Difference between revisions of "Hellway"

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{{Infobox room
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|zone = Brinstar
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|subzone = Red
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|theme = Brinstar/Red
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}}
 
{{Adjacent rooms
 
{{Adjacent rooms
 
|west=[[Red Tower]]
 
|west=[[Red Tower]]
|east=[[Caterpillar Room]]
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|east=[[Red Tower Elevator Room]]
 
}}
 
}}
  
 
[[File:Hellway.png]]
 
[[File:Hellway.png]]
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== Any% KPDR ==
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Primary strategies for this room involve either using damage boosts or simply jumping over the various platforms in the room. The room has a large amount of enemies, which can be useful for farming up on health or ammo.
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{{#ev:youtube|z6QY3K1-iko}}
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To get through this room, damage boosts can be utilized on the various spikes on the ceiling to get further through the room. Shooting before the 2nd damage boost can open the door ahead of you when timed correctly, saving a little bit of time over bonking the door.
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{{#ev:youtube|0S_wk5kdXWk}}
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On the way back through the room, damage boosts can be utilized once again to traverse the room. A quick timed jump after the 1st damage boost will avoid the Zeela on the ground, but if Samus is too slow, she can be knocked into one of the plants, costing both time and health. An alternative is to shoot the Zeela instead and take the room slower.
  
 
== See also ==
 
== See also ==
  
 
* [[Damage boosting]]
 
* [[Damage boosting]]

Latest revision as of 08:15, 26 November 2023

Hellway
Zone Brinstar
Subzone Brinstar/Red
Subsubzone
Hazard
Utility
Theme Brinstar/Red
Items
Visible
Chozo
Hidden



   
Red Tower Adjacent rooms Red Tower Elevator Room
   

Hellway.png

Any% KPDR

Primary strategies for this room involve either using damage boosts or simply jumping over the various platforms in the room. The room has a large amount of enemies, which can be useful for farming up on health or ammo.

To get through this room, damage boosts can be utilized on the various spikes on the ceiling to get further through the room. Shooting before the 2nd damage boost can open the door ahead of you when timed correctly, saving a little bit of time over bonking the door.

On the way back through the room, damage boosts can be utilized once again to traverse the room. A quick timed jump after the 1st damage boost will avoid the Zeela on the ground, but if Samus is too slow, she can be knocked into one of the plants, costing both time and health. An alternative is to shoot the Zeela instead and take the room slower.

See also