Kraid entrance shaft

"Kraid entrance shaft" is the first room in Kraid's Lair. It appears in Metroid and Metroid: Zero Mission.
==Description==
In both games, this is a tall vertical shaft that acts as a hub area for Kraid's Lair, connecting to multiple different corridors via Blue and Red Hatches on the left and right. In the lower center of the room is a vertical rectangular midair block, and at its bottom is a small wall standing before a door on the right.
In Super Metroid, this room is no longer accessible, although a similar statue to that in the elevator to this room appears in Brinstar, which Kraid's area is now a part of.
==Connecting rooms==
*Kraid Elevator (via Elevator)
*Save Room 1 (Zero Mission, via Blue Door)
*"Caged Sidehopper hall" (via Blue Door)
*"Acidic concourse" (via Blue Door)
*"Acid-filled runway" (via Blue Door)
*"Corrosive pool" (via Blue Door)
*"Divided alcove" (Metroid/Zero Mission) (via Blue Door)
*"Kraid's gauntlet" (via Blue Door)
*"Sidehopper infested hall" (Metroid/Zero Mission) (via Blue Door)
==Inhabitants==
*Zeelas (7 in Metroid, 3 in Zero Mission)
*4 Rippers (2 each yellow and red in Metroid, 3 in Zero Mission)
==Official data==
===Nintendo Power volume 29===
;IMPOSSIBLE PASSAGES? (pg. 43)
:"To get over these pipes in the narrow space available, Samus must be in Round Ball form. Use the bombs repeatedly to blow Samus up to the top gap, then move to the right. It's difficult to time the bombs correctly."
===Metroid Prime: The Official Nintendo Player's Guide===
;014 FREEZE AND HOP (pg. 131)
:"If you're equipped with the Ice Beam, you can climb up the shaft in the middle of the hideout. Freeze the invincible Rippers that fly to the left and right, and use them as platforms. Timing is crucial - if you wait too long to jump, your platform will thaw and you'll tumble to the ground."
This passage is also present in the Zero Mission guide (see below).
===Metroid: Zero Mission: The Official Nintendo Player's Guide===
;103 EXPLORE THE CENTRAL SECTION (pg. 50)
:"When you return to the main shaft, you could leave the lair, but there are more items to be found. Drop to the bottom of the shaft, destroying blue-tinted blocks along the way."
;RIDLEY GETS THE CALL (pg. 50)
:"As you ride the elevator out of Kraid's lair, you'll witness a cut scene that shows Ridley's arrival - one guardian down, one to go."
;010 IMMEDIATE MISSILES (pg. 108)
:"As soon as you land in Kraid's lair, drop to two hatches and use your missiles to open the hatch on the right, hop across a series of narrow platforms and collect a Missile Tank. You'll need extra firepower for your battle against Kraid."
==Gallery==
Kraid entrance shaft full view Metroid.png|Full view, Metroid.
Kraid entrance shaft full view MZM.png|Full view, Zero Mission.
Kraid entrance shaft Victory Techniques.png|Victory Techniques for Metroid
Kraid entrance shaft Victory Techniques map.png|The room on a hand-drawn map in Victory Techniques.
Category:Rooms
Category:Kraid's Lair
Category:Elevators