Wikitroid
Advertisement
Wikitroid


List of rooms in Super Metroid

This is a list of rooms in Crateria in Super Metroid. Larger rooms have their own pages and are linked here. Most of these names are unofficial; such names will be highlighted in quotation marks.

Landing Site[]

SM Landing Site Gunship in Acid Rain.gif

The Landing Site is a significant room in Crateria. It made its first appearance in Super Metroid, although chronologically it is first seen in Metroid: Zero Mission. In Super Metroid, Samus lands her Starship once again at the same Landing Site after the destruction of Ceres Space Colony. Unlike Zero Mission, Samus is able to explore the Landing Site as soon as she touches down, although the current state of her Power Suit means that she can ultimately only go left into the rocky cave. As she acquires more power-ups, she can return to the Landing Site, which provides a hub for different areas of Crateria: "The Gauntlet" to the upper left, and Brinstar and the flooded cavern to the right. Just like in Zero Mission, after a Time Bomb has been set in the new Tourian, Samus returns to the Landing Site through the rocky cave; the entire area is given a red/purple tint, with pockets of steam erupting from the ground. The gameplay concludes as soon as Samus reenters her Starship.

Items

• none

Connecting rooms

Rocky cave (Blue Door)
Crateria tube (Green Hatch)
Crateria Chozo Ruins entrance (Yellow Hatch)
Gauntlet entrance (Blue Door)

Rocky cave[]

Main article: Rocky cave

SM Rocky Cave Geemers.gif

The rocky cave is a significant room in Crateria. It made its first appearance in Super Metroid, although chronologically it is first seen in Metroid: Zero Mission. The rocky cave plays a much greater role during the Raid on Planet Zebes in Super Metroid, and is the first room Samus enters after landing her ship on Zebes. At first, the rocky cave appears desolate, with only a few Sbugs that are spooked by Samus's presence. Starting with only her basic Power Beam, Samus can only access two Blue Doors at first (with one leading quickly to a dead end), but many more paths and doors quickly open up to her as she acquires her Morph Ball, Missiles, and Bombs. After returning to the rocky cave from the ruins of old Tourian and Brinstar, she finds the tunnels swarming with Geemers, Rippers, and Skrees.

Just like in Zero Mission, Samus's escape from the exploding Tourian in Super Metroid brings her through the rocky cave, which is now uninhabited once again. She has the option to detour through the right shaft to rescue the Etecoons and Dachora before returning to the landing site.

Items

• none

Connecting rooms

Landing Site (Blue Door)
Tourian escape shaft (Blue Door)
Crateria Save Station (Blue Door)
Final Missile Bombway (Blue Door)
Pre-Map Flyway (Red Hatch)
Flyway (Blue Door)
Fungal slope (Blue Door)

Tourian escape shaft[]

Main article: Tourian escape shaft

Tourian escape shaft - Super Metroid, desolate.png

The "Tourian escape shaft" is the final room explored in Tourian during Metroid and Metroid: Zero Mission. It returns in Super Metroid as one of only two surviving rooms from the original Tourian, now amalgamated into Crateria.

In Super Metroid, the elevator platform remains, but the platform is gone and the upper elevator shaft is replaced with a Blue Door. The platforms are now roughly the same length and a darker blue, and scaffolding can be seen extending into the background. The bottom left wall can be destroyed with Bombs, which leads to a door that remains locked until the end of the game. Toward the bottom of the shaft, there is now a short platform against the right wall. Using Bombs at the base of the platform will open a secret tunnel to a Yellow Hatch, which leads to a room with an item. The one-way alternate exit from that room is positioned at the top of the escape shaft, behind another wall. These hidden alcoves in the room contain pipes in their tilesets.

In Super Metroid speedrunning this room is referred to as "climb".

Items

• none

Connecting rooms

Rocky cave (Blue Door)
Zebesian Command Center (Blue Door)
Old Tourian launchpad (Yellow Hatch and Metal Door)
Final escape room (Metal Door)

Zebesian Command Center[]

Zebesian Command Center desolate.png

The Zebesian Command Center is a significant room in Crateria. It made its first appearance in Metroid and Metroid: Zero Mission as part of Tourian, and returns ruined in Super Metroid as part of Crateria. The years that passed during the Metroid Prime series allowed the Space Pirates and their new allies, the Kihunters, to build another Tourian deeper within the planet. Consequently, another Zebesian Command Center was also constructed to house the resurrected Mother Brain. The remains of the original center could still be visited in Crateria, where it is initially covered in fog before Zebesian Pirates ambush Samus; this same room was also seen in a functional state during a flashback at the game's introduction. The background of the original Command Center is revealed to be covered in metal panels with glowing lights, a vastly different interpretation from Zero Mission 's. Once more, an item can be uncovered under the ruins of the Control Capsule, though it is a Missile expansion this time.

Items

Missile Tank

Connecting rooms

Tourian escape shaft (Blue Door)
Transport to Brinstar Central (Blue Door)

Transport to Brinstar Central[]

Crateria-Brinstar elevator.png

Fully powered.

"Transport to Brinstar Central" is the first elevator Samus encounters in Super Metroid. It connects to the first room of "old" Brinstar, which was the first room explored in Metroid and Metroid: Zero Mission. On the first visit, the room's background is a dark blue, with foreboding music playing. Once Samus returns after being detected by the eye scanners below, the room is lit up with a magenta background, and the Silence theme plays. It remains this way on all subsequent visits.

Items

• none

Connecting rooms

Zebesian Command Center (Blue Door)
Corridor No. 1 (Elevator)

Pre-Map Flyway[]

Main article: Weed-filled hall

Pre-Map Flyway in-game.png

The "Pre-Map Flyway" is a room in Crateria. It appears in Super Metroid, although chronologically it is first seen in Metroid: Zero Mission. The weed-filled hall became the "Pre-Map Flyway" (as termed by speedrunners) in Super Metroid, being redeveloped presumably by the Space Pirates. It is now a hallway of artificial blue stonework. The room it leads into, formerly an elevator to Brinstar, is now the Crateria Map Station. Four raised steps are present in the floor, and curious eye-like etchings can be seen on the wall in the background. It is inhabited by Mellows and a Reo, marking their first appearances in the game. It cannot be visited until Missiles have been acquired. There is a similar corridor in Crateria, above this one, that leads to the Torizo.

Items

• none

Connecting rooms

Rocky cave (Blue Door)
Crateria Map Station (Blue Door)

Crateria Map Station[]

Main article: Transport to Brinstar

CrateriaMapStation.png

The "Crateria Map Station" is the first Map Station Samus encounters. Chronologically it first appeared in Metroid: Zero Mission as an elevator shaft to Brinstar. Prior to Samus's second mission on Zebes, the former elevator shaft was converted into a Map Station, with it being the first one Samus encounters on Zebes. The Map Station fills in much of Samus's Crateria map, but it does not reveal more secret rooms, such as "The Gauntlet" or the "Old Tourian launchpad". These must still be discovered via exploration. A new, functioning elevator elsewhere in Crateria (in the ruins of the old Tourian) now takes Samus to Corridor No. 1.

Items

• none

Connecting rooms

Pre-Map Flyway (Blue Door)

Crateria Save Station[]

CrateriaSaveStation.png

SMILE

The "Crateria Save Station" is the first Save Station Samus encounters. It connects to the Rocky cave. It can be used at any point after Samus acquires the Morph Ball, but its best use is before the Torizo battle.

Items

• none

Connecting rooms

Rocky cave (Blue Door)

Flyway[]

Flyway.png

Full view.

SMILE.

The "flyway" is a short, blue corridor. It has minimal features, aside from a short staircase leading down from the entrance, and a metal ledge below the exit door. This is usually indicative of a nearby Item Room, and indeed, one is found through that door. There are twelve Mellows in the room. During the end countdown sequence, it is empty of enemies.

Items

• none

Connecting rooms

Rocky cave (Blue Door)
Torizo's chamber (Red Hatch)

Torizo's chamber[]

Main article: Torizo's chamber

SM Crateria Bombs.gif

The "Torizo's chamber" is a room in Crateria. It appears only in Super Metroid. The Torizo's chamber is a small, square room that has a somewhat similar appearance to the old Tourian rooms nearby, as they consist of the same architecture. It is unlikely to have been a part of Tourian however, given its location above the former Tourian's ruins.

Samus Aran enters the Torizo's chamber and finds what appears to be a normal Chozo Statue holding the Bomb power-up. Once she collects the Bombs, the door seals behind her and the Chozo Statue breaks open, revealing the Torizo. It stands up and changes color, initiating the battle. Once the Torizo is defeated, the door unlocks.

During the escape sequence at the end of the game, Samus can choose to return here for an optional ending. She finds the Etecoons and Dachora that assisted her during her mission trapped within the room with scalding-hot lava rising. If Samus shoots the wall behind the Torizo's former location using her Hyper Beam, it breaks, allowing the Etecoons and Dachora to escape to an unknown ship. If this is done, a small white ship is seen shooting out of Zebes after it explodes. While saving the animals is optional, doing so is considered canon as they later reappear in Metroid Fusion.

Despite the rocky cave's appearance in Metroid: Zero Mission, this room is not present. It may have been unearthed in excavations from the scientists who worked on Zebes following the Zero Mission, or the Space Pirates in their rebuilding efforts.

Items

Bomb

Connecting rooms

Flyway (Blue Door)

Final Missile Bombway[]

Final Missile Bombway.png

Full view.

SMILE

The "Final Missile Bombway" is a corridor found through the rocky cave. While it can be visited immediately after Samus arrives in Crateria, she cannot get through the room due to the presence of Bomb Blocks. Once she has obtained Bombs, she can roll through a tight passage and destroy the blocks. Six Koma faces are embedded into the stonework of the room. Through the tunnel is a door to a chamber with a Missile Tank. From the other side, Samus can jump into the wall above the closest Bomb Block and roll through it, dropping through a pair of Pit Blocks at the end, near the entrance.

The room's name originates from the fact that the adjacent Missile Tank is often the last obtained item in the game in speedrunning.[1]

Items

• none

Connecting rooms

Rocky cave (Blue Door)
Missile cache (Blue Door)

Crateria Missile cache[]

SM Crateria Missile Tank 1.gif

The "Crateria Missile cache" is a room in Crateria. It appears in Super Metroid. The cache is a small metal Item Room found through the "Final Missile Bombway", a corridor on the left of Crateria's central rocky cave. Under normal circumstances, the room cannot be accessed until Bombs have been obtained from the nearby Torizo, due to Bomb Blocks obstructing the bombway. A Chozo Statue sits by the left wall in this room, holding a Missile Tank. The bombway gets its unofficial name from the fact that some speedrunners get the Missile Tank in the cache last, if playing for 100% of items.

Should the cache be entered early, either via hacking or by using the Spacetime Beam, the Missile Tank will not be present. When Samus approaches the Chozo Statue, a yellow beam of light will shine on her, the same kind of beam emitted by two Eyes in Brinstar. However, using the X-Ray Scope will not reveal an Eye within the Statue. The only way the Eye can be seen is if a glitch is performed to alter the game's memory, resulting in significant graphical glitches.

The Eye's presence may indicate that this room was originally meant to be accessed earlier, and perhaps even the location of the game's first Missiles; whereas in the final game those are obtained in another Item Room within Brinstar. The Eye was likely not removed since the room cannot be accessed without Bombs anyway. A video showing the Eye and how to see it can be viewed here.

Despite being an Item Room, the Silence theme does not play in this room and Crateria - The Space Pirates Appear continues to play instead.

This room does not exist in Metroid: Zero Mission, the remake of the original Metroid that features a smaller version of Crateria, including a version of the rocky cave. The cave in Zero Mission does not have the door leading to what would be the "Final Missile Bombway".

In Super Metroid speedrunning this room is referred to as "the final missile".

Items

Missile Tank

Connecting rooms

Final Missile Bombway (Blue Door)

Fungal slope[]

Brinstar shrooms.png

Full view.

The fungal slope" is a long, sloped corridor. It appears to be in a cave with a ridged purple background. The slope leads from the rocky cave into the Gauntlet shaft, which connects to both the elevator to jungle Brinstar, and the Mysterious Statue Chamber. Several massive mushrooms with helical stems exist in the room; their heads can be stood on. These are present in another room of Crateria and also in one promotional artwork. The fungal slope is inhabited by six gray Geemers and three Wavers, with the Geemers crawling along the floor and ceiling and some of the mushrooms. At the end of the passage is an Energy Tank, which Samus will most likely collect as she is running down the slope.

In Super Metroid speedrunning this room is referred to as the "terminator room".

Items

Energy Tank

Connecting rooms

Rocky cave (Blue Door)
Gauntlet shaft (Blue Door)

Gauntlet shaft[]

Main article: The Gauntlet

Gauntlet shaft.png

The "Gauntlet shaft" is a room in Brinstar. It appears in Super Metroid. While it is explored before the other two, it is the third and final part of the Gauntlet, a series of rooms named by speedrunners. The final room is a large shaft that is initially explored by Samus while she is enroute to Brinstar at the start of her mission. It has multiple ledges and is made of stonework, with the floor made of technological parts. A Green Space Pirate is present on each ledge for a total of five. It leads through the left to Brinstar's elevator, and through the right to the Mysterious Statue Chamber.

The upper section of the room is the last part of the Gauntlet. While initially it appears to be a dead end, a whole crevice can be cut out by shooting the wall in front of Samus, which reveals it to be made of Fake Blocks. The X-Ray Scope, or prior knowledge is required to properly navigate this area. Beneath the piles of fake blocks are two columns of Pit Blocks; Samus must jump directly in the middle in order to break both columns and start falling through them. Halfway down, there are two Missile Tanks, one on each side and behind a wall of Fake Blocks.

Each requires their side's Pit Block column to also have been destroyed. The pit blocks above and below this area reappear, allowing little room for error. Both Missile Tanks can be collected in one go, but that usually requires precise timing and jumps. If Samus fails to collect one or both of the Missile Tanks, the entire gauntlet must be circumnavigated again in order to collect them. Below the final Pit Blocks is a small enclosed area: there are Bomb Blocks in the center of the floor, and on the walls. Both walls contain a Beetom within it, and bombing the bottom blocks will take Samus to a Morph Ball passage, with Pit Blocks on the left, and Power Bomb Blocks, on the right, each leading to the lower shaft.

In Super Metroid speedrunning this room is referred to as the "Green Pirates shaft".

Items

Missile Tank x2

Connecting rooms

Fungal slope (Blue Door)
Fungal walkway (Blue Door)
Gauntlet hall (Blue Door)
Statue Access (Red Hatch)

Fungal walkway[]

Fungal hall Super Metroid.png

Full view.

SMILE

The "fungal walkway" is a horizontal cave corridor resembling the fungal slope, and containing the same amount of helical mushrooms. There are two gray Geemers crawling along the mushrooms, as well as two Kago in the floor. This is the first room in which they are encountered. It leads into the elevator to the jungle region of Brinstar.

In Super Metroid speedrunning this room is referred to as the "lower mushrooms".

Items

• none

Connecting rooms

Gauntlet shaft (Blue Door)
Transport to Brinstar West (Blue Door)

Transport to Brinstar West[]

Crateria-Brinstar second elevator.png

"Transport to Brinstar West" is a small, mechanical room. It contains an elevator to the western jungle-like region of Brinstar. There is little to the room besides a burgundy purple background.

Items

• none

Connecting rooms

Fungal walkway (Blue Door)
Green Brinstar Main Shaft (Elevator)

Transport to Brinstar East[]

Crateria-Brinstar third elevator.png

"Transport to Brinstar East" is the third and final room with an elevator that connects to Brinstar. Above the elevator itself is a midair metal platform, and on either side of the elevator and platform are two raised sections of exposed rebar, pipe and bricks. There is a Yellow Hatch in the ceiling that leads back into the main area of Crateria.

This room is potentially referenced in Super Smash Bros. Melee. The top of the Brinstar Escape Shaft in Adventure Mode features a Yellow Hatch in the ceiling and an elevator platform, resembling this room. The player character must step onto the platform to complete the mission.

Items

• none

Connecting rooms

Red Tower Elevator Room (Elevator)
Crateria's undershaft (Yellow Hatch)

Crateria's undershaft[]

Main article: Crateria's undershaft

Crateria's undershaft SM.png

"Crateria's undershaft" is a room in Crateria. It first appeared in Super Metroid, although chronologically it is first seen in Metroid: Zero Mission. There are significant differences in the room between each appearance. The undershaft changes significantly in Super Metroid. The elevator has been replaced with a shaft under the floor (hence the name) that leads into a chamber with an elevator to Brinstar. Therefore, the room is larger. This shaft is mostly natural with some metal rebar and bricks present in the walls; their purpose is unknown. Some of them can be used as platforms, in addition to four midair natural platforms made of rock and covered with grass.

At the top of the shaft is a destructible ceiling, which Samus can shoot to get into the room's main passage. Here, there are two Kihunters, which is their only appearance in Crateria. Samus may enter the shaft either from the elevator below, or through the door from the Landing Site. She must use this passage to access the Wrecked Ship through a Yellow Hatch on the right.

In Super Metroid speedrunning this room is referred to as the "Crateria Kihunter room".

Items

• None

Connecting rooms

Transport to Brinstar East (Yellow Hatch)
Crateria tube (Blue Door)
Interior Lake (Yellow Hatch)

Crateria tube[]

Main article: Crateria tube

CrateriaTube2.png

The "Crateria tube" is a room in Crateria. It appears in Metroid: Zero Mission and Super Metroid, with significant differences in appearance between games. In Super Metroid, the room has been converted into a tube with a pair of transparent windows. It is the only tube of its kind seen in the game. It connects between the Landing Site and a cave leading to an alternate elevator to Brinstar. The door to this room from the Landing Site is guarded by a Green Hatch, which cannot be opened until Samus has obtained Super Missiles. It is more likely that she will enter this room from the other side, however.

Items

• none

Connecting rooms

Landing Site (Blue Door)
Crateria's undershaft (Blue Door)

Interior Lake[]

Main article: Interior Lake

SM Crateria Missile Tank 2.gif

The "Interior Lake" is a room in Super Metroid very near the Landing Site in Crateria. As the name states, it is a room mostly filled with water with a column in the middle with a Missile Tank in top of it. The room normally requires the Grappling Beam, Gravity Suit, or a well timed Shinespark to cross. On the left of the room is a Blue Door leading to a room very near the Landing Site. Along the ceiling are many Grapple Points, the last few having the Pit Block characteristic to them. Most of the room is submerged in water, with only the edges of the room, and the column in the center being above it. On the top of the column in the center of the room is a Missile Expansion that is too far to jump towards. On the far right side of the room is another Blue Door. Within the water on the left side are steps leading back up to the left door, and there is a Bomb Block at the bottom of the column for use if Samus falls on the right side of it. There are no stairs leading to the right side of the room, so the Bomb Block exists so prevent the game from soft-locking, if Samus falls on the right side of it without the Gravity Suit. The right door leads to the flooded cavern.

This room does not exist in the Metroid: Zero Mission version of Crateria.

In Super Metroid speedrunning this room is referred to as "the moat".

Items

Missile Tank

Connecting rooms

Crateria's undershaft (Blue Door)
Flooded cavern (Blue Door)

Flooded cavern[]

Main article: Flooded cavern

Grapple Beam.jpg

The flooded cavern is an enormous room in Crateria. It made its first appearance in Super Metroid, although chronologically it is first seen in Metroid: Zero Mission. For this appearance, it is combined with the "Chozo Ruins main cavern" from Zero Mission. The room is significantly larger in Super Metroid, now encompassing a surface area in open-air with floating rocks and a narrow tunnel maze that drops down into the lake below. The sky is visible from within the cavern, and the lake is shown to extend into the background. Samus can now cross the gaps between the fragmented walkways using her Grapple Beam. The room's upper area cannot be directly accessed from the lower lake area, but instead through the upper doors of the Wrecked Ship. These additional areas are actually present in Zero Mission, but are no longer in the same room as the flooded cavern and are instead classified as part of the Chozo Ruins directly above the room. For more information about this section, see Chozo Ruins main cavern.

The destruction of the Space Pirate Mother Ship at the end of the Zero Mission most likely obliterated the Chozo Ruins and unearthed the Wrecked Ship, which may canonically explain the flooded cavern's more open nature in Super Metroid.

In Super Metroid speedrunning this room is referred to as the "west ocean".

Items

Missile Tank x3

Connecting rooms

Interior Lake (Blue Door)
Wrecked Ship entrance (Green Hatch)
Top corridor (Blue Door)
Walking Chozo chamber (Blue Doors)
Water-filled hole (Blue Doors)
Gravity Chamber (Blue Door)

Water-filled hole[]

Main article: Water-filled hole

Water-filled hole SM.png

The water-filled hole is a room in Crateria. It made its first appearance in Super Metroid, although chronologically it is first seen in Metroid: Zero Mission. In Super Metroid, Samus lands her Starship once again at the same Landing Site after the destruction of Ceres Space Colony. Unlike Zero Mission, Samus is able to explore the Landing Site as soon as she touches down, although the current state of her Power Suit means that she can ultimately only go left into the rocky cave. As she acquires more power-ups, she can return to the Landing Site, which provides a hub for different areas of Crateria: "The Gauntlet" to the upper left, and Brinstar and the flooded cavern to the right. Just like in Zero Mission, after a Time Bomb has been set in the new Tourian, Samus returns to the Landing Site through the rocky cave; the entire area is given a red/purple tint, with pockets of steam erupting from the ground. The gameplay concludes as soon as Samus reenters her Starship.

Items

• none

Connecting rooms

Flooded cavern (Blue Doors)

Flooded exit[]

Flooded Exit.png

Full view.

SMILE

The "flooded exit" is a partially-submerged room found through the rear of the Wrecked Ship. Once Samus has restored power to the ship and regained the Gravity Suit, she can leave the ship and enter this hallway. However, visiting this room and the subsequent four is optional, and their only purpose is providing a shortcut to Maridia.

The same scaffolding-like platforms in the flooded cavern, at the entrance to the Wrecked Ship, are present here. To traverse the room, Samus must make use of these platforms, three organic platforms on the water's surface, and three stationary suspensor platforms. Should Samus fall into the water, she must climb out on either the left or right side. Five Skulteras and five Choots are present in the room.

In Super Metroid speedrunning this room is referred to as the "east ocean".

Items

• none

Connecting rooms

Electrical Spark Shaft (Blue Door)
Kago shaft (Blue Door)

Kago shaft[]

Kago Shaft.png

Full view.

SMILE

The "Kago shaft" is a winding vertical shaft in a cavern. There are two Kago cages in this room. It leads into the criss-crossing rock passageways.

In Super Metroid speedrunning this room is referred to as the "forgotten highway Kago room".

Items

• none

Connecting rooms

Flooded exit (Blue Door)
Criss-crossing rock passageways (Blue Door)

Criss-crossing rock passageways[]

Winding Passageway.png

Full view.

SMILE

The criss-crossing rock passageways[2] are a subterranean chamber with a series of maze-like Morph Ball tunnels. It is partially submerged in water. Much of the maze is linear, with some passages having hidden Pit Blocks. Eight Scisers inhabit the room and will likely encounter Samus as she is navigating it. Since this is an optional alternate path to Maridia, Samus does not need to visit this area of Crateria.

Items

• none

Connecting rooms

Kago shaft (Blue Door)
Transport Access (Blue Door)

Transport Access[]

For officially named rooms, see Transport Access (Disambiguation).

Transport Access to Maridia.png

The room seen in SMILE.

"Transport Access" is a small, empty room connecting the only elevator to Maridia to the rest of Eastern Crateria. A Yellow Hatch blocks access to the Elevator room, requiring the use of Power Bombs to enter it.

In Super Metroid speedrunning this room is referred to as the "forgotten highway elbow".

Items

• none

Connecting rooms

Criss-crossing rock passageways (Blue Door)
Transport to Maridia (Yellow Hatch)

Transport to Maridia[]

Elevator to Maridia.png

SMILE

"Transport to Maridia" is the only elevator in the game that leads to Maridia. The door in this room's ceiling is Blue, unlike its opposite side in the Access room, where it is a Yellow Hatch.

If this elevator was taken from Maridia, the following three rooms play Crateria - The Space Pirates Appear until Samus enters the flooded exit, which will return the music to Crateria Surface.

In Super Metroid speedrunning this room is referred to as the "forgotten highway Elevator".

Items

• none

Connecting rooms

Transport Access (Blue Door)
Maridia Elevator Room (Elevator)

Crateria Chozo Ruins entrance[]

SM Crateria Power Bomb Tank.gif

The "Crateria Chozo Ruins entrance" is a significant room in Crateria. It made its first appearance in Super Metroid, although chronologically it is first seen in Metroid: Zero Mission. In Super Metroid, the Chozo Ruins are no longer present and assumed to have been destroyed by the explosion of the Space Pirate Mother Ship. This room is in the same location as it was in Zero Mission, but now appears as a closed-off, straight cave corridor. It is a dead-end. Samus can only access it once she has either the Speed Booster or Space Jump (unless the Turbo Bomb is used), at which point she can Shinespark diagonally up to the right, or repeatedly jump up to the door. As it is a Yellow Hatch from the outside, she will also need Power Bombs. Scalding-hot lava rises and falls in this room, presenting a hazard. Samus can cross the room by jumping across multiple pillars rising from the floor. However, in the jagged ceiling are four low-hanging pipes and blocks, two of which are lined with spikes underneath that can harm Samus too. In addition, three Alcoons spawn along the way and must be killed to proceed. This is the only room in Crateria where Alcoons can be found. At the end of the corridor is a Power Bomb Tank.

Items

Power Bomb Tank

Connecting rooms

Landing Site (Blue Door)

Old Tourian launchpad[]

Main article: Old Tourian launchpad

Supermissileexpansion.gif

The "Old Tourian launchpad" is a room in Crateria. It appears in Super Metroid. The launchpad is a large vertical shaft connected to two hallways. It is found through a secret exit in the right wall of the ruined Tourian escape shaft, but cannot be accessed without Power Bombs. Samus will also need the Ice and Wave Beams, Speed Booster and either the Grappling Beam or Space Jump to make it through this room. The launchpad did not exist in Tourian during Metroid or Metroid: Zero Mission, and given that its architecture does not appear damaged, it was likely constructed by the Space Pirates after Samus's first Zebes mission for unknown purposes. The lower passage stands in a pool of rising and falling scalding-hot lava, though it does not rise to a floor level where it can harm Samus.

To ascend the vertical shaft, Samus must Shinespark. The floor of the lower passage has four gaps, with four Boyons in each. Samus must freeze them in place before they jump, and quickly run across the "fixed floor" to be able to Shinespark. Once she jumps, she will break through Boost Blocks near the ceiling, which have a unique red diamond shape. After stopping, Samus will land next to a Super Missile Tank, the only one of its kind in Crateria. The exit of the room is through a thin gap in the wall, behind which is another passage to the left, in which the floor is lined with spikes and the ceiling is lined with Grapple Points. However Samus crosses this passage, she will exit back into the Tourian escape shaft, through a door that is permanently locked on the other side.

In Super Metroid speedrunning this room is referred to as the "Crateria Super room".

Items

Super Missile Tank

Connecting rooms

Tourian escape shaft (Blue Doors)

Gauntlet entrance[]

Main article: The Gauntlet

Gauntlet entrance.png

The Gauntlet entrance is the first of a three part room called The Gauntlet by speedrunners. The Gauntlet's entrance is on the upper left hand side of the Landing Site in Crateria, behind a wall that is made of Bomb Blocks. This area is considerably difficult to find without knowledge of its entrance's location, as it is behind a wall that looks completely inconspicuous, except for the fact that it is more flat than other walls in the area. All doors within the area are Blue Doors, meaning that the area is fully open once the Bomb is acquired. The first room is very "wavy" on the floor and ceilings, with the crests of the waves being pillars of Bomb Blocks that must be bombed while in midair, or destroyed with Power Bombs or the Screw Attack. Between most of the pillars are Yapping Maws, on the floors, or ceiling, and a few Wavers as well. While navigating the room, there is rising and falling scalding-hot lava that will kill Samus very quickly if she lacks the proper equipment; this type of lava is the same substance seen mostly in Ridley's Lair.

Items

• none

Connecting rooms

Landing Site (Blue Door)
Gauntlet hall (Blue Door)

Gauntlet hall[]

Main article: The Gauntlet

SM Crateria Energy Tank 2.gif

The Gauntlet hall is the second of a three part room called The Gauntlet by speedrunners. The following room still contains lava, but there is a Chozo Statue holding an Energy Tank. In front of the statue are regenerating Bomb Blocks that lead behind the statue, where there is a thin wall, this time made of Fake Blocks. Behind this wall is an area similar to the first room, with Bomb Blocks, but this time with spikes on the ceiling, limiting Samus's mobility and ability to destroy the pillars without falling into the lava. Beyond this is a more technological-looking area, with spikes on the ceiling, and only a few platforms to stand on. These platforms are slightly too short to fully protect Samus from the lava. The far wall is suspicious as there are spikes facing each other, these spikes are actually disguised Bomb Blocks, and cause no damage when touched. Behind this wall is an area with another Yapping Maw on the ceiling, and a fissure in the floor that spawns Zebs.

Items

Energy Tank

Connecting rooms

Gauntlet entrance (Blue Door)
Gauntlet shaft (Blue Door)

Statue Access[]

Statue Access.png

Full view.

SMILE

"Statue Access" is a long corridor found through the lower right of the Gauntlet shaft. While it can be visited early in the game, there is no point to doing so. It is made of the same architecture that makes up some of the rooms leading to Kraid in Brinstar, but with a grey color to it. The background is also taken from "Red" Brinstar, again with a more dull color to it. A persistent fog is present in the room, as it was in the Tourian escape shaft and Zebesian Command Center on the first visit. Lining the corridor are ten pulsing red warning lights on the ceiling and floor.

As a sign of the coming danger, the music in this room changes to a version of the "Item Room" theme that strips out all the beeping sounds, leaving only the ambience. There is, however, a quiet vibrating sound that can be heard, potentially coming from the warning lights.

In Super Metroid speedrunning this room is referred to as the "Mockball practice room".

Items

• none

Connecting rooms

Gauntlet shaft (Blue Door)
Mysterious Statue Chamber (Blue Door)

Mysterious Statue Chamber[]

Super Metroid statues.png

The Mysterious Statue Chamber is a room in Crateria. It appears in Super Metroid and is the successor to the Entrance to Tourian in Metroid and Metroid: Zero Mission. It is also the final room in Crateria. This room is set in a dark cavern that is partially flooded. The walls and floor have a green hue; whether this is their natural color or because of a reflection is unknown. Strange reeds, rocky columns and thin stalactites are visible in the background.

At some point during the events of the Metroid Prime series, the Mysterious Statue Chamber was built to guard the entrance to the reconstructed Tourian base. A large set of Golden Statues depicting Kraid, Phantoon, Draygon, and Ridley stands in a shallow pond of water. Each statue has glowing eyes - Kraid green, Phantoon yellow, Draygon blue and Ridley red. When each boss is defeated, the eye shines and then breaks, flying upwards while the statue turns grey. This signifies deactivation of the statue once the bosses' life signs fail. When all four bosses have been killed, the room begins to shake and the statue descends into the water. Samus can stand on their former resting place to fall through four rows of blocks, to an underwater elevator below. This elevator takes her into Tourian.

Samus can visit this room at any point after collecting the Bombs, but there is little incentive for her to do so. The door locks once she enters. If she enters before all bosses have been killed, the door will unlock after a few seconds. If she has killed one or all bosses, the door remains locked until the statues have deactivated and/or sunk.

This room, as well as the rest of Zebes, becomes inaccessible once Samus uses the first Save Station in Tourian.

Items

• none

Connecting rooms

Statue Access (Blue Door)
Tourian entrance shaft (Elevator)

References[]

  1. ^ https://wiki.supermetroid.run/Final_Missile_Bombway
  2. ^ Super Metroid Players' Guide, page 23: FURTHER INTO CRATERIA - "In this mesh of criss-crossing rock passageways, the X-ray scope is very handy as there are several hidden destroyable blocks. If you don't have the scope, it doesn't matter. To get through, you need to remain in ball form, so keep tapping [X] to drop bombs as you go. Any secret passages will soon be revealed."
Advertisement