Wikitroid
Wikitroid
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'''Connecting rooms'''
 
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:• [[#Kihunter nesting grounds|Kihunter nesting grounds]] (Green Hatch)
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:• [[#Kihunter nesting grounds|Kihunter nesting grounds]] ([[Green Hatch]])
 
:• [[#Super Missile drop|Super Missile drop]] (Blue Door)
 
:• [[#Super Missile drop|Super Missile drop]] (Blue Door)
 
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Revision as of 01:04, 24 June 2021


List of rooms in Super Metroid
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Corridor No. 1

Main article: Corridor No. 1
Koma SM

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.

Items

Morph Ball
Power Bomb Tank

Connecting rooms

Transport to Brinstar (Elevator)
Fake Block shaft (Blue Door)
Jungle slope (Metal Door that unlocks)

Fake Block shaft

Main article: Fake Block shaft
Fake Block shaft in Super Metroid

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.

Items

• None

Connecting rooms

Corridor No. 1 (Blue Door)
Overhang corridor (Red Door)
Missile chamber (Blue Door)

Missile chamber

SM Brinstar Missile Tank 1

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.

Items

Missile

Connecting rooms

Fake Block shaft (Blue Door)

Overhang corridor

Main article: Overhang corridor
Overhang corridor - Super Metroid

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.

Items

Missile Tank
Energy Tank

Connecting rooms

Fake Block shaft (Blue Door)
Hidden bridge (Blue Door)

Kihunter nesting grounds

Spore Spawn Room

Main article: Spore Spawn Room
Spore Spawn

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.

The first half is square and features a floor of dense vegetation, with a network of vines running up the walls and across the ceiling. Each side of this part of the room has a ledge. The corner of these ledges connected to the walls is a useful place to crouch and avoid damage. In the background is a wall of bluish vegetation with blue "blossoms". The Spore Spawn hangs from this wall. Lining the underside of the ceiling are four flower buds that create spores, which are useful during the coming battle as they drop Energy Capsules and Missile Ammo when shot.

When Samus first enters the room through the bottom door, it shuts under her and turns into a Green Hatch. The Spore Spawn awakens and then begins to fight Samus. Once the boss is killed, the entire room turns brown (including the Spore Spawn itself) and part of the ceiling explodes to reveal the second, smaller shaft, consisting of five ledges made of the same material as the floor below. These lead up to a metal ledge on the upper right, underneath the door to the next room.

Items

• None

Connecting rooms

Kihunter nesting grounds (Green Hatch)
Super Missile drop (Blue Door)

Super Missile drop

Jungle trap

Hell

Main article: Hell
Etecoons in 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.

Items

Power Bomb Tank

Connecting rooms

Jungle trap (Blue Door)
Brinstar green shaft (Blue Door)

Pink shaft

Jungle slope

Main article: Jungle slope
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. The ceiling is lined with what appear to be leaves or spikes, although these are not harmful to Samus. At the base of the slope, Samus finds a vegetation wall, and behind it a shutter she can open using her Power Beam. This allows her to access the infamous "n00b bridge".

Notably, the slope is a junction point between all four color types of Brinstar, being green itself: "pink" Brinstar through the top left, "blue" Brinstar through the top right and "red" Brinstar through the lower right.

In speedrunning, the room is referred to as the "Green Hill Zone", which references the famous opening level from Sonic the Hedgehog.

Items

Missile Tank

Connecting rooms

Pink shaft (Blue Door)
Corridor No. 1 (Yellow Hatch)
N00b bridge (Blue Door)

N00b bridge

Main article: N00b bridge
Noob 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".

The Green Door on the right side of the room leads to the "Red Tower", while the Blue Door on the left leads to more of Brinstar, but it cannot be accessed due to the presence of a blue Shutter in the other room.

One of the dream readings by Ariadne Yuko in the Japanese Super Metroid guide, "A Bridge Too Far", appears to be based on this room. Samus describes being unable to cross a bridge on Zebes. Yuko suggests that the bridge is preventing her from growing into adulthood, and recommends that Samus try training herself to be more feminine.

Items

• None

Connecting rooms

Jungle slope (Blue Door)
Red Tower (Blue Door)

Red Tower

Spazer room

SM Brinstar Spazer Beam

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.

Items

Spazer Beam

Connecting rooms

Yapping Maw pond 2 (Blue Door)

Transport to Norfair

Main article: Transport to Norfair
Brinstar-Norfair SM elevator

"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.

Items

• None

Connecting rooms

Brinstar-Maridia passage East (Blue Door)
Norfair entrance shaft (Elevator)
Scaffolding (Blue Door)

Scaffolding

Tangled crossing

Save Room 5

SM Brinstar Save Room 5

Save Room 5 is the fifth and final Save Room in Brinstar. It is accessible through a hidden passage in the tangled crossing. This is the last Save Room before Kraid, so use of it is recommended.

Items

• None

Connecting rooms

Tangled crossing (Blue Door)

Mini-Kraid's room

Main article: Mini-Kraid's room
Fake Kraid

"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.

Items

• None

Connecting rooms

Tangled crossing (Blue Door)
Kraid's room access (Blue Door)

Kraid's room access

Main article: Kraid's room access
File:UMS 8.gif

"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.

Items

• None

Connecting rooms

Mini-Kraid's room (Blue Door)
Recharge Station (Green Hatch)
Kraid's room (Gadora)

Recharge Station

SM Recharge Station Brinstar

The "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.

Items

• None

Connecting rooms

Kraid's room access (Blue Door)

Kraid's room

Main article: Kraid's room
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.

Items

• None

Connecting rooms

Kraid's room access (Blue Door)
Kraid's reliquary (Blue Door)

Kraid's reliquary

Main article: Kraid's reliquary
SM Brinstar Varia Suit

"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.

Items

Varia Suit

Connecting rooms

Kraid's room (Blue Door)

Hidden bridge