List of rooms in Super Metroid
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This is a list of rooms in Tourian 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.
Tourian entrance shaft[]
The "Tourian entrance shaft" is a room in Tourian. It appears in Super Metroid. Super Metroid features a new entrance shaft for Tourian, while the original shaft (as well as most of the original Tourian) is no longer accessible. This shaft is much shorter than the previous incarnation and contains no Metroids. It has two ledges on either side, followed by a single platform over a pool of scalding-hot lava. A door on the right leads into a Save Station. To continue through Tourian, Samus must proceed through the left door.
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Tourian Save Station 1[]
"Tourian Save Station 1" is the first of two Save Stations in Tourian. It can be accessed immediately after entering the base through a door on the lower right of the entrance shaft.
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Metroid passage 1[]
"Metroid passage 1" is a leftward horizontal corridor. Like much of Tourian, its architecture is entirely artificial. A large section of the floor in the center is filled with red scalding-hot lava. Two platforms are present above the lava. The first four Metroid larvae, cloned from the baby, are encountered here. While the entrance door remains unlocked, the door to the next room locks until Samus kills all Metroids. In addition to the Metroids, Rinkas spawn indefinitely from three points in the room, although they are never enough to overwhelm Samus.
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Metroid shaft 1[]
"Metroid shaft 1" is a short vertical shaft with two midair elongated platforms. There are four Rinka spawn points in this room, and two larva Metroids. Once killed, the door to the next room unlocks.
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Metroid passage 2[]
"Metroid passage 2" is a rightward horizontal corridor. It is similar to the first Metroid passage, but there is more lava in the room, with only the left half of the room consisting of solid land. There are two elongated midair platforms over the lava and two walls that protrude from the lava, which Samus can stand atop. There are three Metroids to kill in this room, and nine Rinka generators.
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Metroid shaft 2[]
"Metroid shaft 2" is another short vertical shaft. It resembles the "ledged shaft" in the original Tourian, as seen in Metroid and Metroid: Zero Mission. Three ledges extend from the walls and are lined with pipes, boxes and circuitry. There are eight Rinka spawn points in the walls and floor, and three larva Metroids to kill. These are the last of the cloned Metroids, and once eliminated, the door to the next room unlocks.
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Wastes[]
The "wastes" is the first room of the wasteland-like subarea of Tourian, in between the upper half of the base and the lower sector with Mother Brain. Two Blue Sidehoppers are found here in their only appearance; while they can be killed, doing so is impractical and even dangerous as it requires Super Missiles, which are better saved for Mother Brain. In terms of environment, there are few unique features to the room. Its floor is covered in sand and a strange golden grass.
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Torizo resting place[]
The "Torizo resting place" is a corridor in the barren wasteland area. A Torizo is found here reduced to a brittle husk. It ostensibly fell prey to the Big Metroid. The slightest touch will cause the corpse to crumble to dust. When Samus enters, the door locks behind her and remains locked until she continues into the next room.
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Big Metroid's room[]
The "Big Metroid's room" is a room in Tourian. It appears in Super Metroid. In this room, Samus comes face to face with the baby, now grown beyond its normal size, for the first time since its abduction. When Samus enters this room for the first time, the door locks behind her. She can choose to destroy the husks if she wishes by shooting or touching them; doing so causes them to disintegrate. Curiously, they are immune to Power Bombs. As she continues forward, the screen stops moving and a Blue Sidehopper emerges. After it hops around for a few seconds, a Metroid of massive size appears and completely drains the Sidehopper of its energy, turning it into one of the husks. It then sets its sights on Samus.
If it catches her (see below), the Metroid begins to drain Samus's energy until it suddenly stops with only a single point left. The Metroid - who was known to Samus as the baby - rises, recognizing Samus, and screeches before fleeing, apparently out of shame. Once it leaves, Samus stands up and can continue to the next room. An Energy Charge connected to this room allows Samus to completely restore her health.
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Barnacle-filled shaft[]
The "barnacle-filled shaft" is found immediately after the Big Metroid's room. As the name implies, it is heavily infested by barnacle-like material, which can be shot by Samus to destroy it. It cannot be entirely removed, as three midair platforms made of indestructible barnacle material remain. It leads into the last chamber of Tourian's wasteland area, and into an Energy Charge room, which is critical for Samus after she is attacked by the Big Metroid and drained of all but one unit of energy.
It is possible, but very difficult for Samus to escape into this room without being caught by the Metroid, or while it is draining her energy. If it is latched onto her and she escapes before her energy is fully drained, she will move slowly in this room and all subsequent ones until the game is saved and reloaded. If she is reduced to a single unit of energy by the time she escapes into this room, Samus will be stuck in her exhausted animation, unable to move.
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Tourian Recharge Station[]
The "Tourian Recharge Station" is a dual Energy Charge and Missile Charge chamber. Despite having both machines, the room's color scheme is green as in individual Missile Stations. This is Samus's final chance to refill her energy and Missile Ammo before the battle with Mother Brain. Using the Energy Charge is essential since the Big Metroid has drained her energy down to a single unit.
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Eye checkpoint[]
The "eye checkpoint" is the final room of the wasteland-like area of Tourian. It is a corridor with an uneven floor divided by elongated silos of varying heights. At the end of the corridor is a Gadora, the last in the game and the only one that does not connect directly to a boss' room. Through the Gadora is the penultimate shaft before Mother Brain.
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Command Center Access[]
- Not to be confused with the officially named room of the same name in the Agon Wastes.
"Command Center Access" is a vertical shaft and the penultimate room before the new Zebesian Command Center. There are six Rinka generators in this room and five midair platforms, with one wall-mounted ledge. Numerous Zebetites can be seen in the walls and under the floor. They cannot be destroyed, unlike those protecting Mother Brain directly. There is a door to a Save Station before the Command Center.
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Tourian Save Station 2[]
"Tourian Save Station 2" is the second and final Save Station in Tourian, and the final Save Station in Super Metroid. It represents a point of no return; if used, the door in the Big Metroid's room locks, preventing Samus from leaving Tourian to collect any missed expansions.
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Zebesian Command Center[]
The Zebesian Command Center is a reconstruction of Mother Brain's original base of operations. The new Zebesian Command Center, also known as the Tourian Command Center consists of metal materials. The scalding-hot lava here is the same as the one seen mostly in Lower Norfair which is capable of bypassing the protection of the Gravity Suit, though it is not present at first and is gradually flooded into the room during a brief tremor. There are 12 Cannons and 11 Rinka generators along with four Zebetites that impede Samus from reaching Mother Brain. When Samus destroys the Control Capsule, the spaces that were moments earlier occupied by the final Zebetite close shut, sealing her inside the last segment of the corridor where she battles Mother Brain's second form but not before the lava is drained from the chamber.
Once the Pirate leader succumbs to her injuries, the ensuing Countdown begins and the pipes on the left wall explode, revealing a small extension of the Zebesian Command Center with shutters that Samus must blast through with her new Hyper Beam until she reaches a door on the floor.
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Shutter hall[]
The "shutter hall" is a short extension of the Zebesian Command Center, made of pipes and tangled cables. There are also nine inactive Rinka generators in the ceiling, floor and walls. After Mother Brain's death, the wall behind her explodes, allowing Samus to access this passage. Four shutters begin to close, but Samus can easily destroy them with the Hyper Beam. She can then escape the hall through the exit in the bottom left floor.
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First escape room[]
The "first escape room" is a short vertical shaft with six midair platforms that have Rinka generators in them. Eight additional generators are present in the ceiling, walls and floor, but do not spawn any Rinkas. Additionally, there are two large Zebetites embedded into both walls, and two smaller ones underneath the floor. Samus drops into this shaft while escaping Tourian as the planet is set to explode. There are two Zebesians in this room, one on each wall, which are no match for the Hyper Beam.
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Second escape room[]
The "second escape room" is a large corridor-like room and the penultimate room of both Tourian and the game. The exit is found on the upper right, above a series of pipe-like ledges and floors, which Samus must quickly run and jump across. The room is made of the same pipes and cables as the previous rooms, and has some Zebetites and Rinka generators as well, but again no Rinkas are spawned. Seven Zebesians inhabit the room, which can be easily killed with either the Hyper Beam or by running through them with the Speed Booster. There is a shortcut: if Samus runs across the bottom floor to the right wall and then Shinesparks upwards, she will bypass much of the room and jump straight to the door.
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Final escape room[]
The "final escape room" is the final room in Tourian and the final new room explored in Super Metroid. Eleven Zebesians inhabit the room at different points. Samus is not required to fight them and doing so can cost precious time. A large, sprawling shaft divided into three sections, Samus must quickly ascend, descend then ascend it to reach the exit. The first side is a wide shaft with four midair platforms and multiple wall ledges. Once Samus reaches its top, she must run and jump down a thinner shaft, and then proceed to Space Jump up the widest section of the room on the right. This part has multiple midair platforms and begins to fill with scalding-hot lava, forcing a faster escape. It leads into the escape shaft of the original Tourian, now a part of Crateria, which Samus must climb once again.
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