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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 6

Area 6 : part I

As far as areas go, Area 6 is straightforward. There isn’t anywhere to go except toward the Chozo Seal at this point. Head left until you reach the only Energy Recharge Station in the entire area.

From here, travel upward and bomb the Block in the top-right corner of the Morph Ball path up ahead. Watch for GlowFlies—this area is littered with them.

Bomb the center Blocks on the platform farther up. Follow the path up and to the right, taking care not to agitate any GlowFlies. Drop into the small pit near the end of the path and wait for a GlowFly before progressing to the end. Bomb the Block at the far end to drop back into open space.

Head to the center of this open area and Space Jump up to find the Chozo Seal in the top portion of the room. It looks like only one Metroid DNA strand is required again. There must be more involved than what you’re seeing, so don’t wait to explore the area further.

Shortcut Unlocked

Instead of Space Jumping to the upper part of the room, take the door on the right. At the bottom of this room, find a Pull Block obstructing what should be a shortcut to the earlier part of the area. Destroy the Pull Block to gain easier access for future exploring.

There’s no way to go but onto the right landing and around to the left, so get moving!

Continue along the path until you reach a Teleport Station. Approach to activate it, then jump onto the platform above it.

Climb until the path forks left and right. Continue left to find a Charge Door. Charge it and move on through.

Head to the left side of the room and Space Jump upward. The Screw Attack cuts through the platform near the top. Once you’re through, get to the Red Door on the right. There’s a new item through there.

That dang Diggernaut took the item! There’s not much you can do to get it back at the moment, so focus on this area’s Metroids for now.

At the center of the room, Space Jump upward. The thin platform blocking the center is made up of Screw Attack Blocks, so keep jumping and tear through them.

Once through, head right as soon as you’re able. Continue right and take the door at the end of the path.

Continue right, drop down, and go to the left corner of the room. Drop down the pit on the room’s left end to fall through some Pit Blocks to the room below.

Missile Tank M-56

Once you fall into the pit and drop into the next room, enter the door on the left for a Missile Tank.

After entering the room, bomb the Block a few Block spaces to the left of the Big Aeion Orb device.

Drop into the hole and follow the red-plant-laden path to reach the Missile Tank.

Head through the door on the right side of this room, then plant a Bomb at the pass of the platform in the center of the connecting hallway ahead. Bomb the second Block obstructing your path, then take the door on the right side of the hall. The next Metroid is past that door.

35/40

Zeta Metroid

You’re up against another Zeta Metroid. At this point, Zetas are likely second nature. Your first encounter may have been intimidating, but you know their patterns by now.

As a refresher, pull the Zeta off the ceiling after it fires its volley of bouncing projectiles. If it charges up a fire attack while on the ceiling, pull it down with the Grapple Beam before it fires. Pulling it off the wall or countering its counterable attack makes this a brisk fight.

With the Zeta defeated, you have enough DNA to unlock the Chozo Seal. Backtrack to the seal at ’s location on our map and insert the DNA.

Instead of draining the purple liquid, this seal shifts it to another part of the map. The path up and to the left of the Chozo Seal is no long accessible, but a new path to the right has opened up. If you’ve used Scan Pulse anywhere on the right side of the map (or if you’ve looked at the map in this book), you may have noticed a second Chozo Seal. That seal is uncovered now, so head that way. Drop to the bottom of the right path and through the Morph Ball hole on the room’s right side.

In the next room, jump up into the Morph Ball passage above the fan. Plant a Bomb on the left side and sit on top of it while you wait for it to blow. When it detonates, drop down and fire a missile straight up at the Block above you. That’s a Missile Block. As soon as you clear it, jump straight up past where it was, and grab on to the ledge.

There’s a Pull Block in this upper alcove. Destroy it, then drop back to the floor and head right. Align yourself with the center of the spike-lined corridor, aim up, and Grapple Beam your way to the top of this small shaft.

Follow the path around and to the right to find the Chozo Seal. This one requires a single Metroid DNA strand as well. There aren’t many Metroid fights left, so see this through to the end.

The shifting liquid not only opened and closed paths, it also seems to have stirred a Metroid into a room you’ve already visited. To reach it, jump up through the opening to the upper-right side of the Chozo Seal.

The path ahead is without any forks or tricky platforming. Venture along the path to eventually come to a door on the northeast side of the room. Head through when you reach it.

Super Missile Tank S-19

Near the base of the upper-right side of the Chozo Seal room, you can find a Super Missile Tank. It’s protected by a somewhat lengthy Morph Ball labyrinth and an endless supply of GlowFlies, but it’s easy enough to reach if you have the patience.

To enter the labyrinth, bomb the Block next to the platform at the start of the climb to the door out of this room—if you see crystals to your right, you’re in the right place.

Continue bombing your way to the right until you reach the drop ahead. Don’t drop yet, however; this place is a haven for GlowFlies, so be careful while navigating it.

Wait for a GlowFly to come out of the hole on the right, then immediately follow behind.

Drop down and roll to the right. Wait under the crystal formation for a GlowFly to come by, then jump up into the right passage.

Once you’re above the crystal row’s level, Spider Ball along the top of the passage. The second Block at the start of this row is a Pit Block that drops you back to the bottom and likely puts you at risk of getting hit by a GlowFly. You don’t want either of these things to happen.

Jump up onto the first opening, roll past the giant Pull Block, and make your way to the right. The opening to the right of the Pull Block allows you to pull the Block and open a path near the start of the labyrinth.

Once you pull the Block, roll as the Morph Ball to the right to fall through a Pit Block. Now roll to the left until you fall through a second Pit Block, then wait under the crystal row for a GlowFly to pass by.

Roll to the left row of crystals and wait for another GlowFly to pass before climbing up the left path. Climb until you reach the labyrinth’s entrance. Again, wait on the entrance for a GlowFly to pass, then roll to the right of the GlowFly hole and place a Bomb. You’re safe from the GlowFlies here, so don’t worry about aggravating any of them.

Spider Ball up the opening until you reach an alcove above the giant Pull Block. There’s a smaller Pull Block here. Pull it to destroy it.

Drop down and head to the right of the giant Pull Block. An opening to the left of the Block allows access to it. Pull it, then drop and wrap around to the right side of the labyrinth.

Roll up to the top of the labyrinth and follow the path until you reach the Super Missile Tank. Roll into the small opening on the right to fall through a Pit Block down to the left of the giant Pull Block. From there, it’s easy to reach the way back to the labyrinth’s entrance.

You have to use the Phase Drift to get through the start of this next room. The row of Blocks with nothing below them are Pit Blocks. The ceiling is covered in yellow goo, so the Spider Ball is out of the question. That leaves the Phase Drift, which gets the job done just fine.

Energy Tank E-8 and Missile Tank M-57

Instead of using Phase Drift to roll over the Pit Blocks at the start of this area, fall straight through them.

Shoot at the Missile Block on the left wall three Block spaces from the floor. Energy Tank E-8 is contained within.

Spider Ball your way up the left wall and bomb the Bomb Block at the top to reach Missile Tank M-57.

Continue west to reach the lair of your next Metroid: the Omega Metroid.

36/40

omega Metroid

This is it: a Metroid at the pinnacle of maturity. It’s not as fast as a Zeta and it can’t fly like the Alphas and Gammas, but it’s huge and deadly.

Like the Zeta, the Omega Metroid’s mouth and core are weak to attacks. Unlike the Zeta, an Omega can shield its core with a regenerating exoskeleton. Continually shooting its chest eventually breaks the plating that surrounds the core, giving you a chance to damage it. After a time, the Omega’s chest plating heals and covers the core once more. Destroy it again to regain access.

Phase 1

The Omega’s attacks aren’t complicated, but they cover a significant distance. For instance, if you see the Omega get on all fours and lift its tail, that’s your cue that it’s about to start using its tail to smack the floor, shaking rocks loose from the ceiling that damage you if you’re in their path. The Screw Attack doesn’t destroy these rocks, nor does it make you invulnerable to them. However, you can shoot them as they fall to prevent getting hit, and also to gain health and ammunition from them.

At times, the Omega’s mouth fills with fire. This is its tell for its fire beam attack. It fires a concentrated beam wherever you are and holds it there for a couple of seconds.

When you see the fire form around its mouth, begin Space Jumping around to keep it from locking on to your location.

The Omega can also jump unexpectedly. If it performs a short hop in place, anticipate that its next move will be a huge leap toward your location. The only proper response is to quickly close the distance with the Omega. It hops high enough into the air for you to walk under its feet at the peak of its jump.

If the Omega pulls its arm back, expect a claw swipe to follow. This is an easy attack to dodge, but it can catch you if you’re not prepared. If you’re standing near the Omega after its first swipe, it follows up with another swipe right after. Give the Omega plenty of space whenever you see that arm go past its back.

The Omega’s fire beams are not limited to a horizontal trajectory—it can move the beam up or down across the chamber. If the Omega begins firing a beam at its feet, it’s going to drag the beam upward toward the ceiling. Escape by Space Jumping over the Omega. As soon as you pass overhead, it stops firing its beam.

If it starts by shooting its beam at the ceiling instead of its feet, consider yourself in fortune’s favor. This is an ideal time to get in close and unload on the Omega’s chest.

Save the Super Missiles and emphasize normal missiles instead. A handful of missiles breaks the chest plate, and when this happens, you’re in the perfect position to unleash Super Missiles directly into the Omega’s core.

The Omega’s counterable move is heavily telegraphed and easy to counter. When it stands straight up with its arms to its sides and begins roaring with its mouth wide open, the counterable attack is about to happen. Get in close and wait for the rings and clicking sound you’re familiar with. Once you’ve countered the attack, give the Omega all the Super Missiles you can muster.

If the Omega’s tail rises over its head, get to Space Jumping to maneuver over and around the enemy. This is because the Omega is about to perform a tail slap or two, and those slaps have a lot more range than you might expect.

Phase 2

The Omega’s core progressively reddens as it takes damage. Once you deal enough damage, Phase 2 is triggered, and the Omega changes up its attacks. A few of its current attacks grow faster and more intense, so pay extra-close attention to its tells.

For starters, whenever it jumps during this phase, it does so much faster and at a shorter distance. It can perform its tail slap more than twice.

The most dangerous change is a mash-up of the Omega’s fire beam and rock-dropping attacks. The Omega looks straight down at the ground and breathes a fire beam that engulfs the entire floor. While the floor is on fire, the Omega slaps its tail to cause rocks to fall from the ceiling. You have no choice but to Space Jump around and dodge the rocks. Thankfully, the rocks fall at a much sparser rate, so they’re much easier to avoid.

Once the Omega is dust, make your way back to the Chozo Seal. Putting the DNA into this second seal fully drains the purple liquid from the zone. When you’re ready, Space Jump up the passage to the left of the Chozo Seal.

It’s a linear path to the first Chozo Seal, so head in that direction. Once you reach the seal, go left past it and follow the west wall down past the Energy Recharge Station. When you reach a Save Station, turn right.

Missile Tank M-58

The Block near the floor to the left of the Save Station is a Bomb Block. If you’re after another Missile Tank, destroy it and head on in.

You find another series of GlowFly-infested tunnels here, though thankfully they aren’t nearly as long and winding as the ones for Super Missile Tank S-19.

The center of the Block bridge near the start of the passage is home to a Pit Block. You can reach the Missile Tank housed here one of two ways: move carefully and avoid the GlowFlies that pour out of the hole ahead, or throw caution to the wind and roll right on through the GlowFlies, take the damage, and grab the Missile Tank.

If you choose the first option, roll over the center of the bridge and fall through the Pit Block. Spider Ball along the bottom of the bridge and head to its left side. Bomb the Block at its left end and wait for the GlowFly to skitter by. Spider Ball up the wall past the GlowFly hole to find the Missile Tank just ahead. Roll to the left to fall through a Pit Block into the Missile Tank’s alcove.

If the second option sounds more appealing, Spider Ball on the ceiling above the bridge, pass the Pit Block, and climb up past the GlowFly hole. You might take some damage, but nothing that can’t be easily replenished.

Regardless of method, once the Missile Tank is in your possession, roll to the right to drop out of the alcove, then continue right to be dropped from the Morph Ball tunnel altogether.

Continue right and drop down the pit at the end of the path, then proceed left.

This room is large, full of platforms and swarming with enemies. Space Jump along the top to avoid tricky platforming, and protect yourself from enemy attacks with the Screw Attack. Find a door in the upper-left side of the room. Head on through.

Missile Tank M-59

Before you take the door on the left side of the room, Space Jump up to the upper-left corner to find a Missile Tank. There’s a small handhold to the right of the Missile Tank; grab on to it and pull yourself in.

Wait here for a moment. GlowFlies run out of a hole on the right and make their way into a hole directly above your location. Spider Ball onto the top of your hiding spot and wait for a GlowFly to pass by. Quickly roll up and place a Bomb slightly left of the middle of the Block bridge above. Back off, wait for the Bomb to blow, then wait for another GlowFly to run through the new opening.

Once it’s through, head through yourself and make your way left to reach the Missile Tank.

As soon as you enter the door just past the Teleport Station, stop! The platform ahead is full of Pit Blocks. Space Jump up the room to avoid falling through. If you do fall, take the door on the right, traverse the hall, and jump back up to the door leading to the Teleport Station.

Work your way around platforms covered in Pit Blocks to reach the top of this corridor. Once you do, a door on the left is waiting to be opened.

Missile Tank M-60

Before you Space Jump to the top of this corridor, if you’re cruising for more missiles, you can find a Missile Tank at the other end of the Pit Block bridge. Roll into the Morph Ball, turn on Phase Drift, and race to the left side of the bridge. Spider Ball onto the small bit of wall not covered in goo, then bomb the Block on the wall closest to the bridge. The Missile Tank is hidden inside that Block.

Run past the Save Station and drop into the pit ahead. Follow the path to be dropped out into a fork in the road. The left side contains a Morph Ball passage, while the right has a couple of passages covered in red plants. If you’re looking for an Aeion Tank, head right and read the “Aeion Tank A-11 tip for details. Otherwise, take the Morph Ball passage on the left.

Aeion Tank A-11

Drop down the first red-plant-laden pit and head left at the first opportunity. Spot a Pull Block below you with a fan sucking up air in the Block’s opening. To reach the Aeion Tank, you need to shift that Pull Block to the left; to reach the Pull Block, you need to Spider Ball up the wall above the Block and place a Bomb in the top-left corner.

Head through the newly opened passage and drop down the hole to the left. Go right once you’re on solid ground, and destroy the Pull Block next to the Aeion Tank.

Proceed left and jump up to the landing above. The two Blocks ahead at level with your Power Beam are both destructible—the first is a normal Block and the second is a Missile Block.

Shoot and destroy both of them, then activate Phase Drift and roll over the Pit Block in the center and into the alcove on the right. Pull the Pull Block on the right side, then make your way back up the passage above the Pit Block.

Blow up the Bomb Block and drop back into the main corridor. Drop down the pit ahead and bomb the Block in the small opening below the Pull Block. The Aeion Tank is right below that Block.

black Autoad

Those Autoads that have the ability to seize up your Aeion Abilities are back, with reinforced plating this time around. They haven’t changed much beyond that, so slap on your Beam Burst and let them have it as soon as you see them. If you’re not quick, the Autoad zaps your Aeion Abilities, and you have no way of destroying it until the effect wears off.

Jump up the stepped landings and stop on the second one (third if you count the small step at the bottom of the room). Attempting to reach the top of the room is fruitless—Pull Blocks obstruct passages that allow you to progress. Instead, bomb the Block at the base of the wall on the second step to open a different passage. Blast your way through, then head through the Charge Door at the end of the hall. Make sure you’re ready before you do: sensors show that something big is lurking in the room beyond the Charge Door.

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