Difference between revisions of "Green Pirates Shaft"

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(Early Game (All Categories): Fixing wiki link to Zeela)
(Early Game (All Categories): Note that you'll need the drop from the second or later pirate)
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== Early Game (All Categories) ==
 
== Early Game (All Categories) ==
  
In categories that need to conserve health in the early game, like Any% PRKD or Low% Ice, you should kill the pirates with a missile each. You can go into [[Green Brinstar Main Shaft]] with full health and two missiles, and guarantee being able to open the door to [[Early Supers Room]] from the drops of two [[Zeela|Zeelas]].
+
In categories that need to conserve health in the early game, like Any% PRKD or Low% Ice, you should kill the pirates with a missile each, and pick up a missile drop from the second or later pirate. That way you can go into [[Green Brinstar Main Shaft]] with full health and two missiles, and guarantee being able to open the door to [[Early Supers Room]] from the drops of two [[Zeela|Zeelas]]. In the event that you get no missile drops from the pirates, it would be best to farm the [[Kago]] bugs in the next room.
  
Other categories like Any% KPDR that don't need to conserve health, the fastest method is to run through the pirates, as long as you have 5 missiles. The spacing between them is close enough that you only need to take damage from every other pirate, so generally that will be the first, third, and fifth pirates (although there is a strategy to damage-boost from a [[Waver]] in the previous room, allowing damage in this room to only come from the second and fourth pirates).
+
Other categories like Any% KPDR that don't need to conserve health as much, the fastest method is to run through the pirates, as long as you have 5 missiles. The spacing between them is close enough that you only need to take damage from every other pirate, so generally that will be the first, third, and fifth pirates (although there is a strategy to damage-boost from a [[Waver]] in the previous room, allowing damage in this room to only come from the second and fourth pirates).
  
 
== [[100%]] ==
 
== [[100%]] ==

Revision as of 20:21, 19 November 2018

   
Lower Mushrooms Adjacent rooms Gauntlet Energy Tank Room
Terminator Room
Statues Hallway
   

GreenPiratesShaft.png

Early Game (All Categories)

In categories that need to conserve health in the early game, like Any% PRKD or Low% Ice, you should kill the pirates with a missile each, and pick up a missile drop from the second or later pirate. That way you can go into Green Brinstar Main Shaft with full health and two missiles, and guarantee being able to open the door to Early Supers Room from the drops of two Zeelas. In the event that you get no missile drops from the pirates, it would be best to farm the Kago bugs in the next room.

Other categories like Any% KPDR that don't need to conserve health as much, the fastest method is to run through the pirates, as long as you have 5 missiles. The spacing between them is close enough that you only need to take damage from every other pirate, so generally that will be the first, third, and fifth pirates (although there is a strategy to damage-boost from a Waver in the previous room, allowing damage in this room to only come from the second and fourth pirates).

100%

When collecting the two missile packs, the easiest method is to destroy the top three rows of shot blocks, leaving the bottom row. Then walk out so that you're centered above the two sets of crumble blocks, and shoot down to destroy the last shot blocks below you, so that you step on both sets of crumble blocks as you go down. Advanced runners can Quick Drop here, but accidentally moving one way or the other will result in a very costly trip back through the Gauntlet.

Map Completion

Since the missile packs are not needed, you can Quick Drop safely.

Enemies

Items