Find solutions to some of the stickiest situations in Super Metroid!
ATTENTION: In the interest of keeping some answers secret for those who do not wish to know them, the answers to the questions are "invisible." To view an answer, simply click or drag your cursor over the text to highlight it.
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I've only been playing for a little while. I'm in Brinstar. I can't find the Power Bombs
to open the orange doors. What do I do?
Answer:
Super Metroid is an adventure game, meaning you don't necessarily have to clear one area to move on to the next. Don't worry about the orange doors in Brinstar just yet. The Power Bombs are not yet accessible to you (unless you are a master of Wall-Jumping), so come back this area later when you do have the Power Bombs and can check out the orange doors. For now, move on and go wherever you can. If you've gotten as far as you can in Brinstar, why not go see what Norfair has to offer? Remember to pay attention to your subscreen map! -
In Brinstar, I can't get past the room with the falling floor and the spikes on the ceiling,
but I know there's an item at the end of it. How do I get through it?
Answer:
Again, don't worry about it for now. Come back to this area later, when you have the Speed Booster. You'll actually find four items in this area. -
I just beat Draygon, but the exit is too high for me to jump up to. How do I get out of Draygon's room?
Answer:
Well, hopefully you checked out the door in the lower left, which is flashing now that you've beaten Draygon. Through there is the Space Jump, which will allow you to get out of Draygon's room easily. However, the ledge leading to the exit is actually not too high for Samus to jump on her own -- all she needs is a good running start from the left side of the room, one great big jump, and a little wall-jump off the end of the ledge. But the Space Jump makes it a bit easier. -
How do I use the Space Jump?
Answer:
After getting the Space Jump item, you'll notice that Samus' spinning jump looks different. This should give you a good indication of when you can Space Jump. Simply jump so that Samus spins in the air (ie, jump while running). Just after Samus hits the peak of her jump, press Jump again and Samus will bounce in the air. With practice, you can make Samus stay in midair for as long as you wish, in effect giving her the ability to fly. -
Where/how do I get the Grappling Beam?
Answer:
The Grappling Beam is found after you defeat Crocomire (the big red blob monster with the pointed mouth and lots of eyes), the mini-boss of Norfair. (Check the MDb's Super Metroid Maps section to find the exact location.) After you defeat him and his bones litter the floor, run to the left, enter the large-ish room, and go through the door in the floor in the lower left. Drop through the long vertical shaft and another door and you'll end up in a short corridor with lots of rocks which opens up into a huge room with lava and no platforms. The Grappling Beam is on the opposite side of this room, but how do you get there? First, eliminate all the enemies in the short corridor with the rocks. Then, go near the door and set off a Power Bomb to blow away the rocks on the floor. There will still be a rock wall to the left that you can only roll underneath, but don't worry about it. Move Samus all the way to the right end of the corridor, hold down your Dash button, and run through the corridor at top speed. Samus will flash with Speed Booster power and blow through the wall, and as she runs up the ramp just before the lava, jump off the end of the ramp and hold down the jump button. The result: one huge flying leap, landing Samus right on a ledge with a door in front of her. Very cool part of the game. Go through the door and collect your prize: the Grappling Beam, which you will immediately need in order to make it back out.