Difference between revisions of "Metal Pirates Room"

From A complete guide to Super Metroid speedrunning
Jump to: navigation, search
(Adding beginner strats for KPDR, and a note for Low% Ice)
Line 3: Line 3:
 
|east=[[Wasteland]]
 
|east=[[Wasteland]]
 
}}
 
}}
 +
 +
[[File:MetalPiratesRoom.png|x256px]]
  
 
[[File:MetalPiratesRoomSmile.png|x256px]]
 
[[File:MetalPiratesRoomSmile.png|x256px]]

Revision as of 18:03, 27 December 2018

   
Plowerhouse Room Adjacent rooms Wasteland
   

MetalPiratesRoom.png

MetalPiratesRoomSmile.png

The Metal Pirates will each make themselves vulnerable if Samus is on the set of three square blocks that the pirate centers its movement around. The best way to handle this changes depending on the category.

Any% KPDR

Two charged Plasma shots will kill the pirates once they become vulnerable, or a single shot each if the shot hits twice.

When you leave the room for the Plowerhouse Room, it's advantageous to have a shot charged in order to freeze the first Holtz in the next room. Angle up if you're on the ground, or shoot it straight if you're airborne.

Beginner

You can take each pirate one at a time, staying on their center of movement. The pirates are also vulnerable to uncharged Plasma shots, so you may find a charged shot plus three uncharged shots to be more convenient for this strat.

Intermediate

You can wait for the first pirate to jump, and then fire a shot that hits twice while manipulating the second pirate into its jump.

Optimal

The fastest method of killing the pirates is to manipulate both pirates into attacking, then use a single charge shot to hit one pirate twice and the other once, then use another charge shot to both finish off the remaining pirate, and open the door.

Any% PRKD

Since this category doesn't have Plasma and wants to preserve Super Missiles for the Ridley fight, the optimal strategy involves a shinespark to kill each pirate.

Low% Ice

This category uses three Super Missiles for each pirate.