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Varialess Magmoor Run - Universal Route

(Guide Written by LeCoureur103)
(Images Taken From Kip's VMR Movie)


.:Prerequisites:.
:: 4 Energy Tanks, SJ, missiles, MB, MBB, Ice Beam, Charge Beam
:: Have your missiles at full capacity (if you can carry 10, then have 10 on you; if you can have 35, have 35 with you; you get the picture)
:: Knowledge of the dash jump and the l-jump
:: Advanced speed running skills (i.e., ability to move and shoot quickly, maintain a Charge Beam shot for a while, jump with great precision, turn in mid-air, etc.)

For the 4-tank run, you're taking the path from Tallon. Obviously. The Chozo path is longer, and therefore, probably impossible. You'll probably want to save your game at the Landing Site. This way, you have full missiles and full energy, and you're in a position to get back to Magmoor as quickly as possible after you've died. Which you will. Many, many times. In any case, take the Root Cave elevator to Magmoor.

.:Elevator - 499 energy left:.
You're taking the door on the right. (If you didn't know that yet, then just go away, because you don't have a prayer.) Open the door and move as close to it as you can, pushing against the right wall and looking toward the far side of the first Morph Ball track near the ceiling. Take a deep breath.

.:The Lava Room - 499 energy left:.
Run forward. Do an l-jump forward, then do a space l-jump to the Morph Ball track. You need to start the first l-jump pretty much as soon as you can, such that you come down from the space jump without having actually touched the track. Without turning, l-jump out of the lava again and begin to turn to the right in mid-air. You should have passed under the second Morph Ball track with that jump. With your space jump, get to the shore while turning slightly back to the left; you shouldn't actually dip back down to the lava after the l-jump. On the shore, shoot the door quickly and semi-strafe through. With one of your shots from the door, hold a Charge shot.

To summarize, you're just space jumping quickly through, going around the left side of the Magmoor. It's possible to go around the right side of it and lose less energy, but I never had much consistency with that and the energy saving is negligible. For reference, you can watch the Magmoor attempt by Nate on his site, metroid2002.com. Though I didn't do exactly what he did, his method works just as well. Pulled off perfectly, you should lose only 70-75 energy.

Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4

.:Fiery Shores Part I - 425-430 energy left:.
You're still holding L from the sort of strafe that you did from the lava room. When you get through the door, use that strafe to move to the right, then l-jump forward and space l-jump to the wall. (The reason you strafed right is that the ceiling hangs down on the left just after the door, so you want to move right to avoid hitting it with your jumps.) When you land from the space jump, you should be near the middle of the patch of ground that is in between the two sets of flame jets. You're past the first set, and the second set is up ahead and to the left. From where you land, l-jump forward again, turn slightly left, tap L to stop the rotating, and space l-jump while hugging the right wall. The right flame jet will probably activate as you are space jumping, but if you hug the wall and are sort of high up, you should not even be harmed from the jet's flames!

You're in mid-air with no jumping capability left. As you come to land, turn right. From your landing spot on the narrow strip of land that runs along the left wall, l-jump forward and turn left in mid-air.

You've still got that Charge shot with you, don't you? Good. When you land from the l-jump, hold L and strafe along the wall. In no time at all, two boxes stacked on top of one another come into view. Release the Charge shot and it will destroy both boxes at once. Run forward and pick up the 20 energy that is dropped.

See, the reason that you used a Charge shot instead of a Missile was to guarantee that you received the 20 energy. If you used a Missile, then your Missile capacity would not be full, and the game might decide to give you a Missile refill from the boxes you just blew up. By using a Charge shot, your Missiles are full, and the game will 100% of the time give you that 20 energy, which is quite handy when running all the way to Phendrana on 4 Energy Tanks.
.:Fiery Shores Part II - 370-380 energy left:.
You're standing right next to the entrance to the Morph Ball path leading to the Missile Expansion, and you're facing the Triclops way across the lava pit. This Triclops is the one nearest to the Expansion, if that helps you to visualize. We're going to use this Triclops for a combat dash-jump, but there are some really thick bars blocking your view. Since you're conveniently still holding L, strafe to the right (don't walk off the ledge, move back and right if you must) until the Triclops comes into view behind the thick bars. Release L and quickly tap it again to acquire a combat lock on the Triclops. Now, dash to the right, heavily curving it by quickly rotating the control stick to the North-West position (diagonally up and left). Your first jump should carry you around the Magmoor and all the way over to the landmass with the other Triclops; when you're over there, kill the dash with the L button and space jump to the forward edge of the landmass.

Look slightly to the left; the very same Triclops is still puttering around on his little island, in plain sight. Acquire a combat lock on him again (poor guy!) and do another dash with the same North-West curve. When you get close to the ground, initiate the space jump and continue flying down the tunnel. Your goal with this dash is simply to get yourself as far down the tunnel as humanly possible; when you land, you should be pretty darn close to the drop-off where the first set of flame jets awaits.

Screenshot 5 Screenshot 6 Screenshot 7 Screenshot 8

In any case, hug the left wall until the drop-off and l-jump over it and onto the middle platform. The first flame jet should not yet have activated, but if it has, you can still avoid any damage from it by hugging the left wall. From the middle ledge, l-jump forward (again hugging the left wall); the second flame jets will probably activate as you pass under them. The force of the jet will push you down, so you'll need to use your space jump to get back up and forward past the last of those annoying flame jets. As you're coming down from the space jump, shoot the door to Shore Tunnel (optional: have a Charge shot prepared when you reach this point; when you're shooting the door, the Charge shot will have a much larger range of impact, lessening the chance that you miss the door). With the door shot, morph and roll through the door. Most of the time, the Morph Ball will get caught on the door frame and have trouble getting over it, but just continue if it happens. It happened to me, and I still made it to Phendrana!

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