hidden right in front of the Tank: an invisible drop that sends Samus falling into the second floor, a subterranean chamber lined with spikes on the ceiling and ground. Pit Blocks in the invisible drop prevent Samus from Turbo Bombing, Space Jumping or Wall Jumping back up. If Samus has the X-Ray Scope, it can be used to see the hidden gap. A running jump is required to clear the gap and collect the tank.
The lower floor is made of the green jungle material found in much of Brinstar. It leads into a shaft containing three Etecoons, who teach Samus how to Wall Jump out of the shaft, at the top of which is an exit back into the main Brinstar shaft. To the left after the drop is a door leading into a Save Room; however, if the player is incapable of Wall Jumping, saving at the station may result in the game needing to be restarted.
As stated, the lower floor's ceiling and walls are lined with spikes, with multiple midair platforms being the only way to cross to the other side. Making traversal even more difficult is the gradually decreasing size of the platforms, as well as the presence of Beetoms, and Air Holes that spawn Zebbos indefinitely. The Beetoms can drain Samus's energy by latching on, and cause Samus to fall off and/or jump into the ceiling spikes, damaging her. If frozen, the Beetoms will take up space until they unfreeze. Samus can use a Power Bomb to eliminate them quickly. On the plus side, the respawning Zebbos provide Samus with an opportunity to replenish any lost energy by killing each one that emerges.
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Final Super chamber[]
The "final Super chamber" is a small room, reachable through the jungle trap (over the hidden drop). It is built from metal architecture and contains the final Super Missile Tank in Brinstar.
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Brinstar Save Station 5[]
"Brinstar Save Station 5" is the fifth and final Save Station in Brinstar. It connects to the jungle trap's lower left after Samus falls into the pit. If the player is not skilled at Wall Jumping, then using this Save Station is not recommended as it could lead to Samus being trapped if she is unable to escape the nearby shaft.
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Hell[]
Hell is a room in Brinstar where the Etecoons live. The room, which is a vertical shaft, is referred to as "Hell" in Super Metroid storyboards, referring to the fact that the shaft is relatively deep underground and surrounded by thorns and numerous enemies. Samus is not required to enter this room, but should she fail to jump over a gap in deep Brinstar, she will fall to a chamber underground where her only alternative to get out is through "Hell". A Save Station is in this area, but it is not recommended for use if she cannot Wall Jump. When Samus enters the shaft, she finds the three Etecoons singing, and then they start to jump off the walls. Samus must follow their example, bouncing up the walls quickly and efficiently.
The room features the dark blue background and jungle texture that is a staple feature throughout Brinstar. At the bottom, there are four red flower blooms, three on the bottom and one atop Samus. The shaft is mostly wall-to-wall, except for a few small ledges that Samus can use. One of these ledges leads to a tunnel that will bring Samus out to an area where she can escape quicker. Otherwise, she can continue to jump up the shaft until she reaches the top, which features an exit. She can achieve this by using the Spring Ball, jumping up that one wall, or jumping to the tunnel and then morphing in midair. One of the Etecoons, upon reaching the top, will jump into the tunnel and be seen bouncing around.
From outside, the top of the Etecoon shaft cannot be reached; because the door remains a Metal Door for the rest of the game. The aforementioned tunnel exit also cannot be used from outside.
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Hidden bridge[]
The "hidden bridge" is a corridor accessible via a concealed passage in the overhang corridor. The floor is submerged in water and partially covered in spikes. Using the X-Ray Scope, although not required, reveals an invisible bridge of metal bricks above the spikes (hence the name). Samus can run across this to get over the spikes. As she runs across, boulders will fall from the ceiling from three points down to the spikes, completely passing the bridge. The room leads into a small chamber with two Missile Tanks.
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Missile reliquary[]
The "Missile reliquary" is a small chamber with metal architecture. A Missile Tank is present on a pedestal in the center of the floor. Samus can shoot the block on the lower left side of its base to reveal another Missile Tank.
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Notes[]
- ^ As translated by the Metroid Database.
References[]
- ^ Nintendo Power volume 60: Drop In (pg. 14) - "The last plant pod in this area is missing the plant. Use a Power Bomb to blow apart the walkway and drop into the pod."
- ^ Super Metroid Nintendo Player's Guide: FALL INTO THE HIDDEN ROOM (pg. 54) - "If you Power Bomb the metal girder and fall into the last flower in the room, you'll fall down into a secret room." ¶ "A Power Bomb allows you to go down and collect more Power Bombs."