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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 › Walkthrough

Area 1

There isn’t much to see right at the start of Area 1, so head down and to the right to make your way to the next Chozo Seal. There’s a lot more corrosive purple liquid near this Chozo Seal than the last one, so mind your step.

Also be careful of Chute Leeches when jumping. These sneaky little pancakes like to leap out right as you do. Getting hit by one will likely drop you right into the purple acid, so look out for their mounds in the liquid before jumping from platform to platform.

Upon reaching the next Chozo Seal, note that the lights have increased from one to four. Since a single Metroid DNA strand was needed to open the last single-light seal, expect that this one will require four. Time to go hunting!

Chute Leech

These ambush artists love waiting for unsuspecting bounty hunters to leap over their mounds before popping out and knocking them into the drink. They’re little more than a nuisance, but this nuisance can reroute your careful jumps across tricky terrain. Look below Samus whenever approaching a shallow pool. They seem to prefer those environments more than solid ground.

There are a few things to find before you go Metroid-hunting. Start by heading to the right side of the Chozo Seal room and through the Charge Door. Upon entering the next room, you’re immediately greeted by an Electric Moheek. Defeat it before jumping on its platform, lest you receive a nasty shock from one of their electric discharges.

electric Moheek

Like their purple counterparts, pink Electric Moheeks climb around and wait to strike anyone who dares get near them. Instead of charging like their cousins, these creatures discharge electricity whenever they feel threatened. This electrical attack hits anyone touching any part of the platform the Moheek is on, so even if Samus isn’t looking directly at it, she can still take damage from it. Unless you’re certain you can get on and off the platform in a second, always take out these enemies before jumping on their platforms. Their shock is a real damage-dealer.

Continue climbing up this corridor until you reach the top, then head through the passage on the right and drop down the next corridor. Jump onto the platform above the deactivated door on your right and proceed through the passage. You pass a Missile Tank along the way, but ignore it for now. You don’t have the means to retrieve it yet.

Fire Hazard

Shortly after passing the Electric Moheek’s platform, you encounter this Charge Door. The bright red glow surrounding the door is a telltale sign of a superheated area. Entering these places results in you taking constant damage while in them. To make matters worse, they’re almost always full of lava, which deals even more damage than the simple heat of the room.

Tsumuri

If you choose to explore the high-temperature area beyond the Charge Door, you’re immediately greeted by this little fella. Tsumuri aren’t tricky enemies to deal with—three missiles and they’re done—but they can be troublesome. They coast slowly up and down walls and platforms, but if threatened, they run away while discharging an acid-like substance in their wake. Standing in that substance for more than a second causes you to take continuous damage as long as you’re in it. Tsumuri’s hard shells also make defeating them difficult without an explosive weapon, in which case every encounter becomes a slow, somewhat careful endeavor.

Continue through the hall until it dead-ends in another tall corridor. Before dropping down, face the right wall and shoot at the Block in-line with the platform you were just on. Jump toward it to grab it automatically. Press Up on the Circle Pad to transform into the Morph Ball.

Scale up this next corridor, using your Scan Pulse to identify destructible Blocks along the way. As soon as you find a passage on your left, head on through.

Drivel

These airborne miscreants aren’t particularly common on SR388, but they can cause their fair share of frustration. They only have one form of attack: they fly directly above their prey and drop a toxic substance on them. This attack is easy to dodge, but they’re persistent once they select a target. They’re also notoriously difficult to defeat with your current weaponry. Your best bet is to avoid them altogether, if possible. If not, fire some missiles at them, then move out of the way when they’re directly overhead. Rinse, repeat.

Go through the Red Door at the end of the hallway to find another piece of your arsenal: the Morph Ball Bombs.

These tiny explosives can only be used while in Morph Ball form. They aren’t much use in combat situations, but for exploration they’re a treasure. Whenever you see a purple Block with a circle in its center, that’s your signal to use a Bomb. Bombs help you find a slew of secret areas, and it’s impossible to progress to the deeper levels of SR388 without them.

As your first Bomb test, you must bomb your way out of this room. Almost immediately in front of the ramp leading up to the Chozo Statue is a set of unseen Blocks. Put those Bombs to good use!

At this point, you can roll your way to the right and forward to —blow up another Block underneath the deactivated door to get out of the room. But you also have a chance to grab another Missile Tank and simultaneously learn a new advanced technique.

Missile Tank M-6 and Bomb-Jumping

Metroid veterans will remember this technique. Bomb-jumping is all about timing. In her Morph Ball form, Samus can place a total of four Bombs at a time. Once four are on the screen, she can’t place any more until one of them blows up.

Roll over to the left, up against the wall blocking you from the Missile Tank. Place a Bomb and wait on top of it for it to blow. You’re boosted a short distance into the air. While at the peak of this improvised jump, place another Bomb next to the wall. As soon as you land, place another Bomb and wait for it to propel you upward again. By this time, the Bomb you placed in the air should have blown up another Block, giving you passage to the Missile Tank beyond the thin wall.

It might take some practice, but keep at it. If you time it right, you can get a Bomb that you placed in the air to launch you higher. Place two Bombs on the ground about a second and a half apart and let the first Bomb launch you up. Maintain a “Bomb every second and a half” rhythm so the Bombs gradually lift you higher and higher.

Like wall-jumping, Bomb-jumping is unnecessary for finishing the game or getting 100% completion, but it’s a great trick that allows you to reach locations that are otherwise unattainable until later.

To continue your item hunt, head out to the tall corridor to the right of . Climb the corridor until you reach a door on the right. Enter, then climb under the platform on the right side of the room as a Morph Ball and continue to the right.

There’s another strange device like the one at the end of the last area. You have no need to interact with it now, so press onward.

Teleport Stations

Teleport Stations allow you to zoom all over the planet in an instant, provided you’ve found Teleport Stations in the areas you want to teleport to. You’ll put them to plenty of use later, so make a point to unlock them—simply by approaching them—while exploring each area.

When you come to another tall corridor, head downward until you reach the bottom. Bomb your way through the platform when the path dead-ends; the rest of the way is smooth sailing.

Go left to find a small drop-off leading into the next room. Once you drop in, you can’t get out right away. Jump onto the platform on the left side of the room and proceed through the Red Door.

Another weapon to add to your arsenal can be found in this room: the Ice Beam. In terms of utility, the Ice Beam is only used in a select few locations, but it’s handy against the Metroids. Up to this point, missiles have been your only effective tool when dealing with Metroids. With the Ice Beam in your possession, you’re able to wound Metroids even if you run out of missiles. The Ice Beam isn’t the most powerful weapon to use against them, but something is better than nothing when you’re locked in a room with one of these vicious parasites.

Using the Ice Beam

Using different weapons in this game requires the touchscreen. To switch between your Power Beam and your Ice Beam, tap the respective icons on the right side of the bottom screen.

Regarding the Ice Beam’s specific functionality, if you shoot a regular enemy (i.e. not a boss), it freezes temporarily. Continue shooting it to keep it frozen. Hitting it with a fully charged shot freezes it for a substantial amount of time. While frozen, enemies can be jumped on and used as makeshift platforms. They’re also extremely weak to melee and missile attacks. A single hit from a melee attack or a single missile attack will almost certainly shatter a frozen enemy. This combination is one of the deadliest in the game, exceeding the strength of even the most powerful weapons. It takes speed and precision, but the efficiency of this one-two combo is worth the effort of practice.

Upgrade Delayed

If you use Bombs near the center of the room, about three Block lengths to the right of the ramp, you find another hidden passage, like the one you found in the Morph Ball Bomb room. Unfortunately, this passage is blocked off by a crystal-like formation. You can’t get to this item yet.

Head back out to the room with the Chute Leech. Select your Ice Beam from the touchscreen, charge up a shot, and wait for the Chute Leech to jump into the air. When it reaches a place just above the halfway point of its journey down, shoot it. It freezes in place for 10 seconds, allowing you to safely jump onto it and use it as a makeshift platform.

Head right, back into the tall corridor, and scale it past the Charge Door on your right until you find a Chute Leech.

Stand on the ledge to your right and charge up an Ice Beam shot. Wait for the Chute Leech to reach the top of its jump, then shoot it and use it to reach the upper platform on your left.

Go up and through the door on your right.

When you come to another deactivated door, jump onto the platform above it, transform into the Morph Ball, and roll through the passage above. You find a small opening facing the other side of the deactivated door—which is quite activated. Crouch in front of the opening and shoot the door to open it, then roll back through the narrow passage.

Take the now-open door and follow the path ahead until you arrive at the bottom of the corridor where an empty-handed Chozo Statue resides.

A cave-in crushed the statue and knocked the suit upgrade it possessed from its hand. The upgrade is buried, but easily reachable with the help of your Bombs. Roll to the bottom-left corner of the room and use Bombs to blow up the rocks and obtain your newest upgrade: the Spider Ball.

Using the Spider Ball

The Spider Ball gives you the ability to scale most surfaces while in Morph Ball form. Roll up to a wall and hold the L button to attach to the wall. This ability grants you access to a slew of new item upgrades and paths that were previously unreachable.

Use the Spider Ball—by holding the L button while in Morph Ball form—to scale the wall and climb back out of this corridor the same way you came in. At this point, you can immediately head for as it appears on your map, or you can first opt to get another Missile Tank and an extension to your Aeion Energy bar.

Missile Tank M-7 and Aeion Tank A-1

Once you’ve climbed back out of the Spider Ball corridor, go through the door on the left back to ’s corridor. Drop down until you find the Charge Door on your left; charge the door and pass through.

Traverse the water to the narrow passage on the right side of the room. Climb into it and head right until the path dead-ends. Use Bombs to blow a path to Missile Tank M-7.

Roll back through the narrow passage, but stop short of dropping back into the water. Hold down the L button to engage the Spider Ball and, while still holding L, place a Bomb down. The Bomb’s explosion bounces you to the top portion of the passage.

Roll out along the wall and up to the ceiling. You see Aeion Tank A-1 surrounded by Blocks. Approach the right side of the enclosure and place a Bomb next to it, then back off. With the Block destroyed, you have access to the Aeion Tank.

Grab it, then head back up ’s corridor into the room before the Spider Ball chamber.

What Are Aeion Tanks?

Just as Energy Tanks increase the size of your health bar, Aeion Tanks increase the size of your Aeion Energy bar, though not to the same extent. They still provide a nice boost that comes in handy in later parts of the game.

Back outside of the Spider Ball chamber, jump onto the Save Station platform, then onto the elevated ledge next to it. Spider Ball your way up the wall to bump into Missile Tank M-8.

Climb a little higher to reach a door on your right. Head through to encounter your next Metroid.

2/40

Alpha Metroid

Compared to the first Alpha Metroid you encountered, this one is much more difficult and does heaps more damage. It’s electrified and has a couple of new attacks that its predecessor lacked.

Melee Counter opportunities are much rarer now, so most of the damage you deal is done by shooting the Metroid in its bulbous belly. Power Beam shots have no effect, but missiles and the Ice Beam work just fine. Use your missiles carefully. Its stomach might be weak, but the rest of its body is thoroughly armored. Any shots there bounce off; it’s easy to blow through your entire supply if you fire wildly. Patience is key here, so focus on dodging its attacks and only fire missiles when you’re confident you can land the shot.

Charging up Ice Beam shots and shooting the Metroid in its core yields unique results. Its stomach freezes temporarily, limiting its ability to produce electricity during this time. This doesn’t necessarily make the fight easier, but it does make it faster, as it forces the Metroid into performing certain attacks. It’s much more likely to attempt its counterable tackle while frozen, which gives you more chances to deal huge amounts of damage. It doesn’t stay frozen long, however, so get in as many missile shots as possible.

This Metroid’s most common attack is its electric tackle. As with its counterable tackle, it sits high above you for a moment, then swoops down at you. Unlike the counterable attack, it can perform its electric tackle back-to-back up to three times. Getting hit by it costs a sizable chunk of health. You can’t damage it during this attack, so focus on dodging.

Its second attack is much more useful to you for several reasons. The Metroid floats high above you, shuffling back and forth across the chamber while discharging electric orbs. These orbs explode when they hit the ground and deal a good amount of damage, but they’re also destructible, often dropping health resources and missile ammunition. Stand your ground during this attack. Focus on shooting the orbs if you’re in need of health or missiles, then get some shots in on the Metroid’s stomach once you’re well-stocked. Make sure to shoot any orbs above you. Even if they aren’t directly overhead, an explosion can get you if the orb falls close enough to your feet.

As previously mentioned, the counterable tackle attack that you witnessed during the first fight doesn’t make an appearance very often in Metroid battles from this point forward. Therefore, it’s extra important that you land your Melee Counter when it does show up. This is a great time to unload missiles on the Metroid, as it’s temporarily incapacitated, which means you don’t have to worry so much about missing missile shots.

Pay close attention to the Metroid to get an idea of what’s coming next. Remember, patience is vital.

Once the fight is complete, head to the right corner of the room and Spider Ball up to the ceiling. Bomb the corner Block and ascend through the newly created passage. Energy Tank E-2 is waiting for you to claim it. Morph Ball your way through the passage to the right to be dropped back out to the corridor just before the Metroid chamber.

Recharge Stations

You can find Ammo and Energy Recharge Stations by riding up the wall with the Spider Ball after leaving the Metroid chamber.

Missile Tanks M-51 and M-9

You can also find Missile Tank M-51 by bombing the Blocks in the upper-left corner of this area. Move to the left side of the middle row, just below the fan, then use Bombs to blast these Blocks.

Stand up and shoot a missile at the Block directly above the fan to break it. Jump up and grab the ledge next to the Missile Tank. Find the tank by dropping directly below the Recharge Stations and heading to the left. Bomb the center of the ground underneath the first platform you see on the left to reveal Missile Tank M-9.

Return to ’s corridor and drop down until you see a passage on your left.

Continue to the left until you reach a tall corridor. Head down to the bottom of the corridor, then Spider Ball up the left wall and bomb the Blocks at the top.

Descend through the next door on your right. Ignore Missile Tank M-10 for now; you’ll come back to it later.

Poisonous Plant Life

As you progress through this area, note the clusters of red-glowing plant life. The red glow is a sure sign of danger. Falling into these plants is simular to touching lava or the acidic purple liquid, except that the plants don’t slow you down. In other words, touching these plants is a good way to take continuous damage, so avoid whenever possible.

Continue through the next corridor to reach the next Metroid.

3/40

Alpha Metroid

Not much has changed compared to what you faced with the last Alpha Metroid. This one is also electrified. The key difference is that the chamber is layered with health-sapping red plants. If the Metroid body-slams you, there’s a good chance you’ll fall right into them. Don’t panic. Carefully and calmly jump back on one of the platforms.

Keep yourself centered on the middle platform. This gives you plenty of maneuverability and a clear line of fire toward the Metroid.

You can also move toward one of the outside platforms and wait for the Metroid to perform its electric tackle attack. It’s likely to ram right into the wall, which prevents it from performing subsequent tackle attacks as it normally would. Plus, with the Metroid momentarily staggered, you have a brief window of time to fire at its core.

Either strategy works, so feel free to experiment. Keep an eye out for those electric charges, electric orbs, and the counterable tackle.

Once you finish off the Metroid, head left until you dead-end in the tall corridor you came in from. Approach the left wall and bomb it to open a new passage.

Bomb or shoot your way through the floors, and take the door on the right to find your next Metroid.

Hidden Health Station

An Energy Recharge Station is concealed behind a Block in the top-left corner of this corridor. Trying to climb straight up is an exercise in futility, as the Electric Moheek blocking the passage blasts you off with ease.

Roll around from the bottom platform to avoid the Moheek altogether.

4/40

Alpha Metroid

This fight is almost identical to the one before. Red plants surround the bottom of the chamber, and three platforms offer safety. This is not EXACTLY the same as the previous fight; some minor changes can throw you off if you’re not prepared. The ceiling is lower here, forcing the Metroid to stay a little closer to the ground. The lower ceiling also forces you to change the timing of your jumps, and making the adjustment can be tricky. Otherwise, use the same strategies you employed before.

Backtrack through the door you entered from, then head through the door on the left side of the corridor. To reach the other side of this room, use your Ice Beam to freeze a handful of Chute Leeches in place, then use them as platforms.

At the far-left side of the room, destroy the Blocks above you, then jump through. The two Blocks on the right side of this row are both destructible, which makes it easier to reach the passage above.

Find Metroid 5/40 on the other side of the passage.

5/40

Alpha Metroid

This is the most straightforward Metroid fight in this area. The ground is flat and devoid of deadly red plants; the ceiling is high, so you have plenty of room to jump; and the Metroid is an Alpha, like those you’ve seen up to this point. This is the last Metroid in Area 1, so knock it out and you’re home free!

Use Bombs on the center of the smaller wall in the bottom-right corner of the room to escape.

With four Metroid DNA strands in your possession, the Chozo Seal begins flashing once again. Return there and place the DNA into the seal to lower the liquid.

Missile Tank M-10

Grab Missile Tank M-10 on your way back to the Chozo Seal; you pass it as you go. It’s in an enclosed space that can only be reached with Bombs, but if you place the Bombs to the left of M-10, a frustratingly placed fan sucks them up.

To reach the Missile Tank, approach it from its right side. Use the Spider Ball to climb up the outer right wall, then place some Bombs on the wall’s corner. Once you create an opening, the tank is yours for the taking.

To escape, blow up the Block on the left side of the passage.

With the liquid drained, you can now move on to Area 2 of SR388.

Getting to the elevator at the bottom of this zone is a tough transition. You can only make it so far before you reach this point.

Trying to grab the ledge above or climb through with the Spider Ball causes the Blocks to break, so you need to Spider Ball through from the Blocks above them. Jump back up to the platform above, then Spider Ball your way along the platform’s bottom to reach the other side of this little passage.

Dropping down the shaft on the other side of the passage results in a dead end. To progress, hang from the handhold on the left wall and fire a missile into the passage on the right to destroy a Block that’s obstructing your path forward.

Once the Block is clear, quickly jump onto the handhold on the right and head through the passage as the Morph Ball. Carry on and drop down the shaft to the right. You seemingly encounter another dead end, but there are more destructible Blocks here. Destroy the ones on the left; the destructible Block near the base opens a path that holds nothing of value to you at this point, so for now it’s wasted energy.

Drop down on the left as soon as there’s an opportunity, then continue down the corridor to reach the elevator.

A Quick Note About Cleanups

You now have the gear necessary to grab a couple of upgrades on the Surface you didn’t have the tools to reach earlier. We point out these opportunities at the end of each area. Make use of Cleanups if your goal is to be as well-equipped as possible at any point in the game. If speed is your priority, hold off on Cleanups until the end of the game.

Pursuing Cleanup items at the end of each area isn’t the fastest way to reach 100% completion; in this regard, waiting until the end, when you’re fully geared and can conquer any obstacles in your path, is the optimal route. For a complete list of Cleanup items, see the Cleanup section of the final Walkthrough chapter, Surface Revisited.

Clean up

Surface: Missile Tank M-11

Before going down to Area 2, return to the elevator you entered Area 1 from and get back to the Surface. Climb back up the room until you reach the narrow passage shown in our screenshot.

Roll through the passage, drop down, and continue through the next passage on the right. Spider Ball up the wall at the end of the passage to claim Missile Tank M-11.

Surface: Missile Tank M-12

From the elevator, progress up the room until you reach the narrow passage that leads to M-11. Instead of rolling through the passage, jump up the ledge and head upward.

Just below and to the left of the Teleport Station is a Bomb Block. Use Bombs to destroy it, then follow the passage to find Missile Tank M-12.

With both tanks in hand, continue to Area 2.

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