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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 4

Area4 : part II

Space Jump: What Is It?

The Space Jump gives you the ability to jump forever, so long as you push the Jump button rhythmically. Keep in mind that you can’t merely mash the button, and you must be performing a spinning jump in order to continuously Space Jump. Once you have the hang of it, there are almost no heights that can’t be achieved.

Space Jumping properly is about waiting until just after you hit the peak of your jump. Let yourself fall slightly, then hit the Jump button again. If you hit the button at the top of any Space Jump, nothing comes of it and you fall back to the ground. You can recover by continuously pressing the Jump button while falling, but you’ll never get anywhere if you don’t time the jumps right.

Space Jump straight up the opening above. Continue Space Jumping up every opening you see until you reach the top of the room. Turn left and enter the door ahead.

There’s another upgrade for your suit not too far from here, so head in that direction.

Go left, drop down, then continue left. Jump onto the suspended landing and make your way upward as soon as you can.

Stonger Tsumuri

Stonger Tsumuri are faster than their blue counterparts. More accurately, they always move at a fast pace, whereas regular Tsumuri only move fast when scared.

A bigger difference between this Tsumuri and the one you’re used to is its slime trail. Regular Tsumuri only leave a trail of acidic slime when threatened, but Stronger Tsumuri create a continuous trail of slime.

Stronger Tsumuri are more predictable than regular Tsumuri because they don’t get startled; they do, however, charge at anything that approaches them. Shoot them with missiles at a distance to avoid potential problems.

Continue climbing the corridor until you see the Red Door near the highest point. Destroy the red barrier and head on through.

In the next room, Space Jump up the opening above, then go right and drop through the opening into the Chozo Statue room below.

Shoot the Item Sphere to reveal your suit upgrade: the Super Missile. Jump back up the opening and use your new Super Missiles to destroy the barrier on the Green Door ahead.

How Does the Super Missile Work?

The Super Missile functions almost exactly the same way as a missile, but it’s significantly more powerful. Unlike missiles, you should reserve your Super Missiles for boss encounters and for destroying Super Missile Blocks. Refilling your Super Missile supply can be tough without the aid of an Ammo Recharge Station.

Super Missiles work with Green Doors in the same way missiles work with Red Doors. Fire a single Super Missile at the green dome to make it disappear, giving you the ability to open the door behind it.

To use Super Missiles, hold the R button and select them using the touchscreen in the same way you would select a different beam weapon.

The Super Missile is a real Metroid slayer, so it’s time to find a Metroid and put your new weapon to the test.

Head north up the corridor, then through the open passage in the top-right corner of the room.

Super Missile Tank S-1

While traveling north up the corridor, you pass a pool of water on your left.

Get to the left side of the pool, look up, and fire a Super Missile at the Block above.

As soon as the Block is destroyed, Free Aim up and fire to grapple onto a grapple point above you. The Super Missile Tank is right next to the grapple point.

Continue through the next room and take the door on the right.

Stronger Moto

Stronger Motos are aggressive, even for Motos. If you manage to dodge their first charge attack, they turn around and continue charging. They can perform a charge attack up to three times before taking a breather, at which point they’re completely vulnerable to your attacks. However, don’t wait for them to finish their charge attacks, since a simple Melee Counter does the trick. Defeating them with missiles requires many more shots than regular Motos take, but a single Melee Counter allows you to down them with a shot from the Spazer Beam.

25/40

Evolved Gamma Metroid (Runner)

The next Metroid you encounter is a runner type, so once you enter the high-temperature room, consider it the beginning of the fight.

Like all runner fights, this Metroid is hiding in one of three rooms attached to the one you’re currently in. In between fights, use the Rock Icicles and Gawrons in this central room to resupply yourself before resuming the Metroid chase.

As a quick aside, this central room houses a Super Missile Tank. Read the “Super Missile Tank S-2 tip for more details.

Room 1

The first entrance is near the one below some destructible Blocks on the floor. Use a Super Missile on the Blocks and drop into the area below.

Follow the path to a dead end. From there, bomb the lower-left Blocks to enter the Metroid’s room.

This room is trickier than most you’ve fought in. Two small strips of land mark the left and right sides, while a pool of lava rests in the center. You don’t have a ton of wiggle room here, so work with what you’ve got. The good news is it’s easy to get the Gamma to slam into the walls whenever it performs its tackle attack.

To exit the room, leave the same way you came in. Space Jump up to the top-left corner and bomb your way out.

Room 2

Find this room by heading to the far-right side of the main room and dropping down the passage. Roll to the left and place a Bomb against the left Block and the Block a few spaces right of it. As soon as the Block slightly to the right blows, stand up in the passage it creates and fire a Super Missile at the remaining Block on the left. The timing on all of this is tight, so you may have to try a few times. The good news is that once you destroy the leftmost Block, it doesn’t reappear. Whenever a Super Missile Block is destroyed, it stays gone.

Quickly roll left to enter an alcove. Blow up the Block on the left to open a passage to the Metroid’s third potential hiding spot.

This room is spacious, so don’t worry too much about where to fight. Pick whatever’s comfortable and do what must be done.

When you’re done fighting in here, escape the way you came in. Space Jump back up to the top-left corner and bomb your way out.

Room 3

Make your way to the far-right side of the room as if you’re heading to Room 2. Before traversing the Morph Ball passage below, roll into the Morph Ball, do a small hop while hugging the left wall, and plant a Bomb to blow up a Block. Plant a Bomb at the end of this newly opened passage to gain entrance to the Metroid’s room.

This room, like so many others you’ve fought in, is stairstepped. Thankfully, the landing heights are similar, so transitioning from one step to the next is relatively easy. Per usual, the center platform is a pretty safe space to fight in, but any space works fine here.

Super Missile Tank S-2

Smack-dab in the center of the runner Gamma’s central room is a small opening embedded in the upper part of the right wall. If you hang from the platform directly left of that opening and fire a Super Missile into it, you reveal Super Missile Tank S-2. From here, jump and crawl in to grab the tank.

Once you’re finished with the runner Gamma, backtrack out of the high-temperature area, through the following room, and into the tall corridor. There’s another Metroid nearby that needs to be taken out.

Drop down just below the middle of the tall corridor and head directly west of the Save Station. You find a Green Door on the left side of that part of the corridor. Destroy it and pass through.

Climb to the top of this next corridor and through the passage in its top-left side.

Drop to the bottom of this next room, go left, then jump up to the door on the room’s left side. The next Metroid is beyond that door.

Missile Tank M-79

Space Jump to the top-left corner of the room to find an easy-to-grab Missile Tank.

26/40

Zeta Metroid

The Metroids have evolved once more into the next level of maturity, known as a Zeta Metroid. Zetas look more like lizards that any kind of Metroid you’ve seen up to this point—and they act an awful lot like lizards too. Zetas cover their cores most of the time, so you have to wait for specific openings in order to land a hit. You can damage a Zeta by shooting its mouth, but this is generally a waste of missiles. Its mouth is a pretty small target; put those missiles to better use by waiting for a more opportune moment.

Also, save your Super Missiles until you’re positive they’ll hit the Zeta’s core. We point out the best times to use them so you get the most bang for your buck.

Despite their physical changes, Zetas aren’t exceptionally difficult, especially if you know what to expect. Read ahead to learn each of the Zeta’s attacks and tells, and you’ll have no trouble knocking it out.

One of the more common moves a Zeta performs is a simple fire-breath attack. It leans back on its hind legs while a small wisp of fire forms around its mouth. Back off a short distance and fire some Ice Beam shots into the Zeta’s mouth when this happens.

A great opportunity to attack the Zeta comes during its acid-spit attack. It settles on its hind legs as it does for the fire-breath attack, but a green mist forms around its mouth instead.

It fires three acid projectiles, one after another, directly at you. Take this opportunity to hit its core with missiles, but refrain from using Super Missiles. The acid shots can deflect your missiles if they collide midair.

In keeping with the lizard comparisons, Zetas can crawl along walls and ceilings with ease. While this seems like a hindrance to your ability to strike at a Zeta’s core, keep in mind that most attacks it performs from its wall and ceiling positions allow you chances to deal a lot of core damage.

That being said, when the Zeta performs its acid-spit attack from a wall or ceiling, you don’t get a core-attack opportunity. Instead, watch for one of two attacks: its arcing fireball attack and its bouncing acid-ball attack.

The fireball attack comes with a huge windup. When the Zeta arcs its back and a red light begins to glow there, react quickly and decisively. Your job here is to Free Aim directly at that red light and fire to pull the Zeta down to the ground.

The bouncing acid-ball attack, in contrast, comes out fast with little warning. Green fizzling around the Zeta’s mouth while it’s on the ceiling signals the impending attack. Instead of pulling the Zeta down while its attack is charging, you have to pull it off the ceiling after its acid ball is fired. This can be tricky, because the acid ball bounces slowly around the chamber, giving you little space to maneuver.

When you perform the pull, avoid standing directly under the Zeta. You can easily pull the Zeta down on top of you, causing you to sustain damage.

Whichever of the two attacks the Zeta performs, if you succeed in pulling it off the ceiling, it smacks onto the floor and lies there with its core exposed for a short time (you also get some ammunition and health for you troubles). This is prime Super Missile time. Unload whatever Super Missiles you have, then continue pelting the core with regular missiles.

The last move to watch for is its counterable attack, which Zetas enjoy performing more than practically any other Metroid type. Right before it executes this attack, it reels back on all fours, open its mouth, and shakes its head. Get in close and wait for the counterable attack to be unleashed.

With this Metroid destroyed, backtrack to the tall corridor two rooms to the east. It’s time to hightail it back to the west side of the map—the southwest side, to be precise. Area 4’s last Metroid is lying in wait for you there. The recommended route used to reach it, though, depends on whether you first take this opportunity to grab most of the items littered around the Diggernaut Escape rooms. To commence item-hunting, read on. To opt out, skip the following tip section and resume the Walkthrough afterward.

Aeion Tank A-6

To engage in some item-hunting at this point, drop all the way to the bottom of the tall corridor and take the door in the bottom-right corner.

Turn right and drop down the opening ahead. Once your feet touch the ground, proceed left until you reach a dead end. There’s a small opening near the center of the left wall. Drop in there, crouch while facing left, and fire a Super Missile at the Block ahead.

Continue left, past the small Morph Ball passage containing a Missile Tank, and drop down the opening left of the room’s center.

Venture right until you see grapple points in the ceiling. Drop into the pool of water below them, roll into the Morph Ball, and bomb the Block ahead.

Plant a Bomb up against the next Block to destroy the Block in the passage’s ceiling. Jump into the opening and plant another Bomb to create a path into the row of red plants. Turn on your Lightning Armor and grab the Aeion Tank.

Missile Tank M-35

Back out of the Aeion Tank’s passage and head left until you see an opening in the ground.

Drop down the opening and land on the first platform on the left. From here, Spider Ball down the wall and plant a Bomb on the second Block below the slope (use your Scan Pulse to find the exact location).

You enter a room with a Bomb-destroying fan on either side of a center column. The column is composed of Bomb Blocks, which makes this next part tricky.

Get underneath the column and plant a Bomb. Once it’s destroyed, quickly jump onto the bottom of the next Block in the column and plant another Bomb.

(You can also roll to the tip of the Blocks lining the path up to the column, as seen in our screenshot.)

Wait for the bottom Block of the column to reappear. Climb on top, place another Bomb, and wait for it to detonate while still on the Block.

As soon as the Block is destroyed and you fall, the second Block reforms. Quickly jump on top of that second Block and plant another Bomb.

You don’t need to wait on the Block for this detonation. Spider Ball onto the left or right wall and roll up into the opening as soon as the Bomb blows.

Missile Tank M-36

Exit Missile Tank M-35’s room the way you came in and drop to the area’s bottom level. Go right until you see grapple points in the ceiling.

Missile Tank M-36 is in the ground just below the grapple points. To get to it, plant a Bomb on the Block one space to the left of the slope ahead. Continue planting Bombs in each opening you create to carve a path to the tank.

Once you have all three items, it’s time to head to the east side of the Chozo Seal room. In this case, the fastest route involves getting to the third level from the top of the area and taking the door past the Save Station.

Enter the next door on the left and drop down to the elevator below.

In the Chozo Seal room, drop to the lower level and head straight to the left. Your destination is the Pull Block in the lower-left corner. Destroy it and use the Morph Ball passage it was blocking, then proceed to our M-37 tip and/or .

If you opt to skip the items for now, the route we recommend involves teleporting to Area 4’s west side via the Teleport Station in the bottom-left corner of the tall corridor.

In the Teleport Station room, go left but stop short of falling down the hole on the left side. Wait for the Stronger Tsumuri to make an appearance, then destroy it and Spider Ball down the right side of the hole. Use the Teleport Station to warp to the west side of Area 4.

After teleporting, head up, then right to enter the Chozo Seal room.

In the bottom-left corner, destroy the Pull Block on your left and jump into the Morph Ball passage it was blocking.

Missile Tank M-37

Reach Missile Tank M-37 by Space Jumping straight up the opening above you right after you enter the Chozo Seal room. At the top, take the door on the left. The Missile Tank is waiting for you on the other side.

The Metroid is close to this location, but reaching it requires a few more steps. Roll left to enter an alcove with another Pull Block ahead. Pull this one as well, then jump back into the Morph Ball passage and take the upper path.

Head left and plant a Bomb on the Block third from the left wall to gain access to the lower passage. Drop to the bottom of the path and plant another Bomb, then make your way to the left side of the room. Destroy the Tarmarga-covered door and go on through.

Missile Tank M-38

Before bombing the Block above and to the left of the Pull Block, climb up the Morph Ball passage to spot a small platform near the ceiling.

Jump onto the platform and plant a Bomb to reveal Missile Tank M-38.

Get to the top of the room and crawl into the Morph Ball passage in the top-left corner.

Continue left to reach a hall loaded with platforms and inhabited by a couple of Moheeks. For a direct route to the Metroid, drop to the floor and roll left to fall through some Pit Blocks into the Metroid’s chamber. Or you can grab another Missile Tank first by jumping across the platforms and dropping on the left side of the hall. Make your way left to find Missile Tank M-39.

From the Missile Tank’s location, roll to the end of the passage on the right to fall into the Metroid’s chamber.

27/40

EvolvedAlpha Metroid

After fighting a Zeta, bumping into an Alpha is either a relief or an anticlimax. This fight is a breeze, even for the sleepiest of Space Hunters.

Head to the platform in the chamber’s center to avoid fighting the Alpha in the water covering the entire floor. Wait for an opening and light up the Alpha with Super Missiles. Six or seven are plenty to take it down. Even if you don’t have that many, you can finish the fight effortlessly with regular missiles after pelting the Alpha with a few Super Missiles.

With the Alpha defeated, it’s time to return to the Chozo Seal. To get there, use the door in the top-right corner of the room to the right of the Metroid’s chamber.

With the Alpha defeated, it’s time to return to the Chozo Seal. To get there, use the door in the top-right corner of the room to the right of the Metroid’s chamber.

Once you’re back at the seal, insert the Metroid DNA to lower the purple liquid once more. There are no tricks this time, just a largely dry, liquidless purple path to the elevator.

Drop down the opening to the left of the Chozo Seal, then bomb the base of the right wall. Bomb your way through the Blocks and continue right.

Head all the way to the right until you hit the wall, then place more Bombs at the base. Once the road is clear, continue right.

Super Missile Tank S-3

Instead of bombing the wall to the right, Spider Ball onto the bottom of the platform hanging above the pool of purple liquid.

Continue left to a Pull Block. Destroy it, then fire a Super Missile at the Block behind where the Pull Block was to reveal Super Missile Tank S-3.

Drop to the bottom of the shaft to the right, then make a straight dash to the left to find the elevator to Area 5.

Cleanup

If you’re not in a rush and are itching for more item tanks, head to your nearest Teleport Station and read on.

Area 1: Missile Tank M-80

Teleport to the station in Area 1, then exit the room via the right door. Climb up to the top of the next room and take the door on the left.

Continue left to find a Gigadora-covered door on the room’s bottom-left side. Destroy the Gigadora, head through the door, then stop immediately upon entering the next room.

Transform into the Morph Ball and jump onto either the ceiling or the column in the room’s center and Spider Ball. Roll around to the column’s other side to reach Missile Tank M-80.

Area 2: Super Missile Tank S-4

From the northwestern Teleport Station in Area 2, Space Jump up to the room directly above the station. Head to the left side of the room and use a Super Missile to open the Green Door.

Climb to the top of the room and wrap around to its left side. Plant a Bomb on the Blocks below you, then plant another Bomb on the Blocks below those.

When you reach the third set of Blocks, press up against the right wall and plant a Bomb. It should blow up the entire row of Blocks, including the one keeping you from reaching the Super Missile Tank.

Once the Blocks are clear, roll into the passage and grab Super Missile Tank S-4.

Area 2: Missile Tank M-40

Grabbing Missile Tank M-40 is incredibly easy if you just picked up Super Missile Tank S-4, or if you’re coming from the northwestern Teleport Station. Space Jump to the top-right corner of the giant Teleport Station room to find it in the wall. 

Area 3: Super Missile Tank S-5

From Area 3’s central Teleport Station, head through the room’s only exit, then through the next room’s top-left door.

Climb the next corridor, exit via the top-right door, then through the following room’s bottom-right door—you know you’re on the right path when you pass an Energy Recharge Station.

Proceed to the bottom-right door of the next room, then climb to the top of the following room and take the Green Door on the left.

This next part requires speed. Free Aim and fire your Spazer Beam around the room to clear out Blocks obstructing your path—this also serves to show you exactly which Blocks are destructible. Roll through the narrow passage under the Super Missile Tank and hang from the ledge on the room’s left side. There’s a small opening to your right, and the Block on the other side is a Missile Block.

Quickly Free Aim and destroy all the destructible Blocks with your Spazer Beam, starting with the bottom ones. Fire a missile at the Missile Block, then rush to the right side of the room, jump into the upper passage, and grab the Super Missile Tank before the Blocks reform.

Area 3: Aeion Tank A-7

From Area 3’s southern Teleport Station, drop down the corridor and head through the first door on the right, just above the Save Station.

Climb to the middle of the following corridor and traverse the narrow passage in the right wall. Go all the way to the right and Free Aim straight upward. The targeting beam turns blue, meaning there’s a grapple point above.

Grapple onto the grapple point and climb through the opening on your left. Destroy the Gigadora ahead to find Aeion Tank A-7 beyond the door.

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