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Metroid: Samus Returns eGuide
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Contents

  • The History of SR388
    • The Chozo
    • Fast-Forward to the Year 20X5
    • Samus Returns
  • Walkthrough
    • Surface
    • Area 1
    • Area 2
      • Area 2 : part I
      • ARACHNUS
      • Area 2 : part II
    • Area 3
      • Area 3 : part I
      • Area 3 : part II
    • Area 4
      • Area 4 : part I
      • Area 4 : Diggernaut Escape
      • Area4 : part II
    • Area 5
    • Area 6
      • Area 6 : part I
      • Diggernaut
      • Area 6 : part II
    • Area 7
    • Area 8
    • Surface Revisited
      • Surface Revisited
      • Proteus Ridley
  • How to Play
    • Introduction
    • Basics
    • Advanced Techniques
  • The Armory
    • Introduction
    • The Gunship
    • Beams
    • Explosive Devices
    • Power Suit Upgrades
    • Morph Ball Upgrades
    • Aeion Abilities
  • Inhabitants & Eco System of SR388
    • Introduction
    • SR388 Native Life
    • Chozo Security Units
    • Metroids
    • Bosses
    • Hazards
    • Chozo Relics
    • Doors
    • Blocks
  • Extras
    • Introduction
    • amiibo Unlocks
    • The Gallery
    • Completion Times
    • Walkthrough Quick Reference
    • Item Checklist
  • Reading This Walkthrough
    • Introduction

Metroid: Samus Returns Guide › Inhabitants & Eco System of SR388

Doors

Brilliant though they were, the Chozo were rather impractical when it came to doors. You run into a variety of door types, each with its own unique method of access.

Beam Door

This is the simplest and most common door you see on your journey. Simply use the Power Beam to shoot one of these doors, and it opens automatically.

Inactive Door

The technology filling the interior of SR388 is often seen aged and breaking, and the doors are no exception. Despite what the name suggests, inactive doors are active, but not fully. You usually find them disabled and locked on one side, but completely functional on the other. On the whole, opening one of these doors causes a malfunction, which forces the door open permanently, though some require you to enter and exit from the same side every time.

Charge Door

The same age that has worn down a lot of inactive doors has also done a number on some Beam Doors, turning them into Charge Doors. Charge Doors earn their name because they’ve lost power and need to be reenergized. In your case, the Charge Beam gets the job done (and gives another meaning to the name “Charge Door”). Once a Charge Door is charged, you never need to recharge it, but these doors definitely cause a nuisance early in the mission.

Red Door

Undoubtedly a security measure, Red Doors are covered with a red, domed force field that can only be opened with missiles. This seems like a strange way to lock a door, but it’s certainly effective at keeping intruders out.

Green Door

Green Doors function almost identically to Red Doors, except opening one requires a Super Missile, instead of three standard missiles.

Yellow Door

Yellow Doors are much rarer than their counterparts, but they’re also the hardest to open. Their shields are incredibly strong, requiring the most powerful of weaponry to open them—Power Bombs. Anything less and the yellow shielding remains completely unmoved.

Taramarga

Some doors are inaccessible with the standard Power Beam, but not because of anything the Chozo did. Creatures have climbed onto these doors and made them their new home—creatures like the Taramarga, a pink growth that creates an organic barrier around itself as protection from harm. Only a weapon that can pass through solid obstacles can destroy and remove a Taramarga. Luckily, the Wave Beam happens to be just such a weapon.

Gigadora

Gigadoras have much tougher skin than Taramargas, so they sit boldly on their doors, unconcerned about attacks. In fact, their skin is so strong that not even Super Missiles can make a dent, so what’s a Space Hunter to do? Note that a Gigadora has three eyes. These are its only weakness. If you pick up the Spazer Beam—a Power Beam upgrade that allows you to fire three beams instead of one—you can shoot all three eyes at the same time. That does the trick.

Gryncore

Like Gigadoras, Gryncores are well-armored and can take just about any beating. Missiles, Super Missiles, Bombs, etc., don’t leave a mark. The only way to get around these green one-eyed door parasites is with the ultimate in beam weapons: the Plasma Beam. Against the Plasma Beam, a Gryncore doesn’t stand a chance.

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