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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 2

Area 2 : part I

As with the start of Area 1, your first task is to find the Chozo Seal. Follow the path until it splits (pictured in our screenshot). Heading to the left takes you to a Save Station. The Morph Ball passage on the right eventually leads to the Chozo Seal, so set out in that direction whenever you’re ready.

Moto

You encounter a new enemy in this area: the hard-headed, horned Moto. A Moto’s head carries both its best defense and best offense. Damaging it with anything other than missiles requires you to shoot it in its hindquarters, as its mask deflects almost anything you throw at it. In addition, it’s a very aggressive creature, charging at anything it doesn’t like and dealing a ton of damage if it lands a hit.

The good news is that its aggressive nature is also its biggest weakness. Every time it charges, you have a counter opportunity, either with a Melee Counter or by jumping over it and shooting it in its soft back bits. Whatever method you use to dispatch a Moto, avoid getting hit by its charge attack, as it takes a big chunk out of your health.

The passage on the right leads you to the next Chozo Seal. Upon your arrival, eight lights appear on the seal. You’re going to be busy in this area.

Go through the Charge Door on the left side of the room. This next room features some tricky platforming. Water covers the bottom of the room, while narrow platforms sit just above it. Head left across the platforms until you reach a Morph Ball path.

Defeat the Moheek, then Spider Ball your way up the passage. Head through the right passage, then jump over to the platform to the right.

Spider Ball around the bottom of this platform and jump to the next platform to your right, then up to the platform above and to the left of it.

From here, jump along the platforms while heading left to exit this room. Make sure to get close enough to the Teleport Station to activate it on the way.

Climb straight up the corridor and proceed through the door on your left to reach the next Metroid.

Missile Tank M-13

While on your way up the corridor, destroy a Block on the corridor’s right side to find a Morph Ball passage. Use Bombs to defeat the Moheek blocking the passage, then continue right.

You eventually come upon Missile Tank M-13. Head left to reach a dissolving Block that drops you out of the passage and back into ’s room.

6/40

Evolved Alpha Metroid

Expect a change of strategy with this next Metroid, which produces fire and fire-based attacks to deal with its adversaries.

You see a lot of the same attacks the Alphas perform, but the move you need to watch out for is its Giant Electric Mine attack. Instead of dropping small, destructible electric balls, this type of Alpha drops a single, large fireball down to the ground, which ignites whatever platform it touches. If you see this attack, get off the platform the Metroid is hovering over ASAP!

The rest of the fight plays out like any other Alpha fight up to this point. Use the sides of the chamber to get the Metroid to ram into the wall when it performs its fire tackle attack. This stops it from performing subsequent tackle attacks and gives you an opening to sneak some attacks in on its core.

You can Morph Ball in the pools of water to avoid its fire tackle as well.

Aside from the fire and the single move change, this fight feels familiar. Use what you’ve learned previously to make short work of the Alpha.

Beware the Swarm

Keep a lookout for these little guys. Whenever you see this group of bugs in our zone maps, expect to confront any one of three swarm-type enemies: Parabies, Mumbos, or the Blob Swarm.

To escape the room, head to the left and shoot a missile at the lone Block near the top of the screen.

Jump up to the newly created hole in the wall and climb through. In the next room, jump onto the ledge above and Spider Ball from there over the red plants to avoid taking unnecessary damage, then do the same on the lower ledge.

Drop down the shaft, then continue through the Charge Door on your left. You find a new Aeion Ability called Lightning Armor in this room.

Lightning Armor

This handy ability allows you to don a shield that protects you from nearly all damage, so long as you have Aeion Energy. Any damage you would take depletes your Aeion Energy instead—though keep in mind it’s not a one-to-one exchange of damage to energy. This ability keeps you from taking damage from enemies and the red plants.

You also get a dramatically increased melee attack range, which makes Melee Counters easier to pull off. Like taking damage, performing Melee Counters while the Lightning Armor is engaged drains your Aeion Energy bar, so use them wisely.

This armor can also be used against boss enemies to prevent damage from a handful of attacks. You can only avoid damage from three or four attacks at this stage, but that handful of attacks can mean the difference between success and defeat.

With the Lightning Armor in hand, follow the path to the left, up, then to the right until you reach a point where the path splits in two directions above you.

Paraby

These creatures always flock together and generally mind their own business. The biggest threat they pose is by obstructing your way. Touching them deals damage, but they never pursue you.

Their most useful and interesting quality is the amount of health, Aeion Energy, and ammunition they drop when defeated. Defeat them quickly by using a melee attack on them with the Lightning Armor active. You can plow through a swarm of these enemies in one or two melee attacks and come out with more Aeion Energy than you started with. These enemies offer a great way to refill your resources when Recharge Stations aren’t available.

Fleech Swarm

You don’t run into Fleech Swarms very often, but when you do, move fast. The Fleech Swarm’s mist latches on to your Power Suit and rapidly drains your health. The only way to dislodge it is by jumping into a pool of water. Thankfully there’s always a pool not too far from a Fleech Swarm’s location.

Whenever you see a Fleech Swarm, throw on your Lightning Armor and move quickly. The sooner you find water, the better.

Take the upper-left path to reach a hall with red plants lining the ceiling and floor. Equip your Lightning Armor and run through to the left.

Missile Tank M-14 is easily obtainable while you’re progressing through this room. Grab it and Morph Ball into the lower-right corner of this area to fall through a Pit Block to the level below you.

Head right until you reach a small opening that’s just big enough to fire through, then fire through it. Hitting the door to your right forces it open permanently.

Hop back over the wall and place a Bomb on the floor to the left of it to destroy more Blocks.

Drop down and roll under the platform to your right to find more Pit Blocks. Take the door on the right side of the room.

Spider Ball up the wall on the right and climb to the top of the room; use your Lightning Armor to avoid taking damage from the red plants along the way. Find the elevator through the now-open door at the top of the corridor. Head into the elevator; you’re on your way to the next Metroid.

Missile Tank M-15

While Spider Balling up the wall in the corridor before the room where you obtained the Lightning Armor, place Bombs at the top of the wall.

Continue to the right, but stop when you see a beehive-like object swarming with purple mist.

As soon as you approach the hive, the Fleech Swarm’s mist latches on to you and deals continuous damage. This would be a problem if you’d visited earlier, but with the Lightning Armor in your possession, this part is a breeze.

Turn your Lightning Armor on, then roll into the Morph Ball. Roll over near the right side of the room and bomb the Blocks just before the wall.

Fall down the hole and head to the left wall. Bomb the Blocks just in front of the left wall to create another hole. The Missile Tank is easily accessible from here.

Double back to the room you got the Lightning Armor from to continue following the Walkthrough.

At the other end of the elevator’s route, take the door on the left side of the room.

Missile Tank M-16

Before you go through the door at the beginning of , jump onto the ledge above the door and keep climbing until you find a Morph Ball passage to the left.

Spider Ball up the wall on the right as soon as you can reach it, then place a Bomb at the base of the left wall to reach Missile Tank M-16.

Climb up the room, avoiding and/or defeating Moheeks as you go, until you reach the two doors in the top-left corner of the room. Head through the top door to find the next Metroid.

7/40

Alpha Metroid

There isn’t anything unexpected to look out for here. The real challenge is navigating the water that covers the bottom of the chamber. It makes your movement slower and changes the height and timing of your jumps; you have to be more careful to dodge this Metroid’s electric charges. Don’t be afraid to use your Lightning Armor to help absorb any damage you take while readjusting your timing. Alphas should be familiar to you by now, but having your jumps hindered can result in you taking a lot of damage early in the fight.

The goal for every floor is to get upgrades for your Power Suit first, then Metroids second. This isn’t always possible, but keep it in mind as a guideline.

To reach the next upgrade, back out of the Alpha Metroid chamber and take the lower door on the left.

Pass through the hall and jump up to the Save Station platform, then begin Spider Balling your way up the wall. Watch out for Moheeks along the way to avoid getting knocked back to the bottom of the room.

Once at the top, continue to the right until you reach this cave-like opening. Drop down and head through the Red Door.

A Chozo Statue holding an Item Sphere is waiting on the left side of the room. Shoot it and claim your prize. That Item Sphere looks a little strange…

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