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Wikitroid


List of rooms in Super Metroid

This is a list of rooms in the Maridia 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.

Brinstar-Maridia passage West[]

Brinstar-Maridia passage West.png

"Brinstar-Maridia passage West" is a small room and the first explored in Maridia during Super Metroid. Samus enters it early on in her adventure, through Brinstar on her way to Kraid's room. It is dimly lit and composed of a mossy green material.

Items

• None

Connecting rooms

Flooded hall 2 (Blue Door)
Glass Tunnel (Blue Door)

Glass Tunnel[]

Main article: Glass Tunnel

Glass Tunnel.png

The "Glass Tunnel" is a room in Maridia. It appears in Super Metroid. This is an underwater shaft that serves as the entrance to Maridia. A very large glass tube runs across the width of the room, providing a dry path between two regions of Brinstar: the "red soil" area, and the rebuilt hideout where Kraid resides. Four mirdair rock platforms exist along the shaft, which is the primary method of climbing it, next to protruding rock ledges in the walls. Tiny plants with blue stems and yellow flowers can be seen growing on the rocks. There are no enemies in the Glass Tunnel.

Samus visits this room early on in the game while she is on her way to Kraid's domain. Once she has obtained the Power Bombs and Gravity Suit, Samus can return to the Tunnel and lay a Power Bomb to destroy the glass tube. When impacted, the glass begins to crack before shattering, with shards of glass raining down to the floor before disappearing. Once this is done, Samus is able to explore Maridia proper. A door below the tube's location leads into a Save Room, while the main shaft of Maridia is through a door in the ceiling.

The tube does not break until Samus moves, jumps or selects an item in her HUD. Similarly, if she detonates a Power Bomb and then leaves the room (perhaps accidentally) before the tube's exploding animation begins, it will not break. She must return and lay another Power Bomb, then avoid exiting the room until the tube shatters.[1]

Despite being part of Maridia, the Lower Brinstar theme continues to play in this room.

An identical glass tube is chronologically first seen in a large outdoor room of the Space Pirate Mother Ship. It can also be destroyed with a Power Bomb.

Items

• None

Connecting rooms

Brinstar-Maridia passage West (opening)
Brinstar-Maridia passage East (opening)
Save Station 1 (Red Hatch)
Maridia Main Shaft (Blue Door)

Brinstar-Maridia passage East[]

Brinstar-Maridia passage East.png

Full view.

SMILE

"Brinstar-Maridia passage East" is a deceptively small room connecting between Maridia and Kraid's area of Brinstar. Initially, it appears to be a small chamber akin to the West passage. However, further exploration of Maridia reveals a corridor above the small passageway, which has an uneven floor divided into pits. Seven Boyons - their only appearance in Maridia - inhabit these pits, as do Zebbos in three of them. A shutter near the left can be shot with a Super Missile to lift it. As Samus continues, she will drop down a short gap in the floor back into the initial passage that connects Maridia to Brinstar. This makes it a suitable shortcut exit once exploration of Maridia is finished. Due to its close proximity to Brinstar, Despite being part of Maridia, the Lower Brinstar theme continues to play in this room, as with the West passage and the Glass Tunnel.

Items

• None

Connecting rooms

Glass Tunnel (Blue Door)
Scisor hole (Blue Door)
Transport to Norfair (Blue Door)

Save Station 1[]

Maridia Save Room 1.png

SMILE

Save Station 1 is the first Save Station in Maridia. It is accessible through a Red Hatch in the Glass Tunnel, after the tube has been destroyed. It resembles other Save Rooms, with the key difference being that it is underwater.

Items

• None

Connecting rooms

Glass Tunnel (Blue Door)

Maridia Main Shaft[]

Main article: Maridia Main Shaft

ULF 40 like plants.png

The "Maridia Main Shaft" is a large shaft in Maridia. It appears in Super Metroid. This is the first major room of the underwater area of Maridia, and Maridia itself. It is a cavernous shaft similar to the entrance shafts of Brinstar, the Wrecked Ship and Norfair. This room differs from those in many ways, however: it is not vertically straight, as it curves up and to the left, and it only connects to doors on the right side with none on the left, with the exception of the entrance in the floor. Much of the shaft is ascended via crags in the walls, with nine midair platforms near the bottom of the shaft. Much of the ground is covered in plants that resemble a hostile species witnessed only on Bryyo. Some of these extend into the background. Mysterious, floating geometric towers with pyramid-like ends can be seen extending into the far background. Their purpose and origin is unknown.

It is possible to collect two expansions in this room. The first is a Missile Tank embedded into the ceiling, which is sealed in by a Boost Block. To reach it, Samus must run in an adjacent corridor until her Speed Booster activates, and quickly enter this room. On the ground next to the entrance door, there are two plants that appear prominently in the foreground. Samus must stand over the leftmost of these plants and Shinespark straight up; if done correctly she will fly past the midair platforms and straight into the tank in the ceiling.

The second item, a Super Missile Tank, can be obtained by rolling into a concealed passage in the wall of "Mount Death" and then proceeding into a hidden section. The tank sits on a pedestal.

Items

Missile Tank
Super Missile Tank

Connecting rooms

Glass Tunnel (Blue Door)
Underwater runway (Blue Door)
Fish pits (Blue Door)
Mount Death (Blue Door and tunnel)

Underwater runway[]

Super metroid green gate.png

Full view.

SMILE

The "underwater runway" is a long underwater corridor in the Rocky Underwater Area. It is directly accessible through a Red Hatch in the Main Shaft. The floor is lined with small flowers that have white buds and blue stems. The ground is uneven toward the entrance, but completely straight near the exit. A shutter is present near the entrance, and can be opened from the entrance side only with a Super Missile (unless the "Green Gate Glitch" is used). Six Scisers inhabit the room, crawling along the floor and ceiling. The primary purpose of this room is for Samus to be able to Shinespark up the Main Shaft for a Missile Tank; to do this, she must lift the shutter and clear out all Scisers. After this, she can run across the runway until her Speed Booster activates, and quickly return to the Main Shaft to perform her Shinespark.

Items

• None

Connecting rooms

Maridia Main Shaft (Blue Door)
Sciser hole (Blue Door)

Sciser hole[]

Sciser hole.png

Full view.

SMILE

The "Sciser hole" is a small two-part shaft in underwater Maridia. As the name implies, it is inhabited by four Scisers. The upper half leads into other rooms via two opened, broken pipe halves. The pipe is similar to that of the entrance to Maridia, but the circumstances for its damage is unknown. While they exit through two Blue Doors on the other side, there is no door inside the pipes, meaning Samus can walk through them. In between and below the two pipe halves is a pair of solid metal blocks. Samus can morph under these to drop through a hidden hole in the floor. This leads to an undershaft made entirely of constructed material. It leads to an exit into Brinstar on the lower left, and the area's Map Station on the right.

Items

• None

Connecting rooms

Underwater runway (Blue Door)
Sand Tunnel (Blue Door)
Brinstar-Maridia passage East (Blue Door)
Maridia Map Station (Red Hatch)

Maridia Map Station[]

Smmapstation.png

SMILE

The Maridia Map Station is a chamber in the Rocky Underwater Area. It contains the only Map Station in Maridia, and is identical to all other Map Rooms in the game, save for it being underwater.

Items

• None

Connecting rooms

Sciser hole (Blue Door)

Fish pits[]

Fish pits Pirate and Skultera.png

Full view.

SMILE

The "fish pits" are a large room separated into segments by high walls, hence the name. It is inhabited by four Pink Space Pirates, a Sciser and four Skulteras. The height of the walls means that Samus must utilize the Wall Jump to climb the room if she falls or enters from the Maridia Main Shaft. Alternatively, she can freeze the Skulteras with her Ice Beam and use them as platforms. The largest pit, second from the left, has a Secret Passage at the base of the right wall. This leads into the Tatori's room. The fish pits also lead into Mount Death through either of two doors in the ceiling.

Items

• None

Connecting rooms

Mount Death (Blue Doors)
Maridia Main Shaft (Blue Door)
Tatori's room (Red Hatch)

Tatori's room[]

Main article: Tatori's room

Tatori and Tatori Jr..png

The "Tatori's room" is an optional room in Super Metroid. This room does not need to be visited in order to complete the game. Its purpose is to provide two optional expansions for Samus's energy and Missile reserves. The room begins with a passageway that exits into a tall cave with no other exits. It is not completely engulfed in water, unlike much of the western half of Maridia where the room is located, and it is possible to get above the water. Strands of grass that resemble a plant on Bryyo, and are found in many other rooms of western Maridia, can be found growing on the floor. High above the surface is a Grapple Point with an Energy Tank atop it.

Notably, this room is the only appearance of the Tatori creature and its offspring. Their mother is docile unless Samus touches the infant Tatori, which will cause the mother to attack her. Samus can stand on the mother's shell until it rises into the air, and then jump off to reach the Grapple Point. There is also a Missile Tank in the upper wall. Samus can swing over to a slight groove on the right wall and then shoot downward to expose the tank, and then drop down and fall into it. If Samus comes to this room with the Space Jump, she can reach the Energy and Missile Tanks without needing to disturb the Tatori.

Items

Energy Tank
Missile Tank

Connecting rooms

Fish pits (Blue Door)

Mount Death[]

Main article: Mount Death

Samus running under a rock in Mount Death.png

"Mount Death", or "Mount Doom" is a large room in Maridia. It appears in Super Metroid. Mount Death is a massive room in the underwater part of Maridia. Numerous diamond-esque structures with a square pattern are seen in the background; these unknown objects are present in other rooms in Maridia as well.

The door to the room is situated on a staircase of sorts made of an articial material, leading to a rocky cliff. The cliff, and other parts of the room are lined with grasses that resemble a hostile plant on Bryyo. The lower wall of this cliff has a hidden tunnel into the previous room, a tall cavern, which takes Samus to a hidden Super Missile Tank. At the bottom of the cliff is a Blue Door leading into another room. At the top are a series of Grapple Points, which are used to scale the room and reach the exit, which leads into the second half of Maridia. Some of the Grapple Points are found on pipe structures mounted to the ceiling. There are two pairs of individual Grapple Points in midair as well, which Samus can use if she falls from the ceiling points. She can also stand on them.

On the other side of the room is a protruding cliff below another ledge, on which the exit door is situated atop a similar staircase structure. The wall here can be ascended using Grapple Points or well-timed Wall Jumps. Another door is situated underneath this cliff, and leads to the same room as the bottom left door.

There are three rock constructions in the lower center of the room, two of which are found in midair, while the third is connected in part to the floor. These act as platforms in case Samus falls. They have ridged undersides and an almost triangular shape near the top, while the tip of what would be a triangle is flat. Powamps float above each rock formation, and can be used as grappled onto in order to reach the points again in the event of a fall.

Mount Death is featured in the Super Metroid attract mode.

Items

• None

Connecting rooms

Maridia Main Shaft (Blue Door and tunnel)
Brinstar access shaft (Blue Door)
Fish pits (Blue Doors)
Sciser-filled shaft (Blue Door)

Brinstar access shaft[]

Brinstar access shaft.png

Full view.

SMILE

The "Brinstar access shaft" is a short shaft and passage, and the highest room of Maridia's Rocky Underwater Area. As the name implies, it has a shortcut leading back to Brinstar. Much of the room is above water, save for a small pond with a single, red Skultera. This is the only room in the game to have a red-colored Skultera, as they are blue everywhere else. The shaft goes up to a short tunnel in the left wall (through Bomb Blocks), which leads into a small chamber with a fissure in the floor and the exit into Brinstar. Zebbos spawn indefinitely from the fissure, three at a time, providing Samus a chance to restore energy and ammunition.

A Sciser is included in this room's internal data, but does not appear ingame.

Items

• None

Connecting rooms

Mount Death (Blue Door)
Red Brinstar Elevator Room (Blue Door)

Sciser-filled shaft[]

Sciser-filled shaft.png

Full view.

The "Sciser-filled shaft" is a short vertical shaft of artificial construction. Four Scisers inhabit the room, with three of them below the floor. The main shaft leads up to a beach-like area of Maridia, with three columns above Samus; platforms between the second and third allow her to climb up to the exit. Samus can also Bomb the center of the floor to reveal a hidden passage underneath with the remaining Scisers, leading directly into the Aqueduct.

Items

• None

Connecting rooms

Mount Death (Blue Door)
Pseudo Spark Room (Blue Door)
Aqueduct (Green Hatch)

Pseudo Spark Room[]

Pseudo Spark Room.png

Full view.

SMILE

The "Psuedo Spark Room" is a large room with a beach-like environment, found through a door at the top of the Sciser-filled shaft. Numerous reeds hang from the ceiling, while the floor and walls appear to be composed of a solid sand. The lower floor is underwater, containing numerous fish and a Secret Passage in the right wall leading to a Missile Tank. Above the water is a single platform with a round underside, and several steps leading to a drop on the right side. This drop leads to nowhere. The room's inhabitants are five Choots, two Skulteras and an Owtch.

Items

Missile Tank

Connecting rooms

Sciser-filled shaft (Blue Door)
Northwest Menu Room (Blue Door)

Northwest Menu Room[]

Northwest Menu Room.png

Full view.

SMILE

The "Northwest Menu Room" is a large corridor that ends in a short vertical shaft. It is constructed entirely out of hard sand, with grass or moss growing on some platforms in the shaft. The corridor portion ends with a section of wall in the foreground that has multiple holes, allowing Samus to be seen through it. There are seven Owtches and five Menu here, hence the name.

Items

• None

Connecting rooms

Pseudo Spark Room (Blue Door)
Watering Hole (Blue Door)

Watering Hole[]

For the officially named room in Metroid Prime 2: Echoes, see here.

Maridia Super Missile Tank 3.gif

Full view.

SMILE

The "Watering Hole" is a dead-end shaft in the "beach" area of Maridia. A short passage with two fissures, out of which Geegas spawn indefinitely, gives way to a seemingly short drop, with a Choot at the bottom. Samus can fall through the floor under the Choot to find a hidden chamber with three pedestals. A Super Missile Tank is on the leftmost pedestal, and a Missile Tank on the rightmost one.

Items

Super Missile Tank
Missile Tank

Connecting rooms

Northwest Menu Room (Blue Door)

Aqueduct[]

Main article: Aqueduct

Aqueduct grapple wall.png

The "Aqueduct" is a giant room in Maridia. It appears in Super Metroid. The Aqueduct is one of Maridia's largest rooms, and is almost entirely of artificial construction with pipes and stonework. The temperature of the room is potentially low, since icicles can be seen growing on some of the pipes. The only natural part of the room is its very bottom, underneath the floor, where there is a patch of hard sand and two quicksand pools. These drop Samus into two separate rooms with two expansions each. To get under the floor, Samus can lay Bombs in it on the lower right.

The initial entrance of the Aqueduct is a sealed in alcove , which Samus can escape by laying a Power Bomb. This obliterates two pillars underneath her, allowing access to the rest of the room. The central feature are two elongated, midair walls lined with Grapple Points, which Samus can use to climb them, jumping from side to side. At the top of the walls, Samus can use Grapple Points on the ceiling to find the exit on the upper left. If she goes right, she will find a hidden alcove in a wall, revealing a Missile Tank on the other side. A long tube that runs through most of Maridia can be seen in the background between the grapple walls, and Samus will pass through this room via the tube when using it.

If Samus runs across the lower floor, she can activate her Speed Booster. To collect the Missile Tank, she must stop underneath a gap in the wall on the right, and Shinespark up. This will bring her into the alcove where the tank is. Under this is a door into a chamber with one-way entrances from a corridor above.

This is the first room in which the Maridia Drifting Sand Underwater Area theme begins to play.

Items

Missile Tank
Super Missile Tank

Connecting rooms

Sciser-filled shaft (Blue Door)
Save Station 2 (Red Hatch)
Mochtroid-filled hall (Blue Door)
Sand drop (Blue Door)
Sand pit 1 (quicksand)
Sand pit 2 (quicksand)

Save Station 2[]

Maridia Save Room 2.png

SMILE

Save Station 2 is the second Save Station in Maridia, found on the bottom left of the Aqueduct through a Red Hatch. Like other Save Stations in Maridia, it is underwater. It is the last Save Station before Botwoon.

Items

• None

Connecting rooms

Aqueduct (Blue Door)

Sand pit 1[]

Sand pit 1.png

Full view in SMILE.

"Sand pit 1" is the first of two quicksand shafts Samus can fall into at the base of the Aqueduct. It is not possible for her to swim back up; she will fall through into the first sand cache. There are six Bulls in this room, which Samus can kill if she has the Plasma Beam, otherwise, it is best for her to avoid them.

Items

• None

Connecting rooms

Aqueduct (quicksand)
Sand cache 2 (quicksand)

Sand cache 1[]

Maridia Reserve Tank.gif

Full view.

SMILE

"Sand cache 1" is a hidden, partly submerged chamber accessible via the left quicksand pit at the bottom of the Aqueduct. A network of tunnels exist to the left, which Samus can ascend to get to a Missile Tank and Reserve Tank. She must take care to avoid falling boulders and Pit Blocks. The Reserve Tank is encased in an Item Sphere. The Spring Ball greatly helps in acquiring the items, but it is not required. Once the items are collected, Samus can sink into the quicksand at the bottom of the room to return to lower Maridia.

Items

Missile Tank
Reserve Tank

Connecting rooms

Sand pit 1 (quicksand)
West Sand Hall (quicksand)

Sand pit 2[]

Sand pit 2.png

Full view in SMILE

"Sand pit 2" is the second of two quicksand pits Samus can enter from the lower Aqueduct. As with the first, it is not possible for Samus to swim back up. Six impervious Bulls are present in the sand and will approach Samus as she falls, forcing her to dodge them or take damage. Samus falls into the second sand cache through the end of this pit.

Items

• None

Connecting rooms

Aqueduct (quicksand)
Sand cache 2 (quicksand)

Sand cache 2[]

Maridia Missile Tank 6.gif

Full view.

SMILE

"Sand cache 2" is the second locked-in room, accessible only via a quicksand pit in the Aqueduct. It is partially engulfed in water, with a large pool of more quicksand at the bottom. Samus can jump up a short shaft on the left wall to collect a Missile Tank, and then navigate a spiraling passage on the right to access a Power Bomb Tank. She must take care when doing so, as three boulders will fall down when she walks under them, and some of the passage consists of Pit Blocks. The Spring Ball can help with acquiring the Power Bomb Tank, but it is not required.

Items

Missile Tank
Power Bomb Tank

Connecting rooms

Sand pit 2 (quicksand)
East Sand Hall (quicksand)

Mochtroid-filled hall[]

Mochtroid-filled hall.png

Full view.

SMILE

The "Mochtroid-filled hall" is a corridor above the Aqueduct, made entirely of partially destructible pipes. The pipes are built around bricks and partially frozen over. Four Mochtroids (hence the name) and two orange Puyo are present in the room and can be released when Samus shoots through the pipes, although their brittle nature makes their release inconsequential. As a shortcut, Samus can drop to the bottom floor, shoot out two pipes in the middle, and then break through two more on the right with her Speed Booster. She can then continue into Botwoon's chamber.

Items

• None

Connecting rooms

Aqueduct (Blue Door)
Botwoon's chamber (Blue Door)

Botwoon's chamber[]

Main article: Botwoon's chamber

Botwoon4.png

"Botwoon's chamber" is a room in Maridia. It appears in Super Metroid. This room initially appears square in shape, comprised of tangled light purple pipes on the ceiling and walls, with two on the left wall wrapping around stonework. A pipe on the far right wall has a crack near its center. In the background is a dark green, porous wall with four holes forming a loose parallelogram shape.

Samus enters this room during her exploration of Maridia. Almost immediately, Botwoon, a snake-like creature, emerges in the room and a miniboss fight begins. Botwoon swims in and out of the holes throughout the battle, occasionally peeking its head out to fire spores at Samus. This offers her a chance to attack its weak spot, its head, more easily.

Once Botwoon is defeated, Samus can approach the pipe on the right wall, causing it to crumble downward and revealing a longer room. This part of the room almost narrows and features more of the purple stonework that makes up much of eastern Maridia, with two large steps leading to the exit door. The Silence theme plays in this room following the battle, as it does in other boss rooms.

Items

• None

Connecting rooms

Mochtroid-filled hall (Blue Door)
Sandy path (Blue Door)

Sandy path[]

Maridia Energy Tank 1.gif

Full view.

The "sandy path" is a long corridor near the center of Maridia. It is mostly made of stonework, but with much of the floor consisting of hardened sand and quicksand. There are three quicksand pits, with the largest one dropping Samus into a short hallway below this room. In the center of the room, the ceiling hangs low, with three blockades of Boost Blocks underneath it, in Samus's way. To run safely across the sand, Samus must activate her Speed Booster by running across the initial floor, made from stone bricks. She must then continue running forward, breaking through the blockades, to reach the end. On the other side of the low ceiling, Samus can use her Morph Ball to enter it. Rolling left will bring her to an Energy Tank in the ceiling; but she must mind a pitfall right in front of it. There are five Puyo along the path.

Items

Energy Tank

Connecting rooms

Botwoon's chamber (Blue Door)
Twin pits (quicksand)
Halfy Climb Room (Blue Door)

Twin pits[]

Twin pits.png

Full view in SMILE.

The "twin pits" are a pair of one-way quicksand shafts between the "sandy path" and the "sand drop". Either shaft can be entered from the quicksand in the path, but they both lead into the drop room. A total of nine Bulls are present here. Samus can fall faster by rapidly morphing and unmorphing.

Items

• None

Connecting rooms

Sandy path (quicksand)
Sand drop (quicksand)

Sand drop[]

Sand drop.png

Full view.

SMILE

The "sand drop" is a short hall through which Samus drops (hence the name) if she falls into the sand path's quicksand. She falls through into two sand waterfalls, which end in shallow pools. Zoa spawn from these pools, as well as a smaller one further on. In the latter, they spawn two at a time. There is an Owtch near the left, where the natural soil changes to stonework and pipes near a door. Samus can exit the drop to get back into the Aqueduct.

Items

• None

Connecting rooms

Twin pits (quicksand)
Aqueduct (Blue Door)

Halfy Climb Room[]

140212-supermetroid138.gif

Full view.

The "Halfy Climb Room" is an L-shaped room in upper Maridia. Its name originates from the "Halfy" technique, which is possible to do here. Initially, it appears as a thin vertical shaft of constructed materials, with pipes lining the walls and one pipe acting as the floor over a bed of spikes. Samus can climb the shaft using Grapple Points lined on the walls. The middle of the ceiling appears to be entirely frozen. A door to the "East Cactus Alley Room", on the middle left wall, is locked on the first visit and remains so until Draygon is defeated. The main part of the room has three Mochtroids. As stated, the Halfy Climb Room is in the shape of an L. If Samus rolls into the bottom right corner of the right wall, she will enter a hidden horizontal portion with multiple pipes forming a walkway. Three Oums are present atop the walkway; this room is their only appearance in Super Metroid. Samus can shoot out the pipes under the walkway to form a path; this leads to a Missile Charge.

Items

• None

Connecting rooms

Sandy path (Blue Door)
Maridia Missile Station (Blue Door)
Colosseum (Blue Door)
East Cactus Alley Room

Maridia Missile Station[]

Maridia Missile Station.png

SMILE

The "Maridia Missile Station" is the only Missile Charge station in Maridia. It is found quite near Draygon in the upper right corner of Maridia, through a hidden passage in the "Halfy Climb Room". The key differences between this and other rooms of its kind is its blue color (normally used in Energy Charge rooms, whereas other Missile Charge rooms are green), and it being underwater.

Items

• None

Connecting rooms

Halfy Climb Room (Blue Door)

Colosseum[]

Colosseum Maridia.png

Full view.

The "Colosseum" is a huge corridor near Draygon's domain. Eight Mochtroids are positioned throughout. The corridor's bottom is engulfed in quicksand, which is itself submerged in water along with half the room. The ceiling is comprised of bricks separated by sections of ice. To navigate the room, Samus must make use of multiple walls and structures lined with Grapple Points, while taking care to avoid the Mochtroids. The Wall Jump, if skilled enough with that, can also help. Four midair blocks are topped with spikes, making it difficult to swing on them with the grapple without taking damage.

Items

• None

Connecting rooms

Halfy Climb Room (Blue Door)
Save Station 3 (Red Hatch)
Draygon's chamber access (Green Hatch)

Save Station 3[]

Maridia Save Room 3.png

SMILE

Save Station 3 is the third and penultimate Save Station in Maridia. It is directly above the shaft that leads to Draygon, and can be used to save the game before the battle. It is among the few Save Stations in Super Metroid that connect to two rooms; in this case it leads into an Energy Charge Station as well as the "Colosseum".

Items

• None

Connecting rooms

Colosseum (Blue Door)
Maridia Energy Charge Station (Blue Door)

Maridia Energy Charge Station[]

Maridia Recharge Room.png

SMILE

The "Maridia Energy Charge Station" is a small room in the upper right side of Maridia. It can be accessed through a Save Station and contains the area's only Energy Charge. It is conveniently placed before Draygon's chamber.

Items

• None

Connecting rooms

Save Station 3 (Blue Door)

Draygon's chamber access[]

Draygon's chamber access.png

Full view.

SMILE

"Draygon's chamber access" is a shaft that directly precedes Draygon's chamber. The background of the room has a similar texture to that of Botwoon's chamber. Initially, it appears to be a short corridor with a pit of spikes below, and two Grapple Points in the ceiling to get across. Samus can drop through the spikes to find an underwater shaft with a single midair platform, and two wall ledges. At the base of the drop is a Gadora, which has grown over the nearby wall and floor. It guards Draygon. Before the battle, Samus can grapple across the fake spikes to find another, lone Grapple Point. This point crumbles if she grapples to it for too long, and will drop her into a pit of genuine spikes. Directly to the right, in the wall, is a Missile Tank.

Items

Missile Tank

Connecting rooms

Colosseum (Blue Door)
Draygon's chamber (Blue Door)

Draygon's chamber[]

Main article: Draygon's chamber

Lair of Draygon.png

Draygon's chamber is a room located in Maridia where Draygon, a Space Pirate commander, is fought in Super Metroid. Samus, in her quest to save the baby, finds that the Tourian base is guarded by four Golden Statues, which deactivate when their corresponding Space Pirate boss is killed. Samus, having killed Kraid in Brinstar and Phantoon in the Wrecked Ship, ventures deep into Maridia to hunt down Draygon. Her travels lead her to this room, where she fights the crustacean. An otherwise difficult battle can be ended rather quickly if Samus exploits any destroyed Wall Cannons. Allowing herself to be grabbed by Draygon will give her an opportunity to grapple one of these and kill Draygon with the conducted electricity (she will take severe damage herself however). Draygon's corpse will then explode and sink into the sand. A swarm of six Evirs will bury the body and disappear into the sand. Energy Capsules and Missile Ammo will appear, and the doors will unlock.

With Draygon killed, Energy Capsules and Missile Ammo will appear and the doors will unlock. The next room on the bottom floor becomes accessible, and Samus will find the Space Jump in here. This allows her to escape the room (though a well-timed Wall Jump can also do the trick), and hunt down the kidnapper of the baby and the final Pirate commander, Ridley.

Items

• None

Connecting rooms

Draygon's chamber access (Blue Door)
Draygon's reliquary (Blue Door)

Draygon's reliquary[]

Maridia Space Jump.gif

"Draygon's reliquary" is a small chamber that Samus can access after she defeats Draygon. It is an Item Room made of pink pipes, with a Chozo Statue on an elevated platform holding the Space Jump, which Samus needs to leave Draygon's chamber. This is notably the only Item Room to be entirely underwater.

Items

Space Jump

Connecting rooms

Draygon's chamber (Blue Door)

East Cactus Alley Room[]

Easy Cactus Alley Room.png

Full view.

The "East Cactus Alley Room" is a large hallway near Draygon. It can only be entered once the boss has been defeated as both doors leading into it are locked until Draygon dies. Much of the floor and the tops of some midair structures are lined with spikes, hence the name. Green moss can be seen in the background through patches of broken wall. Five Cacatacs are found throughout this room.

Items

• None

Connecting rooms

Halfy Climb Room (Blue Door)
West Cactus Alley Room (Blue Door)

West Cactus Alley Room[]

West Cactus Alley Room.png

Full view.

SMILE

The "West Cactus Alley Room" is a short shaft next to the East Cactus room. Despite its name, it does not contain any spikes. Four Cacatacs are present here, including one on the ceiling. Most of the room is made of constructed materials, with three ledges in the wall that Samus can ascend or descend. The lower left wall and floor is made of sand, which is the nearby environment blending in.

Items

• None

Connecting rooms

Zoa drop (Blue Door)
East Cactus Alley Room (Blue Door)

Zoa drop[]

Zoa drop.png

SMILE

The "Zoa drop" is a small chamber in western Maridia. As the name implies, Samus drops into this chamber from a quicksand pit in a room above, which feeds into a small pool in this room. It leads into the Plasma Spark Room on the left, and the West Cactus Alley Room on the right. The latter door is locked until after Draygon's defeat. Three Zoas spawn from the quicksand in this room, giving Samus an opportunity to replenish lost energy and ammunition.

Items

• None

Connecting rooms

Plasma Spark Room (Blue Door)
Sand pit 3 (quicksand)
West Cactus Alley Room (Blue Door)

Plasma Spark Room[]

Plasma Spark Room.png

The "Plasma Spark Room" is a large room in Maridia. It appears in Super Metroid. This is a large, twisting and winding room near the top of Maridia. It connects to lower Maridia via a tube that launches Samus up or down through the entire area, enabling quicker travel. Visually, the room is a very large vertical shaft divided in half by a tall, thin wall, which appears to be supported by a structure in the background. The top of the wall stretches to the right and over a small pit, which itself is above a door leading toward the Plasma Beam. This door is locked until after Draygon's defeat, at which point it will flash. The dividing wall is lined with multiple grass or moss-covered ledges, enabling easier climbing. While climbing the room with the Space Jump is easiest, it can also be ascended with the Wall Jump.

Below the door to the Plasma Beam is the rest of the room, a wide clearing with a midair platform above a pit carved out of sand. This pit has a rounded bottom, grass growing on its top, and reeds hanging underneath it. These reeds are also found hanging from parts of the ceiling. The pit splits off into a large, rounded section with two midair sand platforms, and to the left into a short path with ramps. The reason the room is unofficially titled the "Plasma Spark Room" is because a Shinespark is possible, but tricky, to pull off here. If Samus runs across the lowest passage until her Speed Booster activates, crouches to Shinespark, and quickly jumps out of the sand pit, she can Shinespark up either side of the dividing wall.

Items

• None

Connecting rooms

Zoa drop (Blue Door)
Tube entrance (Blue Door)
Plasma trail (Blue Door, initially locked)
Bug Sand Hole (Blue Door)

Plasma trail[]

Plasma trail.png

Full view.

The "Plasma trail" is a vertical shaft. Multiple ledges in the walls, and three midair "flowerpot" platforms (each topped by grass) allow Samus to climb up to the exit. There are four Puyo and three Choots in this room.

Items

• None

Connecting rooms

Plasma Spark Room (Blue Door)
Worm hive (Blue Door)

Worm hive[]

Puyo eggs.png

SMILE

The "worm hole" is a small chamber that leads directly into the Plasma Beam's room. The ceiling and floor are made of hardened sand, with long reeds growing from the ceiling. Huddled on the floor is a group of white Puyo, a color variant that does not appear anywhere else on Zebes. Unlike other Puyo, these remain docile unless shot at by Samus, and are sturdier. It is best for her to jump over them. Once Samus has the Plasma Beam, she can kill them much easier.

Items

• None

Connecting rooms

Plasma trail (Blue Door)
Plasma Chamber (Blue Door)

Plasma Chamber[]

Maridia Plasma Beam.gif

The "Plasma Chamber" is a room in Maridia. It appears in Super Metroid. As with the previous two rooms, the lighting in the Plasma Chamber is dimmed considerably. This is made evident by the glow of Samus's visor in the dark. This is one of three Item Rooms in Maridia, and the only one to contain enemies. Long reeds hang from the ceiling and extend almost halfway through the room. A wide midair platform is present near the top of the chamber, with four ledges present in the walls as well. A metal walkway is present at the base of the room, with a pedestal atop which a Chozo Statue sits. This statue contains the Plasma Beam in an Item Sphere. When Samus collects the item, the room's "dark" effect temporarily disappears.

As stated, this room contains enemies in the form of six Pink Space Pirates. The Plasma Chamber is one of only two rooms in Maridia, aside from the "fish pits", to contain Space Pirates, who otherwise have no presence in this region of Zebes. Before collecting the Plasma Beam, Samus is unable to defeat them, forcing her to avoid them until she gets the item. Once she has, she must kill all six of them to unlock the door.

This room cannot be accessed until after Draygon's defeat, as a door leading to the Plasma Chamber in the "Plasma Spark Room" is locked until Draygon is killed.

Items

Plasma Beam

Connecting rooms

Worm hole (Blue Door)

Bug Sand Hole[]

Bug Sand Hole.png

SMILE

The "Bug Sand Hole" is a small room with a quicksand pit that drops Samus into another chamber below. Zoas spawn from the center of the sand, while two Yapping Maws will pull Samus into it if she is not careful.

Items

• None

Connecting rooms

Plasma Spark Room (Blue Door)
Grass-covered path (Blue Door)
Sand pit 3 (quicksand)

Sand pit 3[]

Sand pit 3.png

SMILE

"Sand pit 3" is a short, one-way quicksand drop leading from the Bug Sand Hole into the Zoa drop. Three Bulls are present here. To drop through the pit faster, Samus can repeatedly morph and unmorph.

Items

• None

Connecting rooms

Bug Sand Hole (quicksand)
Zoa drop (quicksand)

Grass-covered path[]

Super Metroid Maridia.png

Full view.

The "grass-covered path" is a long corridor in the sand area of Maridia. It connects to the only elevator shaft in Maridia, sometimes known as the "Forgotten Highway" by speedrunners due to being under-visited. The entire room is made of hardened sand, with platforms made of grass throughout. There are exactly eight Choots and Puyo each scattered across the platforms. Samus can avoid many of them by rolling in Morph Ball form under the platforms.

Items

• None

Connecting rooms

Bug Sand Hole (Blue Door)
Maridia Elevator Room (Blue Door)

Maridia Elevator Room[]

Maridia-Crateria map.png

Full view.

The "Maridia Elevator Room" is a vertical shaft, at the top of which is Maridia's only elevator. Near the elevator, the shaft begins to constrict, leaving a narrow passage that is made more difficult to traverse by the presence of Rippers. There is a total of six Rippers in the shaft, with one flying back and forth underneath the elevator platform. Near the base of the room is a midair structure with ledges, leading to a door into a Save Room. In addition to the Rippers, one Owtch resides in the Elevator Room, at the very bottom.

Items

• None

Connecting rooms

Grass-covered path (Blue Door)
Save Station 4 (Blue Door)
Transport to Maridia (Elevator)

Save Station 4[]

Maridia Save Room 4.png

SMILE

Save Station 4 is the final Save Station in Maridia. It can be accessed from the Maridia Elevator Room.

Items

• None

Connecting rooms

Maridia Elevator Room (Blue Door)

Sand Tunnel[]

Sand Tunnel.png

SMILE

The "Sand Tunnel" is a small passage in lower Maridia. It does not contain sand, but it leads directly into a room that does. A single Sciser is present in the room, as well as white and blue flowers present elsewhere in underwater Maridia.

Items

• None

Connecting rooms

Sciser hole (Blue Door)
West Sand Hall (Blue Door)

West Sand Hall[]

West Sand Hall.png

Full view.

SMILE

The "West Sand Hall" is one of two subterranean corridors where the floor is engulfed in quicksand. Samus can make use of multiple metal platforms and pillars that stand in midair, on the surface of the quicksand or are lodged into it. Should Samus fall into the sand, she can slowly climb out by jumping repeatedly. Multiple "waterfalls" of sand are present in the background, which feed sand into the room from rooms above. Three Evirs inhabit the hall, slowly sinking into the sand while firing projectiles at Samus as she approaches.

Items

• None

Connecting rooms

Sand Tunnel (Blue Door)
Sand cache 1 (Quicksand)
Tube entrance (Blue Door)

Tube entrance[]

Tube entrance.png

Full view.

SMILE

The "tube entrance" is a shaft in subterranean Maridia, primarily made of artificial material. Icicles can be seen growing on the underside of the architecture, suggesting the room has been partially frozen. Quicksand can be seen under the floor. It leads into two Evir-inhabited hallways on either side, and a long tube through the ceiling. The tube extends through much of Maridia, including the background of the Aqueduct, and launches Samus up into upper Maridia, where the Plasma Beam can be found.

Items

• None

Connecting rooms

West Sand Hall (Blue Door)
Plasma Spark Room (Green Hatch)
East Sand Hall (Blue Door)

East Sand Hall[]

East Sand Hall.png

Full view.

SMILE

The "East Sand Hall" is the second of two subterranean sand-filled corridors. Visually it is very similar to the West corridor, and has the same number of Evirs. The key difference is the more limited means of traversal - there are only three upright pillars in the sand, and no platforms. Samus must carefully jump (or Space Jump over to each one while avoiding the three Evirs in the room. It leads towards the Spring Ball.

Items

• None

Connecting rooms

Tube entrance (Blue Door)
Sand cache 2 (Quicksand)
Dual shafts (Blue Door)

Dual shafts[]

Dual shafts.png

Full view.

The "dual shafts" are a single room of two shafts with a door transition between them. The shafts are divided by a large wall of natural rock, with large jagged alcoves at their summits. The lower parts of the shafts are underwater, while the upper halves are not. Samus enters the leftmost of the dual shafts first, where there is a quicksand pit and a crumbling Grapple Point in an artificial ceiling. Grappling the block removes it, allowing Samus to Space Jump up the shaft and cross to the other shaft. Here, there are three consecutive levels of walkways that partly consist of Pit Blocks. Samus must carefully drop through them to a door on the right after the third walkway. This door leads toward the Spring Ball. Should Samus fall further and drop through more platforms, she can exit back into the base of the left shaft through a door on the left. The room is inhabited by six Menu and five Puyo.

Items

• None

Connecting rooms

East Sand Hall (Blue Door)
Shaktool Chamber (Blue Door)

Shaktool Chamber[]

Main article: Shaktool Chamber

Shaktool.gif

The "Shaktool Chamber" is a corridor in Maridia. It appears in Super Metroid. This chamber is found further into the area, near the sections with quantities of quicksand. The room leads to the Spring Ball and as such presents an obstacle to its immediate acquisition. The middle part of the room is blocked by a wall of sand that is indestructible to Samus's weapons.

The room is home to the Shaktool, a crude mechanism with the ability to penetrate this sand and "help" Samus. However, a wall of Power Bomb Blocks must be destroyed using a Power Bomb before it can destroy the sand. Power Bombs will not destroy the Shaktool, as it is rather sturdy. After it has cleared the way, it can hurt Samus if she comes in contact with its rotating legs. She is free to destroy it if she wishes, or collect the Spring Ball.

There are also two Yards on the right side of the room; interestingly enough, they can also destroy the Sand, but by the time that they are on-screen, the Shaktool has already mostly cleared the way. This indicates that the Sand is simply a special type of block that can only be destroyed if an enemy comes into contact with it.

Items

• None

Connecting rooms

Dual shafts (Blue Door)
Spring Ball chamber (Blue Door)

Spring Ball chamber[]

Maridia Spring Ball.gif

Full view.

SMILE

The "Spring Ball chamber" is a subterranean room in underwater Maridia. As the name implies, it is the location of the Spring Ball. The entrance of the room consists of an artificial floor and wall, with a lone midair block above a gap in the floor. Samus can morph into it to enter a submerged tunnel with a forking path. The right path leads to nowhere, while the leftmost one leads to a metal walkway above quicksand. Continuing to the right will bring Samus to a Chozo Statue holding the Spring Ball in an Item Sphere. Once the item is collected, Samus can leave the room the same way, using her new item.

Items

Spring Ball

Connecting rooms

Shaktool Chamber (Blue Door)

References[]

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